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The Feeding Grounds / Re: Strategy
« on: May 18, 2012, 10:59:46 PM »
Its not so much the forced charge that you beat Khorne with, its the mandatory over run
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Also you are ogres you should be dealing with redirectors with character charges and sabre tusks
I guess I must be the only person using Gruts on my Heavens SM? +6 to cast lets you two dice every spell in the lore, aside from the largely useless chain lightning spell. Even without gruts, you can still two or three dice everything in there reliably.
The biggest concern for me has been the odd unit of hex wraiths and the flying vampire ogres, both of which can really crush me if they hit me at the wrong place. The scream army is pretty nasty, too.
He said "breathe fire onto the trolls", which you do in the shooting phase.
double firebelly and double ironblaster. flaming sword the ironblaster. deploy ironblasters to get flank shots. step firebellies to the sides of the unit and when they finish fireballing it, they can also breathe fire onto the trolls (this works as a good setup for teh ironblasters if you dont get flaming sword off too as it strips regen for teh shooting phase.
I would like to be apart of the ogre achievements as I have just started ogres. I have won a game against skaven with just the lads in a 3k game led by a tyrant.
tyrant, slaughtermaster, butcher, firebelly, bruiser (bsb), 17 ironguts, 2x6 leadbelchers, 6 scouting maneaters, and 1 gorger
Trash drops: a small, expendable, cheap, throw-away unit to be deployed first, thus delaying the deployment of your important units, thereby allowing said important units to be deployed in response to the opponent's important units.
Okay, not all that clear a definition, but you guys get the idea. I've seen alot of folks mention the use of these units (frequently, they double as redirectors or speed-bump flank protection). My question is: how many of you a.) use them, and b.) think they are a vital part of your game.
Personally, I do not use them. I go for the very small number of units, finish deploying first and get +1 to go first strategy. Yes, this frequently gives me something of a handicap during deployment, but I look at it as also giving me the initiative. By placing my important, hard-hitting units first, I am indirectly dictating where his units will go. Either my opponent will place them out of the way, in safety, or they'll pick up the gauntlet and place themselves in a position to challenge my heavy hitters with their own. I always try to deny a flank, typically use my toughest unit to bait my opponent, and then set up supporting counter-charges (just in case things go bad). Getting that +1 has frequently made the difference in me getting to go first, which in turn gives me first chance to charge (unlikely, but still), first chance to maneuver (and ogres move fast), first magic phase (so my buffs are in place), and first shooting phase (I'm a bit of a leadbelcher nut).
Risky, but that's just my preference, and it's served me pretty well. How about you folks?