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Messages - Kyte

Pages: [1] 2 3 ... 104
1
The Feeding Grounds / Re: A discussion of Non-traditional lists
« on: Mar 24, 2013, 12:52:00 AM »
No sane fantasy enthusiast could ever blame a Viking using a possessed flying saucer as a skateboard or the Warhammer equivalent of Einherjar for being overpowered, simply because of how original and awesome the concept is.
However on a serious note I'd like you to expand on your key to success using a Stonehorn Hunter. Sure it hits a tad harder than a normal Stonehorn, but I have yet to find a magic item combo which makes the additional 135-180 point investment worth it... what exactly do you equip him with and what else do you field in the same army. And most importantly, what is your tactics for said army?

2
The Feeding Grounds / Re: A discussion of Non-traditional lists
« on: Mar 23, 2013, 11:27:10 PM »
A horde of WS2 non undead troops can hardly be a good idea no matter how sneaky and cunning a plan they might be a part of, as far as I can tell. charging an ogre unit into a block of many enemy ranks, leaving a tiny space for a unit of 6+ minimum sized ranks of gnoblars to engage into might be a nice idea against things such as Skaven Slaves and other cheap steadfast road block units though.

3
The Feeding Grounds / Re: A discussion of Non-traditional lists
« on: Mar 23, 2013, 08:38:54 PM »
Unlike other armies, we don't have access to a support type character (warrior priest, banshee, etc.).

Though I agree with most of your point, I personally considder the Firebelly more as a support type character than a caster as he comes with a Breath Weapon which is the main reason to take him over a butcher who has access to far better lores in my oppinon. Also, the Lore of Fire is mainly based on Ranged Attacks that do need Power Dice to be cast. A firebelly with a great weapon in a unit of bulls (Sorry. but I still call them that out of habit) will add a bit more combat-power (for one round at least), and on top of that he has a nifty anti-fire ward making him synergize really well with Trollguts.




4
The Feeding Grounds / A discussion of Non-traditional lists
« on: Mar 23, 2013, 05:50:31 PM »
Viable ogre lists

So I was thinking of the ogre list, and the many ways you can use the different units in both standardized and more obscure lists to great success. I have been playing Ogres since the original army box was released which I got for Christmas back in 2004, and I have tried a lot of different lists over the many years, and even though the majority of the games were during 6th and 7th edition or even 8th using the old book, I'd like to discuss the many possible ways an ogre list can be composed, and how such a list should be played to maximum efficiency.
This is because I find that no matter what I try, I always come back to your run off the mill MMU Maw slaughtermaster/bsb/firebelly setup in the end.

The following is a rundown of the basic list constructions I have tried using the new book, the way I find they should be played, their strengths and weaknesses and my personal experiences with different lists. I am thinking tournament sized 2000-2500 points lists, and neither much larger nor smaller.

1: The typical Approach
Most ogre armies I've seen have been consisting of multiple medium sized units with varying character and support unit choices, and will typically include the following:

A Slaughtermaster (maw) general usually equipped with fencer's blades, greedy fist and either an arcane item or glittering scales, a BSB with crown of command and either a Firebelly or a butcher with either scroll or hellheart.
Core will usually be 2-3 units of 6-10 bulls/ironguts (with discipline standard) with maybe some 10 man gnoblar trapper roadblocks.
Special will typically include a unit of 3-4 mournfangs with dragonhide banner and either yhetee flankers, 6-8 leadbelchers or 6-8 maneaters and of course 2-3 single sabretusks and maybe a Gorger or two
Rare will usually include either dual ironblasters or one ironblaster and a monster of some sort (rarely a giant though).

With a main battleline all within the LD/BSB bubbles, six-dicing a Large Trollguts most magic phases is a common tactic, statistically limiting incomming damage by 50%, making for fairly easy and powerful list to play, especially you use clever deployment to make sure your main battleline is wisely placed.

This list is very strong and excels at all phases, but will easily become a bit boring to play in the long run.

