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Schauer

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Posts posted by Schauer

  1. 9 hours ago, Frowny said:

    One thing I wonder about for the shooty list is if you are still better off in one of the other tribes rather than the shooty one? The guns are fine as is on the warscroll and +1 on the charge mortals is sweet, and hitting someone with 8d6 mortals on 3+ with the spell if they get close is brutal. Should average to like... 18 or so? It also helps the stonehorn you are probably running.

    The extra rend I think is just too good to pass up. 2 rend 2 damage is great and for the long shots not many heroes will survive 3 rend and be able to make a save. Meatfist is intriguing to bring but its important to note meatfist wouldn't help the stonehorn since he is not a gutbuster. The real benefactor of going meatfist would be the ironblaster as with blubbergrub stench they would be doing charge damage on 3's,

  2. 7 hours ago, Ganigumo said:

    Ironblasters force your drops up, but it may not be a problem since their threat range means the opponent might take t1 just to prepare for them.

    The "counter" to them is the same as counters to good shooting, so using terrain to hide support pieces, picking up anti-shooting tech in the book, and using actual LoS blocking terrain (ghost mist can help).

    IDK and Kruleboyz have some of the best protection, but KB probably fold to any melee threats you have. Maybe IDK are a good matchup? I don't know the army that well.

    IDK a very good counter in the sense of forcing you to shoot their chaff before their support pieces, although this is likely something more armies are going to get when they hop to the net season of GHB.

     

    They also tend to be able to clear the board quickly via eels, but this may be to their detriment sometimes because the hailshot in underguts is much more deadly than the cannonball profile. Side Note: For ogor players considering underguts I think its important to get these guys to midboard as soon as you can to take advantage of this! Herosniping with cannonballs is fun but the hailshot is the moneymaker on this warscroll in terms of raw output

     

    Quality deepstrike and castlebreaker spells/abilities is probably the best way to counter outside of the points you mentioned.

     

     

  3. So far with some of the rule changes dripping out underguts looks to be super strong

    D6 damage changing to D3+3. No more feeling bad on rolling 1 damage on a Literal cannonball getting shot into you

    Underguts faction will make them effectively rend 3. Hopefully gruesome trophy rack stays to guarantee their +1 to hits.

    • Like 1
  4. IMO while the book release schedules suck, I think its a hard task to bring every book up to speed immediately. I think White Dwarf in the future is a good vessel to patch things over so that when a book comes out for an army, its done in a way that can help advance their lore and provide a bit more for players than just warscrolls. I feel like personally outside of SCE,OBR, and only just recently LRL/Sylvaneth there is really no advancement happening in the books which makes the other armies seem like supporting cast as opposed to another piece of the world. 

    Now on to game design, I think AOS would benefit from unit roles and min/max for those particular roles. I feel like right now list building comes down to "which point efficient model can I continuously spam into my list". This, combined with the overall less models on the table due to point increases makes the battle between two armies look like that battle between two spammed units. I dont think that is good for the visual appeal of the game. 

     

    As to game rules = fluff I honestly thought Nurgle was probably the best designed book for that kind of thing. Infact, id argue that out of all the book releases, the only one to me that isnt hitting the mark lore wise is probably stormcast. The only thing Id pull back on is letting these fluff abilities equate to mortal wounds all the time. I think they have leaned way too heavily into that mechanic

    • Like 2
  5. 6 minutes ago, Kadeton said:

    As I said, all it takes is for them to tweak the warscrolls or the points and they're "narrative only" in all but name, without any official restrictions. Three months ago, Archaon was the lynchpin of every single competitive Chaos list. And now...?

    Since January 1st he’s been in every 2-day event slaves list with the exception of two of them 

     

    The only drop in usage he’s had is he’s no longer thrown into tzeentch since he can’t guarantee 6s on his instakill sword anymore

    • Like 1
  6. 1 hour ago, Kadeton said:

    It wouldn't be taken well initially, but the competitive scene is adaptable and used to conforming to arbitrary restrictions. GW could make gods narrative-only and people would certainly get upset... for about a month, maybe. Then they'd just write new lists and move on.

    Competitive players are also more than happy to shelve big centrepieces as soon as they become an even slightly sub-optimal choice. Without banning gods and similar uber-heroes, GW could still make them de facto narrative-only just by slightly adjusting their most powerful mechanics and/or increasing their points cost.

