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Showing posts with label ok. Show all posts
Showing posts with label ok. Show all posts

Friday, January 22, 2010

Ogre Kingdoms - new army book rumors.

I am not one to normally put much stock in rumors but the word of a new book coming out for Ogre Kingdoms has been coming up quite a bit on the net recently.

Came across a few choice bits from WHFB regular tipster Avian that have me quite excited:

In a topic about what "quick fixes" the OK army needed:
"Well, at least they are getting a couple of improvements in the not too distant future."
After mention that a bump to toughness 5 would never happen:
"No indeed, but a lot of other things will happen, including a few things that sensible people have dismissed."
And when pressed for more details Avian leaves us with this:
"Look for better equipment, the option to fight in a new formation and significantly fewer restrictions."

"Shame about the changes to fear."

"I'm quite excited, both with regards to timing (though I'll have to juggle painting my chaos AND ogres while changing diapers) and the book contents. And the models."


Remember when the Ogre Kingdoms were new?

There has been word that the new OK book will hit sometime this year although a specific date has not been mentioned. With the advent of 8th edition (probably the reference to changes in Fear above) likely in July, and Orcs and Goblins with that release, it seems we could be looking at the end of the year.

There is also the possibility of May as there is currently nothing announced publicly for release after the Blood Angels book in April.

Only time will tell - but I am getting quite pumped up for new Ogre love. I'll leave you with a few other highly unofficial rumors:
"Feel free to drop a ship of salt on them as my source likes to mix facts with fiction when telling me this stuff but most should ring true."

"First of all there will be a new book this year. But don't hold your breath as we are looking towards the end of the year."

"Hunters will be able to take up to 4 sabretusks, this will let them break ranks. Also been told he will get the option for a giant cave bear style pet instead of sabretusks. The idea of being able to pull monsters towards himself after a successful shot was also brought up but he has no idea how far he will be able to pull it."

"Leadbelchers will have a unit champ who can shoot grapeshot when charged."

"Gut magic will get alot nastier. Did not say how."

"Big names will become like Vamp bloodline powers and not have to be taken from magic items allowance."

"Finally a vastly improved magic item list, with a few different banners worth taking. (Rumour of one that turns ward saves of any enemies in combat into reg saves)"

Monday, January 11, 2010

Let the (Ogre) good times roll?

A bit of a random post today as I wanted to collect the Ogre related news and information I have into one post. It is all good news, something I don't mind getting more of!

First up - the new Waaaghcast episode is out. It is an Ogre Kingdoms army review episode featuring .... me! I've been listening to the show for a couple months now and when Joe and Chuck said they were looking for help to review the OK book I jumped at the chance to run my big mouth.



You can download the episode here or head over to the site for links and more information on the show. I have experience rambling on the airwaves but this is my first time on a podcast ... go easy on me (which starts at around 26 minutes in).

Second - I got my first ever (well second if you count 'Ard Boyz) tournament placement yesterday, coming in third at a fundraiser for Capital City Carnage. Three tough but fun games against three good opponents and placing third is probably the third best thing to happen to me this month. As a prize I took home a box of the old pewter Bloodletters which I actually quite like and I am sure they will find a home in either my Warriors or Beastmen armies (if and when I get those going).

If you are in or near the Austin area, or you are just looking for a really good WHFB event to attend, I highly recommend Capital City Carnage. It is a great tournament held in a big and comfortable location downtown in the heart of Austin, TX. I would love to come back and participate again this year but with my future being a bit ... open ended ... I doubt I can make that happen. Don't miss out like me!

Third but not least - a lot of positive feedback coming in for the first issue of the Bellower. As of yesterday the first issue had been downloaded 1,287 times and it also appeared on the WarSeer news page.

I've included a few bits of the feedback I have seen (and trust me the team takes it all into consideration):

http://snakeeyesboxcars.wordpress.com/2010/01/03/the-bellower-issue1/
Very well put together I must say. Wonderful artwork, great writing with a sense of humor, and I even loved the little adds for the other e-zines currently running. I think the best part was the ‘Ask Aunt Doreen’ section, much like a dear Abby, but really funny. There’s an original story inside, a look at one of the members armies, some pros and cons to Ogres and much more great material. The only thing I’d like to see more of or different would be a battle report (as common as they are) and some more modeling/painting advice or tutorials. Very well done guys, and I can’t wait to see the next one.

I haven’t really poked around the Ogre Stronghold but it looks like a well designed site, and from the intro of The Bellower, sounds like a wonderful community.

http://quietlimit.blogspot.com/2010/01/bellower-issue-1.html
Something I always enjoy is reading the fanzines out there for various factions, or for any Warhammer experience, really. I've really liked reading The Stronghold's Bellower, an online magazine devoted to the hotness that is the Ogre Kingdoms. Check out the the almost 1200 point Special Character in there (with his mammoth), and some great artwork.

http://www.brueckenkopf-online.com/?p=11208

Babel Fish translation:
Graphically beautifully made, even if naturally in the file size settles, but contentwise it gives not as much, as most E-Zines (mostly however still more than the White Dwarf…). But they are in vain and worth a view for players of the army concerned at least.
Not sure what that means exactly but it sounds good?

So there you have it, three things which equal good times for me and my Ogres. I managed to get some painting done last week but it was mostly my Vampire Counts - expect some new pictures this week (if the sun comes out).

Wednesday, January 6, 2010

Beer Gut tribe 2,010 list for the Capital City Carnage Fundraiser.



Oi! My first tournament of 2,010 is coming up this Sunday - a 2,010 point fundraiser event for the Austin IGT known as Capital City Carnage. Sadly I won't be able to participate in the actual CCC tournament (May 1st and 2nd) so this smaller event is as close as I will get this year.

I'll be taking my Ogre Kingdoms as I don't have my Vampire Counts fully painted nor do I feel fully confident in my abilities as a VC general yet. Anyhow, here is the list:
LORDS: (321)
Tyrant – Cathayan Longsword, Heavy Armor, Luck Gnoblar, Sword Gnoblar x 2, Beastkiller, Wyrdstone Necklace, Greedy Fist, Greyback Pelt (321)

HEROES: (579)
Bruiser – BSB, Heavy Armor, Luck Gnoblar, Sword Gnoblars x 2, Gnoblar Thiefstone x 2, Sword of Might (224)
Butcher – Bangstick, Dispel Scroll (180)
Butcher – Skullmantle, Dispel Scroll (175)

CORE: (525)
Bulls x 3 – Bellower (115)
Ironguts x 3 – Bellower (154)
Ironguts x 4 – Bellower (202)
Gnoblar Trappers x 9 (54)

SPECIAL: (405)
Scraplauncher (165)
Leadbelchers x 2 – Champion (120)
Leadbelchers x 2 – Champion (120)

RARE: (180)
Maneaters x 2 – Heavy Armor, Great Weapons (180)

Total Points: 2,010 (of 2,010)
The now "classic" Tyrant build for smashing characters and monster will be joined in the Maneater unit with the Bruiser BSB and possibly also the Skullmantle Butcher. The Bangstick Butcher will join the unit of 3 Ironguts with the other Ironguts and Bulls supporting the flanks of the Maneater unit.

The rest of my army is made up of diversions/support with a Scraplauncher and two units of Leadbelchers for dealing with Fast Cav and Flying units.

Pretty straight forward stuff. Not a lot of Ogres on the table but with any luck I will have my Gut Magic buffs up and running on them to keep them alive.

Previously I was toying with a Brahmir Statue/Skullmantle list for the -4 to Leadership tests against Chaos and Skaven forces but I dropped that at the last minute. I would rather rely on my abilities as a general and not some cheesy -4 to Panic/Terror tests to win me games. Also there is a ton of ItP/Frenzy/MoS troops out there that simply wouldn't care (and knowing my luck I would play nothing but Elves for the duration of the event).

Saturday, January 2, 2010

The Bellower - Issue #1 Out Now!

The first (and only) unofficial webzine dedicated to the Ogre Kingdoms has been released! The Bellower rings out loud from the Mountains of Mourn - will you answer the call?



Issue #1 available now:
http://www.ogrestronghold.com/bellower.php

If you have feedback, praise, suggestions, or contributions for future issues let the Bellower team know about it! You can email us at bellower@ogrestronghold.com or leave your comments here.

Thanks!

Saturday, November 28, 2009

Last Tournament of the year - Ogre Dark Horse list.

Last tournament of the year, and this season, happens tomorrow at BattleForge Games. This one is for placement in the "Tournament of Champions" next month. As of this writing I am 11th in the rankings and I need a place in the top 9 to participate. This year's events have really put a damper on my first (and last in Austin) tournament season but I am hoping to have a good showing tomorrow to squeeze into the finals.