A common variation of the same basic approach is a character setup of Tyrant/BSB/2 firebellies which will lose your chance of having trollguts making for a slightly more agressive but also less reliable playstyle.

The supported Ogre Horde
The second most used army will typically be based around a horde of core ogres of choice (typically ironguts with discipline banner) led by both a Tyrant and a Maw Slaughtermaster, a Runemaw BSB and special/rare choices varying the same way as the above, except a couple of gorgers are usually included in this type of list.

Tactically this army plays much like explained above, except for typically a greater focus on chaff/warmachine hunting to prevent the horde from getting redirected and gunned down.

A strong approach which is also pretty easy to play, but offers even less tactical diversity than the typical approach. Still gets kind of boring in the long run, I reckon.

3: The Ogre Gunline
A Death or Heavens Slaughtermaster, maxing out on Leadbelchers (one unit typically led by flaming banner BSB), dual ironblasters, dual scraplaunchers and lots and lots of Gnoblar trapper roadblocks and of course a unit of poison/sniper maneaters makes for a fun and shooty list. The lack of a stand and shoot option on leadbelchers severely hampers the effectiveness of a defence-based ogre list, and in the long run you will end up missing out on the key strength of the ogre army: The fact that basically everything hits pretty hard in combat.
My verdict is that it's fun for laughs, but overall one of the weaker setups.

4: The Icy mountains list
A surprisingly effective (against non-ItP Low-average LD armies) if a bit less reliable setup is a fast list based on clever use of synergies between different units. Multiple units of Yhetees, dual thundertusks and a couple of mournfang units, maybe a longstrider hunter in a sabretusk unit with the army led by a Death Slaughtermaster which uses LD debuffing hexes to maximize Yhetee efficiency by making their targets more likely to fail their fear tests. Whether failing a fear test caused by Yhetees combined with their aura makes enemies unable to strike back is still debated, and I recommend this only in environments that allows the yhetee trick to be utilized. Even a minimum sized yhetee unit attacking a large unit with doom and darkness cast on them will be prone to breaking even though they are steadfast, and the yhetees have a fairly large chance of pursuing their targets.

This list makes for a fun and rarely seen ogre list which most people will laugh at at first, but the look on their faces if their death-star is run down in turn two by a unit of three yhetees is priceless. I wouldn’t use it in tournaments but in a fixed game against armies with an average leadership of 7-8 it is definitely worth a try. Surprisingly, this setup has also proved considerably effective against other ogre armies. Namely because it plays against our own weaknesses. Just be sure to cast aspectof the dreadknight on your yhetees and it can wreck ogres.

And that is the ways I have personally tried myself. Namely due to lack of models, I haven’t tried things  such as triple Stonehorns, dual core ogre hordes with little to no support or the cheeseball scouting Maneater horde. But what is your setup for more obscure armies? How do they work and what do you do to make them work? Please discuss and share.

5
I never really liked maneaters at all, unless you give them scouts. Scouting monstrous infantry is always funny to use, and for the second special rule, I usually take either ItP, Poison or Stubborn, all of which are fairly good in their own respects. A combination of Stubborn and the Gleaming pennant is fairly annoying.

I agree with the OP that anything more than a second hand weapon for the front rank is a bit obsolete unless you run a unit of more than two ranks, in which case a great weapon for the second rank can be considered. Still a tad expensive to pay 11 points per model for what will usually be a +1 to wound, and I find that these points can be spent more wisely.

You could also go completely bananas and take a scouting Maneater horde. These will basically wreck everything in the game except maybe ethereals. This unit will set you back about a thousand points, but is basically a death-star of epic proportions which I will only recommend to hardcore players. Backed up by dual Ironblasters, a Heavens Slaughtermaster (who can prevent the horde from getting flanked or redirected through clever comet impact point placement) and basically whichever core you fancy, you will have an army your run off the mill all comers list of almost any race will have an extremely hard time dealing with.

