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Topics - kalmy

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1
Hey again fellow Maneaters.

Have another question coming up and this one has really gone to my head so I really need your opinion on this. Is it possible for a character that stands in the 2nd rank to charge out from his unit? Imo Its allowed since he got Line of Sight from there.

Anyway. That was only the first Q and a side note for that matter. The real question is how to do if the enemy moves a typical "block-unit", like harpies, 1" in front of your unit. Is it the possible to charge them with a single character that charge out from his unit? Since they are only 1" away and our Ogre bases are bigger than 1", he can't really fit in.

What to do?

Just this happened against a Dark Elves player I meet earlier today. We discussed it over and over and couldn’t find a correct way to do it. I will post some picture of the possible outcomes of my charge.

1. Here is a made-up screenshot of the situation where it all began. Butcher stands in the middle and declares the charge. Harpies holds.



2. Just a picture to show where the problem occurred.



3. Here is how I first moved my Butcher. Since it’s fairly clear that he charges in the front, I moved him to the side so he did fit. But then my opponent said that my charge move was illegal and the only way that was allowed was if my model was a flyer. I wish he wore ;)



4. This is how we agreed to solve the situation. Since I wasn’t allowed to move to the side, we agreed that to solve it in the easiest way the harpies closed the door by turning a bit more to the other direction so the butcher could fit in the front. Didn't feel 100% correct but we both felt this was the most logical way to solve the issue.



So what are your opinions? Did we do the right thing when RAW? Or RAI? Or none of it.
A big tourney is coming up and the main reason I want to discuss this is because I want to know if it’s possible to charge out with a character from a unit even if he doesn’t fit in front? Or will it be an illegal charge? If it is legal, how would it work out?
If not, it clearly sucks.

Looking forward to hear your thoughts.


2
Rules Questions and FAQs / Pandaemonium against Sabretusks + Hunter
« on: Oct 18, 2011, 11:16:13 AM »
Hmm... Prolly a silly question.

Fought a Chaos army. he casts Pandaemonium.
Fires a hellcannon om my sabretusks unit that has a hunter among them.
Now they have to test for panic on LD3 !!!

Just want to doublecheck we did it correct?

3
1 Slaughtermaster @ 377.0 Pts
     General; Magic Level 4; Lore of Beasts; 2ndWeapon; Gruts Sickle; Healing Potion; Pidgeon Plucker Pendant

1 Bruiser @ 184.0 Pts
     Heavy Armour; Battle Standard; Enchanted Shield; Talisman of Preservation

1 Butcher @ 159.0 Pts
     Magic Level 1; Lore of the great maw; Great Weapon; Hellheart

1 Hunter @ 180.0 Pts
     Light Armour; Great Throwing Spear; Sword of Striking; Charmed Shield; Ironcurse Icon; Giantbreaker

10 Gnoblars @ 50.0 Pts
     Trappers

10 Gnoblars @ 50.0 Pts
     Trappers

6 Ironguts @ 298.0 Pts
   Great Weapon; Heavy Armour; Standard; Gutlord; Look-Out Gnoblar; Standard of Discipline

6 Ogres @ 206.0 Pts
   2ndWeapon; Light Armour; Standard; Crusher

1 Gorger @ 90.0 Pts

6 Maneaters (light armour) @ 366.0 Pts
   Standard Bearer; 3x 2ndWeapon; Dragonhide Banner

1 Sabretusk Pack @ 21.0 Pts

8 Sabretusk Pack @ 168.0 Pts

1 Thundertusk @ 250.0 Pts

Total Army Cost: 2399.0



All characthers except for the hunter goes into the Ironguts forming a nice deathstar. Slaughtermaster with Lore of beast is IMO very nice for us Ogres. The one thing you miss is a nice DMG-spell but you can't have it all. Yerh and Ironblasters. But I tried them a few times and they are good. But can't really fit them here and since this army is super agressive I felt I did the right thing dropping them.

Tactic is fairly easy.

S-Tusks with hunter (Vangaurd) and Maneaters goes all out on one flank (depending how your opponent place thier troops ofc) Possible tactic is to place Maneaters 12" away from an enemy unit that you know you can take in CC. First Ogre turn (Doesnt matter if he, she or I gets the first) you rush your maneaters as close as you can. If he is facing you you use the DH-banner on that turn. Give him the chance to charge, and gets to strike last, or he chickens out and you get the charge, Rerolls on 1.
Personally I prefer to keep the standard until you really need it in the end, but this is a nice chock opening.

Rest troops goes in the middle, T-tusk in the between Ogres and the Deathstar IG. They go forward in highest speed. If you get the charge its good. If the opponenet charges is not that bad. the T-tusk is close enough for ASL. Basiclly its all out attack on all sides. I just wished Gnoblar had M6.

Rest troops is crowd control and the Gorger is just a nasty suprise.


Posting the Spells and a few comments on them.

#0: Wyronn's Wildform       
       10+ to cast; Augment, 12" Range - Target gains +1 St & +1 To
       until Casters Next Magic Phase.  Extended - 13+ to cast, 24" range.

Easy and Simple. Good bost and can force out some d-dices from the opponent when you have +6 on casting rolls.

