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FPC

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Posts posted by FPC

  1. 17 minutes ago, Gutlord said:

    Bit of a general question but I'm sure you guys will know the answer. With regards to line of sight, can you shoot through the gaps in between models to target units behind them?

    So, for example I played against bonereapers last night and wanted to snipe there harvester who was behind a 30 man unit of mortek guard. The mortek where conger lining across the board to hold the objective but there where 1" gaps between the models and I wasnt sure if I could shoot through those gaps with my iron blasters to take out there harvester.

    Yes. True line of sight. Even if the line blocking was entirely in base-to-base contact, as long as you can see part of the model you can shoot it.

  2. Post Thu Feb 27, 2020 2:07 am

    Hey TGA. Really hate to do this, but got slapped with a big IRS bill. The Ogors are my least played, so they’re on the chopping block. Only looking to sell right now.  US only unless buyer pays shipping.

    The army is built, mostly on correct round bases but a couple models are on squares. Not many are painted, some are primed.

    Butcher
    Firebelly
    Tyrant 
    Slaughtermaster
    Frostlord on SH
    Huskard on TT

    21 Ironguts
    35 Gluttons
    20 Leadbelchers
    2 Ironblaster (one in mediocre shape with no oval base)
    8 Mournfang Cavalry
    6 Maneaters (“counts as” ... they’re all kitbashes from various kits, priced as Ironguts)

    Ogor Warscroll Cards

    Total retail is about $1150. Hoping to get $600 but I am motivated to move the lot so feel free to offer up! Pics available on request.
     
    PM or email parksd70@gmail
  3. 5 minutes ago, Tidings said:

    Yeah I would normally agree with what @FPC said, but @Duke of Gisoreux brings up a good point about it not specifying that you have to pick a hero. Look at the Nomad Prince for example, his command ability is written like this:

    "You can use this command ability at the start of your shooting phase or at the start of the combat phase. If you do so, pick 1 friendly Hero with this command ability. Until the end of that phase, add 1 to hit rolls for attacks made by friendly Wanderer units while they are wholly within 12" of that Hero. A unit cannot benefit from this command ability more than once per phase. "

    That command ability very clearly limits you to projecting the aura from a single Nomad Prince only. Since GW has written a number of command abilities this way, I see no reason why they wouldn't write Hold the Line in the same manner if they intended it to work the same way. 

    However, my other main reason for thinking it only works with 1 hero is lack of precedent otherwise. But, I’m hesitant here because I only know the full scope of rules for a few armies. Is there ANY other CA that works in the way the OP hopes? I’m not saying that’s a sure fire reason it shouldn’t, but I still just doubt GW intended it this way.

  4. 31 minutes ago, Hebroseph said:

    I keep telling myself that Bloodgullet is a trap, that hard casting 7's as an army ability is trash, and then I make my army bloodgullet anyways.  I never seem to get more than one spell off a round, even with the extra casts. I never seem to stay near the mawpot because your army tends to move towards the enemy quickly and if you stay with the pot you will get out of range rapidly.  Doubling down on the ability to cast amazing spells, with a subpar chance seems silly. But you know, meatfist sucks so here I am. 

    At least the CA is very solid in Bloodgullet.

  5. 9 minutes ago, Frowny said:

    I think it wouldn't be too hard to use the bellower arm up by his face and a ton of greenstuff to make a big gout of flame. Just support it with a single pin for structure. I use paperclips.

     

    I'm surprised at how many people are using gluttons. They just don't seem that great, but I guess easy access to rr wounds has a lot of value and they are nearly the cheapest bodies in the codex. That being said the lack of rend  across the board seems like it could be a problem. I ran 700 points  of ogors into 400 points of bonereapers the other day and with the rerollable 3+ save on their basic infa try failed to do more than like 3 wounds...  

    It doesn't surprise me that the list with tactical tools is doing the best though. Screens and objective grabbers win games. 

    Average damage from 700 points of Gluttons should be much higher than 3....assuming all of them get to strike. Not by a lot, but 3 damage is lower than what should be average. Did one of you roll really poorly/well?