Tomorrow's event is a "Hobby" tournament which means that painting score and some light comp are involved. That should make for some "soft" lists but since it is the last tournament of the season I expect to see some nasty stuff on the tables still.

With that in mind here is the list I will be playing during tomorrow's three games:
LORDS:
Tyrant – Heavy Armor, Luck Gnoblar, Cathayan Longsword, Beastkiller, Greedy Fist, Wyrdstone Necklace, Greyback Cloak (311)

A now "classic" build - I have been using this loadout for my Tyrant almost all year and I love it. It is a more defensive build but I have yet to lose a challenge with it. Destroying magic weapons is something I love to do. My biggest success was eating a Frostblade but I almost always manage to eat at least one magic weapon each game. The Tyrant is deployed in the unit of Maneaters with the BSB and Cookbook Butcher.

HEROES:
Bruiser – BSB, Heavy Armor, Sword of Might, Gnoblar Thiefstone (194)
Butcher – Bangstick, Dispel Scroll (180)
Butcher – Halfling Cookbook (155)

Nothing too crazy here. BSB has the SoM for a little extra wound potential and Wraith killing. The Thiefstone is good for initial magic defense before I can get my Gut Magic buffs up on the Maneater unit. This is the first tournament list I have taken with the Cookbook and I have to say it is pretty cool. Played two games today with this list and the Cookbook spared me a couple wounds (about 1 a game) but I am still not sure I would take it over a Dispel Scroll in a more competitive list.
CORE:
Bulls x 4 – Champion, Bellower, AHW (186)
Bulls x 4 – Champion, Bellower, AHW (186)
Ironguts x 4 – Champion, Bellower (222)
Gnoblar Trappers x 9 (54)

How did I live with my Ogres before I started playing with Champions!? They have saved my ass on so many occasions since I don't know if I can go back to playing without them. In a game against WoC today I cleared off an entire army and only lost 3 Ogres thanks to the Champions. Running these units a little wider with 4 wide instead of 3. Makes for more attacks but also means I have to commit to a charge - not a lot of room for error.

SPECIAL:
Leadbelchers x 2 – Champion (120)
Leadbelchers x 2 – Champion (120)
Scraplauncher (165)

I stopped shooting with my Leadbelchers and I haven't lost them in the past few games. I often find the threat of the shots is enough to keep units at a distance. I use their shooting ability only when I think I can weaken or destroy a unit, usually in the case of flyers or Fast Cav. Scraplauncher has been a real disappointment the past few games, almost always scattering 8-10 inches away from my target and misfiring about once a game. Here's hoping it does better for me tomorrow!

RARE:
Maneaters x 2 – GW, Heavy Armor (180)
Slavegiant (175)

Fairly minimal Rare selection but you need a unit of Maneaters to use as a character delivery system. The Slavegiant is fun and I have him painted so he makes the list. In a more competitive list I might drop him for more Maneaters but he has been doing really well lately and seems to enjoy jumping up and down quite a bit.

Total Points: 2,248 (of 2,250)
Not really my "ideal" list but I wanted to ensure all of my models in play were painted as I lost a third place spot during the last tournament because they weren't (stupid Hunter...). In the two practice games I played today the list performed well so I expect to win at least one or two of my games during the event. Here's hoping I can go all the way and grab a spot in the finals!

Since I am a dark horse to win tomorrow's event, and place in the top 10, I thought a review of a Dark Horse beer would be appropriate. Here is one I really enjoy from the Dark Horse Brewing Company out of Marshall, MI. I'll be adding photos of each beer as I review it so those reading at home can track down the ones they wish to try.



Dark Horse Brewing Company - Dark Horse Crooked Tree IPA

Beer Type: American IPA

Appearance: 12 oz. brown bottle with an off-white label and a picture of a crooked tree. Beer poured a hazy amber with a thick off-white head that left plenty of lacing.

Smell: Some fruity aroma (apricots or oranges?) at first, followed by floral hops and some malt. Smells damn good!

First Drink: Sweet malt followed quickly by a sharp bitter hops. Oddly refreshing!

Mouthfeel: A little dry but not overly carbonated which makes it work.

Last Drink: Not a lot going on here, just tastes like a damn good IPA. A little bit more "dark" biscuit flavors are coming through in the aftertaste along with more of the bitter hops.

Drinkability: Can't complain! It tastes like a better (more refined) version of the first homebrew we made! 6% ABV makes the time fly while drinking a few.

Notes: Drank this on a recent trip back to my home state of Michigan. Then I drank it again. Then I brought some back to Austin with me. Now I want more and can't get it here. Oh well, I have something to look forward to when I move back home!

Verdict: 4.25 out of 5.

Links: Beer Advocate and Dark Horse Brewing Company.

Wednesday, October 7, 2009

Progress Report - Ogre Tyrant Karnov WIP.



Karnov! Ahhhhhh!!

I have been putting off finishing this big guy for a while now but I thought it was time to share a WIP picture of my Tyrant. I have only applied a base coat with a few highlights, need to work on the details and finishing touch(ups) before I seal the model. He is quite big. Large and in charge as they say...

Speaking of large, here is a review of one big beer from my favorite brewery Stone!

Stone Brewing Company - Stone Levitation Ale

Beer Type: American Amber / Red Ale

Appearance: 12 oz. brown bottle with a hovering silver devil on it, plus a bunch of awards (2007 Gold Medal Winner at the Great American Beer Festival). Poured reddish ambler color with a thin off-white head.

Smell: A lot of hops, some citrus, and lots of sweet malt.

First Drink: Sweet and not too bitter with hints of citrus and a sort of cereal/grain flavor.

Mouthfeel: Smooth and full-bodied like most Stone brews.

Last Drink: A lot more of the malts with a lingering sweetness and a bitter finish.

Drinkability: A good beer but not my favorite Stone brew.

Notes: This beer is good and well crafted but I think I may not like Red Ale that much if this is any indicator of the style.

Verdict: 4 out of 5

Links: Beer Advocate and Stone Brewing Company.

Sunday, September 27, 2009

Beer Gut Tribe smashed in some 'eads at 'Ard Boyz!

What?! How the hell ...



I got second place in round one of 'Ard Boyz today - beating out a nasty VC list, casty double Slann LM list, and Dragon/double Hydra DE list. Final tally was 1 Draw and 2 Massacres.

First place was a Kairos DoC list with tons of Flamers and a giant unit of Horrors. Third place was a Thorek Dwarf list.

I'll try and get some details up tomorrow - right now I am still in shock! Going to be playing in round 2 for the regional competition! I am very happy and very proud of my Ogres. To those that said it couldn't be done - you were wrong!

Saturday, September 26, 2009

Hi ho, hi ho, it's off to 'Ard Boyz we go!

'Ard Boyz! What madness lies within the twisted walls of your average tabletop gamer's mind? Soon I will find out as I venture deep into the territory of "cheesed out" lists in "waac-ville".

Even Thor is getting in on the "beardy" action!



Things I expect will happen in my three games today:

1. My Ogres will be completely outmatched in the magic phase (even with Skrag and two Butchers)

2. I will be tabled very early in a game (or two, or three), most likely by heavy shooting or magic.

3. The scenarios will be "good" to me and I will score a few points but lose all my games.

Things I would like to see happen in my three games today:

1. My Tyrant completely and utterly destroys a Lord or two.

2. The Scraplauncher or Slavegiant will do something spectacularly terrible that works out to my advantage.

3. I win at least one (or two, or three) of my games, hopefully against players who bring very hard lists.

Wish the Beer Gut Tribe (and me!) a bit of luck - they will likely need it! Best of luck to all the brave OK generals taking Ogres to 'Ard Boyz today. Maw the force be with you.

Wednesday, September 23, 2009

Progress Report - Painted Ogre Butcher.



Yup. There he is - one Ogre Kingdoms Butcher. All painted and stuff. I still need to do some touch ups and seal the model (gotta find some Dullcoat!) but otherwise I like how he turned out.

I wish I had put some extra bits and bobs on his base, but live and learn. I really like how the blood/gore turned out (especially on the hammer) and the model as a whole is one of my favorites from the Beer Gut Tribe. Comments and critiques are welcome and appreciated!

Wednesday, September 16, 2009

'Ard Boyz: Scenarios are out - Beer Gut Tribe army list in the works.



The preliminary 'Ard Boyz scenarios are now available via the Games Workshop website. They are pretty basic, no real shockers there for me personally. I don't know that I care for the second scenario which gives the advantage to Immune to Pyschology troops (as if Daemons of Chaos or Vampire Counts needed any help). As an Ogre player I like the focus of the other two scenarios; free Stubborn on my BSB's unit, and a focus on killing my opponent's Army General? Awesome.

