Just thought I'd kick it off
Edited so that people know this is for the new armybook
Just thought I'd kick it off
Edited so that people know this is for the new armybook
Last edited by Goldenwolf; 04-03-2011 at 02:33.
8th Edition Armies: Orcs & Goblins, Vampire Counts, Ogre Kingdoms, Lizardmen, Beastmen, WOC. Working on Wood Elves, Dark Elves, High Elves, Dwarves, Empire.
40K Armies: Ultramarines, Tyranids Working on Orks, Chaos Space Marines, Imperial Guard.
Yes - it can get much cheaper.
However, I agree that savage seems the way to go - it is made apparent by GW's focus on the theme, and you know when they focus on a theme, it's like an invitation to follow suit. History shows that the new stuff almost always used to rule in the past.
Someone trying to make this the new 8th edition tactica thread? it usually helps if it starts with some actual tactics instead of i like x-named models.
Now I myself haven't actually seen the new book yet, But for tactics I'm looking at the spell that moves a friendly unit 2d6"(well teleports) and using it on a unit of NG bowmen with fanatics and plop them by a warmachine or on the enemy's flanks. then you get to release the fanatics and then blast some bow fire into them.
Also going to try out a horde of Spider riders with some boss's on gigantic spiders /w the Special Spider rider hero and see what it can do (:
Last edited by Rogzor87; 02-03-2011 at 23:59.
Well, I'm going to throw in my two cents. People who stocked up on Battle for Skull Pass sets are going to enjoy that their Night Goblin spears are now FREE! Yes! Command and nets, however, are more expensive by 10 pts each.
Next, I'd like to mention hoppers. First, getting the Night Goblin riding it to actually have a statline is a mixed blessing. On the plus, that means each hopper gets an extra S3 attack. On the negative, that means that the enemy will be making to-hit rolls against WS 2 Night Goblins rather than WS 4 Squigs. Also, the Extra Boingy rule (the impact hits one) seems like a waste of ink for how often it will occur.
Finally, I'm bringing up Skulkers. These guys seem like a nice way to make common goblins more desirable (and like a nice replacement for a standard boss). What are we going to be throwing goblins at now, in how large a unit, and with what goals in mind?
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I've honestly just started mixing my squig hoppers in with regular night goblin units now (for extra models and added "charm")... they are so damn useless in this edition. And by the sounds of things they aint getting much better in the new book :<
I'll probably also use them to bolster squig hordes.
Lots of good things to look forward to - I'm gonna pick up my copy on Saturday and then squeeze a couple of games in on Sunday. So I'll report back with my initial findings after that.
I was more thinking picking up Mangler Squigs (or fanatics) and popping them between enemy units, or other nasty situations where they're most likely to do damage to enemies, or not do damage to me. Eg. dropping them in front of a unit that is about to get charged, so that if the enemy charges they have to land on it.
Risky though because if they don't charge it might scatter towards your unit.
What sort of builds are people looking at for their Warboss/BigBoss/Shaman's, etc?
Just to give us non-OnG players a heads up on what we should be expecting!
I'm awaiting the arrival of my OnG book, and if things tickle my fancy, I might do a Spider-themed army for small (sub 1500pt-ish) games at club night.
Would you say that the Ward Save from Savage Orc Tattoo's would stack with other generic Ward Save items? Similar to MoT on Chaos Warriors.
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- Warriors of Tzeentch (5000pts) - High Elves of Saphery (4000pts) - Waaagh Snagla (1500pts) Forest Goblin Spiders -
40, 000
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Cheap and cheerful. That's the way I roll. a ward save on the BSB and general...maybe something on a great shaman, that's it.
While I don't have the book, I believe it's been stated elsewhere that savage tattoos don't stack.
Are pump wagons worth it in this edition?
Don't play someone and then throw a hissy fit they were WAAC and not a Theme player. Ask your opponent what kind of game they are looking for and learn to play both ways. Excluding players is killing this hobby.
