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![[Post New]](/s/i/i.gif) 2013/06/11 04:00:38
Subject: Ogre, Triple Deathstar, 2400
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Killer Klaivex
Oceanside, CA
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Slaughter Masters, level 4, great weapon, armor of silvered steel (Gut magic)
Butcher, level 2, iron fist (Beast Magic)
Bruiser, BSB, heavy armor, shield, sword of striking, dragon helm
17 Ogres, iron fist, standard, musician
17 Ogres, iron fist, standard, musician
17 Ogres, iron fist, standard, musician
Sabretusk
Sabretusk
Sabretusk
-Matt
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![[Post New]](/s/i/i.gif) 2013/06/11 04:07:17
Subject: Re:Ogre, Triple Deathstar, 2400
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Snotty Snotling
everywhere yet nowhere
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This list would be terrifying to face in combat. The one major weakness I see would be artillery hammering your guys. Three sabrerusks isn't a lot fpr wm hunting. If you took a scraplauncha or ironblaster you could force the enemy onto your waiting monstrous infantry blocks.
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Waaaaaaaaaagh! |
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![[Post New]](/s/i/i.gif) 2013/06/11 04:18:04
Subject: Ogre, Triple Deathstar, 2400
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Regular Dakkanaut
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I don't think it''ll work.
1. Not enough units, a smart player will drop the sabretusks turn 1, leaving you with 3 units and meaning you're stuck getting double fled from/redirected the rest of the game.
2. Low leadership of 8 leaves you vulnerable to death magic and the inevitable flank/rear combat that guys like WoC will put on you.
I just think you'll be totally outmanuevered and then either shot/magicked to death or hit by some pretty brutal combo charges which you're not set up to withstand.
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Proud Co-Host of the Kiwi Hammer Podcast:
http://kiwihammer.co.nz |
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![[Post New]](/s/i/i.gif) 2013/06/11 06:15:15
Subject: Ogre, Triple Deathstar, 2400
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Shas'ui with Bonding Knife
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HawaiiMatt wrote:Slaughter Masters, level 4, great weapon, armor of silvered steel (Gut magic)
Butcher, level 2, iron fist (Beast Magic)
Bruiser, BSB, heavy armor, shield, sword of striking, dragon helm
17 Ogres, iron fist, standard, musician
17 Ogres, iron fist, standard, musician
17 Ogres, iron fist, standard, musician
Sabretusk
Sabretusk
Sabretusk
-Matt
Love the idea, but i think you would fair better by dropping 1 horde in favour of a couple of ironblaster and a hellheart.
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All anyone wants in the world is to be accepted. Except me, i don't give a S%@t.
Armies of Mixer
WHFB-Ogres, WoC, Lizardmen, Tomb Kings, Tzeentch Daemons, OnG
40K- Tau,Guard, Nids, SM, BA, GK, IK, DW
The Hobbit/LOTR- Evil, Angmar, Mordor
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![[Post New]](/s/i/i.gif) 2013/06/11 17:22:28
Subject: Ogre, Triple Deathstar, 2400
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Killer Klaivex
Oceanside, CA
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Sneaky_Gobbo wrote:I don't think it''ll work.
1. Not enough units, a smart player will drop the sabretusks turn 1, leaving you with 3 units and meaning you're stuck getting double fled from/redirected the rest of the game.
2. Low leadership of 8 leaves you vulnerable to death magic and the inevitable flank/rear combat that guys like WoC will put on you.
I just think you'll be totally outmanuevered and then either shot/magicked to death or hit by some pretty brutal combo charges which you're not set up to withstand.
1) You'll have to kill the 3 sabretusk units, or you'll be making 9 flees a turn. Not a lot of armies can afford to flee 6 times a turn. With only 63 points in chaff to give up, this type of build only needs to pick off a few of your chaff to get the win, or you need to take out an ogre horde. With a potential charge range of 18", the best way to deal with chaff is to double charge a fleeing unit a 2nd turn. From running hordes of ogres in the past, I found running them 3 wide (6 ranks) and then reforming can be very effective. S9 impact hits on the charge, 18 attacks, and 6 ranks worth of stripping steadfast.