    There are plenty of targets that Gluttons thrive. They’re widely regarded as a great battleline for good reason.

  6. Tough call.  It says "...wholly within 18" of a friendly freeguild hero..." however normally to exclude multiple instances of an ability in AoS, effects usually say something like "...within X" of any units/heroes/etc. with this ability." 

    To me, "a" is singular so it only means 1 general, and that's probably the spirit of the rule.  I can't think of any other command ability that works in the way that you're suggesting.  Though, RAW, I can see your case.  I just wouldn't assume this is correct and check with opponents and TO's.  No matter what, a max of 3 units can benefit, you can just spread out more if your interpretation is right.

    This would be an easy FAQ, change the wording to "pick up to 3 friendly Freeguild units wholly within 18" of the same Freeguild hero with this ability..."  or something more focused on the hero like "choose one friendly Freeguild hero with this command ability and then choose up to 3 friendly Freeguild units wholly within 18" of that hero..."  Or, they could simply change "...of a friendly..." in the ability to "...of one friendly..."

    Wouldn't count on an FAQ of it though.  In my mind it would take something more than the vague a/one difference to convince me that this is intentionally meant to apply to multiple heroes at the same time.  Mostly just because there's really no precedent for it.

    • Like 1
  7. On 11/19/2019 at 10:55 AM, Tiberius501 said:

    What say you of my army that rides out to face the enemies of the Revenghart empire? (My own bros using the Hammerhal rules):

    Leaders

    Emperor Markus Albrecht: General on Gryphon w/ Hammer, The Twinstone

    General Heinrich Khobin: General on foot, is the General, Blood of the Twelve

    Grand-advisor Sigismund Stormforged: Arcanum on Gryph-charger

    Battleline

    - 20x Freeguild Guard w/ Sword and Shield

    - 10x Handgunners

    -10x Handgunners

    - 20x Greatswords, Honoured Retinue 

    - 6x Demi-gryph Knights w/ Lances

    Other

    - 10x Sequitors

    Extra CP

    Wounds: 128

    TOTAL: 1990pts

    Honored Retinue on a valuable unit like Greatswords probably isn't the best idea.  Feels maybe a little lite on bodies?  What does the Arcanum on Gryph offer?  I don't play SCE anymore, but I don't remember him being that useful other than for bringing Sequitor battlelines.

  8. 1 minute ago, TheArborealWalrus said:

    Nope. Alas my 2 weeks ago memory appears to be shoddy. Hopefully my 1 week memory is better. They just didn't have too much of an impact in the games. There might have been more stuff, I just didn't pay it much attention(too little impact).  He was mostly messing about with his kung-fu panda army.  We agreed that he'd have been better off with gluttons over the maneaters. The pistols were nice, but not worth the potential extra bodies. Too squishy. 

    I'm currently still debating about what size for my own units, especially the swordsmen . That's kind of a thing for CoS though. The battalions are specific, meaning you won't necessarily have the ability to take one. None have freeguild guards in them for that matter either. Only in one of my games did I get to pick who goes first. Feels more important when you rely on fairly short ranged shooting a fair bit. 

    Ok that makes more sense. Gluttons definitely would have given you more trouble. I’ve played a few games with them and they’re awesome.

  9. 11 hours ago, TheArborealWalrus said:

    - *shrug*  Mine has been a great assistant for killing stuff and generally maiming, but enough to carry the list? Not really. 

     

    Battle report time! These are from 2 weeks ago, so the details are fuzzy, but here was my list. I'll get into the disaster battles later.

      Hide contents

     

    2,000pts hallowheart, 11 drops

    100pts - Freeguild General - general , veteran of the burning crusade 

    90pts -Battle wizard - advisor, the tome that let's him know all hallowheart's spells, light wizard

    60pts - Cogsmith - 2 guns

    280pts - 40 freeguild swordsmen

    200pts - 20 handgunners

    200pts - 20 crossbowmen

    180pts - 3 demigryphs - halberds

    180pts - 3 demigryphs - halberds

    420pts - 30 greatswords

    160pts - 20 freeguild halberdiers

    130pts - hellstorm rocket battery

     

    First battle  Mission: (I unfortunately don't remember, but we were long ways and close)

    opponent: Ogres shooty mawtribe 
     

      Hide contents

     

    Tyrant - general , -1 to be wounded within 12" artifact , 3+ armour

    Butcher with gut pot.

