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HostilSpike

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Everything posted by HostilSpike

  1. I think my main take away from the game is that Coalesced are a much more honest army than the previous iteration of Seraphon; no more teleporting, summoning or Skink pileout shenanigans. The loss of damage feels like it should be crippling but now that you're only killing each unit once it's not as overwhelming a disadvantage as I was expecting it to be. Controlling the charges and not allowing units to be singled out and overwhelmed seems more important now and obviously sniping characters is an even bigger priority. We're resuming our escalation league soon so I'm really looking forward to trying out different unit mixes to see where I can squeeze out advantages.
  2. So I had my first game against the new Seraphon tome this weekend after a really long break and took a hard fought loss finishing 19 - 24 on Scorched Earth from GHB2020. My List: It was a wildly uphill battle as I don't think we could have rolled a worse battleplan for my list (only 7 units with 8 objectives in play), while he had I think 11 running Coalesced. (Kroak, 3 skink characters, a carnosaur, a foot saurus hero, 2 units of saurus, 2 units of knights and a unit of skinks). I was only 4 drops so I gave him the first turn but a positioning blunder allowed him to kill my Slaughtermaster turn 1 with buffed up Skink mortal wound shots (I'd put him just outside of Look out Sir range from the Gluttons) but other than that it was a mostly uneventful turn. I managed to run my Frostlord up and he killed a Skin hero with his charge Mortal Wounds and roughly 20 skinks in the combat while only taking a single wound in return (subsequently healed by his Splattercleaver) but my Ironguts failed a 6 inch charge (another positioning blunder, one inch further back would have allowed a command point reroll from my Butcher). My remaining units sat on objectives bringing the score to 4 - 4. I won the double turn, failed for again to get off Balewind then shuffled my remaining units to prepare to counter punch turn 3. The Ironguts made it in and chewed through 15+ Saurus suffering 8 wounds in return. Bad rolls left the Frostlord tied up by skinks killing only another 10ish then again healing off the return damage. His next turn really changed the battle. Between Kroak and the Skink heroes he got a load of extra command points, charged his Carnosaur into the Ironguts to reinforce his saurus and brought his second saurus unit in to further tarpit my Frostlord. In the combat phase he pumped A LOT of command points into buffing the saurus fighting the Ironguts then activated them and kiled 4 leaving the unit at 6 wounds. I swung back with the Ironguts to thin his numbers and hoped he would activate the other unit of saurus to pile in while the skinks were blocking surface area on my Frostlord. The Guts damage was negligible, as was the output from the saurus on my Stonehorn who I then activated to wipe the skin unit. This created a gap for me to retreat through next turn and get into his back line to go Hero/Objective hunting. The Carnosaur finishing off the remaining Ironguts activating his run & charge for the rest of the battle ability. End of round two scores 8 - 8. Sadly he got the double turn, Carnosaur got to my Frostlord and between him and the saurus they got the kill. The other saurus unit advanced to just outside my leadbelcher range and waited. On my turn I finally got off Balewind and slapped all available spells into the approaching saurus unit, only scoring a few mortals off Maw while Kroak unbound everything else. The Leadblechers scored some saurus kills with their shots and my Mournfang positioned themselves to hail Mary up the board (12 inch charge to get onto an objective held by a single skink hero), rolled an 8 so they and my Gluttons slammed into the remaining saurus stringing out to keep their objective and making sure not to pull in the Carnosaur. Combat went well with the Gluttons killing all but 1 saurus and the casualty pulled leaving the Mournfang out of combat and sadly just out of reach of piling forward into the skink hero. Score after round three 11 - 12 in his favor (I should have realized I had his objective here as the lead Mournfang was in range and counts as two units but I was too focused on wanting the double turn to charge in and burn it but ultimately that point didn't matter). I won the roll off and took the double turn. Thinking he would be charging his Carnosaur into my Butcher I retreated my Gluttons from the lone saurus to protect him, again stringing out to keep their objective as well. The Leadbelchers did their job whittling the approaching saurus unit and the Mournfang charged in, killed the skink hero and burnt his objective rolling 3 on the d3. On his turn his got his foot saurus hero into my Mournfang to stall them then ran and charged his Carnosaur into my Leadbelchers. It easily killed them and he burned the objective rolling a 1 but getting a plus 1 for it being a leader. End of round 4 scores were 17 - 16. He won the roll off and in doing so the game. The Carnosaur shredded my Butcher and burnt his objective then the lone surviving saurus ran to burn the vacant one on my far right. On my go I just retreated the Mournfang up to one of his remaining points to score some pity points ending the game at 19 - 24. Overall it was a good game, I felt the rust from 9 months without playing in the first round but quickly got back into the swing. One thing I will note is that the army feels really weird against the army wide minus 1 damage from the Coalesced. I think in future games I'll probably try smaller units and can definitely see a Skal being the preferred battalion. It's probably worth noting my opponent offered to let me move my units for the first two positional blunders but I prefer to learn from my mistakes the hard way.
