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BalborBullguts

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Everything posted by BalborBullguts

  1. I like the distinction between infantry and cavalry; I don't have an opinion based on the fluff but it is really cool to have rules internally that allow each faction to be independent of a certain ratio in the formation - i.e. not having to get stacks and stacks of mammoths or whatever because your infantry don't carry enough weight in their merit, and likewise not having to have a big infantry line because your cav and monsters have some rules that support a fully beefed up army of ogre riders It really supports playing into your style which is cool, and I don't want a merger that makes a lot of infantry having the 'leadbelcher effect' or some of the super elite units becoming super pricey in points for BCR players because all of a sudden they are wayyyy up there in power scale compared to the line infantry I really suspect that is the way it will happen - No grievance with our mournfang riding cousins though
  2. Going to take a shot in the dark here as I didn't take the time to read everyone elses feed back before I posted so feel free to pull back my gutplate and let it snap back real hard if I say anything stupid! I would like to raise a point around strategy games, especially RTS games and how unit management, field strategy, terrain tactics, and formation (that is a big one!) strategy plays directly against your point here; • Primarily card games are not comparable here; a card can not move, and is not based around probability (i.e. 1 in 6 chance of getting a 2 on a 1d6 roll to make that sweet sweet play) as opposed to fixed numerical values and options being spontaneously thrown into your plays at hand - if this were the case then instead of making all of these different attacking, hitting, and saving throws it would run more similar to "put all of your army into a hat, each turn draw a random unit card. These are your options for this turn. this is how much damage they will cause based on what our statblock tells you. Your only way to improve your outcome is to select units with larger stat blocks and more obscene abilities and pray to RNGsus that you can pull it out before you die" • in strategy games there is usually a large feature of assymetrical balance; more or less that each party doesn't need to follow the same rules as long as they perform within the same fundamental core rules and have a similar level of potential and probability based on their design purpose; it's as simple or as complicated as it wants to be - Rock > scissors > paper , Cav > Infantry > Archers, etc - byrules, traits, triggers, and other abilities and functions outside of statistics can make this much much more sophisticated I can go on about this for a while but think about it like this; Balance; In that while all armies, factions, or player choices may not have the same execution or allow for an identical approach to the same exact situations (i.e. an army of gutbusters will have a much harder time engaging an enemy using a missile focused army than if they just charged forth and got stuck in) the choices, factions, and armies should in all scenarios have the same weight and when weighed against eachother as options should neither leverage for or against the opposing choice as a whole, but have more weight in different situations than in others, and have an equal amount of ability to force their opponent to play into their advantage, or be able to adapt by adopting a different approach to the same playoff - the more accessible these options are to each player, the fairer the game is by not weighing down on certain choices this is just my impression though, take it with a grain of salt
  3. I agree about the belchers, my first thought was on the guts though as they are just super iconic of the gutbusters marching line! The big drawback in my opinion is that for the same points cost having a 12 pack of bulls procs way more benefits than four sets of leadbelchers, and their ranged damage is too unreliable for my gut instinct to say "okay, I feel like replacing some bulls with belchers is a safe and allpurpose choice" because let's face it, even if you were filling out a basic infantry line, they can't fire and advance and when they finally do get in close you may as well have picked the bulls right? and similarly with the ironguts they just pack so much more punch for their point cost to get a 3 pack of guts over a 3 pack of bulls without taking away from your meatblock of bulls and inhibiting all of those benefits.. not to mention the 'down to the ironguts' and 'bull charge' benefits Perhaps a good filler for this to make them a safer bet would be something like Crushing Bombardment - if any leadbelchers unit targets a unit with more than 8 models then add +2 damage to successful attacks or Cannon Fodder - every time a model is slain from an enemy unit by your leadbelchers in melee combat, roll 1d6 - if you roll a 2 or a 6 restore +1 wound It would probably cause less anxiety about cost efficiency, especially when (realistically) to compete with a lot of armies you really need some sort of ranged unit so you don't get blown apart so hard that when you finally arrive at the melee portion of the game you haven't spent the first turn or two taking models off the board due to your enemy having run of the mill missile units These would all be pretty fun to play test anyhow, it's a shame it might be a while before I have anyone I can play against
  4. If we are suggesting ideas for Gutbuster battletome benefits maybe; • Hungry for glory - Your Ogors are as self-centered as they are ravenous; In a melee they will attempt to butcher and devour the most of their target in hopes of gaining recognition among their tribe! If a unit you charge outnumbers your attackers 2 to 1 in model count gain +1 to all hit rolls made against that target by any melee troops for the rest of the turn • Ferocious appetite - Select up to 3 ironguts during the hero phase - for every attack made against them until your next hero phase, they make an attack on the nearest enemy within fighting range after the enemy attack has been resolved; Any successful hits inflict 3 mortal wounds [can only be used once per battle] This could be ridiculously overpowered but I haven't really thought it through - yet I was aiming for a more 'high risk, high reward' sort of buffer that would boost your smaller contingents of ogres and make smaller lists much more viable as you are far more likely to be outnumbered; the Ferocious Appetite rule just sounded to me like the right mix of crazy, fun, and characterizing of the faction Let me know what you lads (and ladies) think!