    2x 6 leadbelchers

    4 leadbelchers

    2x ironblasters

    9xmaneaters

     

    - I set up in the center with the swordsmen securing the front and demis on my flanks. Everyone else kind of squidged in behind the swordsmen wall. There wasn't a lot of cover between us. I could shoot him first turn so he decided to go first. Moved up and peppered the swordsmen, killing a reasonable number, the maneaters then  made a long charge into the swordsmen. They wiped out the unit, but the greatswords were in range to assist and killed 5 of them with the general slaying another, fortunately for them they had the immune to battleshock trait and were fine. My turn I put the -1 to be hit on the greatswords and failed the other spell while the boss ordered our shooters to hold the line. Halberds rush in to attempt another meat wall while the handgunners wipe out the remaining maneaters and the other shooters effectively neutralized a larger leadbelcher unit. My demis manage to charge in and tie up the remaining leadbelchers, killing one each. Priority comes up and I win it, which was basically gg. The greatswords charged the ironblasters, killing both and injuring the butcher, tyrant slaughters the halberdiers (who charged him) and one of the demi units fluffs its saves and is wiped. The ogres freed themselves from the demis and the heroes were both slain by the greatswords (tyrant charged in) at great cost. I think he killed 14 of them. At that point we called it. 

    Game two: also don't remember*shrug*( short way but squared deployment)t vs Shooty Ogres
    Opponent's List:

      Reveal hidden contents

    Tyrant - general , -1 to be wounded within 12" artifact , 3+ armour

    butcher

    butcher with pot

    3x4 leadbelchers

    2x 4 maneaters

    2 x ironblasters

     

    - This time I put my shooters off on the sides with demigryphs acting as shields and flankers. Swordsmen in the middle in front of the artillery and other melee troops(plus command staff). He deployed pretty evenly across with the maneaters on the flanks and the blasters in the middle. I chose to go first as I once again could reach him with shooting. Both demi units moved just in range to grab the objectives. I used hold the line on the crossbows who wiped out a leadbelcher unit. The handgunners moved up and killed another model from a different unit and the hellstorm wounded an ironblaster. In response the ironblasters shot my greatswords, killing 8, and the army moved up. Strangely the belchers shot my gryphs instead of my shooters, did a couple of wounds. The maneaters on my right made a charge into the handgunners and gryphs while the tyrant and other maneaters made it into the swordsmen. Carnage ensues. 8 handgunners and a demigryph go down for 2 maneaters, 24 or so swordsmen are massacred for 3 maneaters and the tyrant's injury. (greatswords were supporting). Turn roll off and … he gets it. Unfortunately for him there's not much more he can do, he's already fully committed. Lost a gryph from the left, 7 handgunnerst, and 5 greatswords to shooting. The tyrant could only hit the swordsmen and killed another 10 or so. They responded and cleared that flank. The maneater tried  to kill the gryph but left him with one wound. He's injured and then finished off by the handgunners. My turn, I fail to cast spells and then moved the halberds at the ironblasters, greatswords went at remaining leadbelchers and the gryphs went to help there. In shooting the wounded belchers were finished(crossbows) and the butcher injured(hellstorm). The greatswords kill the pot butcher who was hanging by the belchers' remains and the halberds are wiped out by the butcher and cannons for the wounded cannon (probably a mistake). Turn roll off and my opponent wins it. The butcher goes for my hangunners while the blasters try to finish the swords to push and grab my home base. 2 swords are left and the blasters fail their charges. Butcher gets killed by overwatch and then we called it.

