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Messages - Polymphus

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1
Stronghold Battles / Re: LAST MAN STANDING
« on: Jul 24, 2009, 10:42:56 PM »
He's gonna go splat fairly quickly, but just for giggles...

Lirrik the Sneevle
Skaven Assassin
Warpstone Stars

EDIT: Forgot to put a title on the PM. Sorry 'bout that.

2
Gnoblogs / Re: The Tribe of Grahk the Pale
« on: Jul 18, 2009, 01:34:44 AM »
Just thought I'd collate these for easier reference:

Poly's Ogre Mini Tactica Series

Characters
Hunter

Special
Scraplauncher
Leadbelchers

Rare
Slavegiant
Gorgers

Misc
Hammer Units

Also, I'm going to get around to editting all my unit pics, fluff and articles into the very first post (to pretty things up a bit).

Poly
Out

3
Gnoblogs / Re: The Tribe of Grahk the Pale
« on: Jul 14, 2009, 05:44:42 AM »
*dramatic gesture*

Thread...ARISE!

Alrighty, I've got many a thing for y'all but there's a problem: my internet is supplied by the university and runs through a proxy server. Said server hates photobucket. Anyone know other imaging services that work through photobucket. Also, it's been a long wait, but I'll definately be continuing this...

Quote
'A tap tap tapping, a gentle rapping, doth rap upon my chamber door,' thought Alexander, rather more wrily in his own mind than on paper. He replaced "Daemonologie ande the Underthinges" back onto the shelf, stood up and wandered over to the door. He peeped through the peephole and nearly fell backwards, so shocked was he by the tragic figure awaiting his presence. It was the Tilean, the same man he'd had his acolytes searching for for weeks. He pulled the door open with great aplomb and took a better look at Alonzo. He was soaked, and the Witch Hunter noted for the first time how heavily it was raining outside. The dark streets were deserted but for this dreary figure, dripping all over Alexander's doorstep. "Ah...Alonzo...is it? How very convenient, I was just thinking about you. Do come in, dry yourself off. What brings you to my humble abode?" he asked, waving at his lavish entranceway with a dismissive hand. He led the man in and sat him down, noting how heavily the man was shaking. He couldn't be that cold, could he? "What's wrong friend?" He drew them both a large brandy and sat back, awaiting the man's response.

It took a while for the merchant to start up, words coming out in fits and bursts. "Dark. Eyes. Teeth." Pause. "Chasing. Fire. Plague." Pause. "Help. Followed. Help. Followed. The man was frantic now, his eyes darting around the room, lingering on the doors, windows and particularly the extravagant fireplace. He pushed himself to his feet and began to scramble about, pulling on the window bars, sliding bolts in all the doors. The fire was lit, and the man threw several large logs onto it, before retuning to his seat, still twitching and shaking. He sprang up again, and then began to pull books off the shelf, putting them into two piles, one significantly larger than the other. He pushed the smaller pile towards the witch hunter, and then, with as little ceremony as possible, died. He simply fell backwards out of his chair and lay still. Alexander went to check whether the man was dead, but the stream of green foam coming steadily from the corner of Alonzo's mouth gave the man all the answers he needed.

He had returned to his seat and began to ponder the night's events when he heard a tiny sound from high above. A furtive scuttling from the rooftops, starting from directly above the Late Alonzo's seat and quickly moving off into the distance. He picked up the pile of books and read the covers. He paused, putting the books in a neat pile, stepped across the room, and threw them into the fire. Several blocks away, in an unobtrusive neighborhood house, the laughter started.