Turn 1, march up 12", and you just don't have much room to flee.
2) Ld8 is a problem. Not much I could do about it though; could give the BSB banner of discipline, but I'd hate to stick him in the same unit as the general. I most likely should drop the level 2 to a 1 and add a dispel scroll. All I really want from beast is the +1S/+1T. What worries me most about Ld8 (with re-roll) is failing tests to redirect my charges, reform in combat or restrain pursuit. From running ogre hordes in the past, those were the tests I was taking. Just keep the cats out of panic range.
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![[Post New]](/s/i/i.gif) 2013/06/11 18:50:26
Subject: Re:Ogre, Triple Deathstar, 2400
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Charging Bull
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One Ogre star is Nasty, two Star OMG, But three, thant is a lot of damage. only thing I could see is, dropping 1 ogre for each. run them 4 wide Best outut/intake of damage, Limits Cannon damage, still denies most steadfast. Take 3 squads of gnablars, This adds minamul porints to you chaff, but most inprotant, gives units, that 1 protect a flank for a turn, 2 can run ahead behind the tusks, and set angles for you busses to hit flanks, Figure a way for a Firebelly and look out, not even sure a terror bomb army could match it, also you need a DS/Hellheart, Magic will kill you.
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2011 Throne of Skulls Champion (Lord of the Rings)
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![[Post New]](/s/i/i.gif) 2013/06/11 22:07:38
Subject: Re:Ogre, Triple Deathstar, 2400
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Regular Dakkanaut
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1) You'll have to kill the 3 sabretusk units, or you'll be making 9 flees a turn. Not a lot of armies can afford to flee 6 times a turn. With only 63 points in chaff to give up, this type of build only needs to pick off a few of your chaff to get the win, or you need to take out an ogre horde. With a potential charge range of 18", the best way to deal with chaff is to double charge a fleeing unit a 2nd turn. From running hordes of ogres in the past, I found running them 3 wide (6 ranks) and then reforming can be very effective. S9 impact hits on the charge, 18 attacks, and 6 ranks worth of stripping steadfast.
Turn 1, march up 12", and you just don't have much room to flee.
2) Ld8 is a problem. Not much I could do about it though; could give the BSB banner of discipline, but I'd hate to stick him in the same unit as the general. I most likely should drop the level 2 to a 1 and add a dispel scroll. All I really want from beast is the +1S/+1T. What worries me most about Ld8 (with re-roll) is failing tests to redirect my charges, reform in combat or restrain pursuit. From running ogre hordes in the past, those were the tests I was taking. Just keep the cats out of panic range.
I'm thinking part of our difference in opinion is different underlying assumptions. It seems your lists use virtually no comp but I can't help but think that you're not regularly facing some of the lists I am or in the same contexts. Do you play scenarios in tournaments for example? I don't see how your list could win a watchtower which for me would be enough to put an army on the scrap-heap.
1. No competent player with a decent army will let the sabre tusks live past turn 1.
2. It's a huge problem that ensures you lose against Death Magic. You have Ld 7/8 characters with no ward saves and no magic defence. Death magic will kill at least 2/3 of your characters and delete most of your ogres off the board over the course of the game. What happens if someone gets Doom+Darkness off?
I still believe that any of the powerful zero comp armies played by good generals should beat you consistently:
WoC - Nurgle DP with Death Magic/ no infantry army. Flies into a flank of one of your units. Kills the unit, you can either turn ogres around to help out the ogre block and get flanked by Skullcrushers/Chariots or keep going and let that unit get destroyed while chasing fast mobile units or getting double fled by dogs.
Lizardmen - 1 or 2 Death Slann + Skink Cloud will kill your sabretusks turn 1 then proceed to delete your army as you spend the rest of the game moving the highest of 2 dice.
Skaven - Shoot you with WLC, clog you with redirecting rat darts and take your toys off with Crack's Calls.
Chaos Dwarves - Kadaii kills a block and Lore of Hashut/Death takes your points off.
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Proud Co-Host of the Kiwi Hammer Podcast:
http://kiwihammer.co.nz |
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