    - Greatswords were definitely MVP. Saved my bacon from danger both games. Very expensive unit though. Would be reluctant to use them as bodyguards because of that. The guard are kind of  disappointing, but do well enough as meat shields. Everything else was just pretty okay. Ranged appears to be our strength, although I know that it isn't something that can be relied on to do so. One double turn and your shooting masterplan falls apart.  Sticking with a similar list in the next 3 games.

    I wouldn't be too impressed with these results.  Not sure how, but your opponent was 280 points below 2000 in the first game, and 120 points short in the second game (assuming those are actually 6 in each Maneater unit.  If not, they were even shorter on pts).  I can't imagine they were just going for extra CPs.  Are you sure those lists are accurate? 

    Sounds like they took Maneaters in 4s in the second game, but they're bought in multiples of 3.

    • Like 1
  10. 1 hour ago, GeneralZero said:

    I just received My first (2) SC! BCR and what???? WTF GW??? The assembling instruction manual only include the FLoSH ???? What? I order a full kit, yes, it is in a SC§ but GW doesn't include the full assembing? What is it this new way a treating your customes? It was the same in FoB not including the Immortis build. Is this a new habit of GW?

    Is there someone with the pdf of full assembing of the Thundertusk&mounting options(dual seats etc..)?

    PS: found it elsewhere (I hope it is complete) but this is unacceptable from GW

    Not at all uncommon I'm afraid.  They include a different set of instructions with the boxed sets based on what it's supposed to make (read: what is depicted on the box).  I don't know if this is universal.   Can't recall if the Feast of Bones instructions has the Gnoblar launcher instructions in it.  Honestly tho, if you're ever lacking instructions, just email GW.  They're fairly easy to acquire.  There is also a reddit page that posts many.

  11. 1 hour ago, Pitloze said:

    Boulderhead only gives other Monsters the extra movement. Thunderbellies is the "Mournfang" tribe. This is the fastest Mournfang setup I can think of:

    1. Take Jorlbad and don't roll bad.

    2. Go tribeless and take Touched by the Everwinter to make your Huskard on Stonehorn a priest and let him pray for the 3" extra movement. Also don't roll bad.

    3. Get a butcher near the great mawpot to cast Chronomatic Cogs. Don't roll bad.

    Thunderbellies is kind of a trap. Wholly within 12" with a decent amount of terrain on the board makes it a lot harder to do than you think. Also, since Stonehorns lost run and charge they can actually outrun the Stonehorns. You don't want that. You want Both the Huskard AND the mournfang pack to impact at in the same turn so you can use the command ability for the Tusk damage.

    I would argue that point #2 is worse than taking boulderhead for the amazing artefact and decent command ability.

    A word of warning, don't put your whole army into their face turn 1 even  though you can. Think in waves. Because you don't want to blow your turn fighting chaff.

    Right, missed the monster only part.  I would probably say loading so much into making Mournfangs as fast as possible is also a trap. It won’t necessarily be the best idea to speed them up and just charge head long into enemy lines (as you’ve said).  I was just suggesting before that their additional move over Ironguts is nice, and in a pinch you can get them up to higher speeds.

    Totally agree that if you’re going to run any number of big beasties, Boulderhead is ideal.

    • Like 2
  12. 1 hour ago, HostilSpike said:

    I played my first two games with the new book last night and sadly have to agree with you. I love Mournfang but they just feel worse than all of the other options available. Their strength appears to be mobility but their faster base movement seems a lot less relevant now that everything else is moving that extra 3" for being Hungry.

    Only counting as 2 models for objectives despite the huge bases also means that they really struggle contesting objectives vs chaff.

    Only 2 games with Ogors so far but I’ve loved Mournfang. A few things not mentioned that I like about them compared to Ironguts:

    -Built in Ironfist. Mournfang are going to be in the thick of things, and reflecting the occasional mortal is nice. 

    -+1 to charge. Not huge but when you fail an Irongut charge by an inch it’ll feel huge.

    -Extra speed. 6” vs. 9” might not seem huge but I think it is. In Boulderhead near the general Mournfang are moving 12” when hungry (its +2”, not 3). Plus if you really want to pile on, 3” from keening gale if you’re lucky.

