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ryanguy88

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Posts posted by ryanguy88

  1. On 12/9/2019 at 2:20 PM, Warbossironteef said:

    What do you guys think about a list like this? No Tribe, but a mixed army. It gives you screen, anvil unit in 12xOgors and some movement/ambush. Do you think the Tyrant is worth it in this list or would a Butcher be better?

    Frostlord on Stonehorn (400) - Ethereal Amulet, Black Clatterhorns
    Tyrant (160)
    Icebrow Hunter (120) - Winter Ranger, Kattarnak Browplate
    20 x Gnoblars (100)
    8 x Ironguts (440)
    12 x Ogor Gluttons (400)
    10 x Frost Sabres (200)
    2 x Frost Sabres (40)
    2 x Frost Sabres (40)
    Skal (100)

    2000/2000

    I think that's an interesting list and could do well. I think I'd say you'd probably get more out of a Slaughtermaster.  You've got a lot of combat power already with the 12 Gluttons, 8 Ironguts, and FLoSH.  Tyrant seems a little redundant, you won't /really/ need his command ability, and the Slaughtermaster would be able to provide a bunch of buffs to enhance your killy units.  Plus, with the 20 points saved you might get a feat or whatever.

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  2. 23 minutes ago, Floom said:

    Leadbelchers for sitting on an objective, Ironguts as a beefy attack force and then 10 Frost Sabres to Deepstrike with one of the Hunters. +d3 attacks with re-rolling 1s on the deepstriked Sabres

    +d3?   The command ability grants one.  You can stack it, so it's a bit more variable -- 

    Per Frost Saber, you'd have [ 1 + Round Number + (Round Number)D3 ]+3 attacks.   Or one less than that if you're going to give the re-roll 1s to hit.

    So, turn two, you could easily have 2+2d3+3 attacks per cat, re-rolling ones.  That's average of 9 attacks each, 4+ | 3+ | -1 | 1.    If you could get 10 cats in, I'd think 90 of those attacks could insta-gib a hero or monster.  (Estimated 40 wounding hits with -1 rend, 1 damage.)   

    But each cat gets 1+d3  (assuming you only use CP for the Hunter CA) each round you wait.   And you're only sitting aside 320 points for this -- so yeah, I think there's something to play with there.

  3. 23 hours ago, NinjaBadger7 said:

    Funnily enough I did spot that after my post - with the spare 20pts swapping the beast riders for a HoSH and separating the mournfangs.

    With the 1 in 4 rule for horn blowers/standard bearers - where do we stand with units of 2 for the mournfang? 

    Banner is decent but seems unneeded on groups of 2 -- assuming you get your mournfang into combat before one dies.  (Bravery 8 while eating.)
    For the horn blower, straight +1 to charge is super nice,  but the allegiance and command abilities often offer very similar assurances.  So not really needed, IMO.

     

    I think the bigger question is whether to have an 8model unit so charges do mortals on the 4+ instead of the 6+,  or go MSU.  I think MSU wins?

  4. 17 minutes ago, ServiceGames said:

    Apologies in advance if this question has already been asked, but since Beastclaw Raiders have been added to the Ogor Mawtribes Battletome, are the Battalions and Warscrolls in the Beastclaw Raiders Battletome still valid.  Or, do Beastclaw Raiders fall completely within the rules found in the Ogor Mawtribes Battletome now?

    Thanks in advance!

    SG

    The BcR Warscrolls and Warscroll Battalions were printed as valid in GHB 2019.  GHB 2019 has not been errata'd yet to remove them, nor has the Mawtribes book been said to overrule the BcR tome (in any way I've seen yet.)  So I would assume those battalions are still valid.  However, they're valid from the BcR allegiance, not the Mawtribes allegiance.  E.g., "Braggoth's Beast Hammer" battalion could be used in a Beastclaw Raiders army, but not an "Ogor Mawtribes" army, since BcR are not eligible to be allied into the Mawtribes allegiance. 

  5. @Reuben Parker , Just remember that you only get one mount trait unless you're running boulderhead maw-tribe.  Otherwise, looks like a fun list.  Might be worth combining another 2 of the small frost sabers into one -- the hunter will be able to deep strike with 2 units of them, after all.  Could use one to charge in, and leave 4 behind to screen for the hunter.

