Jump to content

Schauer

Members
  • Posts

    77
  • Joined

  • Last visited

Posts posted by Schauer

  1. 1 hour ago, Kadeton said:

    Sounds like three brutal rounds against strong lists, and the games were decided on pivotal moments - winning priority against Archaon and avoiding/resisting Hand of Dust would have led to very different outcomes. Luck went against you at the worst possible times, so it's quite right to feel disappointed!

    I've heard rumours of Kragnos getting some changes in the balance pass, so he might become a bit more of a competitive choice. In the meantime, he's a great painting project.

    Yup 800 Pts for a ward save and counts as 20 on objectives. Makes him even harder to include into a list due to his points BUT if the gluttons part can get a balance pass too then maybe there is the potential to let him due the heavy lifting while the rest of your army plays the objective game. 

    • Like 1
  2. Had a tough 0-3 result at a one day event with Ogors running the following

     

    Bloodgullet one drop (Battle Regiment)

    FLoSH-General w Splatter Cleaver
    Butcher-Molten Entrails/RibCracker
    Slaughtermaster-Flaming Weapon/Greasy Deluge

    2x Mournfang w Hackers
    2x Mournfang w Hackers

    3 Stonehorn Beastriders (w Chaintrap+Harpoon)

     

    First off, I desperately need to sculpt some ogors with some birds on them to make sure of bloodvultures as I need to hero kill with 3 vultures for this list to be more effective. 

    Despite this shortcoming though I went in to play this event more for fun with a couple big monsters than trying to go in guns blazing. First game I got Khorne w 2 Bloodthirsters and Archaon. Whomever got turn 2 priority would win this one and I didnt win the dice roll. Unfortunate game but I still managed to keep it pretty close and Archaon didnt instakill any of my monsters (though the bloodthirsters pretty much did).

     

    Game 2 I faced Bloodtoof IJ with 21 pigs. I had about all but 9 of them off the board by turn 2 but the game came down to me not getting a battle tactic one turn while my opponent got his all 5 turns. Lost by 5 but atleast had fun in the game.

     

    Game 3 I faced Soulblight Avengori with Nagash. I sortve mailed this one in and mispositioned the frostlord who for it got hand of dusted T1 by Nagash thanks to spellportal. Game sortve went downhill from there. 

    Even though I didnt go in expecting a 3-0 result I wont lie im pretty disappointed by the result. Still it was my first game against Archaon + Nagash and my first game against the new iron jawz so Ive learned a bit on how to play them. I think for the god models I got too enamored into the idea of trying to kill the model as opposed to trying to just win the game but it sure is tough to resist wanting to charge a ton of stonehorns in on them to go for the kill!

    The one saving grace from this stinker result is that I won Kragnos thanks to the prize structure for the event, so now Im hoping to assemble him and try out a list with him at an event in 2 weeks provided they allow an unpainted model (Getting an airbrush station set up and want to hold off on painting him until thats done). Whats everyone using with him? 
     

    • Like 2
  3. 12 hours ago, TheArborealWalrus said:

    Perhaps, to no one's surprise, I was inspired by the new total war game to make an ogor army. (Been eyeing them up for a while) Unfortunately my area only does high level competitive play where shooting armies and iron jaws reign supreme. Sons and Tzeentch are on the gentler side around here. :P

    I wanted to run a very mixed army but centering more around the gutbusters. Would it be possible to make a mixed army work at high level play or am I doomed to continue being curb stomped? (My last army was weak vs shooting. Or at least with my consistently bad rolls they were. :p)

    Thanks for any advice. Happy winter to you all.

     

    If you ran Ironguts I think you wouldnt have too rough of a time but they are points heavy.

     

    The lack of rend and the coherency rules for gluttons makes them hard to suggest. Leadbelchers for some reason have the more consistent melee profile thanks to their rend and their shooting is a nice bonus on top of it. 

     

    Butcher/Slaughtermaster are A+ models though! 

     

    All in all I wouldn't say you would be curbstomped but you will have some tougher games

    • Thanks 1
  4. 6 minutes ago, JackOfBlades said:

    Just a detail, you cannot have more than one Hunters of the Heartlands battalion: "you cannot include the same core battalion from those shown below more than once in your army". Only the ones in the core rules have an unrestricted quantity.

    Ah good to know. Guess one of the blissbarbs will be the unlucky ones to get stomped on! 😁

  5. Starting to buy more parts of my slaanesh army but before I do so I borrowed some models and got a game in to see how my list plays out. Ended up playing tooth & nail vs Coalesced Seraphon with this list

     

     

    Godseekers

    The Conforted Eptiome
    -General
    -Speed Chaser
    -Enrapturing Circlet
    -Spell 1: Phantasmagoria
    -Spell 2: Soulslice Shards

    -Command Entourage: Magnificent

    Synessa

    Infernal Enrapturess


    Gaunt Summoner of Tzeentch
    -Spell 1: Flaming Weapon
    -Spell 2: Ghost Mist
    -Command Entourage: Magnificent

    Magister

    -Spell 1: Flaming Weapon
    -Spell 2: Levitate

    -Command Entourage: Magnificent

    30x Gors
    -Two Gor Blades
    -Hunters of the Heartland 1

    11 Blissbarb Archers
    -Hunters of the Heartland 1

    11 Blissbarb Archers
    -Hunters of the Heartland 2

    11 Blissbarb Archers
    -Hunters of the Heartland 2

     

    The Burning Head
    Mesmerizing Mirror

    Dreadful Visige

     

     

    The idea of the list was to blow myself up with burning head turn 1 then basically finesse the army through the first turn or 2 before bringing down 30 blocks of daemonnetes or a soulfeaster keeper of secrets. I also brought the Gaunt Summoner and the Magister as they held their own with damage output spells but both could also summon units in for some more depravity generation For the most part, I did this in the game and by end of turn 1 I had 14 depravity (his comets call was a chefs kiss). I also was able to drop the mirror right next to his general and got 9 mortal wounds out of it and was able to take his general off the board by the end of turn 1. 

     

    Its a way different army play style wise compared to my ogors so I think at times I got too cute with positioning and stopped trying to play objectives as much. It got to a point where I would barely win if we got to turn 5 but it was A. not guaranteed and b. we didnt have time to pump out turn 5. Either way though the game was basically meant to see if the list worked and didnt get rolled over.

