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Unlike a lot of you other ogre players, I love taking Gnobby's.
But as im Converting my army to a lizardmen-esk feel to them ive been thinking about the trapper units, and how I would go about converting them. Which led me to wonder if Trappers are any more benificial than fighters.
Now what I like about trappers is they are skirmishers and scouts, which occasionaly has helped.
But are the fighters good too? Ive never taken a unit of them yet.
Id like to hear your opinions.
It seems like the rank's would be great.
Agreed, that is what makes them good.Now what I like about trappers is they are skirmishers and scouts, which occasionaly has helped.Sounds good in theory but it doesn't work that well because of the movement difference. The gnoblars lag a turn or two behind. I like to use them to guard a flank(they can at least act as a speed bump) and also with Rune Maw to redirect magic from my ironguts into them.It seems like the rank's would be great.
One other good thing about them is the cost. With the cost of our other models you can easily be stuck with 30-40 points and nothing to do with them. That will get you a full unit of gnoblars.
Last edited by NecroNid; May 20th, 2009 at 18:22.
I love my trappers ever since they killed a unit of gutter runners in CC . Trappers and fighters both give OK something they lack but I think if you get a flank charge with your ogres you won't need the gnoblars ranks. Then again a combo charge with gnoblars and ironguts could be great static and active combat res.
What is this rune maw? I dont remember seeing that in the magic items list....maybe i over looked it.
Well I have a tourney coming up soon, so maybe ill try out some fighters, and see how I like em.
The only thing with the trappers is that even though they can sneak up on folks and be deployed after every thing else....you cant actually ambush players with them because they see exactly where they are.
the rune maw is a magical standard...pg 65 in the army book. from what AFG says: he usually uses it on hiw Lord's unit so that he can redirect the damage onto his Gnobs...
Exactly. There is nothing like the look on an opponents face when he gets an irresistable Infernal Gateway off on your Irongut unit with Tyrant only to have it pushed off onto a 40 point Gnoblar unit.from what AFG says: he usually uses it on hiw Lord's unit so that he can redirect the damage onto his Gnobs...
But yeah, Rune Maw + Gnoblars = good times.
To the OP, I have one question. What's with the "vs" in the title? They're both really cheap, so I fail to see why you can't simply take both.
I find that the Fighters can be useful for more than just magic dumps as well. Not a lot more, mind, but still more. I tend to use them as charge redirectors once I hit cc, and they tend to keep flanking units from getting any clever ideas. A large number of mutated goblins staring at your flank will make you think twice, after all. If I get any extra points leftover, I'll just shove it on the Gnoblars (not Trappers, they need to be small due to the Scouts rule).
One final thing, if your opponent takes a Giant, take a unit of Fighters. I remember pegging one in cc since I kept beating it through CRes, and did a lot of damage from the stand and shoot (I take my units up to 40 strong, and 80 rocks is no laughing matter*).
Hope this helps.
*Well, if you're the Giant, this is.
does the whole fighter unit get to stand and shoot? Or just the first row? I can't find anywhere that specifies the point other than the shooting section in the rule book.
I believe it is on page 8 or 9 in the BRB in the section about elevated terrain. It says the back ranks of models on flat terrain can fire at models on a hill just as a large target.
oh, i see now. thanks. Now I get why fighters are so great against large targets...