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Made in us
Moustache-twirling Princeps





PDX

Leaders
Tyrant
Furious Guzzler
[160]

Butcher
Cleaver, Wizardflesh Apron
Ribcracker
[140]

Firebelly
Fiery Whirlwind
[120]

Units
(12) Gluttons
Clubs/Blades w/ Iron Fists
[400]

(4) Ironguts
[220]

(4) Leadbelchers
[160]

(4) Leadbelchers
[160]

Ironblaster
[120]

Ironblaster
[120]

Ironblaster
[120]

(4) Mournfang Pack
Clubs/Hackers w/ Iron Fists
[280]

Brand spanking new to AoS and absolutely clueless. Went with a mix of models I own and models I like. Open to ideas, but not wild about going BCR oriented.

The idea here is pretty obvious. Lots of big boys moving up field to either hit stuff or shoot stuff. Enhanced range on Leadbelchers with them being battleline is handy. Mournfang are for some mobility and/or counter-charging (and they have pistols, so on brand? lol).

   
Made in us
Humming Great Unclean One of Nurgle






The nice thing about Ogors is you can pretty much throw random units together and make it work. The only things that are actually bad are most of the battalions and the scraplauncher.

Note that with Underguts you MUST take their command trait and artifact.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Moustache-twirling Princeps





PDX

 NinthMusketeer wrote:
The nice thing about Ogors is you can pretty much throw random units together and make it work. The only things that are actually bad are most of the battalions and the scraplauncher.

Note that with Underguts you MUST take their command trait and artifact.


Good to know! Also, noted on the trait and artifact. That's a bummer.

   
Made in gb
Horrific Hive Tyrant





 em_en_oh_pee wrote:
 NinthMusketeer wrote:
The nice thing about Ogors is you can pretty much throw random units together and make it work. The only things that are actually bad are most of the battalions and the scraplauncher.

Note that with Underguts you MUST take their command trait and artifact.


Good to know! Also, noted on the trait and artifact. That's a bummer.


Yeah, it's frustrating.

If you want to go heavy on Leadbelchers and Ironblasters you're still going to be best off in Underguts. The 6" extra range on Belchers and the command ability are great.

Consider taking a Battalion (eg Kin Eater's Bully Boys) to give you access to the Trophy Rack.
   
Made in us
Humming Great Unclean One of Nurgle






There needs to be some cost to the sub-factions else they become a free upgrade. GW has settled on giving them thematic but (usually) sub-par command traits & artifacts as mandatory. The alternative was when you had to take a battalion plus certain units then get a meta-battalion that was the sub-faction.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Moustache-twirling Princeps





PDX

 Stux wrote:
 em_en_oh_pee wrote:
 NinthMusketeer wrote:
The nice thing about Ogors is you can pretty much throw random units together and make it work. The only things that are actually bad are most of the battalions and the scraplauncher.

Note that with Underguts you MUST take their command trait and artifact.


Good to know! Also, noted on the trait and artifact. That's a bummer.


Yeah, it's frustrating.

If you want to go heavy on Leadbelchers and Ironblasters you're still going to be best off in Underguts. The 6" extra range on Belchers and the command ability are great.

Consider taking a Battalion (eg Kin Eater's Bully Boys) to give you access to the Trophy Rack.


Where do I find battalions? Still getting to know AoS so I'm pretty clueless.

   
Made in us
Humming Great Unclean One of Nurgle






The battalions are those 'scrolls before the actual units. Unfortunately most of the Ogor ones are somewhat bad. The main use for the gutbuster ones is to reduce your number of deployment drops so you can secure turn choice and go second (assuming rolled initiative). Goremand and Butcher's Band are good for that. Tyrant's Gutguard offers wound-bouncing to a character that does not particularly need it to a unit that you don't particularly want to bounce wounds to, while Junkmob buffs scraplaunchers which are the one dud unit in the battletome.

On the Beastclaw side, Jorlbad offers a really small benefit, Torrbad has a huge cost in requirements to bring, Skal is definitely useful however. +1 to charge when coming in 9" from the enemy means needing an 8+ on 2d6 instead of 9+ which combined with a potential re-roll is a significant benefit.

Then there's Eurlbad. Eurlbad is really, really good. The buff it gives is extremely strong, plain and simple.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in gb
Horrific Hive Tyrant





Yeah the Gutbusters ones are all quite poor. They also all require Ironguts, other than Kin Eater's Bully Boys. Which aren't a bad unit as such, but if you weren't wanting to take them it's a bit annoying.
   