    They aren’t going to take models that cost over $100 and make them narrative only. Sure some competitive people can just shelf it and use something else because they have the money/ability to do so but others might have one army, spent a lot of time and effort to paint that model, and now can’t use it in their game. Saying people would be upset is an understatement when you are talking about wasted time and wasted money especially in an environment where even at its core, the basis of this discussion is related to price increases of their product.

    • Like 1
  7. To preface: Im saying this solely from a competitve standpoint. I think if you want to play lower pt value games you should definitely go for it. 

    Im not looking for a way to discourage/disparage Gitz/Skaven again. A horde army can barely play as one in this edition - why make their issue worse by giving them less points to work with. Keep in mind this is supposed to be army vs army. Lower point caps for games coupled with the higher point costs in 3rd edition is just eating away at models and starts turning this game into skirmish as opposed to what it should be, which is the fantasy equivalent of 40k. 

     

    1k games would be bad for the competitive scene. Games get too swingy, and the meta would be dominated by either someone that can throw in extremely efficient models at low points such as Morathi/Stonehorns/Garants/etc or just whomever is rolling hot that day. It wouldn't bode well for that part of the game at all. As someone said prior 40k tried doing this even marginally and it was hated enough that it got reverted an edition later. 

     

    3 battleline required would be awful for some armies. If I take 3 units of gluttons ive got 250 points left for heroes. I can afford a single ogor foot hero and the rest i have to spend on gnoblars or frost sabres. Can Giants even fit 3 battleline in at 1k without going exclusive mancrushers?

     

    Like I said above though, if others like it they should play it. Standardizing it though is a different issue and would make the game worse off imo

     

     

     

    • Like 4
    • Sad 1
  8. Was wondering when they do a book Passover if maybe they could make the blizzard mechanic a bit more relevant in the game without it being busted. 
     

    some ideas I had in mind for this

    - damage check happens every hero phase, not just your hero phase

    - each thundertusk model on the map subtracts one from the roll

    -a 4+ prayer that increases the damage to d6 for models wholly within 18 inches

     

    Makes huskard TT valuable enough to be worth taking and creeps up the damage output to a level that is a bit more modern

     

    • Like 1
    • LOVE IT! 1
  9. Dropped my thunderbellies idea to run this instead for my GT this weekend. 

     

    Allegiance: Ogor Mawtribes
    - Mawtribe: None
    - Grand Strategy:
    - Triumphs:
    Butcher (135)*
    - Tenderiser
    - Artefact: Wizardflesh Apron
    - Lore of Gutmagic: Ribcracker
    Slaughtermaster (140)*
    - Lore of Gutmagic: Molten Entrails
    Huskard on Thundertusk (335)
    - Blood Vulture
    - Prayer: Keening Gale
    Frostlord on Stonehorn (430)*
    - General
    -Command Trait: Voice of the Everwinter (Heal, Pulverising Hailstorm)
    - Artefact: Arcane Tome (Universal Artefact)
    - Mount Trait: Metalcruncher
    - Universal Spell Lore: Flaming Weapon
    2 x Mournfang Pack (160)
    - Gargant Hackers
    Stonehorn Beastriders (320)**
    - Weapon: Blood Vulture
    Stonehorn Beastriders (320)**
    - Weapon: Blood Vulture
    20 x Gnoblars (100)**
    Emerald Lifeswarm (60)
    *Command Entourage - Magnificent
    **Hunters of the Heartlands

    Total: 2000 / 2000
    Reinforced Units: 0 / 4
    Allies: 0 / 400
    Wounds: 95
    Drops: 8
     

     

    I got a practice game against big waaagh on Friday and the list performed very well with the multiple avenues of healing via 2 prayers, emerald lifeswarm, and the pot. I got to doubleturn my opponent and all 6 vultures connected to kill my opponents only wizard. The double turn also allowed my FLSH to connect with his only mawcrusha big time. When he went in for the charge he was receiving +1 to wound via thundertusk prayer, +1 to hit via titanic duel, d6 mortals via metal cruncher, 11 on the charge roll for impact hits, and 6 damage on the rockhard horns via charge,flaming weapon, and entrails. I had hit it a good deal with mortal wounds from MC/Impact hits but 3 of the horns connected for 18 points of damage and wiped out the mawcrusha without the stonehorn taking any wounds. From there on out I was able to close out the game as he was left with 2 heroes after T2 and a lot of battleline already dead. The double turn played well into my favor this game but my opponent chose an aggresive T1 movement wise and really gave me only 1 choice to get into the game objective wise. 

