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Topics - Komone

Pages: [1] 2
1
The Gnoblar Market / Lizardmen Bits for sale/ Trade
« on: Mar 12, 2012, 08:34:25 PM »
So I grabbed myself a bag of Lizardmen bits to help me convert my Lizzie Maneater Ogre but what i got was about 50 times more than I need. So wondering if anyone if doing what I am doing and would like to trade soem care packages.

Loads of shields to use as gutplates, speaks, dangly bits etc. Will post up an image when sorted but anyone else have bits from other races they fancy doing some trading with?

K

2
The Gnoblar Market / LTD Edition Maneater / Bruiser for sale
« on: Mar 02, 2012, 09:19:50 PM »
If anyone wants to pick up this fella currently have him on eBay:

http://www.ebay.co.uk/itm/220967355635?ssPageName=STRK:MESELX:IT&_trksid=p3984.m1586.l2649

Will post internationally but message me 1st to work out costs etc.

K

3
So, a quick rematch vs my opponent from last week, my good pal Matt. Little change in my force and his as we are both getting back into Warhammer after a break and learning the new books. Forgive some of the images as just learning battle chronicler.

Forces roughly were:

Ogres:
Tyrant with Sword of striking, Giant breaker, greedy fist, Enchanted Shield and Other tricksters shard. Also Heavy armour and Ogre pistol. Went in with the Maneaters.

5 Maneaters with sniper, poison attacks, Captain and 5 ogre pistols. With Standard and dragon hide banner.
6 Ironguts with STD and Gutlord
6 Ogres with STD and Crusher
10 gnoblars with trappers
10 gnoblars with trappers
Iron blaster
1 x Sabre-cat
1 x Sabre-cat
1 x Sabre-cat

Orcs and Goblins:

Black Orc Warboss: Armour of destiny.
Orc BSB
Lvl2 Goblin Shaman

24 Black Orcs
29 Orc boys
30 Night goblins with 2 fanatics
30 Night goblins with 2 fanatics
1 Mangler Squig
1 Pump Wagon
2 Rock Lobba's

Deployment:

Matt chose the side but lost the roll and set up his unit first followed by myself. With more units I waited until the end before placing any of my 3 ogre units more or less and it looked like this:



I was quite happy. Idea was that my general and Ironguts were there to smash the rock of the Orc boys and Black orcs with combo charge if possible. The ogres would be aiming for the night goblins. On the left my Ironblaster was aiming to move up and flank shoot as much as possible.

Turn 1: I won the roll and went 1st:



All things moved forwards more or less. Gnoblars went into the building on the left. Sabre moved with 8 inches of both the Night goblin units and behind a wall. Matt was quite miffed with this and dumped the fanatics into the hill in a bit of a rage. He didn't want to put them forward in front of his orcs to block movement next turn and really wanted to go first turn 1. He hates the cats. Shooting produced 3 dead orc boys from the Ironblaster and 1 wound on his general from sniping Maneaters.

Orcs Turn 1:



Pump wagon attempted a charge on the Sabre but fell short. Not sure if it should have moved full distance but we did it anyway. On the right the night goblins charged the sabre and I held as it was behind a blazing barricade which cooked 5 goblins on the charge. Magic he buffed his Black orcs with poison attacks. Shooting produced a scattered miss and a scattered hit that didn't wound on the Maneaters but did put 1 wound on the champion. In combat the Sabre killed 2 Night goblins and took 2 wounds. The NG overran into the gnoblars and took 6 deaths or so from the trappers.

Turn 2: Ogres



Well, things generally moved up. The Gnoblars popped out the front of the building, the Ironblaster charged the pump wagon, a sabre charged one of his rock lobba's and things moved into position. 1 sabre valiantly jumped on the mangler squig.

Shooting: Matt made a ward save on his general again from sniping and still had 2 wounds left.

Combat: The gnoblars fought bravely but lost to the Night goblins. They ran a little further than the NG who pursued. The Ironblaster killed the pump wagon with impact hits alone. The Sabre killed 1 crew but the other 2 gits both rolled 6's to hit and one wounded to the scoundrel. They also passed fear test and break test.

End of his turn Matt made his choice. He could see me setting up the gnoblars to misdirect his 30 orc boys and setting up Ogres into Night goblins and Ironguts and Maneaters into the Black orcs. never one to be scared he did the Orcy thing and charged.

Turn 2 Orcs:



Orcs charged the gnoblars (5 orcs died to the trappers), NG and Blackorcs charged the maneaters, NG charged the fleeing gnobs and reformed to face the rear of the maneaters.

Shooting: Lobba missed the Ironblaster.

Magic: Matt buffed the Black orcs with poison attacks. We played this wrong and gave them poison on a 5 or 6 rather than just 6. Oops.