Poly
Out

4
Maw-Pit Sagas / The Saga of Grokk Thunderfist
« on: Jul 14, 2009, 05:32:08 AM »
Sigmar save me, I haven't much time. We were taking the caravan through one of the northern passes: figured it would take us longer to reach Cathay but we'd skirt the ogre lands. How wrong we were there; the buggers must've tracked us. Wouter said he'd seen a hunter looking type a couple of weeks back but nothing had come of it. How long have they been following us? I didn't think ogres had reason nor the patience to hold off attacking for so long. Didn't get no warning either. Just shouts from outside and then the whole damn wagon tipped over. Last thing I remember was my head smashing against one of the lamps. Woke up here, in a tiny little cage. Don't know why they let me live, but I've got my suspicions. Asked 'em if they feed all their prisoners this well, got no answer. Like I said, I've got my suspicions. Anyway, the leader's a right nasty one. Three arms, though I've heard that's not so strange so far north. What really gets me is the eyes: green an' catlike like I've never seen. He seems a mite smarter than the rest too: spoke to me once. Asked me if I'd seen any strange prints about. Told him I spent most of my time inside a wagon and he'd need one of the spotters from the caravan. He sighed and looked disappointed. I swear, I've never seen one of the big buggers look sad before, but this one did. He left after that and I haven't seen him again.

---

It's been a few days and my arms are mighty bruised: the ogre carrying my cage isn't exactly gentle. Grokk, so the leader's called, has been mighty nervous today. I seen him up front watching every little movement from atop the pass. Tonight he had me dumped in the back of a cave and shouted something to the others about double guards. For me? Never felt so special in me life. 

---

Something queer's going on outside. There's shouts and what I think is scrabbling claws. Bangs and explosions of the type I've never heard. Sigmar protect me.

---

Grokk's got a new toy. After the noises stopped last night he came into the cave to check on me. He was carrying...I dunno. Looked like a handgun, but it was covered in strange runes that made me eyes hurt. Long too. He was grinning, despite being covered in blood. You know what I just realised? He was bleeding green. Something about that just aint right. He showed me the weapon and told me it could shoot very, very far indeed. He thinks I'm going to try make a break for it. He's right.

---

Oh Sigmar! Last night something horrible happened. One of Grokk's minders came and opened me cage, before dragging me to the bruiser's sleeping place. Grokk was in trouble. Once again, this thing's acting like no ogre I know of: he's screaming in pain, arms wrapped tight around his belly. None of the others will go near him; I swear the big buggers are terrified too. One of them pushed me towards the chief. "Grokk sick. Thinlings good for medicine. Fix him better." As the others looked at me hungrily I began to realise how much trouble I was in. Grokk had been keeping me alive. Why didn't matter any more, just that his protection was about to wear off. So I takes a step towards him and notice his gutplate is off. No Gods I know can begin to describe this thing's belly. A great sucking hole lined with groping tentacles, lit with an eerie glow. Didn't look like it ended when he did: looked like the hole just kept going. I was staring at it when Grokk grabbed me and dragged me to him. "The pouch around my belt. Open it."

I saw the pouch alright: one of them tentacles was wrapped around it, trying to find a way in. I crept forward slowly and lunged for the bag, but that hellish thing seemed to know I was coming. Hit me in the stomach and sent me flying. The bag hits the ground and all sort of things spill out. There's a glowing green stone right in the middle, and the tentacle snatches it up and drags it into the maw. Straight away the glow stops, the tentacles recede. The stomach closes up; skin and flesh melting back together until Grokk's stomach was normal and whole again. I threw up. There was no helping it. I've seen hellish things in my line of work but this is too much. I knelt over and let forth until I felt there was nothing left. Then I passed out. I woke up in the cage again. Saw Grokk walk passed the cave entrance like nothing had happened. The bastard was fine. I screamed and screamed at him to come in, but he just turns and smiles. I noticed that he aint got that hand cannon any more. I can't take this. Sigmar willing, tommorrow night I escape.

To be continued...

5
The Feeding Grounds / Re: Poly returns: a short leadbelcher tactica
« on: Feb 15, 2009, 01:59:00 AM »
Quote
I guess my point is this:  Leadbelchers can be useful, but if you're relying on your opponent to be more frightened of them than they should be, you're going to eventually be disappointed.

My point is though, if your opponent doesn't stay frightened of them you're using them wrong. May I ask how many you normally use? While I've extolled their virtues, I tend to have only one unit of 2 for every 1000pts I play. I think having too many of them ends up being too expensive and nullifies their strength as cheap flankers.