     

     

    I'm interested to see how it plays against other armies. I do not think this GT has any 10 dragon lists but my biggest concern is running into a list that has the ability to 1 shot the FLoSH. Him staying alive long enough to allow the rest of the army to do its thing is key and I cant afford him gone T1/2. 

     

    One army I saw in the tournament is LRL with 30 sentinels and 3 foxes. I haven't played against them before but if I do they are going to outdrop me. Do I have to play that matchup slow? I have a feeling I wont get a good shot to kill those archers outside of vultures/snowball due to 3 fox screens and some wardens that likely are going to be screening as well when the foxes are elsewhere.

  10. 11 hours ago, Jmason said:

    Did anyone notice the reduced movement from the standard 6” for an ogor to 5” on this guy? Could this be a bellwether of what’s coming for the rest of the army if there is a new battletome? With the smaller board size I wonder if this could be a change that is coming up…

    It’s an interesting question and it might be the case. I played a game against ironjawz on Friday and my opponent had mentioned some of his units got their movement reduced by an inch or two.

     

    I thought the idea with the smaller board size was to make the games quicker so if they turn around and make everyone slower I would just question what was the point then

  11. 9 minutes ago, Ganigumo said:

    first warscroll in Destruction/Mawtribes/Warscrolls. Might want to check and make sure your app is updated though.

    Ah yup that was the culprit. My app store did not have the update ready when i looked initially. 

     

    105 points is a pretty good value for the threat of removing artefacts off people -though im not sure how likely youre going to be able to use it. Does help that it didnt specify whose combat phase which means he is not going to get charged by leaders much

     

    Some solid damage output for his cost and ability. Probably will help in those situations where you are sitting at 1850 and dont know what else to add

  12. 5 minutes ago, Ganigumo said:

    Not that great overall imo, 105 points for ~11 wounds on a 5+, statswise he's a maneater with an extra shot and 1 more rend on the melee weapon. doesn't have a subfaction keyword so he can pick up some abilities there, and he can turn off artefacts if he gets close to something at the start of the combat phase, but its a bit unreliable.
    I'd like him a lot more if he had the gutbuster keyword, but it seems like a fun scroll. I'll probably just use him as a maneater or something.

    Where are you able to find it in the app? I tried checking for it earlier and could not find it 

  13. On 1/25/2022 at 2:32 AM, TheArborealWalrus said:

    Question for my fellow tyrants. I was thinking of altering my list by swapping a fire belly for a unit of mournfangs. I asked my local group and was told, "Mournfangs are the most awful things ever and contribute nothing XD" I didn't find that very helpful, so I'm asking you all. I thought that adding a mobile unit that didn't need the tyrant's buffs to harass a flank sounded good. Thus far, the fire belly just hasn't added much to the army besides a 3rd unbind. Of course, when I remove him and his anti-horde spell, I'll run into a one. Xp Any advice on mildly altering my cannon list? Ironically, I don't feel like the answer is more cannon. XP

    My proposed list:

      Reveal hidden contents

    1955pts Underguts, Warlord battalion (&), hunters of the heartlands battalion (*)

    Tyrant (3+ save, general, trophy rack) (&)

    Butcher (&)

    Slaughtermaster (&)

    4x4 leadbelchers (1*, 1&)

    3x1 ironblasters

    1x2 mournfang (iron fist) (*)

    1x20 gnoblars (*)

    2x1 gorgers

    Burning head

    Thanks, and a lovely week to you.

     

    They're a great roadblock against units with no rend, especially with the ironfists. Once they go up against rend though its kill or be killed and 2 likely wont get the job done with their hit profiles. 

    • Thanks 1
  14. Double-Turns are a great mechanic to the game. I get some might say its a luck based way of getting back into the game but lets not lose sight we are in the business of playing a luck based game that revolves around rolling d6s in the first place so at the end of the day its another cog in the wheel so to speak. 

     

    Figure of speech aside, we also have to realize the people who like the mechanic typically arent going to post that they like it on its own. The only way the conversation is getting started is when someone doesn't like the mechanic and wants to talk about it. Just because it's being made vocal doesnt mean its the stronger reaction. 