     

    The Gors as a chaff wall was actually surprisingly effective for their point cost. I ran the two gor blades because I have a friend giving me free gors with that loadout but I think I may end up buying new or converting shields on them because they can save really well and lasted the whole game on the board
     

     

    Anyways does anyone have any suggestions on where to take the list? I think im pretty happy with where I'm at with it but im open to some suggestions. 

     

    Also when I summon in a wizard such as a keeper or an epitome do I get to pick spells for them? If so, does the extra spell enhancement work on them as well?

    • Like 1
  6. 16 hours ago, GrungnisBeard said:

    Looking to take my Ogres for a spin soon with the following list. Mainly a fun game, not looking to be overly competitive but trying not to get steam rolled haha. Any thoughts on the list or tweaks you would make? I also thought about dropping the gluttons and butcher for more leadbelchers and a ironblaster, it seemed more thematic to underguts but a lot weaker.

    image.png.0bd1c7894fb8e28dfc7ca91bc3efd575.png

    Leadbelchers hold their own surprisingly well in melee and IMO are the better unit between them and gluttons do to their access to rend. Sure you wont get exploding 6's but all the extra hits wont matter as much if youre constantly fighting 3+ 4+ save models. 

     

    If you do opt for another ironblaster i'd reccomend taking trophy rack so that your Ironblasters can hero snipe pretty effectively. 

     

    Seems like a really fun list!

  7. Rules Question here as I journey into the generic ogor traits and artefacts. Currently looking at Arcane Tome + Touched by the Everwinter to make a do-it-all stonehorn lol. Did come across a particular butcher trait though that might be possible to pull off

     

    So the generic butcher command trait Spell-Eater: Each time this general dispels an endles spell, it may heal any wounds allocated to it. If no wounds were allocated to this model, it may increase its wounds characteristic by 1. Additionally, each time this general dispels an endless spell, they can cast 1 additional spell that phase


    If I dispel an endless spell in my opponents hero phase, do I gain the ability to cast a spell myself?

     

    I doubt it works like I would want it to but I think it would be hilarious to take a two butcher combination where one drops down a low cv endless spell like burning head so that in my enemies hero phase I dispel it so I can cast a spell in their hero phase which would 100% be voracious maw. 

  8. 1 hour ago, Iamanbo said:

    Hello friends, I am thinking of taking one of these two lists to a tournament but I doubt which one would be tougher.
    I never played the Kragnos list, the other one is a regular one in my game

     

     

    Allegiance: Ogor Mawtribes
    - Mawtribe: Boulderhead
    - Grand Strategy:
    - Triumphs:
    Kragnos, The End of Empires (720)
    Huskard on Stonehorn (340)
    - General
    - Chaintrap
    - Command Trait: Lord of Beasts
    - Artefact: Brand of the Svard
    - Mount Trait: Metalcruncher
    Stonehorn Beastriders (320)
    - Weapon: Chaintrap
    Stonehorn Beastriders (320)
    - Weapon: Chaintrap
    Thundertusk Beastriders (285)
    - Weapon: Chaintrap

    Total: 1985 / 2000
    Reinforced Units: 0 / 4
    Allies: 0 / 400
    Wounds: 66
    Drops: 5
     

     

     

     

    Allegiance: Ogor Mawtribes
    - Mawtribe: Boulderhead
    - Grand Strategy:
    - Triumphs:
    Frostlord on Stonehorn (430)
    - General
    - Command Trait: Lord of Beasts
    - Artefact: Brand of the Svard
    - Mount Trait: Metalcruncher
    Frostlord on Stonehorn (430)
    - Mount Trait: Black Clatterhorn
    Huskard on Thundertusk (335)
    - Chaintrap
    - Mount Trait: Alvagr Ancient
    - Prayer: Pulverising Hailstorm
    2 x Mournfang Pack (160)
    - Gargant Hackers
    Stonehorn Beastriders (320)
    - Weapon: Chaintrap
    Stonehorn Beastriders (320)
    - Weapon: Chaintrap

    Total: 1995 / 2000
    Reinforced Units: 0 / 4
    Allies: 0 / 400
    Wounds: 74
    Drops: 6
     

     

     

     

     

     

    If you have the ability to switch the chain traps to blood vultures I would do so. They are better than the chain trap for purposes of hero sniping. If chain trap was a 3+/3+ I would say use it instead to help clear whatever you're fighting but 2+ mw feels like it pays off more than a 4+/3+

     

    No lookout sir to save a utility hero from the threat of 3 mortal wounds a shooting phase! Also forces them to use their heroic leadership on heroic recoveries which is fantastic.

     

    My biggest concern with both of these lists is your lack of access to healing outside of the t-tusk prayer. Its not a huge deal since youve got the damage in both of these to run people over twice over but if someone is able to tarpit you or get you into attrition with them you may have some trouble.

     

     

    Both look like fun lists though! Krag list sounds really fun because your stonehorns wont get focused like they usually would be

  9. 11 hours ago, AverageBoss said:

    Went to a GT this past weekend at the Crucible in Florida. Took 7th overall and won best the prize for best Destruction.

    My list was:

    Allegiance: Ogor Mawtribes

     

    - Mawtribe: Boulderhead

    - Grand Strategy: Beast Master

     

    LEADERS

     

    Frostlord on Stonehorn (430)

     

    - General

    - Command Trait: Lord of Beasts

    - Artefact: Brand of the Svard

    - Mount Trait: Metalcruncher

     

     

    Frostlord on Stonehorn (430)

     

    - Mount Trait: Black Clatterhorn

     

     

    Huskard on Stonehorn (340)*

     

    - Blood Vulture

    - Mount Trait: Old Granitetooth

     

     

    UNITS

     

    2 x Mournfang Pack (160)*

     

    - Culling Clubs or Prey Hackers with Iron Fists

     

     

    4 x Mournfang Pack (320)*

     

    - Gargant Hackers

     

     

    BEHEMOTHS

     

    Stonehorn Beastriders (320)*

     

    - Weapon: Blood Vulture

    - Ogor Mawtribes Battleline (Beastclaw Raiders General)

     

    CORE BATTALIONS

     

    *Battle Regiment

     

    TOTAL: 2000/2000 WOUNDS: 86

     

     

    1st round was a loss against a Stormcast list with archer bunker (TO said they could buy the double shoot holy command twice), and teleport + move evo cats. I failed 6 charges in a row, which lost me the game.