6
Rules Questions and FAQs / Yhetee Aura - Am I playing it right?
« on: Mar 12, 2013, 12:28:32 PM »
So I was thinking of experimenting with yhetees, as I have had 6 painted models lying around since the original army box set came out in 2004, but haven't really used them that much. apart from the odd game or two.

Am I getting this right:

If an enemy unit fails a fear-test against a unit of Yhetees and have their weapon-skill redued to 1, the frost aura will further reduce it to 0. This will not only make the yhetees auto-hit but will also disable the opponent from attacking me?

This is how the other ogre players in my club interprets the rule, and alsohow Iread it although I find it a bit too awsome to believe.

7
The Feeding Grounds / Re: Maneaters special rules
« on: Jul 30, 2012, 12:56:12 PM »
I don't often use maneaters, but when I do, I almost always take 3 with musician, 2 hand weapons, heavy armour, Immume to Psychology and Scouts.

I use these to counter-scout and get rid of annoying things like skirmishers and chaff. Especially Gutter Runners and Shades can be a problem for ogres, and these three bad boys are almost sure to catch and annihilate them if you deploy them cleverly, they can sweep the middle ground of light fast attackers in the first few rounds, while acting as fire magnets. Should they survive, even one lone survivor could potentially make a critical support charge at some point.

8
Gnoblogs / Re: warlordsteve's rhinogres - slaughtmaster update
« on: Apr 15, 2012, 05:32:03 PM »
Almost 2 whole pages and not a single mention of Rock Steady.

Maybe you should get Deathmaster Snikch and a Dark Elf assassin to represent Splinter and Shredder, lol!

9
The Butcher's Cauldron / Re: Making my own Ironblaster cannon.
« on: Apr 13, 2012, 04:38:25 PM »
I used one of the tubes normally used for storing pre-rolled joints as the base for mine. Then I covered it in brownstuff and ragged it with a sculpting tool to make it look like beaten iron. At last, I rigged the opening with maw teeth in greenstuff to make it properly ogrey.

10
The Butcher's Cauldron / Re: Forgeworld Rhinox Cav
« on: Apr 13, 2012, 04:34:29 PM »
what I've seen other people do is using leadbelcher cannon toting arms on a rhinox rider and using it as an ironblaster.

11
The Butcher's Cauldron / Re: Yhetee Ice Weapons - help painting
« on: Apr 13, 2012, 04:31:06 PM »
Gunna be really unhelpful but my mind just wondered and thought I'd share it.

Make moulds of the yhetee weapons, then strip off the ice so you left with just a stick.
Take your moulds, fill with water chuck in a little dirt in the mould, a small pole (same diamater as the yhetee weapon).
Freeze.
Remove frozen weapons attach to yhetee's stick just prior to battle!!

Whala see through yhetee weapons  :D  :yhetee:  :D

Or you could do the same thing with clear resin in stead of water and pin them to the yhetee weapon sticks to have permanent transparent weapons.

12
The Feeding Grounds / Re: Help me make a BAD list!
« on: Apr 05, 2012, 06:31:14 PM »
Another great way of handicapping one side in Warhammer, is having you set up your whole army, and your opponent setting up afterwards. The bonus is HUGE!

13
The Feeding Grounds / Re: Leadbelcher unit size
« on: Jan 24, 2012, 01:08:17 AM »
Depending on point lavel and the rest of your army build, I'd go for one of three builds:

A) A unit of 6 with musician for a mix of your stated advantages and disadvantages. A decent thread in combat, an ingenious, if a little expensive flank guard which has more than enough firepower to either blast to bits any flanker, or weaken the stronger flankers in order to be able to bash the remaining enemies in CC. This build is, however most useful against the classic army setup with a strong main battle line with weaker units like small units of cavalry, combat skirmishers, monstrous infantry (usually in units of 3 or 4) or chariots at the flanks.

