Monstorus cav...monstorus infantry?? and the new ogre book - Warhammer 40K Fantasy
 

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    Member ambientinspiration's Avatar
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    Monstorus cav...monstorus infantry?? and the new ogre book

    Can MC join MI? if sooooo

    BSB on your choice of Evil mount with Throgg and his trolls - have fun no longer going stupid :D Im asking because Trolls have been brought up several times recently

    Also..How are we going to go against the new ogres they are soooo good, fast, good strength, we dont have the shooting to stop them from getting the charge, they always stomp, and they always get impact hits on a charge, their new monster is viscous and they have a move and shoot cannon thoughts?


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    Senior Member MightisRight's Avatar
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    Ogres aren't so bad. One thing which is funnily awesome against them is the glaive of putrefaction - "I have 4 attacks and stomp on a hero... at strength 2". Stonehorns ain't so bad. A warshrine or talpres/Tz guy can hold him up all game. The ultimate thing against ogres, though, is lore of shadow. Especially pit of shades. From what I have seen the only units really to fear are ironguts (3 s6 attacks each and 3 wounds!!!) and mournfang cavalry (2+ armour save, 4s5 and 3s4 attacks each, plus stomp. And d3 impact hits each. Oh, and parry). Thank god we have throgg for those - 3d6 s5 no armour is awesome against mournfangs
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    Member ambientinspiration's Avatar
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    Yeah, mournfangs took me out, and it sounds like theirs some tooling to be done to take on the list, i can defiantly take a shadow sorc

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    Shadow works great, but don't undervalue the humble 3rd eye. I recently played a 3000 game against Ogres. He decided to be just over the top ridiculous and took a horde of Man Eaters. Thankfully, I knew he would and so took 40 Sword and Boards with the Flaming Banner. But what really swung several combats in my favor was stealing Bull Gorger (+1 toughness) and Trolls Guts (Regen). It is a fantastic lore with a really good lore attribute.

    Also, the Puppet is even more mandatory than it was before. It is entirely necessary to help protect you on the turn that he pops the Hell Heart. And even so, don't expect to get a single spell through that phase. For example, a battle versus Demons that I watched the other day. Demons rolled 11 Power Dice and channeled for 12. Hell Hear goes and rolls a 5, thus a 25 inch radius, and catches 2 casters. Thus, the Ogre Player instantly got an additional 2 DD, and the Demon player lost 2D6 power dice (because all the miscasts cause you to lose power dice). At the end of it, the Demon player was left with a single power dice to the Ogre players 7 DD. And things could have been even worse if the demon player had not rolled well on the miscasts.

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    Benevolent Dictator CaptainSarathai's Avatar
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    The style list that I run on a regular basis really didn't sweat the Ogres much. They are definitely a nasty book though, don't let anyone tell you otherwise - one of the harder fights I've had in a while. What's worse for me, is that I take the stance that little short of ASF is going to strip my ranks before I can attack back, but Ogres are all rocking Impact Hits on the charge. I run small units, so if I didn't start dropping Ogres in single rounds, the combined Impacts, Attacks, Monstrous Support, and Stomps were providing more than enough to get 1:1 attack/model coverage on my guys.

    People might deride me for running Tzeentch as my main units, rather than a predominance of MoK/Halbs, but the 5++ from my Sword'n'boards saved my butt a ton of times. Rather than my typical practice of putting Festus in with the MoKkers for a "will it blend", I stuck the pudgy little rot-ball into one of the Tzeentch units, upping their damage output by a small margin, while using my Shadow Sorc to Okkam's/Wither the unit who needed the most help in combat. By the end of the game, my MoKkers were at the breaking point, I was flogging them for a solid 4 turns, setting up charges or taking reforms to keep them in the fight as much as possible. My Knights were pretty fatigued too, their first charge was straight into the face of some Belchers, since I needed their extra armor and ward (MoT&Blasted) to get through the barrage of fire. They broke the Belchers and overran them into the backfield, where they took out a Butcher and some escorting Bulls, and then turned around and got back into the mixer, saving one of my Tzeentch units and finally bailing out my MoKkers.

    If I had tailored my list (I'd have dropped my Hellcannon and Warshrine), I'd have been able to brutalize my poor opponent. My lines wore thin because I field units of 15-18 models, rather than most people's preference of 18-24. He went mano-e-mano against a lot of my mainline units, and those which couldn't dish back to the serious hurt (MoKkers), stood back and whittled him down through attrition. At the end of the day, the average Bull is only T4 and doesn't rock much armor, and strikes after us. His lower Initiative and Multi-Attack/Multi-Wound bases are what lost him the game - Ogres take a beating, but if they lose 3 wounds, they lose 3 attacks in an instant, so one round of combat they might be smashing you to bits, but the next round you could score just 4 wounds and cost them 6 return attacks. It's a very strange experience, since we're used to Multi-A guys with single supporting attacks behind them.
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    Favored of Tzeentch Viktor's Avatar
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    Quote Originally Posted by ambientinspiration View Post
    Can MC join MI? if sooooo

    BSB on your choice of Evil mount with Throgg and his trolls - have fun no longer going stupid Im asking because Trolls have been brought up several times recently
    Basically, a character can always join a unit unless he is/is on a Monster or some other rule prevents him. So yeah, MC can join MI. The thing is, the character that joins the unit must be the same unit type as the unit he joins if he wants to be able to:

    1. Get 'Look out Sir!' rolls. Cannonballs should be considered, a charmed shield and a good ward save are not bad ideas, nor are the Armour of Damnation.
    2. Not get hit by shooting, if the character is not the same type shooting is distributed on a basis that you take all the hits, spread them out so that each model in the regular unit is hit once, then the character takes a hit, then you hit the unit again etc. If you have decent protection on your characters, this may not be a big problem.


    Against Ogres, make sure you have a Regen/Ward save when you go up against them. It helps a lot. Other than that... what the other guys said is sound advice.
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    Member ambientinspiration's Avatar
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    so for clarification

    A BSB Mounted on a Daemonic Mount/Palaquin/Jugger Joining a unit of Trolls

    Can he be targeted by shooting or just the unit he's in and get hit by allocation

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    Member Vanish's Avatar
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    Quote Originally Posted by ambientinspiration View Post
    so for clarification

    A BSB Mounted on a Daemonic Mount/Palaquin/Jugger Joining a unit of Trolls

    Can he be targeted by shooting or just the unit he's in and get hit by allocation
    He can be targetered for shooting, eventhough you have to randomize who gets hit from normal shooting.

    Daemonic Mount = MC
    Palaquin = IN
    Jugger = MC

    Trolls = MI

    Edit:

    as you can see, the 3 mount types are diffrent from that of the trolls, which mean your character is a diffrent unit type than the unit you are joining.
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  10. #9
    Favored of Tzeentch Viktor's Avatar
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    Quote Originally Posted by ambientinspiration View Post
    so for clarification

    A BSB Mounted on a Daemonic Mount/Palaquin/Jugger Joining a unit of Trolls

    Can he be targeted by shooting or just the unit he's in and get hit by allocation
    The enemy cannot say "I shoot at your BSB in that unit", he still has to shoot at the unit and hope the BSB happens to get hit (which is more likely the smaller the unit is). See page 99 of the rulebook for the complete rules for combined units.
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    Member ambientinspiration's Avatar
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    cool guys, thanks for the help

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