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Thursday, June 25, 2009

Ogre Kindoms - Basics for Beginners: Core

Well I have been playing my Ogre Kingdoms army for a little over one year now. Back in December of 2008 I wrote this "unit guide" for the Ogre Kingdoms book based on my own experience and opinions. I decided to post them here in a series of updates as a way of keeping track of my own thoughts about the list as well as helping out new WHFB and OK players in some way. I would love to hear comments on this overview if you have them! Today's update will focus on the Core choices in the Ogre Kingdoms army book.


Ogre Kindoms - Basics for Beginners: Core



Unit upgrades and Command are very costly for OK units and do not add much tactically. You will find that most OK generals shy away from Full Command. Banners are almost never taken, and if so they are on a "heavy" main unit of Ironguts (or other "Deathstar") with backup from characters. Unit champions are rarely taken unless it is in a unit of Ironguts to avoid nasty character challenges. The most common unit upgrade for OK core units is the Bellower as it is used to break combat resolution ties and adds +1 to your rally after a flee. With this in mind let's look at the Core choices for the Ogre Kingdoms:

Bulls: You are required to field at least one unit of Bulls in every OK list. Many players stop there but Bulls can have their uses against certain opponents. Here is a basic overview of their strengths and weaknesses. Typical units size is the minimum of 3.
Strengths - Cheap and "disposable" in most lists. Good for baiting an enemy into a charge and fleeing, or setting up flank charges for stronger "anvil" units like Ironguts. Ogre Club is actually pretty good as it provides a -2 Armor Piercing to their basic 3 attacks.
Weaknesses - Low leadership, no armor to speak of, crappy (or situational) high cost unit upgrades.
Upgrades - Don't bother with Light Armor unless you plan on adding Ironfists. Ironfists and Light Armor makes the unit cost almost as much as a unit of Ironguts so it is rarely used. If you want an extra attack (which is good against low toughness horde type armies) use Additional Hand Weapons. The most common upgrade to a unit of Bulls is a Bellower to add +1 to your rally roll after baiting a charge. Normal unit upgrade "rules" apply here (see above).

Ironguts: While it may not be readily apparent on paper, Ironguts are superior to a normal Bull in most situations. Do not be lured into taking a charge with these units because they have armor, Ironguts are meant for smashing things not getting smashed. Never accept a charge if you think you might lost the subsequent combat! It is okay to flee with a unit of Ironguts, especially if you have a Bellower in the unit. Rallying on a roll of 9 is very likely to happen. Typical unit size is the 3-4, rarely more.
Strengths - Hard hitting, most armored Core troop available, good character bunker.
Weaknesses - High cost, not that great in subsequent rounds of combat due to Great Weapons.
Upgrades - Most common upgrade is a Bellower. Banners are rarely seen before higher point total games (2000+), and magic banners are rarely used (because most of them are terrible). Normal unit upgrade "rules" apply here (see above).

Gnoblar Fighters: Gnoblars are great for taking hits, magic, and shots you don't want your Ogre units to absorb. The first rule for Gnoblars is to never depend on them! Use them for what they are; a slightly unpredictable and cheap unit. Good for luring frenzied troops, or Dwarfs, away from your Ogres. Good for initial deployments when trying to lure out your opponent's "scary" units. It's typically not a good idea to take a charge with these little guys! Gnoblars are made to die and fleeing is almost always your best option. Typical unit size is 20.
Strengths - Cheap mass of bodies, good for a laugh, sometimes do extraordinary things with sharp stuff.
Weaknesses - Low leadership, easy to kill, will bicker when you don't want them to.
Upgrades - You can add a Groinbiter but it won't do much for you. If you have 2 points just sitting around do it for laughs.