    2nd match was against an all troll gloomspite list. Was a fun brawl, but me getting turn 2 double turn sealed it. 1st win.

    3rd game was against a triple wind spirit elf army with 30 archers. Lost a stone horn immediately, and lost most of my movement by the wind spirits parking in my path (who then obviously moved away before I could retaliate). I could have turned the game around with a win on the priority roll on turn 2 or 3, but it did not happen. My Frostlord made it into the archer bunker at the end of turn 3, but I rolled super poorly and only killed 15 of them over 2 rounds of combat. Loss for me.

    4th game was against a super defensive Bonereaper army. My list and the mission forced him on offense. He conceded at the end of turn 2.

    Last game was against an Ironjawz army. I crashed into him hard at the end of turn 1, wiping out two ard boy and 2 boar boy units. This left him with only one more of each, his support characters, and a mawcrusher. The first objective spawned on top of three of my stonehorns, and then I won priority. He conceded before the 2nd turn even started.

    Was wondering how well boulderhead stood against sentinel spam. I think the only chance we would have against it would be if we specifically built to play them and went boulderhed with a ton of huskards on TT to continuously drop down pulversiing hailstorm and snowballs+birds. 

  10. On 10/12/2021 at 4:38 PM, Schauer said:

    So I thought about it some more and instead of running thunderbellies for my next tournament this weekend Im trying something thats probably going to stink but has high reward potential. 

     

     

    No Tribe
    GS: Prized Sorcery

    Huskard on TT: Bird, Amulet of Destiny, Keening Gale
    Butcher: Blood Feast
    Butcher: Molten Entrails
    Slaughtermaster: Ribcracker
    Huskard on Stonehorn: General, Arcane Tome (Flaming Weapon), Metal Cruncher, Voice of the Avalanche or Nomadic Raider
     

    4x Mournfang w Gargant Hackers
    4x Mournfang w Gargant Hackers
    2x Mournfang w Gargant Hackers

     

    Umbral Spell Portal
    Chronomatic Cogs


    So Basically my thought with this list is I have a few turn 1 options.

     

    If my opponent gives me enough of a distance that the stonehorn can make the charge across map T1 then I drop the portal, ribcrack the unit i wanna hit, and try to give the SH Entrails/Flaming Weapon. I then give everwinters strength to the SH from the priest for the +1 to wound and attempt to make the charge. If it hits, the SH  (who would 100% be getting all out attack in this scenario) would then be at a 6 3+/2+/-2(-3 if its the unit that was ribcracked)/6 and the crushing hooves would be d6 2+/2+/-1 or 2/d3+2) Theres a lot having to go my way here but if it does goes off its got extremely high damage potential to the point where the SH might even be able to kill archaon/nagash in one round of attacks. I can also pop finest hour T1 for the +1 to wound that way and use Keening gale from the thundertusk to give the SH 17 inches of movement

     

    If my opponent or the plan dont allow a good chance to pull that off Im just dropping the portal down as well as the cogs with the intent or trying to hero snipe with my vulture+voracious maw. The combo above gets kept in my pocket but at this point I would use line breakers to let the MF do the heavy lifting for awhile. 

    I debate on whether or not I would use Nomadic or Voice of the Avalanche here. Nomadic means I need to shoot for option 1 above so that I can re roll my wound rolls reliably. This is a tough CT though because some of the battleplans in 3.0 have small opponent territories and a lot of no mans land. 

    Voice of the Avalanche would be good to gurantee line breakers going off without having to spend a command point. Someone could then give the SH all out attack. 

     

    Like I said I dont expect this list to do too well but its got enough slot machine in it to fall in my alley. 

    Got to give this a shot. I did forget to bring my endless spells though so I swapped the huskard out for a frostlord. 

     

    Played Gloomspite Game 1. I had the SH buffed to 5 damage and he missed every single attack and took 7 wounds in the process turn 1 before dying turn 2. Easily the worst ive ever rolled in a game. After that this one was a hard one to win as the heavy hitter was off the board and my opponents fellwater trolls killed about 3x their point value. Great opponent, but I had no chance after whiffing with my stonehorn.

     

    Played FEC game 2 and this was the one where I got my money's worth on the SH. Buffed up to 5 damage again and with charge + metal cruncher my SH dealt out enough damage to kill a GK on Zombie Dragon + 20 Ghouls. Needless to say my dice luck came back around and I ended up easily winning this one. I was helped too by the fact that the terrain was set up in my favor with a large chunk of the middle of the map being pretty much impossible to place terrorgheists and zombie dragons. 

     

    Played Legion on the First Prince game 3 and lost by 3 because we ran out of time turn 3. Not sure how this one plays out if we made it to turn 5 but i think it wouldve been close either way. I did kill a bloodthirster completely on charge damage and metal cruncher alone which was fantastic. I got too cute with not throwing my stonehorn at belakor and had I done that I wouldve probably won the game easily. I did have a few unlucky breks go my way too but all in all this was a really fun and close game and the opponent was a joy to play againt. 

     

    -A side note though, both times I've played Legion my opponent had gotten rules wrong and I didnt realize it until afterwards. at the GT my opponent mistkanely thought strike first came before metalcruncher. I didnt want to be a bad sport and call him out on it but in hindsight i shouldve as it resulted in the SH dying and me losing any chance of getting back in that game. In this game, I believe my opponent was unaware of the recent FAQ regarding bodyguards and ward saves. If Belakor uses the 4+ to pass off the wound to a battleline unit he takes the wound no matter what on a 1-3 because the 4+ counts as a ward save and on top of that the battleline unit does not get to shrug the wound with a ward save if it is dealt one that way.  I thought this was the case at the time but wasn't confident enough to call my opponent out on it. Will definitely remember for next time though!!