  6. @XhilaYou could try to build a list based around assassination and shooting from a distance.  I'm not saying it'll at all be good, but it may be something to think about:

    Allegiance: Ogor Mawtribes
    Mortal Realm: Ulgu
    Icebrow Hunter (120)
    - General
    - Trait: Winter Ranger
    - Artefact: Sword of Judgement
    Tyrant (160)
    - Artefact: Sky-Titan Scatter Pistols
    6 x Frost Sabres (120)
    2 x Frost Sabres (40)
    40 x Gnoblars (200)
    1 x Grot Scraplauncher (120)
    1 x Grot Scraplauncher (120)
    Junkmob (100)

    Total: 980 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 89


    Aim to take out blobs with your Scraplaunchers.  Aim to either assassinate with the Hunter+Frost Sabres, or else cap objectives. Gain D3 CP every round that the Hunter is in ambush and use it to reroll ones in shooting for the Tyrant/Scraplaunchers.   Your buddy might appreciate you removing screens for him, so he can get stuck in with things in the back. 

    Again, not saying it's good.  But might be something to consider.

  7. @Luzgurbel  You'll have to choose the Gnoblar Blast Keg as your first artefact with Underguts.

     

    People have been floating the idea of running a battalion so as to give the Butcher the Blast Keg, and then give the Tyrant either a Gruesome Trophy Rack or the Sky-Titan Pistols -- but that means running less cannons.

  8. 51 minutes ago, GeneralZero said:

    Technically, that means 9 month of overcosted Ogors 😕 ...if they adjust down their points.

    Not so sure about this....for now. Ossiarch is a solid release, a resilient army but not a super heavy hitter as far as I've read/seeen. Future will tell us.

    In December they post a giant FAQ and usually a minor point rebalance.  It might come then?  (But I'd doubt it.)

    28 minutes ago, Beastmaster said:

    Yhetees get Mount traits???

    Nah -- only heroes on monsters.

    27 minutes ago, Felldir said:

    Hi all! I know next to nothing about ogors but painting a bunch of big boys was appealing so I snagged their half of Feast of Bones. Problem being, I have no idea how best to build to 1000 points. I'm not super competitive and given that this is a super side project it would be nice if this army didn't break the bank. Would grabbing a unit of Ironguts, the Tyrant's Gutguard, and another command point be ok? I feel like that's not enough dudes for 1000 points. Any input is greatly appreciated. Cheers. 

    The base Feast of Bones comes with 600 points.  Adding the Ironguts for 220 would give a solid hammer unit.  
    I don't think you'd need another command point AND the Gutguard battalion, since battalions auto-give an extra command point).  Instead, I'd suggest at that point to drop the Leadbelchers and grab a Slaughtermaster.  That would put you at 1,000 total, and give a pretty solid (IMO) list. 

  9. 3 hours ago, Aryann said:

    Edit: How to insert a build from w-h.com builder?

    On the website, in the line where it shows your points total for the list is a circled question mark.   Click that to display your list, and then you have the option to Copy the list as presented.

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  10. 4 minutes ago, GeneralZero said:

     

    is that specific to leedbelchers or all shooting units can do so? (I'm thinking about skaven, CoS, SCE...)

    Page 5 of Core rules.  "A unit can shoot when it is within 3" of the enemy, but if it does so it can only target enemy units within 3" of it with its shooting attacks.  A unit can shoot at an enemy unit that is within 3" of another friendly unit without penalty". 

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  11. Just now, Walrustaco said:

    How is that doing 40MW? You know that meatfist isn't letting you do mortals on a 5+ right? It's just letting you roll an extra dice each time you charge to try and roll a 6+ on.

    1d4chan might be wrong, but the rule printed there is:
     

    Battle Traits: Fleshy Stampede: Add 1 to the dice roll for any MEATFIST units using the Trampling Charge ability.

    This would imply that you roll the dice equal to the charge value,  then all 6+ on the (dice value + 1) create a mortal wound. (Looking for a 5+ on the dice).  