     

    Also giving a player some benefit for going to second does not mean that Double-Turn is bad, it is giving the player going second some help. In most 2-player games going first is already a massive benefit of its own right. 

     

    We also have to remember that GW wants these games to wrap up in 2.5 hours. There is absolutely nothing wrong with allowing a game that was going to reach its conclusion to get to its destination faster as a result. That plays right into what they want from a game design standpoint. The other side of the coin allows an army an avenue to come back into the game, which keeps the player getting stomped invested and doesnt turn the type of game where a player can concede reasonably due to a bad turn 1. 

     

    Also consider how some of these armies work too. LRL for example. I personally do not want to play mass sents and 3 foxes with them being able to play without the fear of double turn. Theres a lot of mechanic that would need to be passed over rules wise for double turn to be removed. I personally cant imagine them going through that much effort to get rid of a rule for what may or may not be a vocal minority.

  15. So a spot opened for a GT in a couple weeks near me and im likely going to bring back out my thunderbellies list. I did however build a new list featuring Kragnos in it 

     

    Allegiance: Ogor Mawtribes
    - Mawtribe: Thunderbellies
    - Grand Strategy: Dominating Presence I guess?? Not sure what to do here yet
    - Triumphs: Inspired
    Icebrow Hunter (125)*
    - General
    Slaughtermaster (140)*
    - Artefact: Shatterstone
    Huskard on Stonehorn (340)
    - Blood Vulture
    - Artefact: Blade of the All-Frost
    - Mount Trait: Metalcruncher
    Kragnos, The End of Empires (720)*
    2 x Frost Sabres (55)**
    2 x Frost Sabres (55)**
    2x Frost Sabres (55)**

    6 x Mournfang Pack (480)**
    - Gargant Hackers
    - Reinforced x 2
    The Burning Head (20)
    *Command Entourage - Magnificent
    **Hunters of the Heartlands

    Total: 1990 / 2000
    Reinforced Units: 2 / 4
    Allies: 0 / 400
    Wounds: 91
    Drops: 8
     

    The idea of this list is to take a single 6 man unit of Mournfang and have it become a heat seeking missile across the board with R+C. and Kragnos' 18 inch charge eligibility + 3d6. I would drop Hrothgorn down nearby that bubble to get the 3d6 charge to with hopes he can land the charge and be next to the mournfang to issue Rip and Tear. The Stonehorn would also (Try) to tag along so that they can issue linebreakers to give the mount 3 damage on the tusk attacks. if I win the points and get a triumph I would also use Inspired to get +1 to wound. 

     

    Basically its uber buffing a unit in hopes they can take something out that I need gone T1 and let KRag + the Stonehorn handle the rest. Krag would likely handle the battleline kind of units whereas I would go hero+monster hunting with the huskard to try to throw out battle long -1/-1 buffs. 

     

    The mournfang Im bringing as 6 as opposed to 4 so I can afford to take 12 wounds of unleash hell without it affecting my damage output. Actually if anything I want them to take out a model so I can throw 5 side by side to maximize damage. 

     

    Here's the quick damage graph I pulled up. These numbers indicate 4 models attacking (using gargant hackers too btw)

     

    image.png.0646b9361ebb2dfcfc5d9046583c427b.png

     

    As you can see they have a lot of potential to just nuke whatever they run into, even if they dont end up getting the full house of buffs.

     

     

    Its a silly list, but the mournfang are able to motor it 17 inches before they throw a charge roll so I can almost guarantee a charge with the run+charge unless my opponent is playing super far back or uper castled towards the center. I also think this list has a potential to not work as well on diagonal deployments as even with my more vanilla Taco Bell list I went 0-2 on diagonal deployment and 3-0 on the straightforward deployment. 

     

    Anyone have ideas on what you would maybe change up in this that I might be missing?

  16. Finally got a game in against the new nurgle and phew.

     

    To put it into perspective as to how this game went - I charged 3 stonehorns into his great unclean one, one of which had metal cruncher. Not only did I not manage to kill the GUO but he killed a stonehorn for the efforts.

     

    I think it was probably bad dice rolls but man you’d think if you throw 1300 points worth of army at a single model it would crumble.