     

    This was really only supposed to be a for fun list but I actually really liked how the list played out. Having 4 casts and unbinds with ogors is ridiculous and fixes a lot of issues in hero phases where opponents can get their spells off easily without much recourse. I do think it hinged too much though on the stonehorn survivng so if I did run this again I would likely switch the battleline from 4-4-2 mournfang to 2 mournfang 2 sh beast riders. 

  11. On 10/16/2021 at 1:38 PM, Lord Krungharr said:

    Got my game in vs the Gitz using my Underguts.  

    ME: Tyrant (general, Trophy Rack)/Slaughermaster (Gnoblar Keg)/Slaughtermaster/Butcher/

           3x4 Leadbelchers/ 1x4 Ironguts

           2 Ironblasters/ 3x1 Gorgers

            Warlord and Battle Regiment and Ironblaster =7 drops

    HIM: Loonboss/ Arachnarok Shaman/ Fungoid Shaman/ Mangler Squig Boss

             2x40 Stabba Spear Gitz/ 1x20 Stabba Spear Gitz

             10 Boingrot Bounderz

    MISSION:  Tooth n Nail

    Alas, I could not deepstrike my scary Gorgers to sneak up and take care of that pesky Loonboss!  I castled my shooty battle regiment to my lower left to go for his A-rok spider, Gorgers and wizards in the center near the Mawpot, and 4 leadbelchers and the Ironguts to the upper right.  Gave him first turn and got the double turn there, then proceeded to win all the turn priority rolls.

    Turn 1 I moved up and took off half the spider's wounds and then charged turn 1 (after having to navigate and suffer the most irritating endless spell in the form of the Scuttletide, which would continue to get me through turn 4). 

    I moved up the Ironguts and managed to charge his ManglerSquigBoss and keep that right objective....attacked first with the Ironguts and bracketed the SquigBoss, but then the Spider was able to kill my Tyrant with a stunning amount of MW via the fangs (after having been bitten by Scuttletide).  So I lost my general and never got his, failed my Vendetta.  Those foolish blunders cost me the game, as I also failed to do my turn 1 battle tactic of Savage Spearhead (this mission made it tough to actually get my guys over his lines completely, shoulda just done Ferocious Advance with the Gorgers instead turn 1).

    My Slaughtermasters rolled Bad Meat 5 times in total througout the game, managed to heal most of it through Heroic Recovery, the Mawpot and Lifeswarm.  Voracious Maw caused 11 MW on some Gitz, that was fun!  

    Leadbelchers and Ironguts failed to do much even having D6 shots each when not moving (I had some cold tired dice that day).  But the spells helped them out to some extent. 

    He teleported the Fungoid behind me and got all the objectives turn 2 or 3, and I made a decent show of things but couldn't catch him on points.  Pretty fun game even though it was sticky.  Somewhat grindy but things did move around.  Ogors are speedy enough to get places.  

    I like Ogor magic, next game will be all my Ironguts in Bloodgullet (with my FLoSH using the Splatter Cleaver) vs Seraphon Thunder lizards.  I'd like to get Lifeswarm and a 3rd Gorger in at that list but that would mean only 1 Butcher and 1 Slaughtermaster....think a 2nd Slaughtermaster is better overall.

    FLoSH (Splatter Cleaver)

    Butcher (general, either Shrunken Priest Head or Bloodrock Talisman to shut down his spells better)

    2 Slaughtermasters

    1x8 and 2x4 Ironguts

    2 Gorgers

    Warlord and Hunters of the Heartlands

    I swear teleports are the bane of ogor existence! Fight us head on you cowards!.

     

    the mawtribes part of ogors definitely needs a pass through soon though. I feel like weve got a lot of units now that look scary but fail to do much, even ironguts unless youre investing 1000 points worth of them+utility pieces to buff and protect them. 3.0 did not do that part many wonders.

    13 hours ago, Ennio said:

    I'm going to bring my Ogors for a 1000pt. gaming night in a few days and wanted to hear your thoughts on this list:

    Allegiance: Ogor Mawtribes
    - Tribe: Thunderbellies

    Leaders
    Huskard on Thundertusk (335)*
    - General
    - Artefact: Shatterstone
    - Command Trait: Storm Chaser
    - Mount Trait: Fleshgreed
    - Prayers: Keening Gale
    - Blood Vulture


    Battleline
    4 x Mournfang Pack (320)*
    - Culling Clubs or Prey Hackers
    2 x Mournfang Pack (160)*
    - Gargant Hackers

    Other
    4 x Leadbelcher
    (180)*

    Battalions
    *Battle Regiment

    Endless Spells / Terrain / Triumph
    Great Mawpot
    Inspired


    Total: 995 / 1000
    Allies: 0 / 400
    Wounds: 64

    The idea would be to keep the Huskard and Leadbelcher in the center as anvil and take advantage of Thunderbellies trait to run & charge from flanks with the Mournfang. Not very competitive, just for fun, but what do you think?
    My main doubts would be the triumph, the ideal deployment or which weapon to equip the Huskard with...

    I'll send pics and a recap! Still not sure about opponent, maybe Stormcast

    Bloodvulture is the best for huskards. Hero sniping is great and its an easy way to guarantee rip+tear goes off., 

     

    I will say though I would avoid using huskard as an anvil. Your hero phase is just him, and his 4+ save is going to turn into 5+/6+ real easy. My go to line I tell my opponent in any game Im playing with others is that if im using huskard in melee for anything other than killing something off on the charge the game is probably close to being over or is close to being lost. His value is maximizing shots with ice breath and getting prayers off. If you do want to march him up I would heavily suggest screening with your belchers and then utilizing unleash hell with the thundertusk if anyone charges into the belchers. 

     

    Is 1k played on a smaller map? I forgot. If not, Taco Bell (T-Bellies) is a hard sub-faction to run because A. Corner deployments will be tough to work with and B. with such low model count at 1k its effectively more space you have to cover. A wise opponent may centralize their deployment and because you need to be wholly within 12 inches to R+C you're likely going to need to still roll high for it to land charges. 

     

    I know you said its just for fun, but I figured id give you those little bits to help you out. Love Taco Bell as a subfaction though

    • Thanks 1
  12. So I thought about it some more and instead of running thunderbellies for my next tournament this weekend Im trying something thats probably going to stink but has high reward potential. 