  5. I feel like due to the small roster, subdividing gutbusters and/or BCR would really cause a big problem in model count and formation variety due to splitting a small roster into an even smaller roster I like the idea for fluff reasons but I don't think it should force you to use the rules if you really can't afford that blow to your unit selection
  6. Hitches up gutplate I was really angling for plastic cast tyrants, a gutbusters battletome (there seems to be some pretty big rivalry over who gets the next one!), the ability to give my gutbusters a tyrant mounted on a mournfang because it would look cool.. Over all I feel like this is a "write a letter to santa claus" sort of situation, but I sure hope mine gets considered haha
  7. I've been wondering what type of pants I should give my tyrant as my ironguts have striped pattern and my bulls are half sectioned, but I think chevrons would look kind of weird? and I don't want to do two stripes a side because then it looks like trackpants.. Maybe I will do orange and white checkered squares or diamonds but that idea makes me real nervous
  8. Hi, I'm actually wondering (as repetitive as it might be) if ogre specifically will be playable? I thought I would ask because with some things it seems even in expansions they can fall to the wayside on various warhammer titles Sorry for the repetition
  9. I do remember old world ogres did sire children the traditional way and actually had great pride in their families! Of course how that was interpreted through their culture was.. not very traditional.. One segment I remember in the army book writing or maybe a snippet from something else was more or less that male ogres would often compete against eachother to be tyrant and any defending tyrants would boast about offspring that "put up a good fight" as they were certainly an ogreling to be proud of if they could nearly best a tyrant! I don't know of much else mentioning family units or anything like it but I presume they have a very similar sort of system to cavemen. Perhaps we should compile a fan-document; "Romance and family in the realms" or something as a bit of a jest
  10. Yeah that sounds reasonable - I am basically not using most models which aren't some form of ogre or if they are a butcher since i find the sculpt unsettling haha, the list is pretty fluffy anyway so i'm aiming more to put up a good battle and have a fair chance of winning in casual bouts more than being to aimed at beating the daylights out of other lists mechanically! In larger lists I'm planning to ally in some mournfang cav to really spice up the variety and to be perfectly candid they will hit like a sodding truck! I am very very conflicted on whether or not I should get leadbelchers though as I'm not sure if I can afford to have that big risk of chunky amounts of points and woundage running away...
  11. So just curious what people think of my list (not fully collected yet but the plan so far) - The general idea is to have the bulls to soak up damage with Bully Of The First Degree plastered on them for bravery, and using the ironguts to provide the killing charge I chose two smaller ranks of guts so they would run away a lot less as a larger unit has more to lose and it doesn't at that scale seem to have any particular benefit! I haven't played a match yet as I haven't collected enough minis, so am happy for any tips or advice Tyrant (160)- General- Pair of Clubs, Bashers or Slicers3 x Ironguts (180)3 x Ironguts (180)12 x Ogors (400)- Pairs of Ogor Clubs or BladesTotal: 920 / 1000Extra Command Points: 1Allies: 0 / 200Wounds: 80
  12. For mine i did a set of heraldry - I chose orange and white because i'm part dutch, but mainly because the bright popping palette was a big part of the warhammer appeal to me, as it seems to bring it to life and breathe warmth into the setting. my ironguts for example have stripey trousers while my bulls have half-sections, yet to decide what I will give my tyrant - generally i only added gold decor and baubles to the ironguts to signify a bit of elitism, and gave their captain a gold helmet to make him stand out even more! Hope the images are lit well enough! They look a lot better at a further distance luckily!
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