  12. 1 hour ago, Frowny said:

    1520points,  9 groups of leadbelchers x2.

    Add a tyrant and a slaughterpriest and a few other toys to taste.

    On the charge they will average 40mw. That's unit destroying types of damage. And then they still fight and shoot 


    Checking your maths, because I'm not sure I understand.
    2 leadbelchers = 80 points.
    80*9  = 720.
    Doing 18 units of 2xLeadbelchers would be 1440.  so 1520 points would get you 19 groups.  Guessing it was a typo?  
    Average charge roll of 7,  mortal wounds on a 5+ gives an average of 2.33 mortal wounds per unit of two leadbelchers.  
    2.33 x 19 units = 44.333  Mortal wounds per charge.

    Yeah, that's not so bad.  I can see a few problems.  Failed charges would hurt -- not only would it lower the mortal wound output, but it would then create an obstacle for further units' charges.   Getting swarmed by a big giant blob would also be disastrous -- and that's kind of the "competitive" thing these days. AoE Endless spells would also be a problem.  But maybe throw some of the rest of the points at some dispellers.  Could be a fun list, at the very least..  

  13. If I'm reading the Pitched Battle Profiles correctly, it looks like  Beastriders will be battleline and NOT behemoth in an Ogor Mawtribes army if the general is a Beastclaw Raider.

     

    So a valid list would be 
    1x Frostlord on Stonehorn

      - General

    1x Frostlord on Stonehorn

    2x Thundertusk Beastriders

    2x Stonehorn Beastriders


    Making it 2000 points, 2 leaders, 4 battlelines, 2 behemoths.

    Am I reading that right? 

  14. 3 hours ago, GeneralZero said:

    speaking of magnetization, it seem that there are 5 variants of big guys, am I right?

    Frostlord / Beastriders  ON Stonehorn

     Huskard / Frostlord / Beastriders ON Thundertusk

    Is the total magnetization possible? Or does it render like trash? If you have to sacrify on or 2 build for an easy magnetization, how would you do it?

    There's a 6th option -- Huskard On Stonehorn.  Previously, most didn't go this route though

    3 hours ago, Beastmaster said:

    Still an option. Luckily I’ve magnetized the riders 😅

    As far as I see, though, the Huskards Prayers only work on BCR units, so no healing the Ogors. May still be worth it though.

    You can take a prayer from the lore that chooses a spot within 18" and damages things.
    from 1d4 chan:

    1. Pulverising Hailstorm: 4+, pick a point on the battlefield within 18" of the model chanting this prayer. Roll 1 dice for each unit within 3" of this point. On a 3+ that unit suffers D3 mortal wounds.

  15. 11 minutes ago, Mutton said:

    What do you guys think of Firebellies? I think for 120, it might be worth taking them just for their amazing lore. Every single one of their spells is awesome, the best probably being the -1 to hit aura wholly within 12".

    @Mutton    I strongly agree.   I think that getting the firebelly close to the mawpot will be essential though. CV 8 doesn't have good odds.  Getting that +1 to cast means there'd be a 58% chance of the cast being successful, IIRC.  But being able to sit a Thundertusk nearby to make any charging enemies fight last means that the two of them will be a nice, hard to deal with combo.

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  16. Did math stuff to try to figure out whether Gluttons should have the new Ironfists or the new dual-wield.  Sorry if this has been posted before.
    Change to Ironfists:  Reflect mortal wound on natural '6' save roll.

    Change to dual-wield: Natural '6' to hit creates 2 hits.  Make a wound and save for each.

    TLDR:  At groups of 3, probably Ironfists.  At groups of 6+, probably dual-wield.  If you expect better saves, ironfists become more worth it, but probably not enough so.  

    Dual-Wielding first:
    A model has 3 attacks, it'll pop off and get an extra wound roll every other activation. 2/3 will deal 2 damage. So, statistically, an extra 1.3 damage per model every two activations.  So .65 extra damage per combat per model. 

      3 Ogor bois would mean (3*.65)= 1.95 damage per combat.  6 Ogors would be 3.9 damage per combat,  12 would be 7.8 damage per combat.  

