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Thread: Ogre Kingdoms 8th Ed Tactics Recipe Book

  1. #201
    Chapter Master minionboy's Avatar
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    Re: Ogre Kingdoms 8th Ed Tactics Recipe Book

    Quote Originally Posted by Fzargg View Post
    @minionboy: That's a really good point regarding the additional hand weapons vs ironfists on a unit of Ogres 18-strong. I've actually been looking for a good reason to equip my basic Ogres with ironfists(mainly because I dig their look a lot, and think they're very cool and "ogrey"), and your point regarding them is pretty much it. Thanks very much for setting me straight on that. I agree with your reasoning on the matter, and definitely see the advantage that ironfists would have over additional hand weapons on such a unit. Thanks very much!

    Edit: I'm also still struggling a bit with how to equip my unit of 4 Mournfang Cavalry, whether it's going to be ironfists or great weapons. I know there's been quite a bit of discussion regarding this already, and I'm thinking it's pretty much going to come down to each Ogre player's personal preference. Still though, any thoughts on this would be great to see as well.

    Fzargg
    Wow, someone actually listened to me!

    I am just building my mournfangs right now, going to play some games tomorrow with them. As much as I really want Great Weapons on them, going from a 2+/6++ to a 3+ is a huge difference. If you took 9 s3 wounds on those saves, you're taking 3 wounds with the 3+, but only 1.25 with the Iron Fists, meaning there is a good chance that Mournfang will live to strike. An ogre can't attack much when he's dead.

    If you're going to use the Mournfangs to hunt monsters though, then I definitely say go with the Great Weapons and Banner of Eternal Flame. Many monsters are striking at S6, so reducing your 2+ to a 5+ or your 3+ to a 6+, not a huge difference, but wounding on 3's with S6 (vs T5) or wounding on 5's with clubs could be huge.

    For attacking basic infantry, the Ironfist is king, but if you're fighting against high S/T units a lot, such as Chaos Warriors with Halberds, monsters, etc., then the Great Weapon could have an advantage. Personally, I'm going with the Ironfists because I have Ironblasters to solve the other problems.
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  2. #202

    Re: Ogre Kingdoms 8th Ed Tactics Recipe Book

    Thanks, minionboy! I was actually leaning towards the ironfists for the Mournfangs as well, but those are very good points regarding attacking more heavily armoured and high Toughness/monster types...it's a tough call. In fact, I was just about to ask what you'd consider using to take out said monster/high Toughness things if not the Mournfangs, and then you answered it; the Ironblaster. Score.

    I'm definitely planning on having one of them in my 2000 point list, along with a Thundertusk, so I guess that should go some way in dealing with said problems. Also, I'm sure I'll manage to have a high Strength character in there somewhere too, not to mention the Ironguts, with which to deal with those things too. So, it's looking like my Mournfangs may end up being incredible infantry crushers.

    Thanks again, minionboy!

    Fzargg

  3. #203
    Chaplain AussieSocks's Avatar
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    Re: Ogre Kingdoms 8th Ed Tactics Recipe Book

    6 wounds that, in combat, have to be distributed between the musician and the champion.
    As in Wound Allocation ala 40k?

    Explain?

    3 counters to Poisoin Pistol Maneaters:
    a) 2nd wave bunkers ala Vampires
    b) Skirmishing Bunkers
    c) a ward save

    Hope your opponents aren't putting 2 wound wizards in the fronk rank of their combat blocks.
    Last edited by AussieSocks; 10-09-2011 at 09:18.
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  4. #204

    Re: Ogre Kingdoms 8th Ed Tactics Recipe Book

    played my first game with the new book yesturday vs beastmen.
    very fun game of watchtower.

    a few things i noticed:

    bulls need to be in units of 11+ any less than they reach combat at little to no effectivness. and higher they make the opponent nervous of the unit.
    running them at around 11 in this game they were wonderful. running 3 wide they kick out 24 attacks with xhw, to a similar frontage , and because the opponents running 5-6 wide, your getting 12/18 attacks back. then theres stomp and impacts ! its alot of wounds.

