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Yes, seems the best option. They dont need the extra high str.
Yeah, we flew our space church across 500 light years to get to this planet taken over by the orks. Now we're going to drop from orbit in buckets and run out and shoot pistols and hit people in the head with chainsaws. Ultramarines!
I would rather go with the great wepaon.
You are taking mournfangs for the killing power, so make them killy!![]()
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"The major difference between a thing that might go wrong and a thing that cannot possibly go wrong is that when a thing that cannot possibly go wrong goes wrong it usually turns out to be impossible to get at or repair."
Douglas Adams
Universal Battle - Click here to play!
Animosity Campaigns - A5 was a blast join us next year for A6
My only concern with using the dragonhide on Mfangs is that is even more points tied up in a glass cannon type unit. I don't see the point of ever using groups of Mfangs larger than four models. Sure they hit hard with a much better save than regular Ogres, but it's still only four Ogres worth of resilience (toughness and wounds wise) I would think the ddragonhide would be better for a big block of Ogres or even a smaller group of maneaters. The man eaters are the ones who are going to need more killing power than the Mfangs methinks. Though to be fair, I still am having trouble seeing different rolls for man-eaters vs Mfangs. With my playstyle they will both serve the roll as hard hitting flankers. (though man-eaters win out on being able to potentially break steadfast with ranks, assuming they are ignored haha)
I agree with Mercules in that an iron fist is better, they are already really killy and with toughness 4 and 3 wounds for 60 points a 2+ save would really help them, combine this with the dragonhide banner and the unit is ridiculously killy on the charge and re-rolls 1s for armour saves.
If you are fighting anything strength 3 or 4 your unit will steamroller over them... hopefully![]()
And Parry! Dang it the only thing that can have a Mounted Parry save (so far) and I'll be damned if I pass up my chance to thumb my nose at Empire and Elven knights.![]()
"The major difference between a thing that might go wrong and a thing that cannot possibly go wrong is that when a thing that cannot possibly go wrong goes wrong it usually turns out to be impossible to get at or repair."
Douglas Adams
Universal Battle - Click here to play!
Animosity Campaigns - A5 was a blast join us next year for A6
I thought if you charged single models they aligned to you rather than the other way round? I could be wrong, and even if it is the case just make it 2 sabretusks oc, and I absolutely agree its the correct tactic. The only counter the shock unit player has is to shoot the sabertusk first, but you can have 2 or 3 "units" of them.
I have played 4 games with the new book.
Firebelly : Cheep Level 1 with dispell Scroll =
Easily my favorite hero! You could put a Hellheart on a second one for some awesome magic defense, and against TK or VC this would be BRUTAL! His Flaming Breath Attack is Fantastic buff to CC and adds to the combat res something Fierce. I tried 2 firebellys in a unit both Level 1 with a Dragonhide Banner, all in a big unit of bulls. Charged 50+ Orcs and burned most of them to death.
Sabretusks : Single units of 1 =
These dogs are my favorite unit. Woof Woof! Redirectors of Dreams, they are perfect at what they do and can add some marchblocking, awkward charge angles to a game in your advantage. I think 4 for every 1k is to many but 3 for every 1k is not out of the question.
Mournfangs : 3 or 4 with Dragonbanner =
4 would be Ideal but 3 is what I ran in 2 out of three games. They hit like a ton of Bricks. D3 Impact hits + 7A each + S5 Stomp. YUMMM. They are normally targetted but not killed off. If these chaps are getting hit it means your block of Bulls is not.
Maneaters : 3 with Scout & Swiftstrider + HA & AHW =
My opponents finish deploying and the WTH??? 3 Scouting Ogres! I love the psychological factor to this. As any unit that can "Upset" the balance of an enemies game plan is golden, their reaction is usually an overreation leaving you the deal with less of their army on the main charge. 15A @ S5 from 3 models is fantastic. Also Swifstrider makes that wonderful 10+ for charge range even more likley, I got it in my last game and it really helped.
Gourger : "Spleenripper" =
If he don't come on by turn 3 you've really wasted your points. The good news is if he comes on turn 2 its ANOTHER psychological thorn in your enemies head. He may not do amazingly well but the place anywhere factor messes with your opponent and really can help plug a hole or make a flank even stronger.
Bulls : LA +Ironfist =
I have always liked them, and still do. Bang for your bucks they are GREAT! But will still wither to an amazing CC unit. I run them in about units of 12 ... maybe more. Our main battle unit and bunker for characters. Enough said.
Overall I love the new units but HATE the look of the Morunfangs. I will change them out for Rhinox as soon as I can. More info and battle repourts to come.