Combat: The gnoblars valiant struck at the orc boys. 3 hits on the boys and 3 hits on the BSB. matt was pretty worried here ;) Luckily no wounds. The BSB and orcs shook their choppa's and did a mighty!!! 2 Wounds...ahem..the gnoblars ran to the other side of the building and the Orcs stayed their ground choosing not to chase.

Now the combat that wound make or break the game. Matt chose not to throw out any challenges so I challenged with the ME captain which the NG goblin accepted. This however left me in a place that could be awesome or terrible as it meant the Black Orcs were only in base to base with my general on the left corner as the champion was in the middle. So his general and 5 black orcs on my general. With poisoned attacks..I was a little worried but was thankful he charged in the goblins too.

I4: First the captain went 1st and did 4 wounds to the NG champ..splat. The Blackorc unit decided to go AHW and so his general struck at my general and did 1 wound. I saved 1 wound on the Greedy fist. My general struck at his general and caused 1 wound. He saved 1 even with the OTS reroll. Then I directed 2 maneaters at the night goblins and 2 at his general. 5 or 6 night goblins died (can't quite remember) to some pistol whipping and the general took 3 wounds from the 2 maneaters. With OTS still in effect and just 1 wound left Matt failed 2 of the 3 rolls and flopped him dead.

At this point I was confident that I would at least win the combat with his general dead and 9 wounds or so on the Night goblins done. Then the Black orcs struck my Tyrant. 3 Wounds and again I saved on the fist 1 of the wounds putting 3 in total on the tyrant (we did 5+poison attacks otherwise I doubt he would have had 3 the rolls were that bad.)

This was effectively game and Matt conceded. We rolled breaktests for the Black Orcs and Night Goblins and they both ran and I didn't catch them but with it my turn next the Blorcs were dead on the water and the Orcs were facing a charge from the Ironblaster in the flank and Ironguts too.

Overall a quick game but with a big climatic combat settling things. I took a gamble not taking a BSB and going the Tyrant route over the SM due to being a cheaper way of beafcakiness.

All good and finally the reason the game was called what it was. Photo's taken roughly end of Turn 1 ish:

A prize if anyone can guess what our Mangler squig proxy was ;)


K

4
Tales of Conquest / 1500 VS the Greenskins "Bitter defeat!"
« on: Feb 18, 2012, 09:02:59 AM »
So, getting back into modelling and playing in general me and my BFF played our 1st game in forever of warhammer with a smallish 1500 points bashup. Standard game of "lets try and remember the rules" and smash up the opposition. For me it was test drive new things int he new book as can you believe I've not played any games since it launched ;)

So I took an SM LV4 with fencers, Firebelly, 5 Ogres, 5 Ironguts, 10 gnobs with trappers, ironblaster, 3 maneaters, 3 leadbelchers and 2 sabretusks.

Opponent had roughly: Horde of 40 Orcs, 25 Blackorcs, 40 goblins, stonethrower, 10 boarboys, mangler squig, BoWarboss and Orc BSB, lvl1 Gobbo shaman

We of course made lots of mistakes remembering rules and learning new ones.

Some of the corkers:

Gobbo 6 spell the Vortex: Allowing this to be placed anywhere on the battlefield and then moved rather than appearing in front of gobbo and moving..bloody vortex wording..forgot that :0

Spears: Allowing the extra rank when he charged..oops

Ironblaster: Shooting after marching..well..couldn't find anything to say otherwise 0.o

Game ended after 4/5 turns when I had just 2 maneaters left who were fleeing and 2 Ironguts and the SM vs stonethrower, 12 odd Blackorcs and the warboss along with about 30 Night goblins.

So roughly turn by turn quick account:

Turn 1: Standard set up facing each other - Maneaters scout to be on flank facing his stonethrower and flank of boars. he moves forward a little, shooting Stonethrower hits ironblaster doing 3 wounds. Mangler surged forward 16 inches. Magic he cast the vortex (we played this wrong of course) and didn't IF but rolled crazy high and failed to dispel. Did 1 wound on guts, 1 sabre and killed 4 gnobs.

My Turn 1: He had moved the boars up thinking the ME would charge the Stonethrower..I charged the boars and it was a flank charge. Those guys hurt. Killed like 7 of the 10 (rolled badly) and ran down the rest leaving me 2 inches from the hordes flank.

Other stuff moved up. Sabre was just short of running onto Mangler so hunkered back. Leadies shot up a few block orcs. Ironblaster fired and sniped the BSB from the Horde and killed a couple of boys. He forgot he had ward save on the BSB so he would have survived but ce la vie.

His turn 2: Mangler surged 14 inches through the ogres with firebelly in it and did 2 wounds. Stonethrower hit again (he never has this luck with warmachines) but failed to wound Ironblaster. He cast vortex again (played wrong again) and did a 1 wound here and there. General moving up and turned horde to face the ME.

My turn 2: probably where the game really ended for me with some poor rolls. ME charge Horde to the front and SM and GUTs to the side. This leaves my flank on the guts open to the black orcs if I dont rout the horde or block the BO. Fail the charge on guts..crap. They move forward 3 inches so no flank charge to worry about.