6
The Feeding Grounds / Poly returns: a short leadbelcher tactica
« on: Feb 13, 2009, 05:50:37 AM »
Hello all. After a long hiatus exploring Europe I've returned, and I have another tactica for y'all. Today's topic: the leadbelcher.

At first glance leadbelchers are fairly unimpressive: they're expensive bulls with a gun that (while powerful) has irritating reload rules and limited range. They've much inferior to ironguts and fill a coveted special slot. So why use them? For the same reason I advocated the slavegiant: deception.

Sun Tzu gets overquoted in the context of Wargames, but I think that when he said 'all warfare is based on deception' he was onto something. The leadbelcher's great strength is the confusion amongst gamers about their role. When an opponent sees leadbelchers they will expect you to sit back and shoot, and will shape their plans accordingly. It confused me at first, but noone expects leadbelchers to charge them, and when push comes to shove they're actually a pretty damn respectable combat unit.

Now I'm not advocating charging those chosen warriors head on, but against anything without rank bonus you stand a fairly good chance. This probably isn't making much sense yet, but keep reading, I promise.

If you remember my first article, you'll remember what I consider the ogre's great strength: mobility. With M6 all around we can pick our targets. We get to dictate who fights what and in that, you should never get your leadbelchers into a combat beyond their depth. The one thing that tends to bugger ogres is large frontage, which is where we come to the point of this paragraph. 2-ogre unit size. You probably just moved back slightly, cocked and eyebrow and wondered if this Polymphus chap has gone insane. Not yet I'm afraid. You see, the smaller frontage coupled with high US, speed and strength makes them ideal flankers. So you're paying 55pts a pop for a two-man bull unit. But here I'll remind you about what I said before: noone expects leadbelchers to charge. When you're planning to flank someone it's usually rather obvious, but when you set up leadbelchers on the flank, everyone assumes you're just trying to set up a shot. Use this expectation to your advantage.

Of course, after advocating playing against type with these boys, I'm now going to praise their shooting attack. You see, the expectation thing is cyclic. People expect them to shoot. When that expectation is subverted, they expect them to attack. Instead of sending in big slow blocks, they send in smaller speedy units. This is when you shoot. There's a reason leadbelchers need to reload: their shooting attack is absolutely amazing. Read the rules again and see how many negative modifiers it ignores. Realise that it's like mobile 6th edition grapeshot. See units of light cavalry wiped completely off the board in one round of shooting and you'll truly come to appreciate that blast.

The tricky part then, is knowing when to charge and when to shoot. It takes practice, but once you've got the hang of it, you'll never leave home without leadbelchers.

Poly
Out


7
Gnoblogs / Re: The Tribe of Grahk the Pale
« on: Jul 18, 2008, 10:48:19 AM »
I started out taking detailed notes of every single move, but got sick of doing it about two hours in. Probably a good thing, as the game went about 11 hours.  :twisted:

Some great pics and an overview on our club forum.

8
The Feeding Grounds / Re: Poly Returns- the hammer unit tactica
« on: Jul 15, 2008, 05:34:48 AM »
A tyrant in a unit of four ironguts isn't bad, but I'd advise you rank them up in a single rank of three with one behind. It'll allow you to get into combat in one piece and help tip outnumber in your favour. Nonetheless I still strongly advise three, as the cost of an extra irongut tends to outweight the benefits.

Poly
Out

9
The Butcher's Cauldron / Re: Angry Face tribe WIP
« on: Jul 12, 2008, 09:56:09 AM »
The dirt on the white pants look amazing. Can we get a closeup of the gorger? I'd love to see what you've done with the skin.

10
The Feeding Grounds / Re: Poly Returns- the hammer unit tactica
« on: Jul 12, 2008, 09:42:13 AM »
What frontage do you use? A single five-wide rank? I think it'd hit hard, but do you ever have a hard time maneuvering it or getting all models into base contact? I find more than 4 wide to be terribly unwieldy. However I do agree with your approach of a single hammer unit amongst a collection of smaller units. Sometimes circumstances allow two, but one is more usual and I find more economical.