     

     

    No Tribe
    GS: Prized Sorcery

    Huskard on TT: Bird, Amulet of Destiny, Keening Gale
    Butcher: Blood Feast
    Butcher: Molten Entrails
    Slaughtermaster: Ribcracker
    Huskard on Stonehorn: General, Arcane Tome (Flaming Weapon), Metal Cruncher, Voice of the Avalanche or Nomadic Raider
     

    4x Mournfang w Gargant Hackers
    4x Mournfang w Gargant Hackers
    2x Mournfang w Gargant Hackers

     

    Umbral Spell Portal
    Chronomatic Cogs


    So Basically my thought with this list is I have a few turn 1 options.

     

    If my opponent gives me enough of a distance that the stonehorn can make the charge across map T1 then I drop the portal, ribcrack the unit i wanna hit, and try to give the SH Entrails/Flaming Weapon. I then give everwinters strength to the SH from the priest for the +1 to wound and attempt to make the charge. If it hits, the SH  (who would 100% be getting all out attack in this scenario) would then be at a 6 3+/2+/-2(-3 if its the unit that was ribcracked)/6 and the crushing hooves would be d6 2+/2+/-1 or 2/d3+2) Theres a lot having to go my way here but if it does goes off its got extremely high damage potential to the point where the SH might even be able to kill archaon/nagash in one round of attacks. I can also pop finest hour T1 for the +1 to wound that way and use Keening gale from the thundertusk to give the SH 17 inches of movement

     

    If my opponent or the plan dont allow a good chance to pull that off Im just dropping the portal down as well as the cogs with the intent or trying to hero snipe with my vulture+voracious maw. The combo above gets kept in my pocket but at this point I would use line breakers to let the MF do the heavy lifting for awhile. 

    I debate on whether or not I would use Nomadic or Voice of the Avalanche here. Nomadic means I need to shoot for option 1 above so that I can re roll my wound rolls reliably. This is a tough CT though because some of the battleplans in 3.0 have small opponent territories and a lot of no mans land. 

    Voice of the Avalanche would be good to gurantee line breakers going off without having to spend a command point. Someone could then give the SH all out attack. 

     

    Like I said I dont expect this list to do too well but its got enough slot machine in it to fall in my alley. 

  13. So I just wrapped up my first GT yesterday with Ogors! I was going to take pictures and document it all but once I got there I think I was so antsy to get some games in that I opted not to. I think the beginning of the tournament had me at high nerves so I made some dumb mistakes I otherwise would not have but as the GT progressed I really started to amp up my play with my thunderbellies list. 

     

    Game 1: Apex Pretadors vs Legion of the First Prince

    Corner deployment battleplan with three objectives, the middle being on a smaller hill. I deployed from my bottom right side of the map, my opponent deploying diagonally from me. Their list:

    Belakor
    Khorne Daemon Prince
    The Changeling
    10 Plaguebearers

    All in warlord Battalion

    Synessa
    The Conforted Epitome
    Bladebringer, Herald on Exalted Chariot - Fourfold Blade
    10 Plaguebearers
    10 Plaguebearers

    All in Battle Regiment

    Geminids of Uhl Gysh
    Soulsnare Shackles

    This game was really tough and to compound on a tough list I also was making a lot of knucklehead moves early. He took priority turn 1 and advanced the flying daemon prince right to the middle objective while also using the CA that gives him an 18 inch bubble of halving charges and runs. He advanced the Bladebringer and 10 plaguebearers to the top right objective and then his remaining 10 blocks of plaguebearers set up behind the hill that the daemon Prince was on to give him lookout sir. Belakor went to the bottom left objective and spawned some pink horrors to screen. His mages set up a wide variety of spells and the Geminids. 

    My turn 1 I sent 1 unit of 4 mournfang and the Thundertusk to the left to claim the top right objective which was succesful. I then buffed up my mournfang units on the left with some spells. The way I deployed I made it tough for me to do anything turn 1 but I did manage to beat the half charge roll with a unit of mournfang thanks to getting +2 on the charge roll after the halving. I destroy the pink horrors and reduce them down to 5-6 brimstones. my first big knucklehead move here was charging my slaughtermaster in on the daemon prince as mythundertusk had put enough wounds in on him with the ice and vulture that I was sure the slaughtermaster would kkill him on the charge or in combat. I was very incorrect as the charge reduced the daemon to 2 wounds but I was not aware he got to fight first. I also forgot about my cover save bonus here ut I dont think it really would have mattered and the daemon prince deleted him off the board in quick fashion. 

     

    Turn 2 opponent wins priority and sets up another unit of pinks in the bottom left part of the map. Synessa uses their ranged shot to start pelting the Thundertusk. The bladebringer comes in and finishes the job along with taking out 3 mournfang in combat. Being as they were the only two units I allocated to that part of the map I knew I pretty much had to cede that to my opponent for the rest of the game. I finish off the brimstones but take some damage in the process.

    My turn 2 the belakor ability worked on every phase for my mournfang unit not in combat with horrors. My stonehorn goes in and eliminates the daemon prince but not before taking a lot of damage. I failed just about every save roll and ward save with him this turn. The mournfang wipe out the unit of 10 plaguebearers. Had I realized how little damage output belakor has in relation to the size of the model I would have charged him instead but it was my first time playing him. 

     

    At this point, I basically needed a double turn to have any chance. I did not get it and while the game went to the 5th round it was never really close and we mainly were playing it out just to get an accurate points total. I lose the game 31-10. I feel like my best bet was to wait out everything a turn and try to win the game in rounds 2-5 but I also think I made a lot of mistaes in this one and forgot many things. 

     

    Game 2: First Blood vs Daughters of Khaine

    Opponents List: 

    Melusai Ironscale - Curse of the Bloody Handed, Crimson Talisman
    Hag Queen - Iron Circlet, Catechism of Murder
    Hag Queen - Blessing of Khaine
    Morathi-Khaine - Mindrazor
    Shadow Queen

    2 blocks of 10 Blood Sisters
    1 block of 10 Blood Stlakers
    5 Khinerai Lifetakers

    This was a big terrain map with many big pieces creating many choke points. My opponent was disadvantaged by this and had I got to go first Im almost certain I wouldve won this one solely due to choking them into their own deployment with no way of getting out of it with any of her models. Because of this my opponent opted to go first and rushed for the middle objective as well as the bottom left objective. 