Made in us
Moustache-twirling Princeps





PDX

After the advice provided, I made the adjustments recommended generally:

LEADERS
Tyrant (160)
- General
- Command Trait : Mass of Scars
- Artefact : Gruesome Trophy Rack

Butcher (140)
- Cleaver
- Artefact : Gnoblar Blast Keg
- Lore of Gutmagic : Ribcracker

UNITS
12 x Ogor Gluttons (400)
- Clubs or Blades with Iron Fists

4 x Leadbelchers (160)
4 x Leadbelchers (160)

1 x Ironblaster (120)
1 x Ironblaster (120)
1 x Ironblaster (120)

4 x Ironguts (220)

4 x Mournfang Pack (280)
- Culling Clubs or Prey Hackers with Iron Fists

BATTALIONS
Kin-eater's Bully Boys (120)

How does that look? Weapon choices look good? Viable in a friendly/semi-competitive environment?

   
Made in gb
Horrific Hive Tyrant





Yeah looks pretty decent.

Personally I'd lean into Underguts a little more. 3 Ironblasters is good, but I'd take a few more Leadbelchers. Maybe lower the Glutton unit size or drop the Mournfang. But if you want to keep them for funsies I still think it looks ok.

Also, I think you get more mileage out of paired weapons than the iron fists on your Gluttons personally. Better to kill some more models before you get hit back than after.

To math it out, with your unit of 12 with 3 attacks each, if you take paired weapons you can expect 6 free hits, which will turn into about 8 damage against no armour, or 5.3 damage against an average 5+ save.

With Ironfists, to do 5.3 of damage you need to roll 32 armour saves on average. Against any forcing that many saves, 5 damage is pretty poor.

It's worth noting that because of how they work, Iron Fists become more efficient the smaller a unit of Gluttons you have. But I think even at 3 models they aren't amazing.

This message was edited 2 times. Last update was at 2019/11/12 09:01:49


 
   
Made in us
Humming Great Unclean One of Nurgle






Ironfists do mortal wounds, allowing the unit to damage enemies that would otherwise be resilient against them. You compared damage against a 5+ save, which is an ideal case for offense. Gluttons are already clubbing the snot out of 5+ save units; they don't particularly need to do it better. Also, all 12 of them are never going to get to attack at once. Having half the unit unable to swing due to being out of melee range will be pretty normal. And when they roll into 3+ rerollable mortek guard those ironfists are going to pay dividends.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in gb
Horrific Hive Tyrant





Ok. I may have overestimated the use of paired weapons. However I'm really still not sold on Ironfists. How many mortal wounds make it worth while? 2 or 3? Then you need to be rolling 12 to 18 saves still. It'll far too often do nothing.

   
Made in us
Moustache-twirling Princeps





PDX

I will probably tinker with dropping some models/units to fit in more Leadbelchers when I have the models. Right now I am not sure I will be able to easily cobble together enough of them. I am repurposing an army, so I have some limitations.

Also, since my arms aren't attached on my Gluttons, I am very much tempted to magnetize the Ironfist arm/hand if I can. I'll have to tinker there.

Thanks for the input, folks. Since I am so painfully new to AoS, any armies I need to be ready for? What is the OP stuff I gotta know about?

   
Made in us
Humming Great Unclean One of Nurgle






It completely depends on your meta. If you run up against something that causes you issue come back and describe what it is so we can offer advice.


Automatically Appended Next Post:
 Stux wrote:
Ok. I may have overestimated the use of paired weapons. However I'm really still not sold on Ironfists. How many mortal wounds make it worth while? 2 or 3? Then you need to be rolling 12 to 18 saves still. It'll far too often do nothing.

12 to 18 saves per round is a pretty reasonable expectation. It's a 36 wound unit; there will be a lot of saves to make. More importantly it isn't the raw damage that matters, but the form and how it's dealt. Gluttons are bad against things with good armor and things that kill them before they swing, ironfists help with those things. Paired weapons are nice they already beat down low save enemies extremely will, and making a unit win harder when it's already winning is rarely as good as making it do better when it's not.

The place where paired weapons are ideal is min-size 3-man units, which have move maneuverability due to their small footprint and can be more sure of going up against a squishy target, or flanking without taking massive offense to the face. With a 12-man unit the opponent has almost as much control with what they engage with as you do.

This message was edited 1 time. Last update was at 2019/11/12 21:35:15


Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
 
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