B) A unit of 8 with musician. Does what option A does, but is a bit excessive at >2000 point games. They are simply amazing at holding buildings though if your meta include a lot of these. Especially in the watchtower-scenario, such a unit has proven to be golden. If you run a medium sized irongut bunker (like 7-10) for your BSB and SM, this unit is also the perfect flank support. Especially if you use your buffs wisely. Small trollguts on ironguts and strength buff (name slips me ATM) on LB's (assuming your opponent spends most of his dispel dice on dispelling trollguts) can be... no... it IS devastating.

C) A Unit of 7 with musician accompanied by a Firebelly with GW and initiative potion or Lvl 1 Beasts Butcher. Firebelly for fire support/heavy hitting power in case the opponent deploy Flank sweepers (like a Plague Furnace PP unit, Khorne Marauder Horde, a monster or similar), Beast Butcher for casting wildform on the unit to possibly make the most incredibole flank guard for any bunker or deathstar in the game. Mind you, wildform's casting level of 10 makes it sub-optimal if you build a list that is dependant on a main battle-line all benefiting from the 12" Trollguts bubble macro.

A unit of 2*2 is not even worth it IMO, unless you are in a meta with lots of skirmishers and fast cav, in which case this option is probably the best.

All in all it depends on meta. If you usually face an army of say 4-5 large blocks all accompanied by deadly characters and small support units, I'd take multiple mournfang units over LBs. If Warmachine-spam or MSU is the way you play in your area, go for multiple gorgers in stead.

14
The Butcher's Cauldron / Re: What's that smell?
« on: Jan 11, 2012, 02:43:00 AM »
I am pretty certain that red, yellow and brown washes contain phosphate which is probably the cause of the stench, especialy if thay have been opened and then not used for a while, causing the oxygen trapped in the pot to react with the paints.

seeing that a pot of GW wash is like what, 2 or 3 pounds, I'd recommend buying a new one as the smell is probably due to a chemical reaction and can not be undone once the stuff has reacted.

On another, somewhat related note, GW's washes are bull****, and that comes from a guy who gave up trying to defend finecast on warseer, after trying to explain that the common finecast problems are very common in resin casting in general, and are not a particular fault in finecast. Like when have anyone got a forgeworld, costum cast, micro arts, Troll Forged or even Banelegions model without the odd warping or air bubble?

There are plenty of toturials online on making your own washes from coloured inks and diffent thinners online. Bell of lost souls have had plenty of guides over the years.

I haven't got any real experience as I am old school and prefer highlighting, layering and drybrushing to the newer, more painting methods myself.

15
The Feeding Grounds / Re: Ogre FAQ is out.
« on: Dec 15, 2011, 12:11:32 AM »
You be warned. People will whine about the Fist's capabilities in SoM...

Can a Lvl 0 wizard even occupy a Fulcrum, or does he have to step down?

16
The Feeding Grounds / Re: Flying Ogres?
« on: Dec 03, 2011, 02:03:31 PM »
The flyrant (Tyrant with Carpet, Ward 4, HA and GW) is a great build in SOM. Not much good in regular WFB though unless you play very large games.

17
The Butcher's Cauldron / Re: Butcher Sculpt (lots of pics)
« on: Dec 03, 2011, 02:00:07 PM »
Nice sculpt. If you are ever to do something similar, you can save a lot of time spent on smoothing out the greenstuff by just leaving fingerprints and minor roughness and giving the areas a was of watered down liquid greenstuff. Won't work on commercial sculpts though, as liquid greenstuff can't be cast because it seems to stick better to the inside of the mold than to the actual green.

18
The Butcher's Cauldron / Re: HELP NEEDED!!
« on: Nov 12, 2011, 02:08:27 AM »
if you have a facebook account, it offers unlimited bandwidtch, and you can even make private albums in case you don't want everyone to know that your only true passion is playing with toy soldiers.

Imageschack is utterly cr*p, as clicking on the pics fools you, and doesn't enlarge the images as you would think, but takes you to their site. Stay clear of that.