Regarding butchers, if the enemy's shooting isn't too overpowering, I tend to run one about on his own, following closely behind the hammer unit and keeping them buffed. Putting him in the unit increases the frontage too much for me(see above) and I prefer to spend his magic point allocation on more passive items like a skullmantle. I've never taken a combat butcher before, although I always like to try new things.  :twisted:

I'd like to put forth the idea of using two hammers though, as it significantly cuts down the chance that your hammer won't reach enemy lines. Thus, use the following characters, equipped to your pleasure...

Tyrant
Bruiser
Butcher
Butcher

It'd be an interesting tactic to try. One might also consider combining our two tactics, and putting the butchers in with the hammer units. This has given me a lot to ponder. *ponders*

Poly
Out

11
Gnoblogs / Re: The Tribe of Grahk the Pale
« on: Jul 12, 2008, 09:17:15 AM »
I finished painting a whole forty gnoblars before realising something very odd. They'd been looking awful familiar with their blue shirts, white skin and green hats. Then it hit me.


...

Dammit. So I've started again, repainting the shirts red and removing the green entirely. Oh dear. Tommorrow I'm playing a 13,000pt a side megagame, and I plan to spend a bit of time recording the thing. Expect an epic battle report.

Poly
Out

12
The Feeding Grounds / Re: Poly Returns- the hammer unit tactica
« on: Jul 12, 2008, 09:10:17 AM »
In a nutshell really. A deathstar usually has at least 6 ogres, usually more in the realms of 12-16 and becomes the target of every single shooter on the board. If it hits, absolutely nothing in the game can withstand it, but any half decent enemy makes sure it never reaches combat. I've tried it and don't recommend it.

And yes. Nelson in fact, although I'm going to be heading away to the Netherlands in about a month's time.

13
The Feeding Grounds / Re: Individual Unit tactics: The hunter
« on: Jul 12, 2008, 09:02:15 AM »
Hmm. Interesting. As a long time skeptic of the hunter I think you've brought some good points forth. May I ask which magic weapon you personally use? I've never equipped him with one before as I figured pimping him up with magical goodies makes him too expensive but I'll have to consider it some time in the future. In my own analysis of the hunter a while back I too expoused the nigh-mandatory nature of the kitties. I look forward to seeing more of your stuff. Good to see I'm not the only one doing unit writeups. Maybe we should work together at some point.  ;)

Poly
Out

14
The Feeding Grounds / Re: Poly Returns- the hammer unit tactica
« on: Jul 12, 2008, 07:13:26 AM »
It's not really a terrible long/complex article. What I tend to do it come home after a game and look back on what unit made the game for me. Yesterday, if it weren't for a very lucky break tests of my opponent's part (grumblegrumbleInsaneCouragegrumble), a single hammer unit would have grabbed between 800-1000VPs in a 2000pt game. As it was, they got flanked but somehow survived until the end of the game, wiping out a unit of longbeards (the original target) and reducing their flankers to five models. Thus, I decided to write about hammer units

I've actually never used maneaters before, which is why they rarely come up in my tacticas. I'd love to use some, but the models I ordered three friggin months ago are yet to arrive. It takes two weeks for Forgeworld to get me models from Nottingham but three months to get them over a 50km stretch of water. Thanks GW Australia! [/tangent]

I think maneaters would make a nice hammer unit, but the fact that they cost about twice as much as an irongut makes them a bit of a liability I think. Still, they'd hit a hell of a lot harder with S5 and A4. I'll have to try it once my minis arrive. *grumble*

Expect more tacticas in future as I plan to write a detailed Ogre Synergy tactica.

Poly
Out

15
A pair of hunters? You'll have to post and tell us how that goes. While a lone hunter is pretty useless, I've never before considered the tactical applications of two. I think you may have finally cracked how to use them properly. However I debate the usefulness of the greedy fist: it's an excellent flavour item, but most magic users getting punched by an ogre character are pretty dead anyway.