  3. I'm kinda obsessively messing about with the new hero generation rules and was wondering what people think of an absolute min investment Ogor Priest for 70 pts that gives a 6+ shrug on a 3+ prayer? The attack profile is pretty awful but giving big units of Gluttons or Ironguts a shrug seems pretty worthwhile
  4. So one of each Hero, a unit of 3 battleline gargants and a command point 1990 pts? Or 3x whatever the most powerful hero is and 3 battleline gargants,,,
  5. Don't suppose you wanna share any Ogor changes via pm or in the Ogor thread?
  6. By the Gods, I hope these hero creation rules mean I can finally make Frostlords/Huskards on Mournfang...
  7. Doom and Darkness has been running a Monster Mash Boulderhead list with a Huskard on Thundertusk, it's a nice support piece but it's combat profile is such a let down compared to a Stonehorn. I think a point drop could make them viable just for their prayers, but yeah the Frostlord & Beastrider variants seem pretty worthless,
  8. 48 wounds is way more than 30 and 15 models is way less than 24. Herd hold objectives way better than Boingrotz. Plus unless you're willing to commit command points, battleshock will dissolve the the riders at a much quicker rate without granting you any benefits. Plus the herd models are georgeous why wouldn't you want em in your army?
  9. They're a nice cheap battleline giving a lot of value for 280pts. I find them ideal for Hand of Gorking because they don't need any support, have built in re-roll charging, 48 wounds and are guaranteed to do some damage between their attack profile and chance at mortal wounds on failed battleshock. The rend is also super useful.
  10. Me too to be honest, it's just a shame to have a completely unusable Warscroll in our Tome
  11. Running the numbers on Gorgers vs Frostsabres I'd really like to see the latter get a 20pt drop (bringing them to 60pts). They do slightly less damage than 3 kitties on average but at 60 they'd be a useful addition to any list which includes sabres but ends up with 20pts leftover. Outside of that I can't see a reason to ever use a Gorger...
  12. I used spare Mournfang heads as the base for cloaks and a butt load of Green Stuff but I think they turned out alright. The only parts that aren't from Mournfang riders or Gluttons are the banner bearers weapon (from a Troggoth) and the main trunk/skull of the banner (catapult from an Arachnarok kit). Oh and the Gutlord's cloak is from a Stonehorn.
  13. So having been unable to play for a few months now I've been trying to come up with new lists to incentivise myself to finish off my big plastic pile of shame (ie kitbash another Slaughermaster and 4 more Ironguts). Does this list have any merit? The idea would be that the Butcher sits center on his Balewind next to the Mawpot throwing out debuffs & Maw while the Slaughermasters support the Gluttons & Mournfang with the two units of Ironguts adding in bursts of damage where needed. There's obvious redundancy in the spell selection but I figured it would allow more opportunity for everything to be in range. Allegiance: Ogor Mawtribes- Mawtribe: BloodgulletLeadersFrostlord on Stonehorn (400)- Artefact: Splatter-cleaver- Mount Trait: Black ClatterhornButcher (140)- Cleaver- Lore of Gutmagic: Ribcracker- Bloodgullet 2nd Spell: Greasy DelugeSlaughtermaster (140)- General- Command Trait: Nice Drop of the Red Stuff!- Lore of Gutmagic: Blood Feast- Bloodgullet 2nd Spell: Molten EntrailsSlaughtermaster (140)- Lore of Gutmagic: Blood Feast- Bloodgullet 2nd Spell: RibcrackerBattleline12 x Ogor Gluttons (400)- Pairs of Clubs or Blades4 x Ironguts (220)4 x Ironguts (220)Units4 x Mournfang Pack (280)- Gargant HackersEndless Spells / Terrain / CPsBalewind Vortex (40)Total: 1980 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 138
  14. Finally got around to kitbashing some Ironguts, still need to spend a bit more time green stuffing the fur cloaks and whatnot...
  15. Not valid for meeting engagement because you can't take behemoths in the spearhead or leave the spearhead empty
  16. Gutguard's ability is widely considered bad as Irongut wounds are generally more valuable than Tyrant. You've got 20 spare points and all the required units so could consider swapping to either Butcher's Band or Goremand. Edit: Just to expand a bit now that I'm home from work. It you think about Ironguts as a monster with a decreasing profile, every 3 wounds suffered hinders their output and board presence while the Tyrant fights the same regardless of damage until he takes 8 wounds. Alternatively Butcher's Band can heal him a wound a turn or Goremand has increased odds of hitting a heal from his cauldron.
  17. I'm still learning the army so I can't give much anecdotal advise but personally I'd probably break the Leader belchers into 4/4/2 and grab 2 min units of Frostsabres. This will increase your drops but give you some screening and objective stealing options. From the games I've played controlling who takes first turn doesn't seem that vital for Ogors
  18. Butcher's Band is 1-3 Leadbelchers so you can split that 10 in a variety of different ways and not impact your drops
  19. I normally go for a 50mm circular Jokes aside I used a spare Stonehorn rider for my Slaughtermaster, the bowed legs look good straining against the weight of the cauldron. I'm currently in the process of making a normal Butcher out of a spare Glutton
  20. So a Dwarf player got 10th at the Tempest tournament last weekend:
  21. Following on from this advice you can drop the Ironguts to increase the 2 Leadbelchers to 4 and add a Butcher or Slaughtermaster. From there I'd personally drop the Huskard & Mournfang for a Frostlord and more Frostsabres & Ironblasters. I figure if you're ambushing a unit of sabres it wants to be bigger than 2.
  22. The classic combo is 40 Shootas with Fanatics inside. Hand of York them near something important, plink it with arrows then finish it with a charge from the Fanatics.
  23. If GW were to fix them with point changes alone I'd love to see them drop the max unit size to 8 and make them 120/400. This way they directly complete with Gluttons as battleline and it's way easier to justify running an 8 block for the mortals on a 4+.
  24. Personally I find a lot of it comes down directly competing with Stonehorns for space. It's really hard to get a Stonehorn and 4 Mournfang into contact with a unit and units of 2 Mournfang just feel so weak
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