I haven't written it in blood (or stone) yet, but here is my current list for 'Ard Boyz:
LORDS: (721)
Skrag the Slaughterer (400)
Tyrant – Heavy Armor, CLS, Luck Gnoblar, Sword Gnoblar x 2, Beastkiller, Wyrdstone Necklace, Greedy Fist, Greyback Pelt (321)

Skrag rides near some Leadies/Bulls for screening and charge redirection. Tyrant lives in a unit with the BSB, Siege/Skull Butcher and the Maneaters. He is my Large Target killing machine, and magic weapon eating buddy.

HEROES: (589)
Bruiser – BSB, Lookout Gnoblar, Heavy Armor, Sword Gnoblar x 2, Luck Gnoblar, Tenderiser (229)
Butcher – Siegebreaker, Skullmantle (180)
Butcher – Bangstick, Dispel Scroll (180)

BSB and Siege/Skull go in the Maneaters, Bangstick Butcher probably in with the Ironguts. 1 Scroll and 6 DD should get me through the worst (I hope) until I can get into CC.

CORE: (610)
Bulls x 3 – Bellower, AHW, Champion (147)
Bulls x 3 – Bellower, AHW, Champion (147)
Ironguts x 3 – Bellower, Champion (174)
Gnoblar Trappers x 10 (60)
Gnoblar Fighters x 20 – Groinbiter (42)
Gnoblar Fighters x 20 (40)

Fighters will sit on table quarters or take objectives as needed, Bulls are bait/flankers, and the Ironguts will go 40mm/Knight hunting as needed.

SPECIAL: (725)
Gorger (75)
Gorger (75)
Gorger (75)
Gorger (75)
Scraplauncher (165)
Leadbelchers x 2 – Bellower. Champion (130)
Leadbelchers x 2 – Bellower. Champion (130)

Can't have a Skrag list w/o some Gorger love! Leadies are there for flyers/fast cav and flank support/bait. The Scraplauncher is just another hassle for my opponents to have to deal with and can be used in CC to break ranks if needed.

RARE: (355)
Maneaters x 2 – CLS, HA (180)
Slavegiant (175)

I wanted two units of ME but couldn't fit them any the Tyrant in. Slavegiant is flank support/shoot me sillyness.

Total Points: 3,000 (of 3,000)
Are you planning on attending this year's Fantasy 'Ard Boyz? What are you taking and why?

Monday, September 14, 2009

2,250 list review from Saturday's tournament.

While I often add my thoughts and commentary on a list before the army hits the tabletop I rarely share my thoughts on a list after it has been played. Well starting today I want to keep track of the effectiveness of the lists I play – what works and what doesn't?



Starting with the Lord choice...
Tyrant – Heavy Armor, Luck Gnoblar, Sword Gnoblar x 2, Cathayan Longsword, Gut Maw, Wyrdstone Necklace (281)
I typically play my Tyrant in one way only; get into close combat and kill a lot of rank and file troops or challenge and crush an enemy champion or character. I usually build my Tyrant to live up to this challenge although he doesn't need a lot of help - the Ogre Tyrant is a close combat machine.

Heavy Armor is a must for 6 points and I usually give him a magic Gut Plate to up the armor save to a 4+. In this list I went with the Gut Maw which "heals" the Tyrant if he wins a challenge, restoring a number of wounds equal to the champion or character he has killed. This only came up once in last weekend's tournament when he smashed a Saurus champion and was able to add +1 wound to his profile. The armor save was often negated by 1 or 2 points giving him (most often) an armor save of 5+. Overall I am still not a huge fan of the Gut Maw but I can see it having a place in the OK army.

I am a huge fan of the Cathayan Longsword at the moment. The addition of +1 to the Tyrant's WS and Ini makes him more of an equal to truly elite fighty Lords and allows him to hit sooner in extended combats or challenges. The Cathayan Longsword also confers an armor piercing bonus of -1 which gives the Tyrant's attacks a -3 AP thanks to his strength of 5. This is a nice even number for armor piercing as it makes a 0 or 1+ armor save something that can actually fail.

I almost always give my Tyrant the 5+ ward save with the Wyrdstone over the more expensive and situational Spangleshard - although I am interested in seeing that item in action at some point.

The sword and luck gnoblars are the first things to go if I need the points but it is great to have some insurance on that crucial saving roll (from the luck) and I have found the extra two attacks from the Gnoblars (mostly wounding on 6's) to be effective as well. I think of them like a mount's attacks, and horses seem to always wound when you don't want them to.

During the three games I played this past weekend the Tyrant only participated in two challenges and won both of them. He wasn't crucial to my success in any situation but I was still glad to have him "on my team" when it came time for close combat. Overall he fared as well (if not better) than I had expected.

Next up are my Hero choices...
Bruiser – Heavy Armor, Cathayan Longsword, Luck Gnoblar, Sword Gnoblar x 2, Greatskull, Gnoblar Thiefstone (207)
Basic anti-magic loadout with the magic armor that makes all rolls of double count as a miscast if the spell is targeted at the Bruiser or the unit he is with, and a Thiefstone for magic resistance 1.

Not a single spell was directed at the Maneater/Tyrant/Bruiser unit in the three games I played. Was that a coincidence or was it because of the Great Skull? I have used this item a few times now and it has never come up - not once. I can't say I am terribly impressed.
Bruiser – BSB, Dragonhide Banner, Lookout Gnoblar, Sword Gnoblar x 2, Heavy Armor (234)
Ah the Dragonhide Banner. Certainly overcosted and probably not worth it, I doubt I will be running this again... unless I can find a way to combine it with the equally useless Thundermace!

A Bruiser BSB without magic items just isn't that good. He had next to no survivability (just his 5+ Armor Save) and I tried to keep him on the ends of the unit as much as possible to ensure he wasn't in combat.
Hunter – Sabertusks x 2, Longstrider, Sword of Battle (235)
The Hunter. His job was to deal with Forest Spirits and Wraiths, neither of which came up in my games. He shot his Harpoon Launcher almost every turn in every game and failed to kill anything with the exception of 1 Cold One Cav in the first game. A total waste of points, I don't think I will be bringing him out again any time soon.

Not the "best" character loadout I have ever used but none of them died in the three games I played either so it wasn't all bad. Now on to my Core choices...
Bulls x 3 – Champion (125)
Bulls x 3 – Champion (125)
Ironguts x 3 – Champion, Bellower (174)
Gnoblar Trappers x 9 (54)
Gnoblar Trappers x 9 (54)
The Bulls were the first to die in most of my games, but it was always for a good cause. Trading 150 victory points for a chance of getting back 200+ is a good trade off in my opinion (killing the Army general, destroying a block of infantry, claiming standards, etc).

The Ironguts failed to do anything impressive in most of my games. I have to say I am very disillusioned with Ironguts in general. I know most Ogre Kingdoms generals swear by them but I find that they rarely hit with their WS3 and they still have next to no survivability with their 5+ armor save since they tend to fight nastier close combat troops. One to two units is the max I plan on running in any one list, I just don't like them for the points when Bulls can do almost the same (bad) job for a cheaper price.

My Trappers were the MVP of this army list - killing two characters in the first game, and grabbing table quarters and sharp stuffing things in the last two. I wish I could field two units all the time without having to take a Hunter.
Leadbelchers x 2 – Champion (120)
Leadbelchers x 2 – Champion (120)
Scraplauncher (165)
I have really come around to liking my Leadbelchers, especially with the champions randomizing incoming hits from shooting and magic. It does sting to lose 120 point per unit, but by keeping the units small and relatively inexpensive I have managed to make their points back in most games I play. If I have them alive at the end of the game - great! This weekend they did not misfire at all and did an average of 12 shots with 4-6 hits and 3-4 wounds per volley. Not too shabby.

The Scraplauncher did not perform any massive hits with its shots but my guesses were also really off for some reason. It did perform rather well in close combat against the Vampire Counts list I played and in one instance actually saved me from losing a combat thanks to it's rank busting unit strength. Nicely done! Now how about those Rare choices...
Maneaters x 2 – CLS, Heavy Armor (180)
Slavegiant (175)
The Maneaters made back their points and more in every game I played. I know some people frown on the idea of a "Death Star" but I don't consider two Maneaters, a Tyrant, and two Bruisers to be equal to such a thing. To me that unit is simply a character delivery system to ensure I get the most points back out of the points spent gearing them up. The unit survived every game I played and did plenty of damage. Points well spent I think.

My Slavegiant has really been on a losing streak for the past few month but this past weekend he made up for it by rolling two "Yell and Bawl" rolls when I needed them, crushed a unit to death the one and only time he died, and helped win or at least tie some combats that were not going the Ogre's way. All in all I am very glad I took him and I really want to get another model sometime soon.