Sabre moves on mangler..kersplat. Firebelly and ogres move towards NG (they were made to squash small units of weak guys). 2 fanatics come out and do 2 wounds. Ironblaster shoots and kills a few blackorcs and importantly he fails LOS roll on his general but passes ward save after I wounded him..close one.

Other stuff moves up generally, leadies shoot a few more BO's. Magic.. great maw spell kills a couple of orcs, get flaming sword of rhuin on the ME but with IF. Firebelly blows up doing 3 wounds on the ogres and nuking himself. Not good. Only 3 ogres left in that unit facing the 40 goblins.

Combat: the 3 ME tear up 14 orcs in combat with combination of charge, 5 attacks each with AHW, stomps and Rhuin spell. orcs do in return 3 wounds. He passes due to steadfast.

His turn 3: NG charge ogres, Black orcs move up, NG goblin blew up due to IF last turn so no magic and stone thrower hits again on Ironguts and does no wounds. Combat: ME win again taking no wounds and doing 6 or so in return still on their own vs lots of orcs. NG win combat vs ogres and run them down.

My turn 3: Ironguts make the charge into the hordes flank. Should deal with that mess. Ironblaster  moved to block Bloackorcs so they can't charge my guts in flank - actually moved Sabre to do this previous turn and he charged and killed it but was turned to faced sideways. Gnobs moved so overrun from sabre will hit them. leadies shoot 2 more BO's. Ogres were run down by NG last turn ;(

Combat: All but 6 of the horde now dead so they run. They roll 11 and I don't catch and so ME move forward a little and guts go forward out fo BO charge arc 2 inche behind the fleeing orcs. Magic I got boosted +1 toughness on everything.

His turn 4: Orcs rally and reform. BO charge Ironblaster and overrun into gnobs. Lose 1 orc or so to both actions and dangerous tests. NG charge leadies and lose 8 do khemrian quicksand that was there but win combat, rout them but fail to catch. Stonethrower hits again but does 1 wound on Ironguts.

My turn 5: Looking at things..it aint great. Losing flank due to FB popping has left me open to a crappy horde of NG doing damage and taking out remains of ogres and 3 leadies. Grrr.... well, guts charge the remains of the horde and wipe them out. Reform to face my board edge and flank of the BO and ME. ME reform to charge the stonethrower next turn but didn't think this through.. Magic +1 toughness on all. BO kill gnobs and reform to face ME flank..oops didn't think that through.

His turn 6: Charges NG into leadies, charges BO into ME flank.. I flee and make it and he redirects and hits with a 14 inche charge with the front of guts. I kind a knew that was it really. Think my only chance was a combo charge next turn or so with ME and guts but messed it up. In combat he went AHW (choppa rule is nasty) so lots of STR5 hits. Challenged with his champion and had to take with SM. SM killed champ. He killed 3 guts in combat, 2 struck back, due to Crown of Command passed LD test and stood.

At this point called it. Wasn't going to kill that unit, ME would take 2 - 3 turns to get in combat and SM would be dead by then.

Couple of mistakes by me and some rules we messed up but fun game. Not sure what I would change but generally:

MAW spells did little in the game. Our number 6 spell is pants.

ME are awesome. With AHW and 5 attacks 3 did amazing. Wiped out more than double their points with boars and boys.

Ironblasters are fun.

Leadies were..disappointing. Some great rolls (14 shots 1st turn) but vs T4 not so effective. Also rolled poorly with to hit and wound. Need more playtime.

manglers hurt.

Sabres are hated justifiably.

K
 

5
Gnoblogs / Sky Titan Ravagers
« on: Feb 08, 2012, 10:00:59 PM »
So, tribe name not exactly decided but yeah..about time I (re)started my gnoblog and did some actual work on my boys.

So I've built up a fair collection of ogres from good ol' eBay. Roughly 75 odd with about half painted badly (contemplating selling on if cleaning them fails), a Rhinox rider, a Rhinox rider I'm making from scratch, 1 scratch built scrap launcher and 1 half scratch built, a thundertusk in it's box, a big plastic rhino that will have the spare bits added to it and become a stonehorn, 2 hunters, the limited edition bruiser, some sabretusks, about 70 gnoblars and 10 trappers, 2 mournfang in their box and a few non warhammer models I've collected to use for conversions, proxies etc.

So quite a mountain of painting, amateur hour greenstuff modelling and lots and lots of sweat ;)

Now I actually got most of these boys a good while ago but work, time, motivation, getting married etc got in the way but I've kicked myself into getting a little started and got 2 ogres test painted to A:) get my ass into gear and B:) see if I can actually paint.

You see I've picked up a load of paints, brushes etc, all the modelling tools and bits and bobs but..the big but.. I've not painted a model since I was about 17..which is 16 odd years ago. Back then I also had armies mostly 99% unpainted too 0.o

Anyhoo some quick fluff:

The tribe wandered for many years doing the usual selling services and spanking different races for good food and hungry bellies but do to some bad weather took shelter in a ravine that later got blocked in forcing them to climb higher int he mountains to find a way around the dangerous terrain.