     

    Also side note, im starting to think im baiting myself into a bad play by calling for bring it down or slay the warlord. I feel like multiple times in my games recently uttering one of those two battle tactics nets me a finest hour. I almost feel like I should feint with a different battle tactic before going in on the kill. 

  17. 4 hours ago, HostilSpike said:

    It's been so long since Gorlok Blackpowder and his crew were revealed that I completely forgot he existed. Did his rules get previewed at any point? 

    Not yet but I am excited for when they do as the SC and KB models had some fantastic warscrolls when they finally got revealed. 

     

     

  18. 8 hours ago, Arkahn said:

    Hello guys ! 

    How are you playing Kraggy in bloodgullet sub-allegiance ? Do he gets the extra pile-in from the command trait, if we consider the warmaster rule ? 

    Last sentence of warmaster states that although you still get access to those abilities he would not benefit from them.

  19. Getting a couple of lists built up to use Krag at the moment when I start playing some more after the new year

     

    Allegiance: Ogor Mawtribes
    - Grand Strategy: Beast Master
    - Triumphs:

    Leaders
    Frostlord on Stonehorn (430)
    - Artefact: Alvagr Rune-tokens
    - Mount Trait: Metalcruncher
    Hrothgorn (170)*
    - General
    Kragnos, The End of Empires (720)*

    Battleline
    6 x Ogor Gluttons (250)*
    - Clubs or Blades with Iron Fists
    2 x Frost Sabres (55)*
    2 x Frost Sabres (55)*

    Behemoths
    Stonehorn Beastriders (320)*

    Core Battalions
    *Battle Regiment

     

    This list im not sure how itll go. I like the idea of multiple stonehorns to wreak havoc but on the other hand im probably getting bad value out of unbuffed gluttons.

     

    Allegiance: Ogor Mawtribes
    - Mawtribe: Thunderbellies
    - Grand Strategy: Beast Master
    - Triumphs:

    Leaders
    Huskard on Thundertusk (335)
    - General
    - Chaintrap
    - Artefact: Shatterstone
    - Mount Trait: Rimefrost Hide
    - Prayer: Keening Gale
    Slaughtermaster (140)*
    - Lore of Gutmagic: Blood Feast
    Kragnos, The End of Empires (720)*

    Battleline
    2 x Mournfang Pack (160)*
    - Gargant Hackers
    4 x Mournfang Pack (320)*
    - Gargant Hackers
    - Reinforced x 1
    4 x Mournfang Pack (320)*
    - Gargant Hackers
    - Reinforced x 1

     

     

    This one is definitely gambling on some good alpha strike damage. I think thunderbellies is great to begin with but the 18 inch charge range on top of a run means they are going to be a turn 1 threat. I brought battle reg on board to make sure I win priority turn 1 (or make them go first)

    • Like 1
  20. Played my final tournament of the year before the winter balance update and came in 2nd (small 8 player event at a GT trying to get AOS up and running) 

     

    My list:

    Boulderhead - Dominating Presence

    FLoSH - General - Brand of the Svard - Lord of Beasts - Metalcruncher

    FLoSH - Black Clatterhorn

    HoSH - Arcane Tome - Flaming Weapon - Whatever mount trait that makes the hooves 2 rend

    Butcher - Molten Entrails

    Slaughtermaster - Ribcracker

    3 Units of 2 Mournfang with Hackers

    Chronomatic Cogs

     

    This tournament used solely Rulebook battleplans as opposed to GHB, or atleast I think that was the case. I had not played any of these plans and likely wont remember the names, so I will explain them. 

     

     

    Game 1 vs KO

    Battleplan had 5 objectives. Three on the middle line and an objective in each of our territories towards a corner. Player who goes second gets to pick which of the middle line objective counts as 2 objectives for that turn. 

     

    My opponent went first and heavily wounded my huskard and eliminated two mournfang. I countered by trying to play the objective game and just took my kills where I could. KO I havent had too much of an issue with beforehand but this map was HEAVILY packed with terrain which made charge lanes tough to come by. After turn 1 this game basically just became objective chess as KO doesnt have the rend to beat 2 or 3+ 5++ and losing the models I did T1 I didnt have the manpower to chase KO around the board and keep up in objectives, Game came down to a 23-22 defeat. I lost thanks to 2 things. 1, I picked Dominating Presence as opposed to beast master. DP is a bait GS and I swear it never pays off. 2, I failed to score broken ranks t1 due to trying to spread out my attacks. 