Otherwise it's pretty solid. I personally would switch out a unit of bulls for ironguts but that's a matter of taste. Shameful plug, but re gorgers, read this.

Poly
Out

16
The Feeding Grounds / Poly Returns- the hammer unit tactica
« on: Jul 11, 2008, 11:21:14 PM »
Hokay, here we go.

I'd like to first say that I play MSU ogres, and my attempts at using a fully functioning Death Star have all failed horribly. That said, I think that every ogre army needs its hammer units, although the critical distinction between us and say the Empire is that we don't use anvil units.

Hold on there. When was the last time you held with a unit of ogres (gorgers don't count  ;)) and then countercharged with a second? Mostly ogre units use the bait-and-switch instead: the enemy charge one unit, which flees, and a second then charges the flank. But some canny generals do not charge the obviously decoy naked bull unit and in those circumstances we need a hammer to take the fight to them. After all, one of the primary strengths of the ogre army is speed, and you should utilise that to the best of your ability. Hammer units can also be used to crack open tougher units like ironbreakers without needing to resort to a flank charge but also without falling victim to being "eggs in one basket". So what is a hammer unit?

-Ironguts

Well, that's pretty much it. But there's more to it than that. They unit needs a combat character in it, preferably the tyrant to be able to take on enemies head on. Thought for the Day: I would equip the tyrant with the tenderiser and issue a challenge when the unit charges: the enemy either accepts and gets slammed by overkill or they lose the attacks back that the champion could provide. Unless there's something like a Vampire Lord in the front rank, issuing a challenge is always a good idea.

So you've got the basic idea, the hammer unit is a unit of ironguts with a tyrant or bruiser. Here's mine

Tyrant
Tenderiser
Wyrdstone Necklace
Fistful of Laurels

In...

3 Ironguts
Full Command

Now in any other circumstances I'd say drop the standard and champion on the ironguts, but any extra CR at all this unit can cause is useful. You'll notice the fistful of laurels on the tyrant and wonder why I did that. It's simple, but also the crux of this post, so listen carefully: the hammer unit should be placed near lots of smaller units. It's not as conspicuous as 6-7 ironguts and tends to not attract as much firepower, and it's centrally placed to get best advantage out of the tyrant's leadership and the laurels. Also, in the event the the unit fails to break the enemy on the charge, you've now locked the enemy in place, and the smaller units can attempt to swarm around and flank.

So in summary, hammer units are for taking the fight to the enemy when flanking is not a possibility. You should attempt to charge important enemy blocks such as the general's unit: if the removal of one unit would cripple the opponent's battle line, then target that unit (but you knew that). Hammer units offer something that a lot of ogre armies lack, and that's the ability to succeed at a frontal charge. Use it wisely.

Poly
Out

17
The Feeding Grounds / Re: Poly reviews the Hunter
« on: Jun 27, 2008, 09:19:04 AM »
I still advocate gorgers for bringing out fanatics. They're a bit one-shot-only (having to charge the turn after), but goblins are so tightly packed that you'll get a lot to come out. They're not as reliable as kittens, but they're less expected and often the fanatics come out behind the army in stead of in front, meaning the rest of your units can advance with a bit more security. Or sit back and watch the fanatics cause panic. Either way works.

18
The Feeding Grounds / Poly reviews the Hunter
« on: Jun 20, 2008, 10:26:02 AM »
I'd just like to start this by echoeing many of the sentiments of others concerning the hunter; that he's overpriced and takes up valuable ogre hero slots. Like the scrappy, he's a cross between a combat unit and a shooter, but he can't move and fire and his weapon isn't actually all that great.

However, he has an amazing model (one of the best in the ogre range), good assassination ability with his cats and is an ogre character capable of getting over US5 without the aid of magic items. Ok, first things first, take him with longstrider and two 'tusks. Always. Otherwise he goes from being moderately useless to absolutely useless. Longstrider may be replaced by a greyback pelt if you so wish, but I always take at least one unit of yhetees so it's out of the question for me.