So there you have it... certainly some changes I would make if I were to play this list again but overall it was fairly effective in the matches I played. I think I learned a thing or two about these units and hopefully my lengthy ramble has proved to be informative to someone reading this out there.

As always comments, critiques, rants, and rebuttals are welcome and appreciated.

Saturday, September 12, 2009

The Beer Gut Tribe goes to WAR - a 2,250 list for today's tournament.

Headed off to one of the monthly tournaments at BattleForge Games today, this month it is a "Hobby" one. During the last "Hobby" tournament I went 3-0 but I still didn't get into the top 3 for prizes. Here is hoping I can make it a little closer to the sun this time around. I am also using this as a chance to try out items and combos I would normally never use so I can gauge their effectiveness in a tournament setting. My pain is your gain if you are a regular Ogre Kingdoms player!


LORDS:
Tyrant – Heavy Armor, Luck Gnoblar, Sword Gnoblar x 2, Cathayan Longsword, Gut Maw, Wyrdstone Necklace (281)

Basic "challenge machine" Tyrant. If I had the points I would give him the Greyback Pelt as well for the -1 to hit in CC. Gut Maw allows me to take some wounds and still gain them back assuming I win the challenges the Tyrant fights.

HEROES:
Bruiser – Heavy Armor, Cathayan Longsword, Luck Gnoblar, Sword Gnoblar x 2, Greatskull, Gnoblar Thiefstone (207)
Bruiser – BSB, Dragonhide Banner, Lookout Gnoblar, Sword Gnoblar x 2, Heavy Armor (234)
Hunter – Sabertusks x 2, Longstrider, Sword of Battle (235)

The Bruiser buddies go with the Tyrant in a unit of Maneaters to make up my mini star of Ogre doom. Once you add in Sword Gnoblar attacks you are looking at 27 attacks from the unit, plus impact hits (hopefully) on the charge. In a game earlier this week I charged a unit of Dwarf Hammerers and killed 10 on the charge and won combat by 2 (even against the double US banner, and super CR BSB combo).

The Dragonhide banner is probably the worst magic banner in the game and certainly over costed. It allows rerolls of 1's for 'to hit', 'to wound', and armor saves on the turn the unit with the banner charges. If it is charged it gets none of these bonuses. Luckily you still get to take benefit from the other magic effect of the banner - immunity to 'Ice Magic'. Yup. Watch out Kislev armies!!

Hunter is going Monster/Wraith hunting.

CORE:
Bulls x 3 – Champion (125)
Bulls x 3 – Champion (125)
Ironguts x 3 – Champion, Bellower (174)
Gnoblar Trappers x 9 (54)
Gnoblar Trappers x 9 (54)

Basic fodder and redirection/flank support. Double the Trapper units equals double the fun! Actually they are quite powerful when near the Hunter and using his Ld of 9 to stand up to Large Terror causing targets. Here's Sharp Stuff in your eye you damn Dragon!!

SPECIAL:
Leadbelchers x 2 – Champion (120)
Leadbelchers x 2 – Champion (120)
Scraplauncher (165)

Shooting is fun, especially when you have no real control over the results.

RARE:
Maneaters x 2 – CLS, Heavy Armor (180)
Slavegiant (175)

Maneaters form the chewy (ItP) and crunchy (Stubborn) center of my Tyrant/Bruiser/Dragonhide/reroll/27 attacks candybar. If this unit does not get the charge it may still hold up in CC (with Stubborn and a reroll from the BSB) but I am hoping it won't come to that. The Slavegiant is just fun and hopefully he stuffs something into his pants this game (last time it was a handful of Troll Slayers).

Total Points: 2,249 (of 2,250)

I have played a couple games with the Dragonhide banner now and it has actually been kind of useful. If you don't get the charge ... well you have probably lost already anyway. Here's hoping it goes well today and I have some fun games! I'll try to be better about grabbing pictures for my poorly written Battle Reports.

Thursday, August 13, 2009

Re-thinking Greasus Goldtooth - A crazy 3,000 point list.

There are many reasons not to take Greasus Goldtooth in an Ogre Kingdoms army. As one of only 4 Lord choices (and a named character at that) the other 2 viable sub-3k choices seem much better on paper (Tyrant and Skrag).

I just can't find anything that is "good" about Greasus given the cost and options. Here is a quick run down of his special rules and my thoughts on each:
  • Greasus counts as a BSB. Damn I would better well hope so for the cost and two slots! You could get a BSB for much cheaper that would be more effective in many ways.

  • Greasus has US6. Well okay but two Bulls gives you that or two Leadbelchers. If you wanted a special char with a higher US Skrag does that and he brings magic to the table as well. If anything US6 is probably more of a detriment as he can be more easily targeted by shooting.

  • Is carried around by a bunch of Gnoblars. Who cares!? It gives him M4 and 5 Sword Gnobs. It increases his Bull Charge to D6 but it says nothing about decreasing the range needed so you still have to have it least 6 inches on an 8 inch charge to make use of this benefit. The idea of an Ogre with M4 just makes me want to die inside.

  • Greasus gives +1 CR to units he can see. Not terrible but Ogres don't win combats with static CR and if you are paying almost 600 points for a unit you most likely want it in CC. If you wanted the +1 CR you could just take a few banners.

  • Greasus can give D3 units within LoS Stupidity. Probably the only somewhat decent ability he has but it still requires LoS. With a M4 his fellow Ogres will be moving 6 and most likely blocking his view. Also this ability doesn't work on ItP units (due to the gimped version of Stupidity it grants). Seems like it would be hard to use in any effective way.

  • Must field two units of Ironguts with Greasus. This is on top of the required one Bull unit. Don't we have enough army restrictions without paying to add more?

  • Greasus has a S10 D3 weapon which allows units to auto rally. Not bad but you have to get him into CC first for the S10 to matter and the auto rally is LoS only. He also only has 3 attacks on his profile which is 2 less than a normal Tyrant and no options for real survivability.

  • Greasus has a Crown that gives him ItP and a 4+ Ward Save. Not terrible but ItP isn't that great on a Fear causing model to begin with as you really only need to worry about Panic checks and Terror causers. The 4+ Ward Save is only vs shooting. After that Greasus has to rely on his T6 to keep him safe throughout the game. One good cannonball from an Empire Great Cannon could kill him on turn 1. BOOM. There goes your two lord choices and almost 600 points.
It doesn't seem like I need to list anything else about the fat beast. For the points spent you could get more units that do most of the things he does only better. But who cares!? I feel bad writing off anything in the current OK book until I try it so with that in mind here is my "crazy" 3,000 point Greasus Goldtooth list. In addition to Greasus I also added things I would normally never use such as ranked Ironguts, Standards, Champions, and so on.


LORDS: (565)
Greasus Goldtooth (565)

HEROES: (566)
Bruiser – Heavy Armor, Brace of Handguns, Sword Gnoblar x 2, Tenderiser (206)
Butcher – Siegebreaker, Skull Mantle (180)
Butcher – Bangstick, Dispel Scroll (180)

CORE: (1,283)
Bulls x 4 – Champion, Bellower, Additional Hand Weapons (186)
Bulls x 4 – Champion, Bellower, Additional Hand Weapons (186)
Bulls x 4 – Champion, Bellower, Additional Hand Weapons (186)
Ironguts x 4 – Champion, Bellower (222)
Ironguts x 6 – Champion, Bellower, Standard, Rune Maw, Lookout Gnoblar (363)
Gnoblar Fighters x 20 (40)
Gnoblar Fighters x 20 (40)
Gnoblar Trappers x 10 (60)

SPECIAL: (260)
Leadbelchers x 2 – Champion, Bellower (130)
Leadbelchers x 2 – Champion, Bellower (130)

RARE: (325)
Slavegiant (175)
Gorger (75)
Gorger (75)

Total Points: 2,999 (of 3,000)
So what's the plan you ask? Hell if I know! I have never played a game past 2,250 so I assume this would be one giant mess. Greasus goes in the ranked up unit of Ironguts with the Rune Maw banner, Bruiser, and Siegebreaker Butcher. Gnoblar Fighters flank this unit, with Bulls on either side of that. Leadies and Slavegiant cover the flank while Gorgers hopefully take out any Warmachine threats. Champs have been added to help increase unit survivability by adding more randomization to the units being shot or magic'd.

Will it work? I have my doubts, but I would love to give this a try! What do you think?

Tuesday, August 11, 2009

Fun vs Competition - WTF is this s#!t?