19
The Feeding Grounds / Re: The damned butcher tax!
« on: Nov 01, 2011, 08:34:41 PM »
at 1,5k I wouldn't go with either SM or butcher... I'd probably take a BSB and a Firebelly and spend the rest on extra troops.

Should you really want a SM with other than maw, channeling staff and sword of striking are really nice value for points.

20
The Feeding Grounds / Re: Hints for storms of magic.
« on: Nov 01, 2011, 02:48:43 PM »
walls of steadfast gnoblar columns surrounding the general's fulcrum, denying hunters access to assault the thing isn't bad.

A tyrant with GW, Charmed shield, arabyan carpet and 4+ ward isn't bad either.

Mournfangs in small units can assault fulcrums as well as many monsters.

Both Stonehorn and thundertusks make great fulcrum hunters/anti fulcrum hunters.

Ironblasters aren't bad in a meta where every list has 4-6 monsters either.

21
The Feeding Grounds / Re: Maneater unit builds
« on: Nov 01, 2011, 01:18:19 AM »


I do all in all find maneaters generally a little expensive for what they do, especially as their weapon options are very expensive, and the roles they can be kitted out to perform, are better taken care of by other units in the army (want heavy hitters, take ironguts, want fast stuff, take mournfangs or yhetees, want something that shoots, take leadbelchers, want a character sniper, give your SM lore of death).

However I have had semi-good results from these two builds:

3 Maneaters, 2 Hand Weapons, Scouts, ItP - A relatively cheap unit that is extremely useful for annoyance, and can reliably take out pretty much any enemy skirmishers, scouts and warmachine/magehunters.

or:

6 Maneaters, 3 Braces of Ogre Pistols, 3 Great Weapons, Heavy Armour, Full Command, flame banner, Scout, Poison - The deluxe version of the above. Can maul most light units, are very effective against monsters and trolls and can reliably take out warmachines with poisoned shooting when not in combat, but on the other hand they are very vulnerable for their massive cost of 423 points. These are T4 As5+ models after all.

22
This one's weird, but it could work. Tactics is to try and minimize the slann's effect on the magical outcome by having a divided shooting and combat section of the army. Here goes.

Slaughtermaster, General, Lvl 3, Death, Fencer's Blades, Greedy Fist

Slaughtermaster, Lvl 3, Great Maw, Hellheart

Bruiser, HA, IF, BSB, Discipline

10 Ogres, Full Command, Ironfists (Maw SM and BSB goes here, BSB in second rank, obviously)

11 Ogres, Musician, Standard, Ironfists (General goes here)

55 Gnoblars, Trappers, Musician (5*11 formation)

6 Leadbelchers

6 Leadbelchers

Gorger

Gorger

Ironblaster

Gnoblars are kept between the two bubble granting bull units and reliably tarpits the 30 saurus while the other parts of the army tries to sweep all the small-expendable units up to grant a slight advantage. only of the SMs can  be negated by the slann's darn discipline, so you will either be able to reliably buff your own units or bombard the opponent with snipes and initiative-tests.

23
The Butcher's Cauldron / Re: zombie man eater
« on: Oct 28, 2011, 01:57:38 PM »
Get the Warplockmonkey one. Hands down best undead ogre model out there.

24
The Butcher's Cauldron / Re: How can you smooth out GS?
« on: Oct 27, 2011, 06:01:03 PM »
I licked my butched to get a nice smooth belly.

Probably the dirtiest image that has ever come to my mind as a result of reading this forum.  You sir, get a gnoblar.

do you know that Greenstuff is highly toxic, and can in some cases make you blind, if you eat it?

25
The Butcher's Cauldron / Re: How can you smooth out GS?
« on: Oct 27, 2011, 02:19:32 PM »
Give it a wash of thinned down liquid greenstuff. Works better than any tools or miliput wash.

This product is made of awsome, but it have yet to be discovered by sculptors around the world. Simply a godspeed.

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