I'm going to throw something controversial out there: ignore the bow. If you start to think that it's his best item, you'll start to play him as a static character, and then you're not using him right. It is useful yes, but I tend to have it as a backup sort of thing: I do whatever I was planning to do with the hunter, and if a good shot comes up (like through knights' flanks) I take it. However, his main purpose is as a scout and an assassin. He serves a similar purpose to the slavegiant as a mobile flanker, but also has the extended charge range of the cats that he can rely on. Unfortunately, as soon as the cats are gone, so is US5. So don't be careless at sending out the cats; only do it if you're 100% sure that their kill will significantly hamper the enemy's battle plan. If it's just a random impulse, don't do it. Do everything you can to preserve the cats, as they give him that magical US5.

I advocate longstrider because it makes him very, very speedy indeed. Try to use it to keep him out of sight from enemy shooting. One good bow volley and a cat goes down. Cat goes down, hunter becomes useless. Got it yet? Without the cats, he becomes a glorified bruiser. Think of him less as a crossbow toting badass and more like a patented sabertusk deliver system. They can perform vital assassinations, they give him US5, they're the only real thing that separates him from being an overpriced, unstubborn, S4 maneater.

So I'll sum this all up. Think of him in a similar manner to the slavegiant: as a mobile flanker. If he loses the cats, he becomes useless. Use the bow only if an excellent situation (such cavalry flanks or weakened monsters) arises, and otherwise forget that it exists: using it slows him down too much. Overall, I think the hunter is a waste of points. However, if you're in love with the model and the concept, he still has his uses. Just use him carefully.

Poly
Out

19
The Feeding Grounds / Re: Poly's Tactica for the day: Scraplauncher
« on: Jun 18, 2008, 06:12:57 AM »
Regarding the terror thing, I prefer to downplay the actually useful units in favour of hyping throwaway units. Amazing how much firepower three naked bulls will attract...
There used to be an excellent if somewhat nasty article on Warhammer-Empire called "A bluffer's guide to Warhammer" about psychological warfare on the battlefield, although it seems they've taken it down. Had some very good tips. Not stuff I'd bring out unless I was in a tournament or really didn't like my opponent, but very nasty stuff indeed. I'll PM one of the mods and ask where it went.

Poly
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20
The Feeding Grounds / Poly's Tactica for the day: Scraplauncher
« on: Jun 18, 2008, 01:39:03 AM »
The scraplauncher is an interesting if somewhat schizophrenic weapon in the ogre arsenal. One must ask, is it an artillery piece, or a chariot? In my mind, it's neither. Like the slavegiant, its small frontage makes it a mobile unit in an army with an unnerving habit of getting hopelessly stuck in long grass. If it were just a big rhinox chariot, it would fill the same boxes in my mind as the slavegiant: mobile flanker.

However, the fact that it has a (damn good) artillery piece of its back changes things. It seems to me that the purpose of the scraplauncher is to be an artillery piece and a counterassault unit. It's a term you don't see often in WFB, where if the enemy has managed to jump through your defenses there's very little ability to react quickly and drive them back. But the scrappy can. Hang him around behind your main units and flee if you think there's little chance of victory, then pounce the scrappy into the flank. Have a look at Blackthorn's excellent  flash animation from the slavegiant thread and you'll see a similar tactic being done with a giant. However unlike the slavegiant, the scrappy is reliable enough in combat that if it successfully hits the flank, it'll likely break the enemy unit. I recommended that slavegiants hit the flank supported by a unit in the front, but I believe that scrappies can flank alone with a reasonable degree of success.