     

    Game 2 vs Soublight

    Battleplan had 4 objectives, two in each armies territory. Starting turn 2 you could pillage an objective in your opponents territory for d3 VP. My opponent went first and moved up some graveguard, Radukar, and his VLoZD up but in my opinion his mistake was not being as aggressive turn 1. I got a ton of charges off turn 1 and by the end of turn 2 thanks to a doubleturn I had wiped out the VLoZD and Radukar as well as one of his foot vampire lords. This game was done by turn 3 as I made it impossible for him to drop models he had in reserve thanks to how I spaced myself around his gravesites and due to breaking both of his objectives in his territory by the end of turn 3. Was a quick game and a decisive 33-5 win!

     

    Game 3 vs Seraphon 

    Battleplan has 3 objectives on the middle line. My opponent had a list featuring a lot of knights, lots of foot saurus, couple  bastilladons, a carnosaur, and kroak. He played his turn 1 wisely and positioned in a way that my charges bottom of turn 1 would be tough to pull off. I moved up in a way to try and bait the carnosaur forward. His charges turn 2 worked and he put a lot of damage into my mournfang but I was able to screen off my frostlords and put one in prime position to table his carnosaur. My turn 2 I took his carno off the table on the left side while the rest of my SH on the right cleared that side of the board. Eventually I cleared off his entire army minus kroak and one of his batils and pulled ahead due to scoring on many more battle tactics. Final was 27-13. The key point in this game was my SH that killed his carnosaur was able to tank the Carno, a unit of skinks, and two full units of Saurus Knights from Turn 2 through turn 4 before dying. Had he not saved and healed like a champ I think this game becomes much closer. 

     

    All in all it was a 2-1 result. Next year I'm hoping to start taking pictures or get a youtube channel going to visualize my battle reports a litte bit and explain how the games play out. 

     

    Im starting to think Boulderhead is still the optimal way of playing ogors competitively. Im hoping this December update gives the gutbusters some love as I would love to travel with some foot ogors as opposed to bringing the big guys out all the time. 

    • Like 2
  21. On 12/9/2021 at 5:39 PM, TheArborealWalrus said:

    Had a 1 day event with 3 games. I had 1 practice game (that I might batrep later), for the list I used. Since I'm borrowing his army, my friend requested I take up his ogre shooting mantle. This is my version of it. Focused more on shooting and leaving the melee infantry at home. Somehow, it feels like I have more ogres than my last list, even if there aren't.

    This was my list: 1955pts, Underguts tribe, Triumph: +1 to wound rolls, 15 drops, 150 wounds

      Reveal hidden contents

    &) = command batalion,    (+) = hunters of the heartland,   (#) = artillery company

    (&)160pts - Tyrant - General, Scarred flesh, Grisly trophy rack

    (&)135pts - Butcher - Gnoblar blasting keg, (spell: rhinox do monster impact hits spell)

    (&)140pts - Slaughtermaster – (spell: -1 to save rolls spell)

    (#)125pts – Firebelly – (spell: anti horde spell)

    (&)180pts - 4 leadbelchers

    180pts - 4 leadbelchers

    (+)180pts - 4 leadbelchers

    (+)180pts - 4 leadbelchers

    (#)130pts - Ironblaster

    (#)130pts - Ironblaster

    (#)130pts - Ironblaster

    (+)120pts - 20 Gnoblars

    80pts - Gorger

    80pts - Gorger

    First match was against nighthaunt on the battle for the pass equivalent. I got lucky two fold. First, I matched with nighthaunt, and second, the tournament was random picks. So, I wouldn't automatically get matched with the top players. I thought I got lucky with my matchups, but other people thought I had hard ones. *shrug*

    My opponent's list: more than 1955pts (I might have forgotten some stuff, but this one was never going to be good for nighthaunt.)

      Hide contents

    2 support heroes (no idea the names)

    Knight of shrouds - general

    3x20 chainrasp hordes

    10 blade revenants

    2 "links in the chain" guys

    4 stalkers

    2 mournghouls

    Terrain/Setup: A big piece of line of sight blocking terrain in the center and on the corners, creating "sight lanes." I set up my main line a little further back in the center of the board with a leadbelcher unit on each flank and the fire belly on the right. My opponent hid most of his army behind a LoS blocking terrain piece with a mournghoul, knight of shrouds, the revenants, and 1 of the support heroes.

