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Made in gb
Powerful Chaos Warrior






Hey Dakkites

I realised while playing my buddy yesterday that Mournfang should be run in 3's. I know that everyone runs them in 4's, HA+IF's for skullcrusher rivals, and the reason people said you take 4 is because they are specail, so you have more points to spend on them which is a valid point. HOWEVER, a benefit of running in a unit of 3, which I didnt notice with my skullcrushers due to frenzy is if you loose 1 Mournfang out of 4 its a panic check, on leadership 7, but if you are a unit of 3 you cant be panic'd by loosing 1, you need to take 6 wounds to panic.

I cant have been the first to notice this, is there anything ive missed that will leave me with egg on my face?


Alex 'Salior' Wheatley
- Warriors of Chaos / Savage Ogres
- Most VP - Eatbats 2014
- 2nd - Bunker Brawl 2014
- 3rd - Blood on the Sands 2013


'A proper Imperial Guard regiment should have enough men to build a starport from corpses, if need be.'

 
   
Made in nz
Fresh-Faced New User




you panic if you lose 3 wounds regardless of whether the unit is 3 or 4.

If a unit of 4 loses 3 wounds, thats 25% thus a panic check
If a unit of 3 loses 3 wounds, thats 33% thus a panic check.

I
   
Made in gb
Sinister Shapeshifter




The Lair of Vengeance....Poole.

There is literally no reason to take Mournfang in units less than three.

Doing so is having your cake and not eating it, when the ogre book is designed to have a cake and eat it.

Malifaux masters owned: Guild(Sans McCabe), Outcasts(Sans Misaki), Arcanists(Sans Marcus)

Check my blog that I just started: http://unionfaux.blogspot.co.uk/ 
   
Made in us
Longtime Dakkanaut





For points. 1 mournfang is still a high armor, high mobility, small footprint unit that hits hard and doesn't cost too much. And not every game is 2500pts.

   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

I always take 4.

You'll take a panic test after 1 casualty with 3 or 4 in a unit either way. Might as well have more bodies when you reach melee. Its tough to kill more than 1 Mournfang before they charge.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Inspiring Icon Bearer






3 is best. you'll never be under 25% of original unit size for regrouping if you get beaten.

3000
4000 Deamons - Mainly a fantasy army now.
Tomb Kings-2500 Escalation League for 2012

href="http://www.dakkadakka.com/dakkaforum/posts/list/311987.page ">Painting and Modeling Blog
 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

You'll never be under 25% with 4 either.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in za
Auspicious Skink Shaman






hahaha some of these comments are full of fail

Ogre Kingdoms: 5 500 pts

Lizardmen: 6 000 pts

Undead Legions: 20 000 pts 
   
Made in gb
Sinister Shapeshifter




The Lair of Vengeance....Poole.

 Grey Templar wrote:
You'll never be under 25% with 4 either.


Same goes for 5. And I know someone who runs units of 5 on occasion.

Malifaux masters owned: Guild(Sans McCabe), Outcasts(Sans Misaki), Arcanists(Sans Marcus)

Check my blog that I just started: http://unionfaux.blogspot.co.uk/ 
   
Made in za
Auspicious Skink Shaman






 thedarkavenger wrote:
 Grey Templar wrote:
You'll never be under 25% with 4 either.


Same goes for 5. And I know someone who runs units of 5 on occasion.


1/5 = 20%. You can be under 25% when you start with 5

Ogre Kingdoms: 5 500 pts

Lizardmen: 6 000 pts

Undead Legions: 20 000 pts 
   
Made in gb
Sinister Shapeshifter




The Lair of Vengeance....Poole.

 BoTW wrote:
 thedarkavenger wrote:
 Grey Templar wrote:
You'll never be under 25% with 4 either.


Same goes for 5. And I know someone who runs units of 5 on occasion.


1/5 = 20%. You can be under 25% when you start with 5


RIght you are. I blame mornings.

Malifaux masters owned: Guild(Sans McCabe), Outcasts(Sans Misaki), Arcanists(Sans Marcus)

Check my blog that I just started: http://unionfaux.blogspot.co.uk/ 
   
Made in ca
Focused Fire Warrior





Lol math

1500pt O'Vesa Star W: 27 D: 2 L: 1
The challenge: in a 1500pt game I will play 900pt + D6x100 pts, if I roll a 6 I reroll and -100 to that second number (down to 1000pt minimum)
W:6 D:0 L:1 
   
Made in gb
Powerful Chaos Warrior






I am so sorry guys I completely got my ideas back to front, for some reason I confused 'rallying on unmodified ld if more than 25%' with 'panicing at a loss of 25%'. The benefit I was thinking of like my skullscrushers in 3's is if I break from combat I rally on unmodified not snake eyes. But I'd be foolish to plan an army around what when's when I break from combat!

Alex 'Salior' Wheatley
- Warriors of Chaos / Savage Ogres
- Most VP - Eatbats 2014
- 2nd - Bunker Brawl 2014
- 3rd - Blood on the Sands 2013


'A proper Imperial Guard regiment should have enough men to build a starport from corpses, if need be.'

 
   
Made in gr
Regular Dakkanaut




Another benefit(not major, but still benefit) from running 4 instead of 3, is that if you suffer 3 wounds, you lose a r&f model..
If you run 3 however, and suffer 3 wounds, your musician dies(assuming you have full command).
I know most players only take musi/sb, but for someone who wants a champion for his own reasons, units of 4 are best.
I personally like Lore of Metal a lot, and play armies that have access to it, so mournfang has never ben a problem for me.
Especially when I have the Supreme Patriarch in the army
   
Made in us
Been Around the Block




A benefit to running 4 would be that it also allows you to lose a single model (bound to happen between shooting/magic/first round of combat) and still have a complete first rank. This can be important in making sure the enemy isn't steadfast if you can do enough damage to make sure they don't have two complete ranks. Although, these guys are probably able to grind better than most so it isn't 100% necessary to break them on the first check.
   
Made in us
Killer Klaivex




Oceanside, CA

I had a lot of luck running 2 units of 2.
Heavy armor, great weapons, with only unit champ.

I'd flank with them. 156 points for 2D3 S5 impact hits, 8 S5 attacks, followed by 7 S6 attacks and 2 S5 stomps.
3+ armor is fairly durable, especially if in the flank where you aren't taking a lot of attacks.

So why unit champ? Because wounds are split between them from shooting, and they can soak a challenge if they want to, or decline and fight at full effect.


 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
 
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