So what you do with a scraplauncher is move it 6" a turn so that it can countercharge any enemy unit that gets too close to the big boys, but keep flinging away with the catapult the whole time. Against many units, it's a waste of time. I once spent four turns firing at a unit of chosen chaos warriors and killed two of them. Thick armour, high toughness and a larger base size make them a terrible target for the scrappy. Your primary targets should be big infantry blocks, and if there's an option, big, 20mm base, T3 infantry blocks. Some people say killing blow makes it a cavalry killer, but in my experience that's a waste. Ogres have plenty that can kill cavalry already, but the scrappy is the only unit that can severely damage enemy ranked units at range. Remember that ogres fail horribly when it comes to static CR, so every rank you can knock off the enemy is a victory. And remember that counterassault units can afford to hang back a bit. Your front line units flee, bringing the enemy forward, then the scrappy charges in. If there's no chance of it getting a flank arc, then I'd recommend holding with the originally charged unit, and then slamming the scrappy into the remaining enemy frontage in your next turn. Never let him get charged, as his main strength is his S5 impact hits. I find that a charging scrappy combined with a unit of ironguts in the front arc can break most ranked infantry, especially if they've lost a rank or two under a hail of flying spoons. Always remember that it is a chariot, and cannonballs are not your friend. If a majority of players in your area use cannons, I'd leave the scrappy at home.

Overall, it should serve primarily as an artillery piece, but it's always a nice bit of security to have it on guard. It's not a favourite unit of mine tactically, and the model was horrible to construct (I still have nightmares...), but it does have its uses. Its main combat strengths lie in its small frontage and its impact hits, and it has an artillery piece that can seriously mess up enemy infantry. So let's sum that up...

-Hang him back and shoot, but not too far back that he can't use his devastating charge to help the rest of the boys out.
-As with any ogre unit, flanks are your friend. However, his artillery piece gives the scrappy an ability to neutralise enemy ranks without actually needing to get into combat.
-Combine frontal charges with other ogre units using his small frontage.

So if you want a unit that can knock off ranks at range and still pack a good punch, the scrappy is the unit for you. Use him well.

Poly
Out

21
:D Very nice. I'd just like to add that against a ranked unit, it might be more advisable to hold, have something like a fistful of laurels nearby to prevent your unit from running and then flank with the giant.

Also, Hunter and scraplauncha are currently tied, so I'll do the scrappy first and then the hunter.

22
Gnoblogs / Re: The Tribe of Grahk the Pale
« on: Jun 17, 2008, 10:07:58 AM »
Wow, it's been a long time since I've updated this log. Since then I've painted...um...a gorger.
However just today I dragged out from storage 40 gnoblars, which I put together and undercoated. I've done a fair bit of gaming since then though, and I've come to appreciate the ogres much more as an army. I've been using a few proxies for the last few weeks but I'm planning to buy the following...

-Giant
-Scraplauncher

And flesh the army out to 3000pts with some more ironguts and butchers.

So anyway. Expect gnoblars soon, expect pics of my Mordheim Warband (Cathayans: using Mercenary rules) and expect some time in the near/distant future pics of a scrappie and slavegiant.

Poly
Out

23
Next I think I might do the scraplauncher, or finish off the rare section with maneaters. I've got very little combat experience with them though, so any article I pump out is likely to be pure theoryhammer. Be prepared. Which article would you prefer of the following...

-Maneaters
-Scraplauncher
-Yhetees
-Gnoblar Fighters
-Hunter

Of note, I think the hunter is a fantastic model, but not great on the battlefield. Not terrible, but butchers work much better for less points. So a hunter article is to be taken as: if you want to use one, use him thus, but don't expect revelations or fantastic insight into his use.

Poly
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24
The Feeding Grounds / The Slavegiant- a tactical analysis by Poly
« on: Jun 16, 2008, 09:59:19 AM »
Rightyho. The second in my planned series of articles on various units in the ogre army, starting with rare choices. Rare choice #2 in the ogre arsenal is the slavegiant; a much maligned monster in my opinion. He's not quite as powerful as a standard giant, but he makes up for it in other ways. Let's take a look at his pros and cons.