Gnoblar Trappers: Point for point this is one of the best units in the Ogre Kingdoms book. These guys are great at misdirection, march blocking, line of sight blockers against magic and shooting, frenzy bait, hatred bait, and getting in the way of charges (only to flee of course). Just like Fighters don't depend on them to do what you want when you want it, but use them in a general way to get what you need. Typical (and ideal) unit size is 9.
Strengths - Scouting skirmishers! Great for turn 1 march blocking against fast movers that might flank your Ogres. Good for luring troops into difficult terrain after fleeing. Good for wounding, harassing, and killing many types of troop.
Weaknesses - Low leadership, easy to kill, will bicker when you don't want them to.
Upgrades - You can add a Snarefinger (which is slightly more useful than a Groinbiter with +1 BS) but it won't do much for you. Typically better to add another Trapper instead for more wounds and Sharp Stuff shots.



And that covers it for the Core choices! The next update will go over the Special choices available to OK players.

Hobby delay!

Sorry for the lack of posts - my grandfather passed away at the beginning of the month and I drove back home to Michigan to attend his funeral and visit family. I'm just now getting back into hobby mode - expect updates on my (many) army projects to come!

Tuesday, May 26, 2009

Vampire Counts test models - now with crappy yellow pics!

What do you think of these test models for my new Vampire Counts army? The first is my Black Knight conversion from a kitbash of Grave Guard and Skeleton Warrior bits with Tomb King Skeleton horses.





This second conversion is Grave Guard bits on Lord of the Rings Army of the Dead models and will be used for my Cairn Wraiths - this one is a Banshee.





Thoughts? Comments? Loves? Hates?

Homebrew review.

Here it is. This is our first baby beer. Homebrew!





Looks pretty tasty doesn't it?

Frandall's Brewbucket - AHS Newahtarillo Pale Ale

Beer Type: American Pale Ale

Appearance: 12 oz. brown bottle without a label - recycled and washed out from a batch of New Belgium something or other.

Smell: Fruity hops and malty biscuit aromas.

First Drink: A three pronged attack of hops. First a sweet bitter, followed by a floral flavor, and finished with an earthy note.

Mouthfeel: Smooth and well carbonated but a bit acidic feeling.

Last Drink: The high ABV of this homebrew comes out more as it warms. There are distinctly alcoholic flavors in the aftertaste.

Drinkability: I couldn't ask for a more drinkable first attempt at homebrewing. If all our beers come out near this we'll be doing good!

Notes: This beer started out a bit rough but has really mellowed with age. It seems to be a "fan favorite" as well - a majority of this batch went to friends and family and nobody spit it back out!

Verdict: 3.5 out of 5.

Links: Austin Homebrew Supply.

Yum!

Monday, May 25, 2009

Progress Report - 5/25/09.

Holy crap! Time flies when you are working your butt off on things that are not model or painting related. In my last post (a month ago!?) I promised a list overview for the Beer Gut Tribe I took to Cap City.

LORDS:
Tyrant – Cathayan Longsword, Heavy Armor, Luck Gnoblar, Beastkiller, Wyrdstone Necklace, Greedy Fist, Greyback Pelt

Tyrant Karnov is good for one thing and one thing only - standing up to nasty combat lords. To do this he needs to have Trollguts on himself or his unit, and preferably in a challenge with the character he is setting out to kill. His overall record at the tourney (and since) is admirable but still not at the "I kill whatever gets into close combat with me" level I am looking for. Beastkiller has yet to come up in any of my games, but I see a need for it so I am hesitant to lose it for something else.

HEROES:
Bruiser – BSB, Lookout Gnoblar, Cathayan Longsword, Heavy Armor, Giantbreaker, Gnoblar Thiefstone
Butcher – Siegebreaker, Skullmantle
Butcher – Bangstick, Dispel Scroll

These three are all about utility. The BSB rarely does a lot in close combat but he can hold his own and really he is only there to carry the banner for the army. The two Butchers give this list a respectable amount of casting dice but still lack a bit in the dispel phase against enemy armies. The tourney was fairly magic light with the exception of one list which had 12+ power dice so this was not a big problem. With two Butchers I have to pick and choose what spells I want, typically throwing 2 dice at them if I can't draw dice out of my opponent with one off castings. The Bangstick almost never gets used as most people save one to two dice to get rid of it at the end of the phase. I'm starting to think I should scrap the Bangstick, but drawing out those dice is always good too.