#1: The Flock of Doom     
       5+ to cast, Magic Missle, 24" Range. 2D6 Str 2 hits.  Extended;  8+ to cast, 48" Range

Imo almost useless, always (if possible) trades it for signature. Give it no armoursaves allowed GW?


#2: Pan's Impenetrable Pelt 
      8+ to cast, Augment, 12" Range.  Wizard or another character gains +3 To until Casters Next Magic
      Phase.  Extended - 16+ to cast, ALL friendly characters.

Nice to give that Deathstar T8 for 2 CC rounds, Good if the T-Tusk is on its own way for what ever reason.

#3: Amber Spear
      9+ to cast, Magic Missle, 24" Range. Single St6 hit causing D3 wounds with penetrates like bolt thrower,
      no armor saves. Extended - 15+ to cast, St10 hit, D6 wounds.

Well, the only worth DMG spell in the tree. Used it pretty nice on flanking cavs in my last game. Hit in the flank and it hurts like hell on them. Good if you need to bring something big down.

#4: Curse of Anraheir
       10+ to cast, Hex, 36" Range. Target suffers -1 to hit with shooting or CC until Casters Next Magic Phase.
       Additionally they treat ALL terrain as  Dangerous Terrain and tests fail on 1 & 2.  Extended 13+ to cast,
       72" Range.

Do I need to say more that this is Gnobblars friend nr 1. Can be really nasty for an enemy that has a plan. Favorite was when I place the gnobblars 1" infront of a none Musician unit and managed to cast the spell. Also good in CC when needing a boost.

#5: Savage Beasts of Horros
      10+ to cast, Augment, 12" Range. Friendly character gains +3 Str & + 3 Attacks until Casters Next Magic
      Phase.  Extended - 20+ to cast, ALL friendly characters within 12"

Boosted or not. It gives that Deathstar a great advantage. Boosted is almost insane with 3 Charaters in the front rank.

#6: Transformation of Kadon 
       16+ to cast, Augment, Remains in Play.  Caster becomes Monster. Feral Manticor, Black Hydra or Horned
       Dragon. Can remain in unit.  Extended - 20+ to cast.  Caster if on foot becomes Mountain Chimera or
       Greater Fire Dragon.  While monster caster can use no magic items or cast or dispel. Wounds on either
       caster or monster carry over.

This is my new favorite. if not in combat to become a Great Fire dragon. Suddenly you have a dragon general with LD 10 (He is with the Standard of dicipline unit) and the inspire range goes up to 18". if in range the Breath weapon ST5 is really nasty aswell. Plus its Remains in play, opponent would surely use some vaulable power dices to dispel it in his own face if been cast. In combat, mountain Chimera all day long. Can't think of many characters that would survive a challange against that. Minus is the LD (you get a General with LD 7!)

Hope I didnt wrote to much. But I have been very impressed with the beast magic for OK since I tried it. Also if you roll a snake eyes on your Grut's Sickle roll like I did once take it with a smile. Bc it is hilarious!

Pls comment on this and correct me if I have done/thought something bad.



PS: The tournament is an 4 man teamed ETC-based one. Spelling mistake is caused by massive coffee intake.


4
Rules Questions and FAQs / Hunters in Sabretusk unit?
« on: Sep 13, 2011, 09:46:16 PM »
Ok just had an intense game against a Chaos warrior player. Ended up with a win but it could have gone either way.

One thing that bothered me when I deployed was that the hunters base is smaller then 2x sabretusk bases.
I would love to place him in front rank with 4 sabretusks and have 6 sabretusks in the 2nd rank. But according to the rules he must stay on one side of the unit and the sabretusks in 5 in front and 5 behind.

Am I wrong? Sounds kind of silly if he can't stand in the middle of the unit when its the only unit he can join...

5
Armies of the Kingdoms / 2,400 pts Etc list.
« on: Sep 06, 2011, 09:34:47 PM »
Ok, Giving my first try with the new book. Looking forward to hear your thoughts.

Lord
1 Slaughtermaster, lvl 4 Death lore, additional weapon, Talisman of perservation, Grut's Sickle, General     382 pts

Hero
1 Bruiser, Heavy armour, additional weapon, BSB, Standard of Dicipline     152 pts
1 Firebelly, lvl 1 Fire lore, Great weapon, Dispelscroll, Ironcourse Icon     157 pts
1 Butcher, lvl 1 Great Maw lore, Great weapon, Hellheart     159 pts

Core
9 Ogres, additional weapon, musician, standard, look-out gnobblar     304 pts
9 Ogres, additional weapon, musician, standard, look-out gnobblar     304 pts

Special
1 Sabretusk     21 pts
1 Sabretusk     21 pts
3 Maneaters, Brace ogre pistols, Sniper, Scout     186pts
6 Maneaters, Additional weapon, Stubborn, Swiftstride, Standard, Dragonhide banner     372 pts
1 Gorger     90 pts

Rare
1 Thundertusk     250 pts

Total points 2400pts


Plan is to have Ogre blocks in the centre with the thundertusk between them. Swiftstride Maneater on one flank. Snipers on the other. All Characters will be placed among the 2 Ogre blocks. Depending alittle of opposing army. Sabretusk is for crowd control and suicide. Gorger is the warmachine killer/Nasty suprise.
The Slaughtermaster with +6 on all casting is where the focus will be. Taking out enemy character. Hopefully that will be enough for my troops to win over his.



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