    SM in a challange is rather epic. if you give him armour of destiny adn an ironfist he can go toe to toe with alot of heroes/lords and live.
    casting gut magic every turn re-gains his wounds aswell!
    i held out 4 turns against a beastlord with a magical mace

    the thundertusk is a confusing unit to play with. i want to keep it genrally away from stuff to shoot. but i want its frost aura. so it does need to advance 6 a turn , and shoot whilst it moves.

    watching a game after mine, mournfang cavalry with ironfists are devistating. 4 charged a unit of 50 ungor, and caused about 15-16 wounds, and took none back.
    this was without the dragonhide banner!

    ogres owning a cannon is a massive thing. being able to point at a chariot, and auto kill it is a thing of beauty.

    speaking of shooting..theres a damn lot of it. i found myself feeling like id missed out not taking pistols on my maneaters, as they spent 2 turns out of combat just moving into charge range.

    maneaters! i took4 of these. scout-swiftstride and xhw. they went through 3 minotaurs, 4 razorgor and a jabbersythe ( granted it was only on 1 wound) but in return they lost 2 maneaters over the course of 7 turns.
    having str 5 and a high ws makes them very very good at harrying a flank.and str 5 seems to make it a silly idea to take greatweapons on them, as 5 attacks at str 5 are alot against the units they will be pitted against.

    leadbelchers, kick out a ton of shots, but hit about as often as any low bs fire does in warhammer. they are best to protect a flank, and unload shots at close range.
    the fact that they come with light armour is a massive boon, shrugging off alot of shots from bows etc, and still having a save against what gets through.

  5. #205

    Re: Ogre Kingdoms 8th Ed Tactics Recipe Book

    Yeah it is hard to use (Thundertusk).

    The cannons are great, but I struggle to field 2 at 2k.

    ME S5 is awesome with I3 >TK, Vamps, Dwarfs, Ogres, Lizards, OnG...half of warhammer!

    Im going to get me 3 ninja ones today, for scout and ItP & AHW. (hmm rules say only 2 can get into attacking a warmachine, so I guess ill get 2).

    I still hate the fact, we have to spend 100 on a butcher, so our lvl 4 can choose a lore

    Ugh, cant wait to try a shooty list with heavens.
    Last edited by KSpen; 10-09-2011 at 09:57.

  6. #206

    Re: Ogre Kingdoms 8th Ed Tactics Recipe Book

    Quote Originally Posted by minionboy View Post
    That sillyness aside, I am trying to figure out how to sculpt an appropriate battle-wizard looking Butcher in plate armor.
    I'm willing to bet that a future FAQ will state that SM's can't take magic armour. I will agree that RAW they currently can, but I strongly suspect that they didn't intend them to. (If they did, they should have just given them the option to take regular armour.) You're running the risk of ending up with a model equiped with an invalid option.

  7. #207
    Brother Sergeant Nixon2802's Avatar
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    Re: Ogre Kingdoms 8th Ed Tactics Recipe Book

    Just a question, Im not an Ogre Kingdoms player but I like the look of it and it seems like most of the units are good. What Unit choices are good, which are bad and what characters do you put in what units? Plus are the big beasties (Thundertusk and Stonehorn) worth it?
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  8. #208

    Re: Ogre Kingdoms 8th Ed Tactics Recipe Book

    units worth taking - everything

    except - hunters, and yhetees, gorgers

    their rolls can be filled elsewhere in the book. gorger is expensive for an ambusher that could potentially not turn up. and is 1 model.
    id prefer maneaters for the job of hunting warmachines and skirmishers etc

    yhetees are high str and i but are very fragile, cost alot.
    you can just add more bulls and hit somthing harder. str 5 isnt hard to come by through buffs either.

    hunters-

    as a hero he cant be the bsb, and he isnt to great options wise. sure you can mount him..but its alot of points. without equiopemt.
    he also eats up the space for a bsb and a butcher/firebelly in a smaller list.
    he cant join units, and will be sniped out rather quickly.

  9. #209

    Re: Ogre Kingdoms 8th Ed Tactics Recipe Book

    Quote Originally Posted by Ultraloth View Post
    I'm willing to bet that a future FAQ will state that SM's can't take magic armour. I will agree that RAW they currently can, but I strongly suspect that they didn't intend them to. (If they did, they should have just given them the option to take regular armour.) You're running the risk of ending up with a model equiped with an invalid option.
    I Choose not to equip the guy in armour, cause it does not feel right. Fluffwise he is without gutplate to show off his massive belly. To much off a braggard in my opinion to where plate.

