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what is the best save u can give to any model (including magic items and ward sv's )
and would it help to give all the units the bets armour save they can have
lastly , dont you find that yhetees and gorgers are really bad
I like yhetees. They've got a 7" move, 14" on the charge, which means they pursue on 3d6 instead of 2d6. True, they have no armor, but they have a -1 to be hit in HTH combat making everyone needing at least a 4+ to hit them. They have an innate str 5 and come with "free" magic weapons. They can bypass any terrain as long as they don't end their move in it. I love'em!
Gorgers are good too, but the only reason I never use them is because I don't like the odd chance they'll never even show up on the board. True, it's a slim chance by the later rounds, but my preference is to have things on the board when I need them. Not when they decide to finally show up.
Well as far as the games rules are concerned, there is no limit to the save you can give a model. I think there are a few item combos that allow you to have a -1 armor save, so something like a ST6 (-3 armor save modifier) hit would still give you a 2+ save ( the progression would be -1, 0+, 1+, 2+). The balancing factor is that 1s always fail, no matter what your save is, so even with a 1+ or 0+ save, 1s always fail. The same is true with wards, except they aren't modified.
The answer to your second question is a little more complicated. While at first it may seem like the intelligent thing to do, buying armor for all your units is something you need to think about carefully. You should have a general idea of what you expect each of your units to do during a battle, and need to arm/armor them accordingly. For instance, there is little use buying armor for a missile unit that you expect to sit back and fire the entire game. No use spending valuable points on equipment that never gets used.
On your last question, I think Mishra covered yetis pretty well. Their advantage is their speed and maneuverability. They're really good to deploy behind or across from forests or difficult terrain and hassle your opponent. He either has the choice of shooting them, devoting a unit to guard terrain he can't easily cross, or ignore them and let you get an excellent flanking unit behind his lines.
I don't really want to comment much on gorgers yet because I don't have much experience with them. Though for the points they cost, they seem like a pretty good buy.
It appears from your questions that you're getting the idea that yetis and gorgers aren't good because they don't have armor, but that is definately not the case. You just have to use a little smarts when moving and positioning them to keep them safe.
Last edited by Khaazen; April 30th, 2006 at 05:09.
My opinion is that armor is nice when you have a lot of it, but you have to carefully weight the costs of such armor against it's benifits. For example Ogre Bulls can have a 4+ save in CC giving them the armor upgrade, and an iron fist. But the cost of doing that is raising the price of the Ogre 23% Is it worth the upgrade? well that depends on what you need them to do as Khaazan said. Personally though I'd rather go with the naked bull. The reason? Armored bulls often have their armor negated by shooting (it's only a little bit anyway vs shooting attacks), and my LIMITED experience suggests that ogres tend to win CC's where they get the charge by a big margin. So my best stratigy is to help them survive to get the charge by giving them plenty of bodies. Remember extra wounds are a type of armor theirselves (it's called a meatshield)
As for the yhetees, and gorgers: I think they're nice, but I'm not going to use them as I don't really have points for them in my planned list with all the gnoblar I have running about.
Votewar MKV 2nd place. . .
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