    -Buffs available to Mournfang and effect of various buffs.  Some great stuff out there for them.  Attacks from blood feast for both weapons (I know Ironguts have the bite but that’s only doing 1 damage), Huskard to-wound buff (somewhat helping with the 4+ to hit of the tusks),  extra damage from HoSH, Keening Gale. 

    -Footprint. Mournfang are better at board control, tho this can make them a bit unwieldy.

  13. 1 hour ago, Mikkl said:

    I saw it yesterday, it was a great rundown, so thank you!

     

    Has anybody here played with Ironbreakers?
    I have aquired two  Greywater Watch start collecting boxes and I have heard a lot of praise for the Irondrakes, but I really prefer the Ironbreaker models. So I would love to hear any suggestions on how to use them effectively. And what is the best equipment for the leader?

    Cheers!

    I have a bunch on the way.  I haven´t used them yet tho.  In theory they sound good.  A nice 3+ save that become 2+ in round 1 (go first, run forward, make your opponent cut through 30 wounds of 2+ saves).   Their attack profile is only ok, but with 2 separate buffs available that add attacks it wouldn´t be hard to have each one dishing out 4 3+/4+/-/1 attacks.  Throw in a Runelord and you can get a little rend. Stick 10+ Longbeards nearby and grumble for reroll 1s to wound.  Things can quickly add up.  CoS is already big on synergy.  A nice wall of these could still put out some good damage and let your other units (counter-charging Hammerers, Great Weapon Longbeards, Irondrake) get into position.

    Now, my strategy above falls to pieces if you don´t go first, and probably isn´t exactly super competitive.

  14. 1 hour ago, Dejnar said:

    I just have the mournfang packs left for the BCR side of the battletome. 

    But I'm not sure what weapons to use on them. Anyone have any suggestions?

    /D

    For some reason gargant hackers remained 4+ to hit, so it seems like clubs/prey hackers are the way to go. That being said, if you need rend, gargant hackers should be fine.

    EDIT: just did some quick maths. Against a 4+ with nothing special (rerolls for anything, FnP type saves, etc.) their damage is nearly identical. And, you’re actually going to average more damage with the tusks.

  15. 41 minutes ago, mrgambit said:

    I think a lot of it is just because this is the first time that Gutbusters have had a battletome and all of the goodies that come with it. So there's gonna be a lean towards all of the excited  Gutbuster players wanting to discuss their brand new toys.  But I feel like It'll even out in the coming weeks as more and more people want to  explore the other side of the mawtribes.

    It also seems like some BCR player (maybe most, hard to say) feel let down by the book. BCR has been pretty meh for a while, and not a lot has changed. They definitely got some buffs, but there seems to be a somewhat common conception that this was a missed opportunity to totally rework and (ideally) improve the faction. Instead, BCR seems to be a clumsily forced army that is just here to get by in 2.0.  I’m not saying this is necessarily true, but it doesn’t seem likely that pure BCR is going to be a top competitive contender. 

  16. 5 hours ago, Magnus The Blue said:

    Anyone else though of using massed 2 Ogor units of Leadbelchers?

    In Underguts it's a solid standalone unit and small units maximise charging mortal wounds, extra attacks from champion and are generally more survivable than single big units (damage overflow being wasted).

    Thinking something like this at 2k points:

    Firebelly

    Butcher

    Slaughtermaster

    4 Ironblasters

    3 Units of 4 Leadbelchers

    8 Units of 2 Leadbelchers

    Thoughts? 

    This does sound very interesting.  I wonder how the numbers work out for the charge mortals if instead you had big units of 8 (to do mortals on 4+).  I guess even losing one models damages this strategy, but it might still be something to consider. 

  17. 11 hours ago, FatherTurin said:

    Regarding the slaughtermaster conversion ideas, I have to look at my feast of bones kit, but I’m thinking about seeing if the catapult disc part from the ironblaster/scraplauncher kit (sorry, I don’t know the proper term for that part of a catapult) and having some Gnoblars holding it up, maybe with the gnoblar holding the torch/match from the leadbelcher kit, and have “Great Wok” instead of a Great Cauldron.  Will let folks know if the sizing works once I start fiddling with it.

