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I found O&G really hard to run. MH is a game of careful planning and positioning (IMO), and animosity tends to completely ruin battle plans.
However, my experience is that the warband is somewhat counterintuitive. You want to use your gobbos in melee and make your heroes shooty. Your Boss and Big 'Un have access to the awesome Shooting skill list...so take advantage of that. Plus with only 4 heroes, sticking them in melee and the line of fire all the time can make for some pitiful postgame wyrdstone searches if even a couple of them get knocked out.
Meanwhile, your gobbos are only okay at shooting, and short bows stink anyway. Gobbos can, however, roll up crits just as well as any other henchmen out there, and the fact that they only count half toward rout tests is nice. So give 'em clubs and let them get stuck in.
So to start, I'd be looking at a firebase of the Boss and Big 'Uns with xbows, and a melee contingent of gobbos with club/dagger and squigs. Maybe some boyz, depending. If you don't get boyz at first you can pick some up later. I actually liked boyz in a flex role with 2 weapons and a bow so I could use them as supplemental shooting or to help out in melee, depending on what was needed.
Somewhat obviously, the first increase on your heroes should be Quick Shot to double their firepower. Don't sweat armor at first and stick with cheap clubs until you have more gold to spend on things like swords and helmets.
Just my experience. Hope that helps some.
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