What they found was a Sky Titan castle..hidden high in the mountains from the time before the giants were routed from their high homes. Mostly stripped bare they have further pillaged any items of use. So expect to see some giant armour, weapons and other items from big folks hands.

Some pics:

These guys don't really have anything to do with the fluff yet and were my test paints to see how the hell things work. Tried the general tallarn flesh skin colour scheme and general paint scheme with tips from Byronics tutorial and all the other blogs I've read in the last two years. I jumped straight in and missed a few mould lines so forgive those but I really wanted to just get some paint to plastic ;)



Still a few things to touch up and I'm generally happy with them. I have learnt lots from painting these two and will do more on the next guys. Painting is addictive :) Not really happy with the rusted ironfist though. Feel it looks like chipped orange paint rather than rust so going to work on that.

K

6
Off Topic / My Sad little geek moment of the day
« on: Dec 09, 2011, 08:11:08 PM »
Selling an old transformer figure I picked up a while back and checking on the bids had to smile..I know it's awesome but didn't realise it was leet speak awesome:



;)

K

7
The Butcher's Cauldron / Making some pointy bits!
« on: Oct 12, 2011, 05:06:31 PM »
So, I'm a hoarder and a slacker..confession times..painted like no models in around a year ( I was busy - got married and stuff ;) ) but have about 3k points worth of Ogres, some of the new stuff and about 250 quids worth of paints.. plus prior to grabbing all the bits over the last year or more I was out of the hobby for 15 years so yeah..been a while.

Pointy bits? Oh yeah, well this is a post just really on little bits I'm doing right now and might turn into a gnoblog.

Decided to finish the Rhinox I have, finish a BSB conversion I was working on, magnetise a new reaper model I ordered and make some pointy bits for my rhinox riders.

Note: Prior to this I have never used plasticard so go easy. Plus it's in a poorly lit place with a crappy camera.



K

8
Hi, I'm looking to pick up 2 of the new Ironblaster Rhinox heads for a reasonable price. They are not yet on bits/ sprue sites but if anyone has bought an Ironblaster and has a head left over they would be willing to part with let me know.

Many thanks,

K

9
Note: Only the editing of the catalogue is my work. All else belongs to their respective creators and thanks to them!  ;)

Battlescribe is a very decent little free army builder tool that I used prior to the new book and I'm in the process of updating for the new book. I'm no professional at using it and have "learnt on the job".

This means currently:

There will be errors.
Choices such as 1 of the following will allow you to choose more than 1.
Magic items an standards need to be updated.

But to help me get it presentable and also correct I'm uploading current work in progress for any feedback and support.

Battlescribe link:  http://www.battlescribe.net/

Warhammer.GST Link: http://www.randomhit.org/battlescribe_data/BattleScribe_Table.html (also other armies here)

Current Version: 1.8
Ogres 8th Edition WIP Link: http://www.mediafire.com/?w18hahbpznkfb51 last updated 09/09 10:44 UK time.

Any questions or feedback let me know.

Known Bugs/ to be done:
SM cant be removed once added
Magic items above cost allowed show for heroes

List of errors fixed so far:
Tyrant armour
Ogre unit being 1+
Ogre units equip and numbers
Mournfang fixed
gnoblars
Maneaters
Ironblaster/ Scrappie now rare
SM cant be removed once added
Special characters added
Sabres added


Also added mediafire for DL.  :P

K

10
Thinling Realms / New Forgeworld Mini's 2011
« on: Apr 29, 2011, 08:19:40 PM »
Not sure if anyone has seen all these from FW's showcase this year:

http://nesbetminiatures.blogspot.com/2011/04/showcase-fw-open-day-2011-pics.html

From the mini shot did think the giant rat was a rhinox for starts ;(

But my goodness the new Taurus looks stunning. CD's will be happy.

http://www.flickr.com/photos/59451507@N02/5586741710/in/photostream/

K

11
For those crazy ogre peeps around here who also dabble in Rats I've discovered a nice little guide for moddeling your cannon and pult' in one:

http://www.paintedlegions.co.uk/blog/?p=398

Wonder if we get a new mammoth/ scrap launcher we can do something likewise ;)

K

12
The Butcher's Cauldron / Amazing looking ogres
« on: Apr 26, 2011, 08:04:41 PM »
Not sure where to post this but just stumbled onto a site full of stunningly painted Ogres and figures others would a gander:

For example:


http://www.accommunity.com/index.php?view=category&catid=14&page=3&catpage=2&option=com_joomgallery&Itemid=57

Enjoy,

K

13
The Butcher's Cauldron / Alternate Yeti or possibly Gorger
« on: Feb 16, 2011, 08:37:56 PM »
GW Dark Eldar Clawed Fiend:


Seems doable.