CORE:
Bulls x 7 - Bellower
Ironguts x 3 - Bellower
Ironguts x 3
Ironguts x 3
Gnoblar Fighters x 10
Gnoblar Trappers x 10

The Bull deathstar scares people. Sadly it is a glass cannon, usually losing models to tons of shooting and magic fire before it makes it into close combat. When it does make it into combat it hits hard, but if anything misses it usually falls apart and gets run down. There is no "trick play" with this thing, it is straight up the gut and to hell with everything else! When it works it is a beautiful thing. When it doesn't ... well you can imagine what it looks like.

SPECIAL:
Scraplauncher
Leadbelchers x 2
Leadbelchers x 2

I love the Scraplauncher! For 165 points you get a lot of versatility in shooting, impact hits, S5, T5, and 5 wounds with 9 attacks! Killing blow blast template is great against Elves, Empire, Khorne Daemons, and Marauders. Just like any chariot you have to watch out for the other war machines and S7 hits. Just like other Gnoblars you gotta be ready for the worst to happen. This one unit racked up more kills during the tourney than my Bull and character deathstar! I'm planning on building a hybrid Slavegiant/Scraplauncher model sometime down the road so I can field it as either a second Slavegiant or a second Scrappie. Leadbelchers however still underwhelm me. They are probably my least favorite unit in the game; they look cool and the premise is awesome but the reality is they are expensive pieces of crap. I plan on taking them out of all my lists going forward unless I can find a really good reason to put them in.

RARE:
Slavegiant

This guy didn't kill anything in any of my tourney games. In fact, I can't remember the last game he managed to kill anything. It bums me out. I want to keep playing him but as of right now he is sitting on the bench.

So there you have it. My quick and dirty run-down of the list and my thoughts after the fact. While I think this list can work it still isn't competitive enough against most armies. I am working on a Skrag list and toying with a Mawseeker list in an effort to hit harder and do more damage to every army I face.

As part of my upcoming Skrag list I have gained two new "Gorgers". Say hello to the friendly Gorspawns from the Maw pit itself!


JhoooararGAGGG

Imam EAT HEADFzz

BLArahghha alrgghh

WARGGggarhHAAERH

I intend on building 6 of these "Gorspawns" for my Skrag list and also using them as Chaos Trolls in my (slowly building) Throgg Troll/Malal WoC list. I really like the Chaos Spawn kit. It has so many gribbly bits!

Expect more updates and pictures this week! Working diligently on test models for my Vampire Counts list, an Army of the Dead!

Monday, May 4, 2009

Capital City Carnage recap.

Well it was a long and exhausting weekend of Warhammer but I made it out alive. I don't have the energy for a long play by play battle report and most of the battles were not interesting enough for that anyway. I do remember a few high and low points though.

Before I get into the bullet point lists here is a picture of the partly painted Beer Gut Tribe on the table at the event.



I am pretty happy with how most of my painting turned out. I still don't think I will ever be able to paint things to the standard I am looking for, but with only a few months of practice I have come a long way. I will get better individual model pictures up here as I complete each model. For this event I was only able to get the base coats and a wash on so I still need to do some touch ups and finish the bases.

Enough about my cruddy painting skills ... on to the games!



Saturday - Game 1 vs. High Elves
  • Objective was to capture and hold a bridge
  • The High Elf list was fairly easy going with minimal magic and no Star Dragon
  • Siegebreaker Butcher miscast on Turn 2 - rolling a 1 and blowing up in the big Bull unit
  • He took 2 Bulls with him and the other Butcher as well (removing the buffs I had cast with irresistible force on all my Ogre units)
  • Scraplauncher guesses were spot on but bad scatters of 8" kept me from landing the killing blow
  • Game ended before time but I had managed to kill half of his forces without any magic defense (including his Lord)
  • Game was a Draw (mostly due to the miscast and the loss of the Slavegiant to repeating bolt throwers)