A comment to Stelek's response to my Skrag ramblings in this post caught my eye and I wanted to respond in kind. (Stelek has since posted this comment as its own post here as well)



Endre Enyedy wrote:
As the one who originated the Skragg topic, I just have to chime in at this point. I've been reading the debate back and forth, and is great - helps me understand Skragg and the army all the better. But there's something that just doesn't sit well with me:

"I think for the most part we agree on things, especially trying to make a "competitive" list for Ogres. But I love my fatties (my first army and lucky for me I don't really give a crap about winning. If I want to win I just play my Vampire Counts. :D Besides where is the challenge or fun in playing one of the "broken"and "competitive" lists? Seems boring to me ..."

What? So let me get this straight, I spend hundreds of dollars and man hours putting together an army, so then I can get the real fun of losing all the time? How is that fun? Not only that, but look at the entire tone of the paragraph. I love my cutesy wootsie fatties, they're so silly and fun! They're the army I play when I just want to have a laugh!

In the words of Sarah Silverman: What the fuck is that shit?

I get it, GW has a sense of dark humor spread in its armies. But what am I, as a consumer, supposed to take out of this? I like Ogres because they're a pretty dark army, brutal monsters who will eat you as easily as help you, with a very dark, blood splattered imagery that's straight out of horror movies, tempered by the amusing wickedness of the Gnoblars. The models can be amazing, they're full of detail thanks to their scale and beg for rust, blood, and other weathering effects to make them realistic and grungy. For god's sakes, we're discussing a crazed giant carrying around a cauldron full of corpses and offal, who cut off his own hands and attached knives to the stumps!

I hate that people justify the fact that the army book is crap by making it seem like it's ok, as if GW purposedly created them to have floppy shoes, a red nose, and go around making people go "yuk yuk". Like somehow there's something noble about not playing the game for real, but rather you're there to be the class clown and make people crack up when they play you.

Well, I'm sorry, I'm not a teenager any more, I don't get fulfillment out of that. I don't want to show up to a tournament and say "Hey guys, look at me, woooo". I don't want to play a campaign where I'm basically free land for my neighbors. My game store charges for use of their tables. Why would I pay for my opponent to dance on my army?

I want to think my army is cool. I want to look at my models, read the fluff, then turn around on the battlefield and enjoy what I'm doing. I don't want to find the "fun" in getting reamed. I want to feel like a have a chance, I want to know that if I fail it's because *I* failed as a general, not because I showed up to the knife fight with a bag of cotton swabs.

I'm sorry Randall, I don't mean to attack you, I'm just venting my frustration at this bullshit "losing is its own kind of winning if you make them laugh!" attitude I see all over forums when it comes to Ogres.

I play 40k Necrons, which are just as much ass right now, but you know what? Nobody ever denigrates the army the way people denigrate Ogres...and it's usually the Ogre players while defending it! Orks and Orcs, they have a lot of silliness and humor, but in the end people respect them as armies, people find the models really cool, and people take them seriously. Nobody says "I want to play Orcs because they're so silly, ha! I want to have fun!"

Look at Stelek on his Goblins: "I enjoy my goblin army very much. They are much maligned but I've done well with them." He doesn't say "I enjoy my goblin army very much. I lose all the time, but damn it's funny when all my stone throwers misfire! I never win, but damn if it isn't satisfying to roll all those animosity dice!"

So yeah. Just had to get that out there. I like the tactical discussions and the back and forth, I like the ideas to make them work. Just don't undermine any serious tactical discussion stating that they're for "fun", and if you want to actually win a game you play another army. Because that's just a kick in the nuts to those of us without that other army.
First - thanks for commenting Endre I appreciate it.

Second - my comment that you took offense with was made in jest, a bad joke. I haven't even finished my Vampire Counts army so there is no way I could "win" with them!

My apologies if my off-the-cuff comment upset you (they certainly seem to have struck a nerve) but the fact of the matter is I play WHFB for fun (shit I hope we all do). I don't think of the Ogre Kingdoms army as a "just for fun" or "laughs and yucks" type list, but at the same time I don't consider myself to be a "competitive" gamer - it simply isn't my focus. I haven't been playing long enough to consider myself "good" and honestly I dislike the majority of the tournament scene and most of the people involved (Stelek does a good job of outlining those issues on his blog so I won't go into it here).

I chose Ogre Kingdoms as my first Fantasy army for almost all the reasons you state in your comment. The giant flesh eating monsters, covered in blood, living in caves, fighting and drinking their short lives away. That was the army I wanted to collect, model, paint, and play on the tabletop. I knew going into it that the army wasn't considered "top tier" or "competitive" among most WHFB vets but I never worried about that. You win some you lose some right?

Shortly after playing my first few matches I grew discouraged. The army I had set out to collect and play was not living up to my expectations on the tabletop. I was frustrated but never considered dropping the army, by that time I had grown to love the look of the models even more.

Over time, with plenty of practice and patience, I have learned how to play my OK force. One of the biggest helps for me was connecting with other Ogre players at the Ogre Stronghold - a must view for any serious Ogre general. I've been reading and posting on the Stronghold forum every day since I found it and even now I still learn a thing or two about playing Ogres.

Am I happy about the situation that GW has put the army in? Hell no. But what can be done about it at the moment? With next to nothing in way of fan-support or outreach how is a frustrated customer to get their view into the "right" hands? All I can hope is GW is planning on releasing an updated book that fixes the major problems they created with the OK list when it was released. Removing all of the seemingly arbitrary restrictions would be a great start (I dare you to find another army book with more restrictions).

I don't expect massive change though. Looking at the Chaos Ogres in the new WoC book gives me an idea of what to expect and it is nothing to write home about. Sadly, I could still make a better Ogre army list out of the WoC book if I wanted to.

So I do what I can; I keep playing my Ogres, constantly trying out new combinations and army lists, hoping to find something that "works" in the competitive scene. I try and keep track of my wins and losses, what did I do right and what could I have done better?

If I had it to do over would I still start my Ogre Kingdoms army? Absolutely. I love my fatties, they are a blast to play with (even when they are frustrating the hell out of me) and I don't think I would be half the Fantasy general I am now without the experience of playing with a "low tier" army.

So in closing - Endre I understand where you are coming from. It is frustrating and I don't really have great advice for dealing with the whole situation aside from "try not to take it so seriously". Join the ranks of Ogre generals trying to find a way to "make it work" and banging their heads against the OK Army Book. Talk tactics, what works and what doesn't. Experiment and play the "stupid" or "worthless" things - nothing is off limits.

I'll be here doing the same thing and hopefully winning a game or two in the process.

Thanks,

Randroid

Yes The Truth Hurts Skrag the Slaughterer - Part 3.

The Skrag saga continues with this latest post from Stelek on YTTH. I have added the relevant sections from my last message into the body of Stelek's reply (hard to see what he is responding to otherwise). I have also included my response to his comment in the body of this post. We'll see how this works out...

Stelek wrote:

Thanks for the reply. Sorry the comment system fails ya. =/
I don't use the Trappers to literally screen Skrag (wouldn't do much good against Warmachines and shooters on hills) but I do use them in forests or other terrain that I want to use to screen him. That way they can march block or otherwise harrass the fast movers and hard hitters my opponent points his way.

Don't underestimate a Gnoblar! The trappers have never failed to make their points back for me and they have many uses (skirmish screen, march blocking, sharp stuffing large targets or lone characters, shooting bait, frenzy bait, hatred bait, etc). As long as you don't depend on them to do something they will usually surprise you - just never count on a Gnoblar!
1) Well maybe you have great success with 1 unit of unarmored gits, but I don't. People figure out to kill them or ignore them as their army needs.

As I said, if people are spending any points or turn phases on killing my Gnoblars I am all for it. The only thing I worry about with them is Flyers and Terror causers. I don't expect them to live, I expect them to re-direct charges into difficult terrain, march block, shoot stuff, bicker, and die. Sometimes I use them only for a turn 2 march block and then hold a table quarter - or maybe follow a big block and pelt it with Sharp Stuff until someone is forced to deal with the green bastards.

Your general attitude towards the Gnoblars is exactly what makes them so great. People disrespect them or write them off all together and that is when they are at their most dangerous. It is the law of averages, I am bound to roll 5's and 6's and you are bound to roll a 1. When combined you lose models (hopefully expensive ones) and I laugh. This isn't some bs mathhammer or wish on a star type situation, I am speaking from personal experience with Trappers. Point for point they are the best unit in the Ogre Kingdoms army book and I try and always take at least one unit in every list I write.
Ah, I see what you meant. I don't usually put him in a unit so I can use his higher US to my advantage by breaking ranks on a flank or rear charge.
2) He still gets singled out was kinda my point. Running him on his
own or in a unit, I can still pick him out. Have to come out from
behind the woods (and not charge) for 1 turn. That's usually all it
takes to down him.