Kasrkins Imperial Guard
Thorran 77th - Mobile Infantry
Red, Yellow, & Blue Platoons
123rd Airbourne - 108th Recon - 42nd Armoured
I'm starting to envision an "OMG! they come from everywhere!" army, with a 6 ME unit with Scout and Farstrider. A Hunter with a beefy unit of Cats, 1-2 Gorgers and an Anvil of BSB+Slaughermaster with a decent unit of ogres, a Thundertusk, a Scraplauncher/IronBlaster and some Leadbelchers.
What do you think??
Working on: Kabal of the Final Breath. (+2500 points fully painted) Games played:24, 13W/5D/6L
Here: http://w40ktenerife.blogspot.com/201....html#comments
6th edition DE record: W3/D0/L1
sadly you cannot have 6 units of maneaters , all with scout .
you can only use the 2 rules once. so your limited to a specific number of maneaters
but the idea to saturate your army with missile fire can never be a bad one ^^
my army has the potential for 3 templates, and 10 str 10 shots, aswell as 48 str 4 or shots a turn with the new book D:
Last edited by drear; 03-09-2011 at 14:23.
Oh, i must have expressed that wrong, i mean one unit of 6 ME.
Working on: Kabal of the Final Breath. (+2500 points fully painted) Games played:24, 13W/5D/6L
Here: http://w40ktenerife.blogspot.com/201....html#comments
6th edition DE record: W3/D0/L1
So what is the concensus on Leadbelchers? They seem like good flank protectors and good scout killers, however they are fragile and expensive. I think a unit of 6 would be good as it could basically clear one flank of pesky annoying units.
Also I'm leaning more toward the idea of 3/4 Scouting Maneaters. They put out some major hurt in CC and can provide a sizable threat if placed correctly, which, with them being scouts, is pretty likely.
Why is it always the innocents who suffer most, when you high lords play your game of thrones?Looks like you lost this game in the "purchase models" phase.
I am glad maneaters are shaping up well because they *look. Awesome.*
Yeah, we flew our space church across 500 light years to get to this planet taken over by the orks. Now we're going to drop from orbit in buckets and run out and shoot pistols and hit people in the head with chainsaws. Ultramarines!
Maneaters are indeed awesome. I can also confirm, having looked at the book today, that they can actually take different weapons. This means that a unit of 6 with 3 brace of pistols and 3 great weapons and heavy armour comes to (a rather depressing) 393pts.
(yeah, weapons are expensive! Pistols are double the price of the great weapon option in the old book, and great weapons only 1 point less than that. Heavy armour stayed the same though).
Not that I'm saying you'd necessarily take that unit, but the option is there. You could of course take the cheaper option of AHW + great weapons - which I suspect will be rather common for the 6x scout + swiftstride/stubborn combo. Stick the great weapons in the back to break big things with S7, and swing those A5 I3 S5 maneaters in front!
On leadbelchers, I think a unit of 6 is actually very effective. An average of 21 S4 shots, which at long range means 7 hits, is a scary prospect to irritating flankers/march blockers (you can go all Duck Hunter on those great eagles!). Plus, they're not exactly shabby in combat, and they're not that much more expensive than bulls. On the other hand, you're going to seriously want points and room in special this edition, so you might not be taking too many...
Can't wait to get my book.
Scouting-striding Maneaters do sound great. I'll definitely fit a unit of those in.
Is the Thundertusk too expensive to take in 1000pt games?
I've got the book now and am very excited by how viable many of the units seem (for the pick up games I play at least)!
I think Skragg is now a very decent choice. He is only 40 points more expensive than a lvl4 slaughtermaster with full item allowance and essentially gives you a lvl4 SM with tyrant stats - including that all important Ld9, 6A at S5 with killing blow and T6 (with easy access to regen)! The new rules do not have the pre-requisite of taking gorgers eitherI'm not usually a fan of SCs, but Skragg I like. The new law makes him a beast too, thanks to the healing
I am also excited by the Law of the Great Maw. Not having the buffs damage our casters and then just get dispelled in the opponents turn is well worth the trade-off of them no longer being RIP or stacking, IMO. Plus, bloodgruel seems a very useful attribute - most attributes are pretty situational, but regaining wounds on a 2+ and gaining +1 to cast is great, especially on casters that aren't afraid of combat.
Although I am very tempted by the firebelly, I'd also like to try an SM with Maw and a lvl1 with beasts, taking wildform for some crazily buffed Ogres![]()
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What you do is make a 2k list with Skragg, a horde of 18 bulls w/Ironfists, and 11 Gorgers(Skragg removes the limitation on multiple units for Gorgers). The bullstar runs at the enemy and as soon as Skragg murders something, the gorgers all jump out and shank your opponent's army.![]()
What size is Scraggs base? He can join units of Ogres can't he?