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Messages - Brine Bull

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101
The Butcher's Cauldron / The Rusty Fist Tribe
« on: May 31, 2007, 12:51:45 AM »
A fairly rough and ready (when compared to some of the master pieces on this site - you know who you are  :D) Ogre Army but one I had up and running very quickly after the book come out. Unfortunately the Bulls that made up the bulk of the Core had a nasty encounter with a spray on varnish and have been stripped for a re-paint

Tyrant with Ironfists



Tyrant with Great Weapon



BSB



Butcher



Hunter



Iron Guts



Bull with Rock



Trappers









Gnoblar Fighters







Yhetees



Leadbelchers





Gorger



Maneaters





Slave Giant



Zombie Ogres from My Zombie Pirates






102
Watching this project with great interest - always been a fan of giants and 28 of them is pretty cool.

Have you considered modelling any Leadbelchers - the idea of giants with cannons or just throwing stuff seems quite appealling. If huge cannons were a problem to locate then maybe two smaller cannons as a "brace of handguns".

I see a giant in a cowboy hat . . . . .

103
The Butcher's Cauldron / Re: SEXY OGRE
« on: Apr 01, 2007, 08:56:56 PM »
I have always liked this model and this is one of the best paint jobs of it I have seen. Very well done!

104
Off Topic / Re: flayerkin
« on: Mar 20, 2007, 12:55:39 AM »
I'm sorry that I have no pictures but I have made up a unit of these guys.

I basically followed the Storm of Chaos guide - I used Orc bodies and arms. I chopped the hands off and glued on hooks from Chaos Marauder banners, beastmen weapon heads, skaven spear blades - anything that looked like a hooked or jagged blade.

I used a mixture of Chaos warrior and skaven heads, just gluing them directly to a shaved down Orc neck (a bit of Greenstuff here would have made a better finish). I drilled holes to the back of the Orcs so I could have chains coming out of their backs - the Orc bodies have lots of plates and harness on their backs so a chain coming out fits well.

I glued a length of chain (model boat supplies) into the hole and then glued each link so it no longer moved - generally had them trailing on the ground and around the legs. I then attached a ball from Marauder flails on to the end of some of the chains.

Pretty simple conversion once you have some chain as lot as you have lots of spare parts to chop up.

105
Off Topic / Re: Zombie Pirates of the Vampire Coast
« on: Mar 12, 2007, 08:03:25 PM »


We have a Zombie Pirates player in our tourneys regularly who goes for best painted army (and wins, despite not having painted it himself).  His army is pathetically weak because he decided to go for looks.  Meh.

The Syreen is not quite the same as a Banshee but is good when Terror is involved, dropping units leadership.

Are you sure?  Everything I saw about it was exactly the same as a Banshee.
Gralph Boarbiter

Hee hee - thats sounds like me! I recently won a doubles competition playing VC but missed the stupidity of my pirates

No - it does not scream like a Banshee - it casts the Doom and Darkness spell, plus it is a character.

Link to the Zombie list below


http://conquest.uk.games-workshop.com/resources/


106
Off Topic / Re: Zombie Pirates of the Vampire Coast
« on: Mar 05, 2007, 09:49:47 PM »
Personally, I see an army that can take four cannons, four terror-causing units or models, and several large blocks of admittedly low-quality infantry led by relatively decent characters as one that can have a chance.

Four Carronades as Special Units makes for a very easy, and relatively cheap, way of decimating the enemy before it gets to you.

Banshees as a character choice can be potentially ruinous, as well.  Most people can't stand the things, and a Zombie Pirate player can take 3 in a 2,000 point army, just as another nasty little trick.

Gralph Boarbiter

Not going for a high composition score then . . . .

The Syreen is not quite the same as a Banshee but is good when Terror is involved, dropping units leadership.

That does seem to be the tactic to make Zombie Pirates competative - 4 cannons and all the characters in one unit  :shock:

I'm in it for the fluff man!  :twisted:

107
You can't hire DOW characters  - it is units of the DOW list you hire, not characters. The core, special, and rare choices in the DOW list are named as "units" - the characters are not.

Unfortunately, we can't get a Dark emissary or Truthsayer as it specifically lists the armys which can or can't take them, and that was pre the existance of the Ogre Kingdoms list.

I personally like the idea of including Lumpkin Croop and the lads - as noted earlier, Ogres and Halflings together are cool.

108
Off Topic / Re: Zombie Pirates of the Vampire Coast
« on: Feb 19, 2007, 07:14:10 PM »
The Rotting Leviathan was an interesting unit. One game it was defeated by 10 Orc Arrer Boyz, the next it took down two Lizardmen stegadons.

The 3+ armour save, ST6, -1 TO hit, US5, and NOT a large target makes it not bad value for points but most opponents shoot/magic it pretty quickly.

109
Off Topic / Re: Zombie Pirates of the Vampire Coast
« on: Feb 19, 2007, 12:43:10 AM »
Well, I have modelled and painted 2000 pts of these guys and they suck as an army (braindead!) but they were fun to play and my opponents seemed to enjoy slaughtering me.

Creating the army was the fun part - converting and using non-GW figures

General - converted Classic GW Vampire

Syreen - Classic GW Ghost

Ship Wights - Converted Marco Columbo and Free Company

Bloated Corpses - GW Zombie and Warmachine pirate

Zombie Pirates - GW free company/zombies, Reaper pirates, Moonlight miniature skeletons, Eureka skeletons

Dirty Dogs - GW zombie dogs/warhounds

Animated Hulks - converted Ogre Bulls

Deckdroppers - GW bats and zombies

Deck gunners - Eureka skeletons, zombies, and swivel guns

Cannonade - Eureka gun, GW zombie crew

Rotting Levathian - old Undead Rhino with super structure added

I quite like the look of the army so I am adding a few elements so I can use it as a VC Lustria army.

Skeletons - GW with skink weapons/shields

Grave Guard - the old " Lost Legion " ROR with small saurus shields

Ghouls - old GW pygmys

Black Knights - gun totting pirates on cold ones

Also have a Queen Bess cannon in progress - have to finish it for the sheer hell of it even if I never use it.

The army is great as a conversion project but I wouldn't recommend it as a "winning" army . . .

110
The Feeding Grounds / Re: How competitve is the Gnoblar Horde?
« on: Dec 15, 2006, 01:50:44 AM »


You can have no more units of trappers than you have units of fighters.

The idea of painting hundreds of gnoblars is very scarey, but my (very much work in progress) gnoblar horde uses the 75 gnoblars (actually snotlings based individually), trappers, 4 yhetees, a scraplauncher, and a slave giant from my ogre list. Throw in a unit of wolfriders from my O&G army and you can bust a 1000 pts - half way to a 2000 pt horde!

If you include Manbiters and Lucky Gits (at 5-6 pts each) then the numbers required drop a bit as well. Maxing out the characters and magic items also gobbles up some points and makes the target easier.

I don't know if following the above will give me a competitive army or not but you don't really play gnoblars to win do you?

111
The Feeding Grounds / Re: The Gnoblar Horde Tactics Thread
« on: Nov 01, 2006, 12:37:20 AM »
Some excellent information and advice here - I am just a bit puzzled that both lists discussed include an illegal rare choice - the DOW cannon and the Goblin Doom diver :?

I need to do a lot of thinking about my Gnoblar horde but the one trial game I played convinced my of the value of both Yhetees and Lucky Gits, whereas my ScrapLauncher mis-fired and destroyed itself during it's first shot. My specials to probably be 2 units of 25 Lucky gits. a unit of 4 Yhetees, and one ScrapLauncher.

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