Saturday - Game 2 vs. Empire
  • Objective was to capture and hold 4 secret table segments (out of 6 possible)
  • Empire list was hard but not impossible with 2 Great Cannons, a Hellblaster, 2 large units of State Troops, a large unit of Flagellants, and 2 large units of Knights (one being Inner Circle with a Lord)
  • Great Cannons deployed on both flanks covering the entire board with the Hellblaster in the middle
  • One cannon was deployed in a forest edge giving my Trappers the ability to place behind them outside of the woods
  • That same cannon got off one shot which was a direct hit on my Slavegiant's head, dealing 6 wounds and killing him outright
  • The Trappers charged the cannon and kept it from shooting any more while the other two warmachines misfired and sat useless for a turn
  • Scraplauncher dropped sharp and point death on the State Troops killing 15 out of 30 in one shot
  • Inner Circle Knight unit charged the Bull deathstar and was promptly destroyed and cut down
  • Game ended in a massacre for the Beer Gut Tribe with only 5 flagellant models still on the board



Saturday - Game 3 vs. Warriors of Chaos
  • Objective was to kill an enemy musician nominated at the start of the game (a battle of the bands)
  • WoC list with one unit of Knights, two units of Warriors, Marauders, Hounds, Juggernaut Lord, Exalted Hero on disc, and Dragon Ogres
  • Scraplauncher rained pointy death on the Warrior blocks
  • Trappers deployed near a hill and threw sharp stuff at the Dragon Ogres dealing two wounds
  • Knight unit moved up a flank to kill the Scraplauncher
  • Scraplauncher charged the Knights, killing three with impact hits, two more falling to the Rhinox, and the last Knight dying to a SCRAPPER - MOMENT OF THE TOURNEY
  • Bull deathstar charged into one unit of Warriors and killed all but two of them on the charge
  • Game ended as a Draw due to time but I probably could have won given another turn



Sunday - Game 4 vs. Beasts of Chaos
  • Objective was to take all of the taverns on the street (BEER)
  • BoC list was hard! 8 chariots with rerollable panic checks, maxed out magic with 13 power dice, 8 dispel dice, two large beast herds, unit of minotaurs, 4 units of Hounds, 2 units of cav.
  • Scraplauncher misfired and ran to the edge of the board (narrowly missing a block of trees and two units of Ironguts)
  • Flanks were rolled up by Ironguts while the Bull deathstar was stuck on the street facing down three chariots
  • Beastlord charged a unit of Leadbelchers off the board with Steed of Shadows
  • Scraplauncher was forced to charge the Lord doing two wounds with impact hits, another one from the Rhinox, and another one from a SCRAPPER
  • Beastlord saved the last wound and smashed the Scraplauncher with one Strength 8 or 9 attack
  • With nothing left to live for (the game was a loss) Tyrant Karnov charged the chariots down the street
  • The first chariot fled leaving Karnov alone in the middle of the road
  • Tyrant was charged from two directions by 4 chariots at the same time before he exploded
  • Gamed ended as a Loss but the Beer Gut Tribe managed to hold on to 1 Tavern

Sunday - Game 5 vs. Daemons of Chaos
  • Objectives were random for each player
  • All Nurgle DoC list with two huge units of Plaguebearers, two Nurgle Beasts, Heralds, Nurglings, and a GUO
  • My list had nothing that could hurt it
  • I lost the game by the end of Turn 3 (about 20 mins)
  • Hands down the least fun game of WHFB I have ever played
  • Terrible way to end the tournament (how did I even get matched up with this a-hole!?)
So there you have it. 1 Win 2 Draws 2 Losses. The two draws were close and the losses were to lists I had no chance of beating so overall I feel pretty good about my first GT showing. Now it is time to start working on my VC list so maybe I can win a few more games! In my next post I will catalog my thoughts on the list overall, what worked and what didn't.

Saturday, May 2, 2009

Cap City Update - Saturday.

Just got back from the first day of Capital City Carnage.

Drew my first game, won my second, and drew my third game.

Played High Elves, Empire, and Warrior of Chaos (in that order).

I think I am ranked about 20th out of the 60+ players at the tournament. Not bad for my first one ever! Not bad for Ogres!