The same could be said for almost any Ogre Character so I don't see this as being particularly relevant to Skrag.
I'm not going to disagree with you here because you are mostly right. The Ogre magic phase is all about the bluff - casting order is essential. You can throw one dice at all the Gut Magic spells in the game until they are successfully cast or fail (or you run out of dice). If I cast a spell with one dice and you dispel it, guess what I am casting it again on one dice. It is only when the spell is successfully cast (i.e. not dispelled or scrolled) that the casting cost goes up for the next Butcher.

Look, I am not saying that any Ogre list can compete with a heavy magic list but if you want to run Gut Magic and have it be in any way successful then Skrag is the way to go.
3) I realize how the OK magic works. It's woefully underpowered and always has been. Wasn't well thought out TBH. I can usually get some gut magic off with my OK list with just 2 butchers. Often as not, it's all about rolling a 3 and the other guy rolling a 2...which is a sad place to be for any magic user.

There are certainly flaws to be found in Gut Magic but to say it is "woefully underpowered" is a bit extreme. Underpowered compared to what - High Magic? Dark Magic? Chaos Magic? Gut Magic seems more in line with O&G magic and even that has its moments. Anyway, the point of my comment wasn't to talk about how Gut Magic fails but to praise Skrag for what he brings to the OK Magic Phase. Again - if you are planning on going "heavy" with Gut Magic you can't go wrong with Skrag and 2 or 3 Butchers. Short of taking a DoW caster it is the best you can get as an Ogre general. It seems a Gut Magic tactica would be worthwhile for new OK players though, perhaps I will write one sometime soon.
Bait and flee is the standard Ogre way of dealing with fast units - often using Leadbelchers for this very tactic. Personally I don't like them as I tend to do more damage to myself then my target. I don't like Gorgers that much either but they get much better when you can take more than 2 in a list. If you are shooting at 75 points with your guns or warmachine that is just another turn I can spend getting the charge on your units or setting up a flank charge.
4) Gorgers don't deny flanks or give you a flank bonus, so I ignore them and let them get on my flank and rear. Adds to the combat resolution for my side when I put wounds on your gorger. All they have going for them is T5. While 'scary' against say a block of Empire troops--I don't think that's a good example of why gorgers are good since empire troops are so shitty. Try it against Demons, CW, or Elves (either one). You'll get punched in the balls real quick.

Not in the balls!!



Who said anything about flank charging with my Gorger? "Setting up a flank charge" here was in reference to Ogre units. I do sometimes charge my Gorgers into crappy troop blocks who can't hurt them (mmm Marauders taste like chicken). Pretty much a guaranteed 2 turn tar pit against most troops with the exception of truly elite forces. Again, it is about slowing down the enemy advance, re-redirecting, and misdirection. The kill is a secondary benefit (although Killing Blow always helps scare away the lone characters mucking about), the versatility and tactics options Gorgers allow is what makes them a decent choice.
Agreed - Skrag does not charge Knights unless they have been baited for him to be in a position to. And to say Knights don't give a crap about Maneaters is a little ridiculous. Decent WS, high T and S, 4-5 attacks each with Stubborn and ItP?! Of course a Knight wants to avoid that (or at least get the charge). Throw in a Bruiser with BSB or other magic weapon and you have one nasty combat block. I've obliterated many units of Chaos Knights, Blood Knights, Black Knights, etc ... with ME.
5) If you are charging knights with maneaters, then sure you might win. Didn't you already win the game though, because you ARE charging slow ass shit into fast shit? Knights should always charge you in power checkers. Failure to do so when Ogres cannot stop it in any way, well...that's your opponents failing at the basics imo.

Right. Well I don't want to fall back on the "your opponent sucks" argument so let's talk real strategy here. Everything (aside from Gnoblars and Yhetees) in the Ogre army has M6. That puts Ogres at a disadvantage to every army who has access to Cav. Do you expect Ogres to always get charged by these units with higher Movement? How do you deal with them? In your 2,250 list you have many units of Leadbelchers. I assume you use these to deal with Cav based on your previous comments regarding Skrag/my list.

The way I deal with Cav is bait. Put units out there, make a tasty target, flee with units they aren't expecting and get the counter-charge (hopefully with Flank support). Sometimes I do rely on bad charge declarations - it is an annoying little dance in the middle of the board as one side waits for the other to make a mistake and get charged. This is the only way I know how to win with Ogres. If you have some other ideas to share I would love to hear them!
Large blast template with Killing Blow doesn't scare you? The must charge (I call it "crappy frenzy") issue is a problem yes, but the Scraplauncher can hold it's own in most combats (assuming there isn't a S7 attack in the mix). Flyers and Fast Cav can give it a hard time but there is nothing like killing an entire unit of Empire troops or Warriors of Chaos with a Scraplauncher. Good times ...
6) Nope, not really. Gotta hit me first, assuming I don't park a skirmishing unit in your LOS and in charge range of you (14") and make you unable to fire. Yeah, I don't do that all the time. ;)

Fair enough. It is a decent tactic, I use it all the time with the Trappers you seem to think are a waste. Very unlikely a unit of Skirmishers are going to hold up to the charge of the Rhinox. If they flee I migth have more problems but I might also just catch them and eliminate the threat.

The only real worry for me and my Scraplauncher is S7 warmachines or spells. If I only get one or two shots with it that's fine. My guesses are usually spot on (if only my scatter die would stop coming up 8 and 10) and it only takes one to get the job done. I don't expect you change your tune until you see one or two Scraplaunchers in action - I know I didn't!
Trappers Scout and start in cover (typically a forest). They don't get shot on Turn 1 but they might pop out and blast a unit of Fast Cav to death with 16 shots.
7) Except against the competitive armies, you DO get shot--by magic. There is lots of magic that requires no line of sight, and virtually all armies bring it. I don't hold much weight in trappers firing on fast cav (move and multiple shot? assuming I'm dumb enough to be in range of your unit--which is another basics failure btw) and killing them.

Okay, we seem to be talking in circles now. So you don't care about my Trappers but you are going to waste an AoE spell on them? Okay, great! See my first point about Trappers (and Gnoblars in general) - I don't care if you are shooting them with guns, bows, magic, dinosaurs, whatever. If they are being shot instead of my 35+ points each Ogres they are doing their job!

Same with your movement. If you are changing your deployment or move to avoid my Trappers, well to steal a line from you "another basics failure btw". Trappers have Multiple Thrown Weapons meaning they can move and shoot without penalty (for 9-10 shots needing 4's) or multi-shot (for 18-20 shots needing 5's). Both wound on 5's and 6's mostly. Again, until you have seen a unit of Trappers wipe out a unit of Fast Cav or take off a Knight or two you can't appreciate what I am saying. It happens. I do it almost every game I play with Ogres.
I think for the most part we agree on things, especially trying to make a "competitive" list for Ogres. But I love my fatties (my first army and lucky for me I don't really give a crap about winning. If I want to win I just play my Vampire Counts. :D

Besides where is the challenge or fun in playing one of the "broken" and "competitive" lists? Seems boring to me...
I don't know about not being fun, for many players Fantasy isn't 'fun' period. I enjoy my goblin army very much. They are much maligned but I've done well with them.

While my comment was made in jest, it looks like I stirred up the bee's nest on this - I will get back to this thought in my next post.
I have yet to win a game against Daemons with Ogres.

I have yet to lose a game against Vampire Counts or Elves but WoC are about 60/40 for me at the moment.
8) I've beaten Demons but tbh the majority of demon players locally suck at the game so it means nothing. No idea how you are beating good Elf lists, Ogres are totally outclassed. What, ya gonna charge them? lol Is that before or after you get fried by Teclis? Or a Supreme Sorceress? ;) WoC make me giggle but sadly they have the WS, S, and saves to beat ogre face. If they run them like Dwarfs, it's a serious bitch for OK. I'll try to incorporate more Fantasy. A lot of the readers don't seem to like it lol.

Ogres are outclassed against most armies though, doesn't mean you can't beat them with enough practice and patience! To be fair I have only played 4 or maybe 5 HE players. They gave me a hard time, no doubt about that, but most anything T3 makes me happy in CC. Daemons are another story altogether...

I think you need more Fantasy tactics on your site. Take a break from all the 40k list bashing to explore the wonderful (and broken) world of Fantasy lists! And since when have you tried to do things that your readers liked?! Heheh...

Note: Since Stelek's initial post there have been a few additional comments made that I will respond to in my next post. To be continued...

Monday, August 10, 2009

Battle Reporter - Inviting New Members!

I frequent many different WHFB related news sites and forums (probably too many if I am honest) but one site in particular has caught my eye as of late - Battle Reporter (aka Warhammer Fantasy Battle Tabletop Gaming but I think Battle Reporter sounds cooler) .