    This doesn't factor enemy's save characteristic -- which hurts as we have no rend. Also, this will deteriorate based off how many are actually in combat, and gluttons only have 1" range and sit on 1.5" bases.  In order to keep up, ironfists would have to deal equivalent mortal wounds back.  At 3 gluttons, dealing an equivalent 2 mortal wounds in combat would mean they'd have to perform saves against 12 attacks. For breakpoints:

      3 Ogors = 12 saves rolls.  6 would be 24. 12 would be 47. 

    I think you can roughly estimate that for every +1 save the enemy has (6+ being 1), 1/6 of saves need to be performed. 
    e.g.:


    6+ save on enemy = 

         3 ogors = 1.625 damage per combat;  6 ogors = 3.25 ; 12 ogors = 6.5

         3 ogors = 9.75 saves need to be rolled; 6 ogors = 19.5;  12 ogors = 39.

    5+ save on enemy =

         3 ogors = 1.3.   6 ogors = 2.6.   12 ogors = 5.2

        3 ogors = 7.8 saves; 6 ogors = 15.6;  12 ogors = 30.2.

    4+ save on enemy =

         3 ogors = 0.975.   6 ogors = 1.95.   12 ogors = 3.9

        3 ogors = 5.85 saves; 6 ogors = 11.7;  12 ogors = 23.4.

    3+ save on enemy =

         3 ogors = 0.65.   6 ogors = 1.3.   12 ogors = 2.6

        3 ogors = 3.9 saves; 6 ogors = 7.8;  12 ogors = 15.6.

    Of course, if your unit dies faster, Ironfists need to perform less to keep up.  If their unit dies faster and you have less save rolls to make,  dual-wielding will shoot ahead. (And isn't it better to assume that you get the charge and deal massive damage first?) Seems like Ironfists are best on MSU chaff walls.  

  17. I can see them being strong B tier.

    I foresee at least one Thundertusk being a must-take -- forcing enemies who charge to fight last.  It'll be used to protect either frontlines from being charged, or protect the casters from deep strike charges.

    I also think we'll have a strong list using the Thundertusk -1 to hit, the Firebelly -1 to hit aura, and an endless spell to provide additional -1 to be hit.  I think this could make us pretty tanky (considering we're already pretty tanky), and with the points drop and extra survivability to the stonehorn, we'll have a nice hammer to a stonehorn / Irongut anvil. 

    I think we'll have some nice shooting with catapults and butcher spells.  Able to take charges with grots or ogors. So strong B tier.  I don't see anything broken enough to compete with Slaanesh, or FEC.  I think we'll lose 4/10 to things like Idoneth Deepkin, Sylvaneth or Fyreslayers, and lose on objectives to things like DoT.   I think we'll have a pretty even matchup against lists like Nurgle, Beasts of Chaos, or maybe even some Death lists.

     

    Still VERY early to tell.  Just my predictions of where we'll fit in the meta.

  18. Lots of things to note from the faction focus.  

    It looks like they're splitting the current butcher into two separate warscrolls again, based off the line, 
    "On top of being fantastic units in their own right, Butchers, Slaughtermasters, Huskards on Thundertusks – and especially Great Mawpots – are also able to restore Wounds to depleted units."

    So we'll be back to having a Slaughtermaster and a Butcher.  Interesting that the Slaughtermaster hypertext links to what used to be the butcher,  and the Butcher hypertext links to what was once Skrag the Slaughterer.  

    The attack update to the Grot Scraplauncher is welcome.  2 more attacks will help normalize the damage.   Seems they're also normalizing the damage for the stonehorn's charge too, from d6 to the universal rule of Trampling Charge.   It'll be interesting that Thundertusks  (and also large blocks of Gutbusters) will also get that charge damage too.  If the Thundertusk keeps its snowball (even if the damage there is normalized), it might help to make it more competitive. 

    Changing the Everwinter  (Grasp of the Everwinter) to increase chance as the battle goes on is nice,  but I'm not sure it'll really be anything that helps make or break.  Especially since BcR like to try to get in combat in round 1 or round 2. 

    I also think it's interesting that nothing has been said about Gargants,  Yhetees, or Gorgers.  (Or Firebellies, but those have at least been in the promo photos.)



     

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