K

14
House Rules / Skyonn's Fall: 4 player Warhammer campaign
« on: Dec 30, 2010, 10:10:03 PM »
So myself and 3 others having picked up Warhammer after 8th edition came out played quite a few games and now hunger for some campaign fun. Well I hunger and I'm making them feel the hunger too ;)

Looked over several write ups people have posted on how to do a campaign and the rules they use and borrowed some ideas and rules. Most though is just my mind exploding onto the page. There will be spelling errors, grammar problems and I bet sometimes I'm talking to myself, in 3rd person, to the other players and even to no one in particular. I've written it for us to enjoy and for it to be a simple campaign with not too much accounting and writing up and more gaming. Winning should take many battles and no one battle should determine too much.

Rather than spam it all here I've posted it up on google docs which has removed some of my formatting but makes it easy to spread around. So please have a look, comment on anything you would add or change and any ideas or criticism.

https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B1uDA0oqb5MDZDMxMWZkNWMtZDBlNS00YjE1LWExY2UtNmFmYWI0NzA4YTFk&hl=en_GB&authkey=CJ-4iKMK

Thanks for looking.

K

15
The Butcher's Cauldron / Scraplauncher help!
« on: Nov 27, 2010, 02:47:10 AM »
So I'm scratch building a scraplauncher from wood and such and got the main frame built. Pretty much same as the GW one for now. What I am wondering is what exactly causes the throwing arm to...move?

Normal stone thrower weight etc aren't there. I have added a wheel on an axle roughly where the wheel is on the normal GW model but racking my mind on how the gnoblars get the arm to fling up with force?

I know for a fantasy game of magic and pew pew monsters making sure the logistics of a catapult actually working is like..weird ;) But it bugs me if I make it and there's no feasible way it could fire.

So..any engineers out there help me?

K

16
Rules Questions and FAQs / Look out Sir?
« on: Nov 22, 2010, 11:12:36 AM »
Hmm, so simple enough question you would think.. Look out Sir when near a unit is 4+ and for any shooting attack of any kind. So.. reading the rules it says 4+ save and the HIT go's to the unit.

So..20 archers shoot, 8 HIT, that 8 rolls or 1? 1 roll and failed means he/ she gets all 8? 8 rolls and on average he will get 4 arrows in his/ her butt?

K

17
So, reading lots here and elsewhere I've made my army lists generally have a focussed "deathstar" style unit. Funny thing is I'm getting ALOT of flak for it from my 3 gamer mates and general comments about how "beardy" (comment around here that means overpowered, cheesy or lots of special rules) Ogres are and how scrap launchers are way too powerful.

Game tonight played lengthways vs a WOC army. Lukcy to be honest as he had so many many units. Thin width helped alot. Won't do whole write up but I had:

Tooled up Tyrant with Tenderiser, dragonbane gem, another tricksters and gutmaw. SM, BSB in a fullcommand unit of 9 ironguts so 3 ranks of 4. Also had 3 leadies, 2 scrappies, 8 bulls full command, 8 trappers and 40 gnobs with groinbiter.

I faced (if i recall fully) 15 marauder mounted (3 x units of 5), 2 chaos spawn, 5 chaos knights, 20 nurgle warriors, 20 khorne warriors, 20 tzeentch marauders on foot, 20 marauders on foot, 20 warhounds( 2 units of 10). Think that was it..

Stuff that happened..

Gnoblars on a flank; charged by a marauder unit in turn 2 in their flank. Charged by warhounds in their flank (they reformed to face maruaders) turn 3. Killed 5 marauders, 3 warhounds and were wiped out on turn 6. They lasted for ages as 12 inch of general and bsb but often rolled double 2 for LD tests and won 1 round ;)

8 bulls charged by knights and tzeentch warriors. Scrappy charged in to help in 3rd turn. Scrappy died to terrain statue shooting it twice and wounds. champion of bull unit stayed whole game and did not die. Was next to building that grants steadfast but not near general so ld7 rolls each turn. Passed em all.

General solo charged 5 marauders with fire weapon spell buff. Killed all but 1 that fled off the board over 4 turns. he got charged by tzeentch marauders unit with general in it. Challenge he had the sword that 1's hit me (turns out other mate told him more or less how I tooled general before the game so think he may have even planed this but who knows.) well luckily no 1's on rolls to hit as I have no saves versus them. He scores 1 wound on me. I deal 6 wounds to general and beat unit by 1. he passed LD test. Ironguts charge them and wipe them out next turn. General back in unit.

Death-star then took charges from 20 marauders and 5 mounted marauders and killed them and then 20 khorne warriors and killed them. at one point it had +2T and regeneration on them and he couldn't scratch anything then dispelled the lot next turn.