In addition to having a fairly unique and interesting site, Battle Reporter also has a WHFB-centric forum. I think Sigmar (owner/founder of Battle Reporter) explains it best with the following comments:

Battle Reporter
Our members are amongst the best Warhammer Fantasy Bloggers you'll find online. We have new players to experienced veterans from all corners of the globe. Everyone is welcome. We have just one rule... be friendly.

We have expert painters and gamers who will happily share their ideas with you. Get involved and improve your game, your painting and your enjoyment of Games Workshop products.

Get your miniatures on our forum slideshow, give us your own tips, show us your army lists, share your battle reports and any other gaming projects you want to publicise. You can win karma, respect and rank just by being yourself !

We cover:

  • General Warhammer discussion
  • All Warhammer Fantasy Armies
  • Warhammer Rules Questions & Answers
  • Painting Competitions
  • Interactive Fantasy Roleplay games
  • Konrad's army builder project
  • Sigmar's Nautican Army list project
  • Miniatures trading
  • Wargame Clubs and a thread for meets
  • General chit-chat about anything on your mind

  • We are mainly a Fantasy Battle forum but we also cover 40k and have also recently added Battlefleet Gothic, Bloodbowl, Mordheim and Lord of the Rings forums.

    So, what's the catch? There is none, we're just enjoying ourselves!
    So there you have it! As long as you aren't a jerk, stop on over and check out the site and the forum. I have been made the Moderator for the Ogre Kingdoms sub-forum if it is OK-centric posts you are looking for. Don't let that stop you from giving it a go, I'll try and keep my other ramblings relagated to this site.

    Friday, August 7, 2009

    Yes The Truth Hurts Skrag the Slaughterer - Part 2.

    The continuation of YTTHStS as seen in this post on Yes The Truth Hurts. Stelek's reply to my defense of Skrag the Slaughterer (and perhaps the OK army in general?) is in that article but I have included it as quotes in my own response below.
    Hey Stelek,

    Thanks for taking the time to respond to my Ogre ramblings. I tried posting my comments on the YTTH site again but that Js-kit stuff won't have anything to do with me (not my blog, blogger id, google id, Js-kit id). Anyway, aside from that I had some comments on your response. I probably could have made a few of my points clearer the first time around, I will try to be clearer this time around.

    1) Gnoblar trappers are easy to remove. Magic missiles sends them packing. Being unable to charge until the trappers move out of the way is called telegraphing your moves. I know it's coming, and it's easy enough to counter. So I don't see the point of trying to hide him when you really can't.

    I don't use the Trappers to literally screen Skrag (wouldn't do much good against Warmachines and shooters on hills) but I do use them in forests or other terrain that I want to use to screen him. That way they can march block or otherwise harass the fast movers and hard hitters my opponent points his way.

    Don't underestimate a Gnoblar! The trappers have never failed to make their points back for me and they have many uses (skirmish screen, march blocking, sharp stuffing large targets or lone characters, shooting bait, frenzy bait, hatred bait, etc). As long as you don't depend on them to do something they will usually surprise you - just never count on a Gnoblar!

    2) I mean per the answers GW has given on the OK book, you cannot hide Skrag in a unit of Ogres. That means you can pick him out and kill him. That's why he sucks, you know. He's great against armies that can't shoot or magic him to death, but then--those are armies you have a solid chance against because those armies suck, right?

    Ah, I see what you meant. I don't usually put him in a unit so I can use his higher US to my advantage by breaking ranks on a flank or rear charge.

    3) Against competitive armies with a heavy magic bent, you can have two Skrags and you won't be casting shit. You let the Ogre player get off anything but regen (unless you have fire for that unit, then nevermind) or stubborn (especially if you are about to hit them with a big beater unit); I don't know about you but having 10 PD does not impress. You still need a minimum score to cast the first one, then a higher score to cast the second. If I let you cast regen on a shitty unit, then YOU start burning PD to try and cast it (you can NOT try to cast a spell you cannot actually cast because a single PD won't power it) since it's at a higher level. At which point, I stop it. I don't care about the other 4 spells, if you think they are 'good' then you need to play say Dark Elf, High Elf, or Demonic magic. 6 or 7 great spells, not shitty filler content like the OK have.

    I'm not going to disagree with you here because you are mostly right. The Ogre magic phase is all about the bluff - casting order is essential. You can throw one dice at all the Gut Magic spells in the game until they are successfully cast or fail (or you run out of dice). If I cast a spell with one dice and you dispel it, guess what I am casting it again on one dice. It is only when the spell is successfully cast (i.e. not dispelled or scrolled) that the casting cost goes up for the next Butcher.

    Look, I am not saying that any Ogre list can compete with a heavy magic list but if you want to run Gut Magic and have it be in any way successful then Skrag is the way to go.

    4) Leadbelchers are your only answer to many fast units, and your only way to whittle strong units down. If you are relying on gut magic or close combat to kill strong enemy units, you play against really really bad fantasy players. Gorgers are random, and don't scare experienced players. No matter how many you have. I will gladly accept you having a 300 point deficit on turn 1, kill Skrag, and deal with the gorgers when they show up. It's not hard to push them to the edges of the game and ignore them the entire game. Add in fast cav or shooty skirmishers, and gorgers are silly bad.

    Bait and flee is the standard Ogre way of dealing with fast units - often using Leadbelchers for this very tactic. Personally I don't like them as I tend to do more damage to myself then my target. I don't like Gorgers that much either but they get much better when you can take more than 2 in a list. If you are shooting at 75 points with your guns or warmachine that is just another turn I can spend getting the charge on your units or setting up a flank charge.

    5) You missed the point. Skrag doesn't charge Knights. The Knights charge Skrag. Skrag dies, and the rest of the Ogres get run down. If you are charging Skrag into Knights, you are once again playing really really bad Fantasy players. Knights don't give a crap about your maneaters. I know from experience. The good ones suffer less than 2 wounds from each Maneaters, assuming the Maneaters don't just get beat to death on the charge (because for your 86 or 90 points on ONE maneater, other people get 3-4 knights. just no contest). With a -4 modifier, you get a knight a turn. If they know what they are doing, they kill Skrag on the charge OR just wipe your Maneaters out and run him down when he flees from combat. Either way, your Lord is dead to a unit that costs way way less than you do.

    Agreed - Skrag does not charge Knights unless they have been baited for him to be in a position to. And to say Knights don't give a crap about Maneaters is a little ridiculous. Decent WS, high T and S, 4-5 attacks each with Stubborn and ItP?! Of course a Knight wants to avoid that (or at least get the charge). Throw in a Bruiser with BSB or other magic weapon and you have one nasty combat block. I've obliterated many units of Chaos Knights, Blood Knights, Black Knights, etc ... with ME.

    6) A scraplauncher has the same 'must charge' issues, which is fun to take advantage of. It's also not scary.

    Large blast template with Killing Blow doesn't scare you? The must charge (I call it "crappy frenzy") issue is a problem yes, but the Scraplauncher can hold it's own in most combats (assuming there isn't a S7 attack in the mix). Flyers and Fast Cav can give it a hard time but there is nothing like killing an entire unit of Empire troops or Warriors of Chaos with a Scraplauncher. Good times ...

    7) 8 trappers? That survives 1 turn? Then Skrag gets shot to pieces? Come on.

    Trappers Scout and start in cover (typically a forest). They don't get shot on Turn 1 but they might pop out and blast a unit of Fast Cav to death with 16 shots.

    I think we'll just have to disagree on Skrag. Trying to make a competitive army out of OK is ultimately a futile exercise.

    I think for the most part we agree on things, especially trying to make a "competitive" list for Ogres. But I love my fatties (my first army and lucky for me I don't really give a crap about winning. If I want to win I just play my Vampire Counts. :D

    Besides where is the challenge or fun in playing one of the "broken" and "competitive" lists? Seems boring to me ...

    Dark Elves, High Elves, Vampire Counts, Chaos, and Demons are just so far above it it's not funny.

    Note I mentioned VC and Chaos Warriors...both armies that are NOT in the same class as the pointy ears or demons, not by a long shot. If they can manhandle you...man, that's not good.

    I have yet to win a game against Daemons with Ogres.

    I have yet to lose a game against Vampire Counts or Elves but WoC are about 60/40 for me at the moment.

    Fantasy debates are fun!

    I agree! Would love to see more Fantasy content on YTTH. I don't think the tactics in WHFB are as cut and dry as they are in 40k - many different ways you can go and still find some success.

    So my thoughts in summary - Ogres are not super-competitive (but you can make them work if you try hard). If you want to have any real success with Gut Magic Skrag is a good option (10-12 PD is the most you are going to get with OK at sub-3k). Don't trust a Gnoblar but don't be shocked when they kill the crap out of your opponent's expensive units.

    I think that about covers it. Next time around perhaps I will comment on the OK list you have posted in your lists. Interested to hear why you made certain choices.