Pros
-Equal movement to the rest of the army.
-Able to move, but not charge, 360
-Smaller frontage than a standard ogre unit, thus (combined with the point above) much more maneuverable.
-US6: rank breaking is magical.:twisted:
-Very powerful against ranked infantry if used properly.
-Cheaper than a standard giant.
-Fantastic model. Let's face it, GW advertised him to death, but all things considered it's an absolutely amazing model.

Cons
-Random combat possibilities make him unreliable.
-Not stubborn. Can't be used as a tarpit or solo unit killer.
-Terrible against larger models.

So what we have here is a giant that's not very good at the two things giants are renown for. This tends to shock a lot of people and drive them away from the slavegiant. With gorgers 100pts cheaper and with significantly greater utility, why use a slavegiant at all? Personally, I do the following: if I'm in a tournament, I use gorgers. In most games, I use a slavegiant. And yet, I still win games using a slavegiant, and in many he proves himself an integral tool. In this article, I'm going to explain why.

There's a very easy trap to fall into when considering the slavegiant: using him like a giant. It's the same model, but it's a completely different unit in its application. A giant excels as a tarpit and monster hunter: a slavegiant fails horrible in both respects, but here's where you have to consider the context of the army. In many armies, the giant is the speedy hammer unit that runs in with the big boys and hits things with a beatstick until they stop moving. That's because most armies have M4, and the giant has M6. He’s fast, tough and hits hard; a heavy cavalry substitute if you will.

When the rest of the army has M6 though (as we do) then the slavegiant comes into a league of its own; as not a hammer but a knife. He's not the big melee beatstick any more, he's the assassin's dagger. I'm going to bring back a trio of points from before...

-US6.
-M6.
-360 degree movement.

Normally, the giant uses his superior movement to run ahead of the army. When he does this, he becomes the target of every single spell and artillery piece on the battlefield. The slavegiant however, moves just as fast as everyone else, and coupled with his bad reputation tends to get ignored. The enemy sees your big ogre units as better targets and tends to forget about the giant entirely. 'You're using a slavegiant? What a laugh!' they say. Use this to get him into position. By the time they realise there's a great big bugger standing in the flank, it's usually far too late. Or even if it isn't, they tend to go a bit ballistic with their shooting against him at this point, and give your other units at least a turn of reprieve.

So what we see here is that while the giant is a heavy cavalry unit, the slavegiant is light cavalry: just the right level of unobtrusiveness combined with absolutely terrifying mobility makes him a force to be feared indeed. In combat, there seems to be little middle ground: he either annihilates the enemy or flops. Once again, consider him like a unit of light cavalry: he’s a dedicated scout, disruptor and flanker, and should never charge into a unit unsupported. Never. He’ll either utterly smash the enemy or stand there looking angry: but he doesn’t smash reliably enough to do it on his own. If he’s negating ranks, he’s doing his job. Leave the killing to the big boys. Or little ones. Little…er ones. If you charge a giant into the front arc of a ranked enemy unit without support, I will personally hunt you down and poke you in the eye very hard. If you charge in the flank without support, I’ll merely send you a pointed letter, and hope you get a papercut. Either way it’s unpleasant. Just don’t do it. Like any light cavalry unit, he’ll crumple without support.

So here’s a rundown again; He’s speedy, excessively mobile and capable of breaking ranks. He has a terrible reputation and tends to get totally ignored as a result. He should not charge ranked units unsupported under any circumstances. Bringing back the metaphor from before, he’s the assassin’s dagger in an army of blunt instruments. Except 40 feet tall. Use him well.

Poly
Out

25
The Feeding Grounds / Re: Gorgers- a tactical analysis
« on: Jun 16, 2008, 09:01:08 AM »
Quote
you start by saying the gorger comes onto the table from a random board edge, and this isn't quite right.
:oops: My bad. I knew that of course, just used the wrong word. I'll edit in a correction now.

I don't think charing saurus is entirely a bad thing, but it's not the most economical considering their combat abilities. 2-3 turns unmoving is a major blow the enemy still, but be warned that saurus can kill a gorger, whereas units like spearmen are unlikely to cause much damage. I'm considering turning this into a series of articles. Next up: the Slavegiant.

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