    Their turn ends and the way everyone is set up I pretty much have free pickings as to who to kill. I land a charge into the blood sisters on both the middle and bottom left objectives with mournfang. The stonehorn fails its charge with reroll but despite that I felt pretty good about my chances as the middle pack of bloodsisters has received rib cracker for -1 save and the unit that charged them had blood feast. In the combat phase I get some really unfavorable dice rolls and only kill 4/10 sisters in the middle. My opponent answers back by killing 2 mournfang in the bottom left. I turn the tide over there by killing 4 more but Im in trouble a bit here because I needed the middle pack to die to score my battle tactic. 

    This is another game where I needed to win priority turn 2 to ensure my third mournfang pack could charge into the middle block and help screen off Shadow Queen for a turn while the stonehorn could mop up bottom left and the thunertusk sit on top right. I lose priority though and my opponent opts to go first. The shadow queen receives mindrazor and charges around the mournfang fighting over the middle objective and into the fresh unit of mournfang waiting to join the fray. She pretty much eliminates them entirely and drop my last mournfang in the unit to 2 wounds left. The middle objective mournfang are killed thanks to the stalekrs+sisters. The left side mournfang are killed thanks to the bloodsisters but luckily that side they only have a couple left and my opponent positioned so that my stonehorn could charge the melusai and hag queen. 

     

    My turn 2 comes and the stonehorn goes in and in combat phase I begin to spike my dice once again, only killing a couple blood sisters and leaving both leaders alive albeit barely. I run my slaughtermaster to the left to help out next turn and my butcher to the top right objective so that my thundertusk can advance and help out in middle, hopefully baiting my opponent to go after that with shadow queen. The thundertusk wipes out the remaining middle objective blood sisters and puts a few wounds on the hag queen with some snowballs+vulture. The lone mournfang left retreats in an attempt to maybe rally and get some back.

     

    I win turn 3 and I feel like I have to go first here despite knowing Ill lose the bottom left objective as a result. My mournfang attempts to rally but I cant find a 6. He goes into the bttom left objective with the slaughtermaster and I am able to kill everything there with the help of my stonehorn. My thundertusk snowballs and vultures the remaining hag queen for the kill giving my opponent only his bloodstalkers and Morathi/Shadow Queen left on the map. 

     

    My opponents turn 3 he gives shadow queen mindrazor. I suspected this would happen so I gave the stonehorn finest hour. Despite this morathi charges in and wipes the Stonehorn out for 20 damage in a single attack. At this point, the game was over as the Stonehorn needed to be able to string along shadow queen for a turn or 2 while I tried to rally the mournfang one more time so that they could charge the stalkers. The stalkers get a lot of mortal wounds in on the thundertusk and drop them. The game ends shortly after this point with a close game but still a major loss 27-17. This was my favorite opponent of the event regardless of the outcome and I felt like they did a good job of capitalizing off my mistakes. This is one where I felt like I was making the right decisions mostly but that the dice just werent falling my way when they needed to and I cant be too upset about that

     

    Round 3 - Savage Gains vs Kharodon Overlords

    Opponents List:

    Endrin Master with Drigible Suit - Grudgebearer, Phosphorite Bomblets
    Brokk Grungsson Lord-Magnate of Barak-Nar
    Aether-Khemist - Spell in a Bottle (Vortex)

    9 Endrinriggers
    5 Gunhaulers - 3 with Sky Cannon 2 with Drill Cannon
    1 Frigate - Heavy Skyhook, Breath of Morgrim

     

    This won I won drop and deployed very spaced out to avoid any fly high in my zone. In response my opponent did not move much and called it a turn. Not wanting to play turtle I rushed forward my T1 and took all but his territoy objective. I dropped a few endrinriggers with snowballs and a vulture. 

    I knew here that if I won turn priority this one would be over and that if I lost my opponent really couldnt fly high anywhere and not get charged due to the speed of my army. I won prioty and T2 and 3 was spent pretty much destroying model after model of his unit. We called it turn 3  for a major victory though we did have to score the game out as if it were 5 rounds. 45-17 win here.

     

    Round 4 - Power in Numbers vs Seraphon

    Opponents List:

    Saurus Scar-Veteran on Carnosaur - War Spear, Amulet of Destiny
    Saurus Scar-Veteran on Carnosaur - War Spear, Fusil of Conflaguration
    Skink Priest - Curse
    Skink Priest - Curse
    Slann Spellmaster - Stellar Tempest

    5 Chameleon Skinks
    5 Saurus Knights
    10 Skinks
    10 Skinks
    10 Skinks
    30 Skinks

    2 Bastilladons with Solar Engines

    This map was similar to game 2 with numerous big terrain map pieces. I knew with this one if I could choke them into their own deployment I would win provided I dont take too much damage. I really benefitted here from the skinks not having the ability to fire mortal wounds on 6s to wound. My stonehorn turn 2 took Curse and all 90 shots from the skinks as well as all 27 bastilladon shots and all skink priest shots. In the end it took until the last priest to get the killing blow on the stonehorn but I felt like this was an accomplishment as my opponent blew his entire shooting phase to take him out as well as command points. I used this opportunity to go in and pretty much wipe out all the skinks. 

     

    The rest of the game here was spent just keeping him in his deployment zone. I forced him to burn his objecties early netting him 8 points and the lead for awhile. He won turn priority on 3 and I destroyed his last remaining objective. I waited until turn 5 despite nearly being tabled and burn all 3 of my objectives for 24 points and go on to win via major victory 29-17.

     

    Game 5: Feral Foray vs Ossiarch Bonereapers

    Opponents List:

    Katakros
    20 Mortrek with Spears
    20 Mortek with Swords
    20 Mortek with Swords
    2 Morghast Archai
    Boneshaper - Katakros' Chosen, Artificers Blade, Empower Nadrite Weapons
    Boneshaper - Reinforce Battleshields
    3 Necropolis Stalkers

    Fifth game of the tournament where opponent got to go first. This one was over really quickly (Like maybe an hour of gameplay tops) as all ym dice luck flipped around and by the end of turn 2 40 Mortek were dead as well as his stalkers. Byt he end of turn 3 Katakros and both the shapers were dead leaving him a single archai and a handful of mortek. This was a 24-11 major victory. 