  10. #210
    Brother Sergeant Nixon2802's Avatar
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    Re: Ogre Kingdoms 8th Ed Tactics Recipe Book

    @Drear, thanks for that, so its definitely a competitive book then? are the 2 beasties are mount for a hunter or just on there own. Which of them is better, or are they both rubbish?
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  11. #211

    Re: Ogre Kingdoms 8th Ed Tactics Recipe Book

    i cannot see why there is a issue with this. ironfists give you +1 armoursave and act as a sheild. sheilds are armour.
    armour - magical armour?

    why would a SM have the option for an ironfist if he couldnt use armour? its armour.


    nixon:

    its a great little book, they really looked at how monsterous infantry armies should work .
    the hunter can take the stonehorn, its a combat beast.
    rare selection then has an unridden stonehorn, or the thundertusk, which is a support beast, giving you a stonethrower 2 other ranged attacks and an ASL aura.
    im taking the thundertusk currently because who doesnt want a t6 stone thrower that can hold itself up in combat, and charge if need be with a thunderstomp!

  12. #212
    Brother Sergeant Nixon2802's Avatar
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    Re: Ogre Kingdoms 8th Ed Tactics Recipe Book

    Oh right, aha yeah making Elves (except high) Strike last is always fun, Stone thrower sounds good. Ive heard about that impact hits thing which sounds good, would you say the best unit in the book is the mournfangs. ive seen lots of positive reviews about it
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  13. #213

    Re: Ogre Kingdoms 8th Ed Tactics Recipe Book

    definitly, they are apprently one of the best cavalry units now. 2+save always d3 impacts, and a ton of attacks and wounds.
    id love to see a list based around just mournfang cav. its a pity a tyrant cant take a mournfang as a mount .

  14. #214
    Brother Sergeant Nixon2802's Avatar
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    Re: Ogre Kingdoms 8th Ed Tactics Recipe Book

    D3 Impact hits sound good, 3 of them could have a maximum of 9 impact hits, 3 ogre attacks, 4 mournfang attacks and 3 stomps, 19 attacks and 2+ 6++ if heavy armour and ironfists, brilliant
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  15. #215
    Solitaire Avian's Avatar
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    I'll build my Mournfangs with ironfist, but a lot of the reason is that I want to use the great weapons on my Ironguts.
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  16. #216

    Re: Ogre Kingdoms 8th Ed Tactics Recipe Book

    drear- although the hunter is not exceptional, he isn't bad. You can put him inside a unit of sabertusks and have vanguard similar to how people are running ME.

    The biggest thing I see that people are dismissing is his LDR 9. The stonehorn and thundertusk both suffer from low ldr and need to stay near an army standard bearer or the general, with a hunter, all of a sudden you can put that stonehorn on a flank and not really have to worry about him breaking and running if he has to take a ldr test. I have heard several folks worry about the ME ldr of 8, once again, a unit of sabertusks with a hunter are ldr 9. I don't think he is the "optimal" choice, but I think he is viable.

  17. #217

    Re: Ogre Kingdoms 8th Ed Tactics Recipe Book

    If he could wear armour... he'd be equipped w/ either light or hvy armour as well as the ironfist. Think about it. IMO... no magic armour for the SM.

    Quote Originally Posted by drear View Post
    i cannot see why there is a issue with this. ironfists give you +1 armoursave and act as a sheild. sheilds are armour.
    armour - magical armour?

    why would a SM have the option for an ironfist if he couldnt use armour? its armour.


    nixon:

    its a great little book, they really looked at how monsterous infantry armies should work .
    the hunter can take the stonehorn, its a combat beast.
    rare selection then has an unridden stonehorn, or the thundertusk, which is a support beast, giving you a stonethrower 2 other ranged attacks and an ASL aura.
    im taking the thundertusk currently because who doesnt want a t6 stone thrower that can hold itself up in combat, and charge if need be with a thunderstomp!

  18. #218
    Chapter Master Da Black Gobbo's Avatar
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    Re: Ogre Kingdoms 8th Ed Tactics Recipe Book

    Guys let me know what do you think about my army please .

    http://www.warseer.com/forums/showthread.php?t=317095
    Quote Originally Posted by Lord Cook View Post
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  19. #219

    Re: Ogre Kingdoms 8th Ed Tactics Recipe Book

    If he could wear armour... he'd be equipped w/ either light or hvy armour as well as the ironfist. Think about it. IMO... no magic armour for the SM.


    a sheild is armour,magical armour contains sheilds.
    if you can take mundane armour you can take magical armour.

  20. #220

    Re: Ogre Kingdoms 8th Ed Tactics Recipe Book

    Why is everyone dismissing the Hunter on Stonehorn with Crown of Command so quickly? Yes, he is a 400 pt unit, but he has ldr 9/stubborn, is easily healed since the stonehorn takes half dmg on multi wound attacks and can get enough armor to be hard to kill by anything but the most dedicated close combat characters. He also has BS 4 for his harpoon, which isnt bad.

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