Scrappies had like 2 hits during the game but killed 18 marauders or so in them. No missfires. Leadies shot a chaos spawn in this game and in following game some tomb kings abshanti. Both times I rolled 28 hits and the units went poof. ;)

But looking at my list the "star was about half of my 2250 points. 500 odd for the ironguts. 310 ish Tyrant, 245 SM, and 180ish BSB.

Now I look at the chaos guys (marauders 4 points WS4 I4...) and think ALL his units are nasty as sin and can deal nasty damage to me but I am very very lucky in games.

Anyone else got grief for deathstar or army lists roughly like I have?

Oh and 2nd game steam rolled tomb kings. Feel sorry for them honestly. Things like liche and 9 cavalry charge 8 bulls. All dead before he gets chance to strike... and more like that. Was watchtower and he had 20 in building at start. Champ, BSB and general killed 11 on charge, no wounds back meant all 20 dead turn 1.

K

18
Rules Questions and FAQs / How would you resolve this?
« on: Nov 12, 2010, 12:09:16 PM »
So played a game last night and lost due to forgetting Crown of Command on my deathstar..oops..oh and runemaw failing both times a spell was cast at the DS too.. ;(

There were a few disagreements and situations that got the blood running in my opponents and wanted to seek some clarity from the experts and just some back up ;)

1stly.. Sure I read this in a battle report and read it right in the little rule book but when you run down an opponent you get a reform move? E.g They break, you run them down, bingo reform.

2ndly how would you resolve a situation like below:



6 bulls charged 10 spider riders (amazingly he got 2 wounds on stand and shoot). I demolished them in combat and overran. Straightforward 2D6. Rolled high enough that the unit hits the side of the squig unit.

Now for reference I looked and showed the images on page 22 of the LittleRB. What I thought should happen is that I get basically a side charge. The squigs wheel/ close door to allow the models to be in base to base. Basically he would be turning to his right a little, I would be closing the door turning to the left, its a side charge and the building causes this.

If the building wasn't there - no argument. Because it was "you can't close the door, if the squigs close the door it's a front charge".

To point out if the image isn't clear - the ogres hit the unit before they hit the building. Closing the door would make them move through the building but if that was allowed there actually was room to place them 3 abreast in the side next to the building.

It wasn't going to be settled so I did a 1-3 i charge in the front/ 4-6 its in the side and rolled a 5. Still my opponent (and our mate watching) thought this wasn't right so I backed down as it was getting heated and took the front charge.

It meant that over 2 turns the ogres died instead of pretty much wiping out the squig unit with a side charge.

Didn't decide the game but for future wanted to know what people think and would do?

K

19
The Gnoblar Market / W: Plastic Dragon Wing H: Random Bits
« on: Nov 01, 2010, 11:14:46 PM »
So I need the left wing of a dragon/wyvern. Current Wyvern model is what I'm putting it on and seem to just have the right wing.. doh.

Have all sorts of random bits to trade or Paypal to pay but not looking to blow wads. A new set can be had for abour £4 but seeing as how the whole Wyvern minus this wing cost me £2 I feel dirty paying much ;)

Based in UK (nottingham). Will even swap the wing I have for a pair that will fit and look nice.

K

20
Rules Questions and FAQs / Gut Magic..some more ;0
« on: Oct 29, 2010, 03:23:48 PM »
Apologies for the steady stream of questions but being a young Ogre I get confused much  :gshock:

I know that gut magic stacks but can't find clarification 'exactly' how:

So I have one butcher and I cast trollguts turn 1. Can I cast it again next turn? Can I cast it again on the same unit?

I understand that two butchers could double trollguts a unit. If they are not dispelled can they buff another unit with trollguts too or is it 1 RIP of each spell per caster at any one time but they stack?

K

21
Tales of Conquest / 1500 Ogres vs Orcs n Goblins then Skaven
« on: Oct 28, 2010, 11:30:35 AM »
So finally got around to playing my first few games of 8th last night. Won't go into too much detail as they were more fun games and practice than real gritty battles but all the same plenty happened and I wanted to try as much as possible.

I took a list that had almost as much as possible in terms of unit types to see how they worked and performed.

I had Tyrant, BSB and Butcher in with 3 iron guts.

6 Bulls
8 Trappers
ScrapLauncher
3 lead Belchers
Gorger
21 Gnoblars.

1st Game vs Orcs.

he had 3 20 odd Orc units, a big night goblins unit, Gob Shaman, Orc shaman, 2 units of 5 wolves, Doom diver and bolt thrower. Think that was about it.

I got 1st turn and trappers moved into a wood 8 inches from NG's bring out the 2 fanatics who moved roughly half way between the unit of NG's and Arrer boys and my leads and 6 bulls.

Scraplaucher fired and killed about 9 orcs..very very nasty rolling. Trappers shot a NG or 2 for fun.