     

    All in all I finished up 3-2 in the event. Im disappointed I missplayed a lot to start the event but 3 wins at my first GT is respectable and it got the nerves out of the way. I do think this list is good though and it 100% was forcing my opponents into uncomfortable turn 1's. Ive got two one day tournaments coming up in the next two weekends and I think after that point ill make changes to the list if need be. Initially my feeling is maybe to ditch thunderbellies as the run+ charge very rearely actually came into play and just opt for either bloodgullet for the heals or no tribe and take arcane tome + amulet of destiny. I did come out with the best display board for the event though and won myself a kragnos shy of a 2k gitz army which is great!

    • Like 3
    • Thanks 1
  14. 5 minutes ago, Lord Krungharr said:

    That's a whole lotta Mournfang action!  Alas, the Marshcrawla guy is not Gloomspite, so we can't have it as an ally.

    Did they switch it to Gloomspite: Troggoths? 

     

    For what its worth (probably not much because their apps are buggy) you are able to select Marshcrawla and Mirebrute as allies in their new app thanks to the troggoth keyword

  15. So my Thunderbellies list is set for my GT im attending this weekend.

     

    FLoSH - General, Storm Chaser, Metalcruncher, Shatterstone
    HoTT - Amulet of Destiny
    Butcher - Bloodfeast
    Slaughtermaster - Ribcracker

    3 Sets of 4x Mournfang with Gargant Hackers

     

    Ive got as much practice as I could get in with the list. Closest Ive come to losing is against Sylvaneth where I wasnt expecting new Alarielle to kill my stonehorn and 6 mourfang by the end of turn 2. The games I have won though I either clear the board turn 1 and start fighting immediately on my own terms or the threat of their movement range forces the opponent to make a tough choice about who goes first turn 1 which is good because I am not winning priority with 7 drops most of the time.

     

    There's going to be a couple armies there with Archaon and a few Morathi's (some with Gortrek). I feel good about my chances against Archaon since I atleast have a chance of killing him before turn 5 but I'll admit I'm not sure what my gameplan will be against Morathi except pray I dont get matched with her for the hero scoring battleplan. My army doesnt quite have the chaff to throw at her and even with All-Out Defense or Mystic Shield I think she is still blending most of my army sans the stonehorn. I could maybe box her up with it but I feel like that ends up becoming a waste of my points and their archers will likely just mow it down with their mortals. Outside of DoK though I feel like Ive got a fighting chance against most opponents. I am interested too in how the double turn plays out against this army. I havent been bitten by it yet (as most of the time my opponents are opting to go first t1 which isnt usual) but I think good positioning to start the game puts me in a tough spot if I have to go first. Especially against ranged mortal spam lists.

    Not expecting a 5-0 performance as the level of competition there will be much higher than local but I do hope that I can atleast get to 3 wins with the list. There are virtually no Thunderbellies armies playing at any GT's so I have no barometer to compare against but there are plenty of Boulderhead and Bloodgullet around. 

     

    My next iteration of Thunderbellies will include a Huskard on Stonehorn in lieu of Frostlord and a Marshcrawler Trog to give me more accessible +1 to hit buffs but thats for a later GT and after a bit of practice! 

    • Like 1
  16. 1 hour ago, Mokoshkana said:

    It is highly unlikely they reduce the squad size, as they just increased it. I think six has the potential to work, but they need to adjust one of two things in order to make it viable. One, gluttons get a 2" range allowing them to get full attacks from models in the back due to coherency, or two, they give gluttons a special rule that allows a unit of six models to act as though they only have five models with respect to coherency. Otherwise, they will remain practically unplayable to me. I'd rather have Leadbelchers or Ironguts than the current Glutton incarnation.

    In the age of 3+ and 4+ saves thanks to all out defense units need some access to rend and right now the only "rend" gluttons are getting is coming from a butcher casting ribcracker. the point value can be lived with but they have a tough time competing with the plethora of +1 save available. They need ironguts to bait out the all out defense (or vice-versa if youre running a big squad of gluttons)

    Now if I had to change them for a new book....

    Thematically it wouldnt make sense for clubbing weapons to provide rend/armor penetration so I think a better route would be getting rid of exploding 6's for paired clubs and instead just giving them weapon damage as mortal wounds on wound rolls of 6 as some sort of concussive blow kind of thing

  17. So it looks like two of the KB units can be brought in as allies for Ogors. At 150 points im very tempted to bring 1 or 2 of the sloggoths solely for the 18 inch +1 to hit bubbles they provide. Much more reliable to use to than the Slaughtermasters pot and you dont need to use command pts on all out attack.  

    • Like 1
  18. 2 hours ago, Kadeton said:

    I will be shocked if Stone Skeleton stacking with Amulet of Destiny (and all the other not-ward-saves stacking on top of each other) is allowed to continue for any longer than it takes them to scramble to fix it. It's a ruling that threatens to break the game completely.

    Theres worse offenders too than this. 

     

    GK on a Terrorgheist with the right load out gets a save and then 3 separate opportunities to shake wounds. Now, Im not sure if it is THAT big of a deal, but this ruling is a weird step GW has taken with their rules when atleast I thought that the idea was to simplify these ward saves so that they are all under the same blanket. 

     

     

  19. 45 minutes ago, HostilSpike said:

     

    Firstly as someone who loves theory crafting I appreciate the addition of the graph to clearly show the damage numbers.  I wasn't really talking about overall output though, simply the effectiveness of subbing out a FLoSH for a HoSH in the list.

    The base effectiveness of the Mournfang doesn't really change between the two, all you are gaining is Linebreakers at the cost of the Frostspear, +1 Wound, +1 Save, +1 Bravery (relevant due to Heroic recovery) and +1 to Wound on your Punches and Kicks. It just doesn't seem worth the downgrade unless you're really starved for points.

    Unless I did the maths wrong (which is always possible 😅) the attacks with the Frostspear on average equate to the same damage as a single use if Linebreakers on 4 Mournfang but obviously is much less situational. 

    I've yet to actually get Thunderbellies on the table due to covid and have always been slightly curious about Rip and Tear; does it activate against a unit of single wound models who have lost a model or does it require an injured multi-wound model?