    Keep up the good work.

    Randroid aka Randall



    Still awaiting a second response - in the meantime you can read Stelek's 2,250 Ogre Kingdoms list here. I see some favorite and not so favorite things in this list. Hell, it might be worth trying ! At least that way I can say for sure I don't like it.

    Yes The Truth Hurts Skrag the Slaughterer - Part 1.

    Some of you may be familiar with the 40k-centric Warhammer Tactics blog Yes The Truth Hurts. It is run by 'Stelek' and for the most part consists of army list critiques and general commentary on the state of competitive gaming in GW systems. I read the blog once or twice a week - mostly as an exercise in restraint as I watch Stelek belittle and mock most everything in the "hobby", but also to learn a thing or two in the process.

    Long story short, Stelek is a very aggressive and outspoken guy who will tell you exactly what he thinks and why he thinks you are "wrong" about what you think. I find this refreshing in a sea of "me too" and "yes man" style blogs that basically just rehash/regurgitate the latest news coming out of Games Workshop or other fansites. Even if I don't agree with his methods (or opinions for that matter) I appreciate the existence of Stelek's blog and the message.

    So imagine my surprise when reading this recent post to another OK player regarding Skrag the Slaughterer on the site (reposted here without permission - sorry Stelek, hope you don't mind):

    Endre Enyedy wrote:
    Hello,

    I know you don't think much of the Ogre Kingdoms, what with them being a very subpar army at the moment. However, the last time you hammered out a list a good portion of its core strategy (the Rune Maw banner) was shot down, so I was wondering how you would adjust the list to compensate, and how you'd grow it to 2250.

    Also, what do you think of Skragg the Slaughterer? Word has it that the Skragg list is actually competitive at the tournament level, so I was wondering if you agreed and if so, what kind of list would you design around him?

    Thanks,
    Endre


    Reply:

    Well to make the Rune Maw banner work, you just add a unit of Gnoblars and redirect into them. It's not that big a deal really. lol

    Skrag has a few weaknesses that you should be made aware of before you start thinking he's competitive.

    1) Frenzy. You can pull him out of his unit with it (tricky, but doable).

    2) He's targetable by any shooting or magic as he is not on an Ogre base.

    3) While having more power dice is nice, Ogres only have a few useful spells so if you get them off successfully (which is more likely) it's then more difficult to get them off with Butchers. As a result, you tend to not bring extra Butchers along...and when Skrag falls to #1 or #2, all of your gut magic goes away.

    4) Having a zillion gorgers is cute, but ultimately self-defeating as every pair of them you take is one less leadbelcher unit you can bring along. Just as you can defend against outflankers in 40K, you can do the same in Fantasy.

    5) Knights love Skrag. Especially 1+ save Knights. You charge him and hit him with Chosen Chaos Knights, Blood Knights, or Grail Knights. Watch how fast he poofs.

    So it isn't that he's competitive, it's that he's an entirely different build of Ogre Kingdoms. Once at a tournament he might work, but against your regular opponent's you are going to get your face smashed in once they figure out 'Kill The Big One, Win'.

    I tried the list and it just doesn't work, sadly. Sorry.



    To say I was dismayed at this response would be putting it lightly. Here was a poor OK playing soul looking for a little bit of guidance and this summary response is what he got? Not up to the usual level I would expect, but then again this is a WHFB article on a mostly 40k site. I felt it was important for a regular OK player, and newly-minted Skrag enthusiast, to "set the record straight" on Skrag and the OK army list. The following is my response.
    Hey Stelek,

    Been reading the site for awhile, mostly just spectating as I play WHFB and most of your content is 40k.

    Saw the post yesterday about Skrag and thought I would chime in with my own first hand experience.

    One of the biggest problems for the OK list in the current WHFB environment is Magic. It seems obvious that Gut Magic is central to making Ogre a true threat against most armies but the relatively low power level of the Butchers makes this quite difficult when everyone is tooling up to face down magic heavy VC/DE/DoC/WoC lists. The old "standard" used to be Tyrant + 3 Butchers but this has fallen by the wayside as Butchers simply can't keep up with a max of 8 PD (and that is with spending a minimum of 390 points and three character slots to make that happen).

    Anyway, my long rambling point - Skrag makes the OK magic-heavy list easier and better to do. Taking Skrag is the only way to get a Slaughtermaster Lvl 4 caster into a sub-3k OK army list. Additionally it gives you two for one Special choice Gorgers which are great for negating one of the Ogres other major weaknesses - shooting.

    Having played Ogres for the past year (only in tourneys for the past 6 months or so) I have to say I have been really happy with Skrag as my army general. He isn't the best at everything but I think he is well worth it for anyone who wants to actually make their Gut Magic useful in a game.

    (posted my Skrag list here for him to pick on - see earlier Skrag posts if you are interested in the contents, this is getting too long already!)

    Regarding your comments -

    1) Frenzy. You can pull him out of his unit with it (tricky, but doable).

    True. Anything with Frenzy is a liability. Luckily Skrag benefits from killing enemy models in CC and being in CC keeps him safe(r) from shooting and magic. Point him and the nearest "squishy" target and kill, kill, kill! I like to screen my Skrag with Gnoblar Trappers, using them to deal with and Fast Cav setting up to lure Skrag away from the fight.

    2) He's targetable by any shooting or magic as he is not on an Ogre base.

    Not sure what you mean by this? The OK book is a 6th edition book that makes mention of the older 6th edition shooting rules under the army wide rules section. All Ogres are targetable by magic and shooting - it is one of their biggest weaknesses!

    3) While having more power dice is nice, Ogres only have a few useful
    spells so if you get them off successfully (which is more likely) it's
    then more difficult to get them off with Butchers. As a result, you
    tend to not bring extra Butchers along...and when Skrag falls to #1 or
    #2, all of your gut magic goes away.


    Gut Magic is primarily a defensive magic meaning you need to have units close to your Butcher to make use of their abilities. Since Butchers can only throw 2 dice at any one Gut Magic spell I usually start my magic phase with their casting and leave Skrag for last as he can throw 3 dice at a spell.

    Don't underestimate spells like Bonespitter which I have used to destroy many "invincible" feeling units of Knights (S2 no armor save, gotta roll 5+ and 6+ some time!). Braingobbler can be really great when used in conjunction with Skullmantle for the -1 Ld, and healing wounds on your Butchers is always useful.

    I also don't understand the comment about bringing less Butchers. Really the only reason (aside from the Gorgers) to bring Skrag is if you want to go magic heavy - meaning you absolutely want to bring more Butchers to increase your chances of actually getting anything off! Skrag + 2 Butchers is 10 PD, nothing to scoff at especially when throwing 1 dice at each spell to draw DD out of your opponent and using the bound spell from a Bangstick to whittle away at your opponent's softer units.

    4) Having a zillion gorgers is cute, but ultimately self-defeating as
    every pair of them you take is one less leadbelcher unit you can bring
    along. Just as you can defend against outflankers in 40K, you can do
    the same in Fantasy.


    Well we will have to agree to disagree on this point as I find Leadbelchers to be hands down one of the worst units in the OK book. Their threat of damage is all they have and any skilled WHFB general will see right through that, either feeding them crap units or blasting them off the board with shooting/magic.

    You don't need to max out on Gorgers to make Skrag's abilities worthwhile - I find that 4 Gorgers is plenty to get the job done. Sure my opponent can be thinking about ways of dealing with them from the start of deployment but ever gun or unit not facing towards my battle line or otherwise distracted is another unit of buffed up Ogres I can ram down their throat. Nothing beats a surprise Killing Blow on a souped up Lord from a ravenous, shit clawed monstrosity that came on the board Turn 2.

    5) Knights love Skrag. Especially 1+ save Knights. You charge him and
    hit him with Chosen Chaos Knights, Blood Knights, or Grail Knights.
    Watch how fast he poofs.


    And? If you are throwing Skrag at a unit of Knights without some kind of backup you shouldn't be playing him to begin with. Knights are a huge problem for all Ogres, Lords and Core alike. That's why I run my Maneaters with GW - Knights love getting hit with S7. Turns their "quaint" armor save to jelly. Don't forget Skrag also causes Terror which keeps some fast movers from hitting him (not the ones you listed but some).

    Anyway, just wanted to chime in. Tried to leave this as a comment on the site but your comment system hates me.

    Keep up the good work, always good to see the occasional Fantasy post (even if I don't agree with you on most of them)!

    Best,

    Randroid
    So there you have it. Reading over this for the third time I can see a few holes/leaps in my logic, but I will get into that more in the second installment of YTTHStS. In the meantime, what do you fantasy players think? Has Stelek convinced you that Skrag is not worth it?