For target practice (first time firing them and to get rid of fanatic 8 inches from me) the lead belchers opened fire on a fanatic. 26 shots is a lot of dice to throw from 3 guys but very much fun ;)

No close combat and his turn. Fanatic blocking movement on one side of the field he edged forward not quite sure what to do. On the other side he had 2 large Orc units facing scrap launcher, gnoblar unit and Tyrant unit. Wanting me to roll the charge dice he moved just an inch or so forward. His shooting did nothing, magic did nothing and doom diver missed. Arrer boys and 1 wolves also did animosity and nothing. Also the other fanatic out rolled arrow dice pointing back to the NG's unit and 10 on 2 dice. Luckily for him it was double 5 ;)

Turn 2

Gorger comes on 2 inches behind wolves on leadbelchers side and also within 12" of the Doomdiver hoping to kill both. No bickering.
Trappers were in the way of tyrant unit charging so charged them for fun into the NG's.
Tyrant unit charges into Orc unit with his BSB in it.
Gnoblars move up to face other Orc unit with his general in it but still around 9 inches away.
leads reload, bulls move up a little. Scrap launcher miss fires but luckily gets a 5 and does not fire.

Combat. Trappers kill like 2 but lose 6 and run. Ng's chase, kill trappers but put themselves in charge range of bulls and Leadies. Tyrant challenges and squishes a champion. His BSB hits me, my BSB hits orcs as does butcher and 3 ironguts. Lots of Orcs die, I take a 4 wounds but have regen on unit and save 3.

Now my friend does not have good luck and it showed here. I kill 1 orc too many to remove steadfast. He has general and BSB in range. He has a big minus to roll on his leadership test and fails both. Unit runs and I fail to catch it by 2 inches.

But.. his general unit then panicked too and ran off the board.

His turn.

Wolves turn 180 degrees and shoot at gorger. Did nothing. Bolt thrower misses, magic does nothing. Arrer boys turn to face tyrant unit. NG's roll a 1 for animosity. On far right side 5 wolves charge flank of scrap launcher.

BSB fails and runs off the board.

Wolves do no damage to scrap and get 3 killed, run but flee further enough.

Turn 3:

Tyrant turns to face arrer boys. leadies and bulls charge NG Horde, Gorger charges wolf. Scrap charges into fleeing wolves and kills them.
Gorger beats wolves and catches them when they flee.
NG's get nets on bulls but fail fear. Should mention that vs trappers he neeted himself ;)
leads and Bulls decimate NG Horde.

At this point opponent conceded as it was more than over. Losses on my side were more or less the trappers


2nd Game VS the Skaven: Not as much detail now but highlights edition ;)

I get 1st turn again. magic is very potent for me. He has lord on rat ogre mount thing in ratogre unit, 2 globeadiers units, clanrats unit, slaves unit, doomwheel, 2 units of jezzails, warplock engineer lvl 1 caster dude, mortor unit, flame unit team thingy, warp cannon.

Strange game with lots of hmm that sucks moment from both sides as some of the changes in rules upset him and some of the rediculous damage of skaven stuff upset me ;) Also pretty sure we played stuff wrong at times.

Trappers went after warp cannon and 5 jezzails on 1 flank and gorger came on turn 3 but rolled double 1 for charge turn 4 and did nothing. 3 times in this game I rolled double 1 for either a pursue or charge ;)

Ogre bulls mashed up a lot of slaves, leadies and gnoblars beat up globadiers unit, panic test spell from butcher got rid of 4 jezzails. In 2 turns scrap launcher kills 30 odd clanrats and they run. They later rally and kill the last leadie when he charges and gnoblars fail the charge.

Warp cannon misfires on bounce first shot and does nothing, misfires on 2nd shot and kills about 8 slaves, 2 ratogres and 2 handlers. General in the RO unit fails leader and flees due to 25% losses.

Doomwheel charges flank of bulls(6), kills 4 with all the mental stuff it can do although he did grind attack and shouldn't have..naughty. Bulls flee, slaves don't catch but doomwheel does.

Doomwheel then 90 degree turns and charges scraplauncher following turn, and following turn 90 degree turns and rams into rear of the gnoblars due to them being back after getting double 1 to charge the clanrats with the leadie.. Scrap dies, 20 gnoblars died and 6 bulls to one doomwheel. See Ogres vs Skaven forum post for my thoughts on that crappage and D6 wounds...

Tyrant unit charged the fleeing rat ogres and his general. Needed to charge 15 inches and rolled 11 on 2 dice. Didn't roll for reform as not sure if I could and at this point was thinking he was gonna concede.

Tyrant unit got flamed, mortored, warp cannon hit etc and from all damage lost 2 iron guts from the 3 there, butcher and 2 wounds on tyrant.

Trappers charged the warpcannon in turn 4 (they fled in turn 2 from jezzail fire, rallied next turn WOOT!), lost combat in turn 4 but passed break test as tyrant was no within 12". Turn five they won combat and killed machine when they failed break test.

So end of the game when we called it. I considered it a draw more or less as I still had main unit, 4 trappers and gorger left so about half my points maybe where he had lost half slaves, 2/3 clanrats, generals unit, warpcannon, had glabadiers fleeing and 1 unit destroyed, and his caster.