    Not entirely sure come to think of it. You have to select a unit that has wounds allocated to it . Question becomes does the unit count as having wounds allocated to it if the models the wounds allocate to die upon receiving it. I would imagine it would work still but I guess I would have to check to see how the core rules word allocating wounds. The only models I've used it on so far are multi-wounders so I havent run into this yet

  20. 1 hour ago, HostilSpike said:

    It's probably worth keeping in mind that the HoSH is significantly less survivable than a FLoSH due to the worse save.

    Assuming no buffs to hit (so Mournfang are 4/3/-1) a round with the Frostspear deals equivalent average damage to the extra damage granted by Linebreakers on a unit of 4 Mournfang but doesn't require the opportunity cost of a Command Point.

     

    There are some buffs that can be granted that you cannot give the stonehorns that makes it an advisable choice in Bloodfeast + Rip & Tear. You need at least one of them active for the damage to be better but both are easy to accomplish (for rip and tear you can plink the enemy unit with the vulture pretty reliably) 

     

    image.png.70e03797cce911257d50cbce9f5193b2.png

     

    It's true that for these numbers you need to shell out command points but I also think if there is an army that should capitalize off the aggressive usage of command points its ogors. Also worth noting that if playing this way you have to ensure that you can consistently be the one charging and you need one or both of blood feast or rip and tear active. A frostlord on stonehorn is probably a better hedge for games in which you're put on the back foot instead of being the aggressor so its why I would likely bring that set up to a tournament but I think if a person got enough practice in on a list like this that this has the better potential. 

     

    At the very least what both loadouts provide is a tricky situation for the opponent where they need to ensure they have enough screen for not only the straight away to prevent the stonehorn from running it down but also the flanks now too and with the way point costs have gone there is less chaff around. A castle is likely the best defense against it but if your opponent is resorting to castling they are also conceding a lot of board to you 

     

     

     

    • Like 1
  21. 17 hours ago, HostilSpike said:

    I was thinking of trying a similar list but splitting one of the 4s of Mournfang into two 2s with fist weapons and using a Warlord Battalion to get the 5+ Ward Amulet on the HoTT for a bit more staying power.

    its not a bad idea. Part of me still wants to toy with switching the frostlord to a huskard and if I did that I would spend the extra enhancement on the amulet as opposed to the extra mount trait. Reason being for the switch is the chance to give a unit of mournfang 16 3 damage 3/3/-1 attacks if they charged which makes up for the loss of the frost spear

  22. Got another game in with the below list. Same Skaven opponent as last time though they changed up their list a little bit

    FLoSH
    MT: Metalcruncher

    HoTT - Command Entourage
    MT:Rimefrost
    All Thunderbellies Stuff
    Prayer: Keening Gale

    Slaughtermaster - Command Entourage
    -Ribcracker

    Butcher - Command Entourage
    -Bloodfeast

    3 Sets of 4 Mournfang all with Gargant Hackers all underneath the battalion that allows them to ignore the 4 monster abilities

     

    Skaven opted to go first (my 7 drops arent beating anyone anytime soon) and while they got a few shots off I was able to limit the damage and did well withstanding their spells. They did drop the bridge endless spell down though in a good spot to block a massive charge angle and I just could not dispel it to save my life. 

     

    It didnt matter too much though as my turn 1 I was able to clear the board and charge into his rats and do some respectable damage. I then got double turn and virtually secured the victory at that point as I cleaned house on all but one of his leaders. 

     

    One issue I did have this game was that I had a hard time comboing off abilities and getting my spells to go off, which sortve delayed this game from a turn 2/3 board clear into a game that played out to turn 4 despite the lead. I need a few more games in with it before deciding on changing anything up but I am feeling good about thunderbellies at the moment and their ability to clear the board with run+charge on both flanks

     

    Also we had a mawtribe army top a GT this past weekend playing bloodgullet. Looks like things are on the up for the faction in terms of relative power of non-boulderhead lists.
     

    • Like 1
  23. 17 hours ago, cascadingmilk said:

    Hi all, I was wondering if I could get some thoughts on my Ogor army. I started building it just before Covid was a thing so I've not got many games in, but I do feel it's missing something after a few games (against OBR, Seraphon and SCE). I wanted to do an all infantry army, but I've quickly come to the conclusion (with some proxying) that I need a big beastie. I've got the list below:

     

    Allegiance: Ogor Mawtribes
    - Grand Strategy:
    - Triumphs:
    Butcher (135)
    - General
    - Cleaver
    Butcher (135)
    - Cleaver
    Slaughtermaster (140)
    4 x Ironguts (245)
    4 x Leadbelchers (180)
    4 x Leadbelchers (180)
    6 x Ogor Gluttons (260)
    - Clubs or Blades with Iron Fists
    Ironblaster (130)
    Ironblaster (130)

    Total: 1535 / 2000
    Reinforced Units: 0 / 4
    Allies: 0 / 400
    Wounds: 111
    Drops: 9
     

    This can be run as either Underguts, or Bloodgullet (which is my preference as I'll explain in a minute) and I do have room and no issue buying additional models if people feel they would be better. I know the FLOSH is the clear winner, but has anyone had any success with the Huskard (on either mount (tempting to try the priest option))?

    My second question is more around theme / models. My idea around this army is they're Ogors who have 'eaten' demons (namely Tzeentch), because of this, models are starting to become possessed, the lesser models more so, my firebelly rides a disk, my cauldron is actually a portal for example. I want my big guy to be gifted a Mutalith Votex Beast to ride on, I'd always assumed it would be my stonehorn, but do you think you'd accept it as such, or would it be more suited to be a thundertusk? I'll just mount my Tyrant on it as he does nothing for me on foot.  This will obviously be linked to my first question.

    As another thought I've just had, what do people think about Leadbelchers? In theory they seem like they should be decent, but mine always underwhelm (even when part of Underguts)

    Thanks in advance for any advice :)

    Just my opinion on this one but Ironblasters I probably wouldnt bring unless im dropping a Tyrant with trophies to guarantee their damage a bit more. You would be better off using that 260 for gluttons especially if youre running gullet. 

×
×
  • Create New...