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so im starting O&G and for my rare choices, the only thing that i like is the doom diver. Trolls suck cause of stupidity, Giants are shot too quickly, so yeah. i mean, the doom diver is a beast. just throw it at some heavy armored stuff and watch it go away. (dragon princes, Chaos Knights, Cold One riders) i just want to know what expiriance people have had with them, cause im having 2 in my army
it all depends on what you're facing
versus a TK or beast herd army, who are poor with shooting, a giant can really come in handy and can earn his points back easely
stone trolls are also a viable option IF you keep em close to the general. And be sure that the magical resistance comes in handy when facing screaming skull katapults from TK. trolls rock when played correctly
for the doom diver; it's the most 'common' artillery piece seen after the spear chukka, especially with people who like the fluff of it, or people that are poor guessers (such as myself), so that the correction of 3" really comes in handy.
Overall it's up to you to chose whether you include this piece or not!
> spear chukka: good for targetting monster-like things; things with more than 1 wound, such as ogres.
> rock lobba: good for destroying rank&file troops, IF you're a good guesser :p
> doom diver: great for picking off heavy cavalry or skirmishing units
they each serve their purpose
Do not be led astray. Magic resistance will NOT help against a Screaming Skull catapult as the extra attack incantation affects the machine not the troll. In addition while the shot counts as magical, magic resistance does nothing to magical in nature attacks opposed to magic attacks.
Do not question the dice gods for their wrath is swift and terrible.
Out of the options I typically go with a Doomdiver and Pumpwagons.
The Doomdiver is incredibly helpful for its decent str, and ability to add to the scatter and drift. This alone makes it great. As long as you guess decent, you should be able to drift and hit something and kill things every turn until you misfire. They are excellent vs empire knights.
I wanted to bring up another options. for similar price of the doom diver you could have 2 pumpwagons. The average roll should allow you a movement of 7 which should keep up with your boys/ gobo's. They are excellent to protect the flanks of your units. Opponents will be wary of charging your units if you have a unit that can do 2d6 impact hits to it if it gets stuck in combat. Also if you roll the waaagh spell with one of your shamans the extra movement alone will get your little snotlings to where they need to be. Lastly, your opponent is forced to target them, honestly who cares if they die their snotlings, its a useful unit but acts more as a deterent/ opportunistic unit. Their immune to psych so their not going to run unless broken in combat.
40K-Beakies(9-14-4),Guard(4-7-2),Orks(34-12-11). FANTASY-Dwarves(15-6-7),Beasts (14-14-1), Skaven (17-17-10) DoC (6-1-2). CYGNAR (28-15-1)
Mil: Tk are a very good shooting army. It's easy for them to get 4 panic causing -1 to leadership panic checks and 40 shots a round. And that's only spending the points on 2 Cat's and 20 archers. don't forget that the archers ALWAYS hit on a 5+ so things like soft/hard cover, skirmishing, range and movement won't help you. Combine that with their ability to march block with Scorpions and Carrion and it's a very deadly shooty army. Also MR is next to useless against TK as most of their spells target TK units and not yours.
I have never seen a pump wagon used properly but it sounds like a very intersting option for counter charges or just redirecting. IMO you can't have enough redirecting units!
Nothing wron with letting the Giant get shot. if they want to shoot at him for a turn or two and ignore thins like chariots, elite units or our own WM's they will more than likely pa for it.
Last edited by kbolster12345; January 29th, 2008 at 16:46.