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Topics - Fool

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Rules Questions and FAQs / Allocate wounds on a unit of Maneaters
« on: Sep 21, 2012, 07:26:53 PM »
This might be a silly question which I probalby already know the answer to, but I want to be certain. Question is how do you allocate wounds on a Maneater unit with differrent weapons?

I know that you remove models from the back in close combat, but how do you solve these three situations?

1. First rank has 3 Maneaters with additional hand weapons and second rank has 2 Maneaters with great weapons and 1 Maneater with no weapon upgrade. Say that one maneater dies in close combat. Do I as the owner of the unit decide which one of the three Maneaters in the back rank that dies? Then I would naturally choose the Maneater with no weapon upgrades.

2. How do you allocate wounds the Maneater unit takes from attacks that allocate wounds as from shooting? Do I as the owner of the unit choose which Maneaters who die first? Can I take casualties from the first rank?

3. How do you take casulties from a cannon shot? We have the same unit as in question no. 1. A cannon shot aims at the model at the left flank in the unit and kills a Maneater with an additional handweapon and behind him stands a Maneater with a great weapon, who also dies. Do I have to take the Maneater with the great weapon as my second casualty or can i choose to kill off the Maneater in the second rank with no weapon upgrades?

I'm thankful for any light you can shed on how to solve these situations.

2
The Feeding Grounds / Terror!
« on: Aug 08, 2012, 06:42:23 PM »
What is your opinion on terror? Is it any good for ogres?

The reason I'm asking is because I was thinking of putting together a list with a reasonably number of terror causing units

For example:
Stonehorns
Mournfangs with Wailing Banner
Ironguts with a character with The Terrifying Mask of Eee!.

One advantage I have been considering is that you can charge those pesky redirectors that stand, annoyingly angled, in front of your hard hitting units (mournfangs and ironguts) the whole game. If you can make them flee with terror, you can then redirect the charge to the unit(s) you really want to smash.

3
The Feeding Grounds / Leadbelchers
« on: Apr 24, 2012, 04:51:29 PM »
I have been thinking of buying 2 more boxes of leadbelchers so I can field 3 units with 6 models each, but then I started to do some calculating.

Leadbelchers have BS3 and a range of 24", shooting at ST4 with Armor Piercing.

At units with models with a toughness of 3 a unit of 6 leadbelchers will (at long range) inflict on average about 4,5 wounds a turn. At short range it will increase to almost 7 wounds.

Shooting at toughness 4 targets the same leadbelcher unit will only inflict about 3,5 wounds on average at long range and 5,25 wounds at short range.

Previous experiences with Leadbelchers is that most shots will be done at longe range (targets more than 12" away)

With their relative high cost Leadbelchers will have a tough time getting their points back by shooting alone.

My questions are; is it worth taking them for shooting only and should I rather charge them as soon as the enemy is in short range?

If a unit of 3x2 Leadbelchers charge toughness 3 troops and hitting on 4s they will inflict 2,5 wounds on impact hits, 6 wounds in cc and 2 wounds stomping, totalling 10,5 wounds assuming all get to attack at their initiative 2 and at least 3 gets to stomp). A few leadbelchers might die during cc before they get to attack though, lowering the total amount of attacks and wounds.

Its hardly worth it to shoot at big blocks of infantry at long range and at short range they do more damage if they charge. Is it not better to take normal ogres instead? They are cheaper, better protected (with 5+ armor and a parry save)?

Any insight how you use your leadbelchers (if you field any at all) would be very welcome.

4
Rules Questions and FAQs / Impact hits and NG netters
« on: Oct 05, 2011, 08:39:56 PM »
Hi!

I have been wondering if the Night Goblin upgrade of Netters will reduce the strength of our impact hits by one?

In the BRB page 71 it says that impact hits are resolved at the very beginning of the close combat (before challenges and any other attacks) in the OnG armybook it says that Netters are rolled for at the start of each round of close combat.

My guess is that the start of a close combat comes before the very beginning of a close combat and our impact hits will therefore be reduced by 1 in strength. But im not sure so I am seeking your wisdom.

Furthermore if the netting ability is counted as an attack, then Netters would not affect the strength of our impact  hits.

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