Without his doom wheel doing the damage it did it was a slaughter from me on him.

Fun yes but the doom wheel for the points just seemed ridiculous and needed treatment specifically set aside for it. I was hoping for poor movement and misfires but it never did and he rolled 14 twice on 3d6 for movement.

So for the two games ogres faired nicely. I chose the list to try everything out and the scrap launcher excelled with 5 hits and 1 miss fire in 2 games.

The trappers made their points back. Will always take them. Gorgers did ok.

Bulls made mincemeat out of goblins and slaves, got obliterated by an over the top wheel.

Tyrant build was -1 to hit, mawseeker, sword of might for all rounder. Didn't really instill me with OMG hes so touch. Didn't get into any real nasty fights to prove any conclusive use.

Ironguts unit was too small to have characters in. Will change that.

leadies were fun but nothing conclusive for me to make mind up.

Thats it for now ;)

K

22
Rules Questions and FAQs / Couple of quick questions?
« on: Oct 28, 2010, 11:01:42 AM »
Some quickies.

Spears:

Fighting a unit that's 5 wide and 2nd rank has 3 guys in it. Unit has spears.

Does he get the 3 able to attack due to spears or not as the 2nd rank is not enough to give supporting attacks?

Same example with another 5 models so 2 ranks of 5 and 3rd rank of 3 people. Would he get all 13 with spears or just 10 still?


Jezzails:

can they spin 180 degree on the spot and shoot? do pivot move units can do so to turn backwards would be a reform and no shooting. But are they skirmishers? If in skirmish formation can they free reform and shoot doing a 180?

Cheers,

K

23
Rules Questions and FAQs / Gut Magic Questions
« on: Oct 28, 2010, 08:22:53 AM »
So played my 1st few games of 8th last night and some interesting occurences. Also first games in many years so plenty of rule checking.

We played 1500 points and 2 games (me vs Orcs and then Skaven). I had a butcher so level 2 and in each game only versus 2 lvl1 shamans in Orcs(1 goblin, 1 Orc) and 1 lvl1 Skaven.

Now no expert on magic with other races but they both did the roll to see which spell they got and could revert to a general one if required. Whereby being a butcher I played it that I knew all spells as per our army book.

So this meant in game terms I had a pretty easy time dispelling their 1 cast per turn but they got plenty of dispel dice to remove my RIP casts and my turn when i was lucky and had like 10 power dice I could 2 dice cast all spells easily.

That all sound about right?

They both commented that it seemed way powerful to have all spells for just 130 odd points and at low points games very potent. I pointed out the lack of real offensive power in that only real damage spells are Str2 and a panic test they may have to take and they could dispel when they wanted on a 7+.

Also with a remain in play did we play it right that it can only be dispelled on a 7+ the following magic phase and not the phase it is cast? At one point a player was going to not roll to dispel vs my cast dice but then dispel after the successful cast. We played this was not fair and he did it the next turn.

K

24
Rules Questions and FAQs / Rhinox Riders Rules 8th
« on: Oct 12, 2010, 06:55:35 AM »
So I'll be using these fellows soon and my opponents are all happy chaps who will agree to the rules but I want to be clear on what rules I am using exactly.

I know they have not been officially 8th'd yet and probably won't until the mythical plastic kit comes out next year with the pink elephant chariot but..should I look at the Forge World rules (8th'D here in house rules)..

http://www.ogrestronghold.com/forum/index.php?topic=17283.0

Or the White Dwarf Rules for the use?

http://www.scribd.com/doc/14246517/Rhinox-Cavalry

What do people here use?

Reading them in detail theres not much difference really...other than ability to take non bull rhinoxen. Maybe more of a tactics question but do people prefer taking Bulls over normal? Extra points worth it? I see myself adding the extras to get a 2+ save on these guys so they become 116 more or less when non bull and 161 when bull. 3 x bulls at 483 would almost be 5 straight cut non bull rhinox? Heck getting a 6th and having 2 ranks sounds plausible if we ignore the 1-3 unit size limit?

(if this question is in wrong part of the forum or the above link is wrong please let me know/ change)

K


25
Rules Questions and FAQs / Attacking Characters in Units
« on: Sep 26, 2010, 02:18:58 PM »
Ok so reading the rules and making sure I'm getting to understand all the intricacies it seems to me that Characters are VERY vulnerable in combat now if they are on the front rank.

A normal rank and file guy in base to base contact can opt to attack the character. Now if I understand how the attackers work with diagonal attacks with base corners touching does this mean 3 rank and file can hit a character assuming bases are all the same size? The examples on page 48 and the info about hitting characters etc seems to mean so.

What I see from this is vs a horde you can opto have 9 normal guys attack 1 character in the front rank. They will probably hit on 5's and wound on 3's if they have greatweapons or 4's or such but thats a hell of a nasty situation.

I am reading this right?

K

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