Yeah, sure. I've started dismantling and stripping my old ones. Not sure I want 4 due to the space they take up, but 2 seem good. Note sure I'll bother with upgrades as they die so easily.
I'm thinking that my Rares will be 2 each of Pump Wagons, Doom Divers and Manglers for 370 pts total.
Originally Posted by Occam's Razor
Originally Posted by Avian's Corollary, concerning disproved rumours
I'm more of a traditionalist I reckon, composition-wise. Orcs on top, lording it over goblin minions.
I'm liking the Little Waaagh! a bit better right now, but that might just be because I've got a couple of NG Shamen painted already and no Orc ones yet. :P The few test games I've played so far have really shown the advantages of some of the spells. I especially like the combination of Armour Piercing (with possible rerolls in flank/rear) and reduced I in order to get some kills in first.
For characters, I'm looking at 4-5 Orc Big Bosses on boars, all with spear and shield, one a BSB. NG L4, and probably a Savage Orc Warboss with extra choppa and the Armour of Gork as general.
I still haven't bought any boar boyz or savage orcs, but they'll both be in most of my lists, along with a couple of huge NG blocks and some chariots, trolls, and a Giant that I love too much to leave out even though he sucks.
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I've played one game using the new book rules, and what I learned was this-
1. Be careful with Hand of Gork- while it is awesome to be able to move entire units, make sure that you don't overextend yourself with it (constantly check that ld bubble)- its best use might just be- to help that unit(s) that rolled a 1 and a 1 to catch up with the rest of the army, or to move a unit that overpursued back into a useful position on the board-
2. Sneaky stabbin- might not get used the entire game as no opportunity presents itself-
3. Players will do whatever they can to stop Foot of Gork
4. Blorcs are awesome, and ItP on them is a good thing (players love to shoot at them)
5. Your shamans should still be careful when entering combat-
6. Goblin shamans like to blow themselves up (this might just have been bad luck)
7. Gork'll fix it is better than it seems.
8. You might want to get some markers, tokens, or spell cards as it is tough to remember everything that is going on with the spells, and all of the tests- (if you're a long time O&G player this might not be an issue, but as a new O&G player I might need some reminders)
the problem i have is that i tend to do theme armies. I don't like to mix savage orcs with night goblins, or put squigs in a savage themed army (savage orcs and forest goblins). I'm penalizing myself, i know, but an army with all the kinds of orcs and all the kinds of goblins is a thing i don't like.
why nobody talks about the "all orcs in 2d6 UM's repeat failed to hit rolls"? I think it's one of the best spells.
I am not going to say that you take your theme too seriosly because there is nothing wrong with that but I am going to say that you're probably not being very flexible or imaginative as to the theme behind your army construction. Orc's and goblins have very flexible themes and it doesn't take anymore more than 'A Big Un Cames along and stuck our boss and say we gotta leaves da muntain n' fight who 'e says.' That is how epic hordes of green become a problem, the biggest one just starts combining what ever smaller bands of greens that they encounter on thier war to fightin' someone. Just saying, think outside the box and don't be so stiff. Don't let Theme constrain your army, the great thing about the theme of your army is that it's only constrained by your imagination.![]()
Don't play someone and then throw a hissy fit they were WAAC and not a Theme player. Ask your opponent what kind of game they are looking for and learn to play both ways. Excluding players is killing this hobby.
Aww man... I thought we were going to wait until the book came out...
Oh well.
*goes back to read thread*
Please don't... it really is a complete waste of points in most cases.
In fact I am finding it hard to see why I would want any spiders at all when for 3 more points per model I could have a tougher boar boy, or save 3 points and get a faster wolf rider...
A unit with 3 skulkers is great for character killing and defense.
Start your goblin shaman in the unit and as soon as you are in combat *bam!* he is in the second rank and can't be hit.
Last edited by Malorian; 03-03-2011 at 16:15.
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