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Messages - PappaOgre

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1
Armies of the Kingdoms / Re: First try at a GT
« on: Feb 21, 2007, 12:15:43 AM »
If this is going to be a point of contention I could change the list, but what would be a good replacement, a bruiser with the tenderiser or another butcher maybe?  The list isn't due for another week or so, so I have the time to make the change.  It was my understanding that the BSB could take a magic weapon as long as he didn't have a magic banner.

My main concern with the list is that I have no idea what I should be preparing to face.  We mostly play friendly games around here, and I really haven't faced any "maxed out" lists that I hear are common at big tournaments.  Should I be preparing more magic defence, making better character killers, etc?  Any suggestions?

2
Armies of the Kingdoms / Re: First try at a GT
« on: Feb 20, 2007, 04:10:59 PM »
For some reason I always seems to have a problem with my tyrant failing panic tests, so I always try and throw a little something in to help.  The +1 toughness just adds a lot of survivability if the enemy ever manages to get a clear shot on him.  So far I have decent luck with this tyrant build overall.  And I would love to add more gnoblars to the list, but I can't find any points anywhere to drop.

3
Armies of the Kingdoms / First try at a GT
« on: Feb 20, 2007, 03:01:11 PM »
I have decided to throw caution into the wind and try attending my first indy GT, the Bayou Battles.  Never been to an event like this and I was needing some input on my list.


Mercenary army of Hannibull Glut

Hannibull Glut, Tyrant
General; Great Weapon; Heavy Armor, Bullgut, Jade Lion, Mawseeker: 290 Pts

Butcher; Bangstick, Dispel Scroll : 180 pts

Butcher; Dispel Scroll : 155 pts

Bruiser; Battle Standard Bearer, Lookout Gnoblar, Heavy Armor, Sword of Might : 184 pts   

Core:
3 Naked Bulls: 105 Pts
3 Naked Bulls: 105 Pts
3 Naked Bulls: 105 Pts

3 Ironguts: 144 Pts
3 Ironguts: 144 Pts
3 Ironguts: 144 Pts

20 Gnoblar Fighters: 40 Pts
20 Gnoblar Fighters: 40 Pts

8 Gnoblar Trappers: 48 Pts

     
Special:
3 Yhetees: 195 Pts

2 Leadbelchers: 110 Pts
2 Leadbelchers: 110 Pts

Rare:     
1 Gorger: 75 Pts
1 Gorger: 75 Pts


Total Roster Cost: 2249

The general strategy is this:  The bull and gnoblar units are deployed at the head of the force with the ironguts and leadblechers on the flanks.  The general is running solo behind the bulls, keeping as many troops as possible within his leadership bubble.  His main job is to keep the troops moving forward and then getting off a flank charge when he can.  The bruiser is generally placed in the front ranks with the bulls to get stuck into combat as soon as possible.   The yhetee advance through cover and set up for flank charges.  Trappers are on march blocking/war machine hunting duty.  And the gorgers tie up any missile troops or pin units in hth.


4
House Rules / The long march to war (Gut magic)
« on: Oct 29, 2006, 04:04:28 PM »
I've been going through the old posts talking about gut magic and people's complaints that it wasn't competitive enough.  I came up with an idea that might give gut magic a slight boost while hopefully retaining its unique character. 

The Long Mrach to War:

Butchers are the only spellcasters that can have multiple RIP spells up at the same time, so doesn't it seem logical that they might cast a few spells pre-battle?  My idea is after setup to have a pre-game magic phase.  Powerdice are allocated as normal and all other casting rules apply, but our opponent is not allowed to dispel.  This would allow us to start the game with roughly 2 spells up per butcher.

I think this might make opponents think about our magic a lot differently, since they will be forced to deal with multiple threats from the start.

So what do you think?  Too much?

 

5
Rules Questions and FAQs / Re: Rune Maw question
« on: Oct 04, 2006, 05:51:00 PM »
Ok thanks.  We were having some debate over the definition of 'successfully cast'.  We were wondering if it meant that the caster had rolled the required number to cast his spell.  Oh well. back to toasting gnoblars. 

6
Rules Questions and FAQs / Rune Maw question
« on: Oct 04, 2006, 03:20:47 PM »
Can you dispell magic after it has been reflected with the rune maw banner?  I was wondering if it would be a good tactic to have a character with three thiefstones nearby to my Rune Maw Irongut units.  Normally I just send the spell into my gnoblars, but that is a waste of a perfectly good gnoblar!

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