    He won the roll off and had me go first. I scooted up and peppered one of his chainrasp units. Dropped the gorgers to intercept charges on both flanks. On his turn he swarmed towards my left but and got caught up on the gorger. He still managed to kill 2 leadbelchers with a chain rasp horde that slipped through. I did some damage back to it, but not enough. I won the roll off and went first. I chose, kill a battleline on his horde that had made it in. I unloaded everything into them and dropped some shots onto the mournghoul. Destroyed the horde and wounded the monster. My right flank moved up with the gnoblars and peppered the lingering chainrasp horde. On my opponent's turn he dropped all his reinforcements on the left hand corner and moved up everything he had. He chose to kill the lone leadbelcher as his tactic. The ghoul and stalkers made it in and the revenants got a wave of terror on an unlucky leadbelcher unit. The revenants killed their unit, but in a freak accident a lone leadbelcher survived the foes and killed half the stalkers.

    My opponent was in a rough spot at this point but managed to get the double turn. He attacked my cannons with a mournghoul and his heroes, Our generals dueled and with a flurry of failed 4+s the tyrant killed his general. Compounding the disaster, the chainrasps and revenants failed their charges. At this point I began to mop up his army and take his home objective. Killed one mounghoul with shooting and maimed the other. I got surprised at the amount of damage my leadbelchers took. Guess I was sort of used to higher saves.

    Game 2 VS Sons of Behemat: I forget the name, but there are six objectives and you can burn your opponent's for points.

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    My opponent's list: more than 1955pts of breaker tribe, 4 drops, 2 gargant command battalions

    2x Gatebreaker – 1 was general with +2 attacks and 5++. The other got a 6++

    2xWarstomper – 1 had the arcane tome.

    Terrain/setup: Standard setup for this tournament. LoS blocker in the middle and 1 on each side, in this case, trees.I settup my cannons in the middle with leadbelchers on the left as a screen and the gnoblars on the right. My meat based wizards setup by the mawpot in the center. The left flank had the fire belly and a leadbelcher unit. My right had a lone belcher unit. My opponent set both warstompers on my left and the gate breakers in the center.

    My opponent had me go first and I trundled up my center formation to get the cannons taking pot shots at his closest giant. Did 11 wounds. (it was the 5++ one) Not great, but not nothing. Did 4 to the 6++ one from leadbelchers. The gorgers were placed as a sacrificial screen to make his movement awkward. His turn he chose to run 3 units and sent his general forward. His rock missed and he obliterated the gorger in his way.

    Turn 2: I won the roll off and went first. I picked having 2 units in his territory and sent my remaining gorger and forward most leadbelcher unit to do that. I unloaded everything else into his general including the curse, and then charged it with 2 cannons, a leadbelcher unit, the fire belly, and the slaughtermasrer. Managed to secure the kill with the leadbelchers. Took mortal wounds from him falling but I had a sort of screen ready in the form of the fire belly. His turn, he left the unequiped warstomper guarding the central left side of the board. The other stomper went for my left flank and the remaining breaker went for my cannons. My tyrant dodged another boulder and I lost 3 leadbelchers, 3 on the fire belly, and 7 on a cannon. Got lucky there, could have been much worse. In return a second cannon piled in and the giant took 11 wounds (total).

    Turn3: I once again won roll off. Cuesed and then finished his breaker and then maimed the closest warstomper. For my objective I took his right objective with the maimed leadbelchers unit. I left my left-hand ogres there to get the be+st +shots, but saved a command point for what I knew was coming. My opponent moved on the left where I redeployed. Alas, he made the 8” charge but somehow failed to wipe the unit.

    Turn 4: My opponent won the roll off but was in a dangerous position. He made the mistake of moving his giant off of my objective and went after my cannons. With his charge he finished the fire belly and a cannon. His stomper on his side stood defensively on both his remaining objectives. My turn involved throwing everything including the kitchen sink at the stomper in my lines. Fittingly the tyrant made the killing blow in a flurry of failed armor saves. (my opponent finest hour'ed + all out defensed) With only 1 giant left my opponent conceded.

    Game 3: VS Cities of Sigmar – The hold the objective for 2 turns to score battle plan.

    My opponent's army: More than 1955pts Hallowheart, less than 15 drops.