    I’m thinking of something similar. File down the “scrap” And use some spare heads, skulls, meats from various Ogors, etc.  Size shouldn’t be too off, and really only the base size is important.

  18. 43 minutes ago, Frowny said:

    Its interesting to me that so many people are very much pushing the ogors/big block of gluttons side of things as the more competitive. Mornfangs seem to hit harder than gluttons on the charge, are about the same defensively (12 wounds on a 4+ for 140 points vs. 12 wounds at 5+ for 120), and nearly as good offensively when charged as well! Plus they are faster, and benefit from the lackluster everwinter bite thing. They also do quite well with buffs, with 2 good attack profiles. The huskard on stonehorn buff is also quite solid for them, and he seems decent on his own. Not as killy as the frostlord, but nearly 100pts cheaper is worth something as well, so for his points he is almost as killy, since so much of the damage is the stonehorn itself. You could even run them in bloodgullets to still get the casting support if so desired. 

    Alternatively, Leadbelchers and Ironguts also both seem better than gluttons. The ranged attacks or 2'' reach while being similarly survivable adds a ton of versatility that gluttons with their 1 inch reach will be lacking. 

    I've played enough sylvaneth Kurnoth hunters to know that on anything more than small units, 1' reach means many models won't be able to reach.

    Maybe its a function of what models people have though......

     

     

    Definitely some valid points here. Largely I agree with your points and especially look forward to running massed LBs and/or Mournfang.  Might even try a “Gluttonless” army with mostly LBs. They’re about as good in melees and their shooting is decent.

    A few things worth considering tho:

    -There are some Glutton-only buffs...but not a ton.

    -Mournfang will outpace some of your best “wholly within” buffs. In particular, the Firebelly -1 to hit bubble. It is unreliable but good if it goes off.

    -Mournfang in large numbers will also have issues getting everyone into combat.

    -The Glutton discount at 12 is a BIG incentive.

    -Gluttons are necessary for some battalions.

    Just some general thoughts. Nothing that really merits not taking things other than Gluttons. Just worth noting.

  19. 32 minutes ago, HostilSpike said:

    Just to double check before my tribes hit the table, if a Butcher casts Blood Feast on a unit of Gluttons they go up to 4 attacks with Clubs/Blades and 2 attacks with their Gulping Bites each right?

    Correct! It’s nice on Mournfangs too. And really anything with multiple attacks, which we have a lot of.

    • Thanks 1
  20. 3 hours ago, Beastmaster said:

    I don’t know the other armies too well: Are we actually the only army with three dedicated ambush units (frostsaber/hunter/gorger)? If so, that should be an interesting tool which not all are ready to counter.

    Nighthaunt can also do a lot of these shenanigans.

  21. 37 minutes ago, GeneralZero said:

    Thx but that makes me even more wonder lol. Breainstorming now. Headache. I have 18 to build. Dunno if I go ironfist or dual weapons.🤪

    Well, I'd say build at least 12 dual weapons to start.  They probably have the most utility and stand a chance of ruining just about anything they come up against, except for some of the very toughest opponents.  You could then build the remaining 6 with either set, and also consider you'll want some banners and "musicians" in there too! 

  22. 18 minutes ago, GeneralZero said:

    I've received my feast of bones boxes: how do you build :

    - the ogors? is there some options or all weapons count as the same?

    - the leadbelchers: same question

    Leadbelchers should only have one build (no banners, etc.) but the Ogors can have either paired weapons (I think more widely preferred, for their "exploding 6s") or club/blade+iron fist (does mortals on save rolls of 6).   I will say, I have played one game with the new book, and ran a 4 man Mourngfang unit with iron fists and the extra little MW output was nice.  To that end, I actually got some pretty good quality MW generation between all of the different things we have.  I got a charge with 8 Leadbelchers that did 6 to a Banshee (rolled a 9 for charge), got Voracious Maw going once, a few here and there from other charges, and some 6s from iron fists.  Not honestly that bad.

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