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    Wizard on huricanum – general, battleshock immunity trait

    Anointed on frostheart phoenix

    Freeguild general – makes them a wizard artifact.

    Knight Azyros – arcane tome

    3x10 crossbowmen

    Hurricanum

    30 phoenix guard

    2x Ahkelian Alopex

    Terrain/setup: Same old terrain. The sight lanes haven't been a problem for my shooters because they are fully functional on the move. That's why I put them up last, although, I usually put them in the center anyways.Similar setup to my other games, but I hid everything important behind a central giant tree. My opponent put the crossbows on the right and everything else in the center, also hiding behind the central tree. He did put an allowpex on each flank. (We were both spooked by the other's shooting. XD)

    Turn 1: To my surprise, my opponent took first turn. He trundled his general further behind the tree and didn't move anything onto his left objective. I was very confused. (I later in the match realized he was drunk) He buffed up his 3 crossbows and killed 3 ogres from one unit and 1.75 from another. I popped a command point to keep the belcher champ. The crossbowmen did a lot more damage than I thought they would. The allowpexes moved up on each side and did some wounds to the belchers. On my turn I rolled my cannons out on the right side and threw my unbreakable gnoblars on the center objective. The gorgers wouldn't be able to charge his crossbowmen alive, so I just had them stand threateningly. One on each flank. Did about 6 wounds to the not hero hurricanum and killed 4 + 2 crossbows.

    Turn 2: I won the roll off and took the double turn. I chose to wipe out the wounded shooters and shot them with 5 belchers. Now, rather frightened by the crossbows, I unleashed 2 of my cannons on them too. The final one killed the wounded hurricanum. Sadly, the bows were left with 1 guy standing there. I decided to sacrifice the gorger to hopefully kill him since I would be able to choose the order of operations on my turn. My mostly untouched belchers, on the flanks, squared up with the allowpexes. Shot them and managed to charge them both, killing the right one with a lucky impact hit roll and beat the other to 1 wound. Lost an ogre in return The gorger died to overwatch but impact hit the last archer, getting me the tactic. My opponent declared he wasn't going to cast any spells and moved his remaining big hitters forward. A luckily bad hurricanum roll left the gorger still on his left and forced his phoenix to charge them instead of the engaged ogres on the left. His phoenix guard came and slaughtered the gnoblars, taking the central objective. The ogres finished the allowpex in return.

    Turn 3: I won the turn and dropped everything onto the phoenix guard including the -1 save curse. Moved the side leadbelchers in too. There were 18 or so of them left after shooting and I charged them on both ends to lock them in place and maximise impact hits. The left ogres made their charge into his general and would go on to kill him. The right ones got into the crossbows but lost 2 of their number to overwatch. Everything went according to plan until he moved his guards into 2 seperate groups on each end. I told him he couldn't do that and he didn't believe me. We got the TO over to settle it and he agreed with me at which point my opponent conceded.

    Conclusions: After all was said and done, I came in second place, scoring 9 points under the ironjaws player in first. Interestingly my MVP goes to the gorgers. Their sacrifice enabled the cannons to do their job unimpeded in all my match ups. The tyrant is definitely a linchpin of the army, making the Lumineth a natural counter. (no hiding behind the cannons against them) Would have lost against giants without that nice +1 to hit. The leadbelchers kept drawing people's fire rather than the cannons which was not what I had expected. Without the +1 to hit the cannons, even with 2 shots, kind of were mediocre. Entirely RNG based with little reliability. The gnoblars strangely got ignored in all the games. Every match I got asked if they were battleline too, which kind of makes me glad they weren't. I'm not sure why, but I rarely see people using screens. My screens were extremely useful for letting the shooters do their thing. 

    Unfortunately, no big revelations on tactics or anything (except perhaps the usefulness of gorgers), but it was a mostly fun time. My dice were actually playing nice with me, which was a pleasant surprise. Well, I hope you enjoyed reading these batreps and that you have a lovely winter.          For The Maw!

    Very nice job! I remember seeing somewhere that ogors in competitive play have a losing record vs Giants but I have not seen a report yet or played a game where the giants won. Seems like you kept up with their DPS and thats the key. 

     

    Not every day too that you will be seeing CoS on a 2-0 table. That army always feels like its a curveball since it has so many options. Glad to see an ogor player come out on top though!

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