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  1. Today
  2. Warscroll

    Hey, I never considered that you can target models with the sack attack. That is significant!
  3. Warscroll

    Adding to the above, having a Grot Wolf Chariot within 8" of these guys gives them Loping Charge, allowing them to re-roll for running and charging and giving them even more mobility.
  4. Warscroll

    Decent and cheap unit with some ranged capability, but it's the wolves themselves that will be dealing most of your damage. It can attack with ranged attacks and charge in the same turn. It has Loping Charge, letting it re-roll the dice for running and charging. It best shines when combined with wolf-heavy lists (including your heroes and their mounts), as any unit mounted on Giant Wolves gets the Loping Charge ability too! Nice.
  5. Yesterday
  6. Warscroll

    If you use points, they seem to be very overcosted. In no points games they are better. 6 wound models, save 4+ is good. Hit and wound are standard for ogres, as well as 2 dmg. Weapon options are normal clubs plus ironfist (inflicts 1 mortal wound if save roll is 6), but no rend, number of attacks is 3. Other option is great weapon, that has rend -1 and dmg 3, but only 2 attacks. Plus mournfang's 4 attacks with -1 rend and 1 damage. I use them with great weapons always (look better, and gives rend and big damage), but 4+ hit makes them very unreliable. Ironfist requires save roll of 6 and therefore is useless against rend attacks. So better to use them in bigger units, starting from 4. If you can give them +1 with bellowing tyrant trait, they are much more useful. Also, keep them charging: immediately after charge move there is 50% chance per model to inflict a mortal wound. They are more useful with Huskard on Stonehorn, who has an ability to force mournfangs to attack immediately after his own attack. 6 wounds and save 4 makes them quite durable and Huskard on Thundertusk can heal them. All in all: without buffs very dependant on good dice rolls.
  7. I made my own, by greatly modifying a 40k Deff Dread. I love taking this into battle. Nobody knows how to deal with it. I've had it clear entire units in a round of combat (though usually two) without issue - 10 Saurus Knights? No problem. A unit of Knights of the Realm? Out of the way. Twenty Ard Boyz in my face? Take a hike. Now, that's not to say I'm not unlucky with this thing: it has been many, many, many games since I've landed both of its Crushin' Fists - at 2+/2+, this is extremely frustrating. So, here it is with the Rogue Idol: You have this imposing monster on the table. He's going to get a lot of attention. He's got his two attacks: Crushing Fists and Boulder Stomp. The first, two attacks at 2+/2+/-3 and D6 damage, this is pretty good for taking down any hero on foot alone, getting rid of small but elite units... few things get an armour save from this attack. Then his Boulder Stomp ruins basic infantry. 3+/3+/-2 for 2 damage each will either tear through weak, high model count units immediately, or cause them to battleshock back home. Plus you have that mortal wound potential every movement phase. Due to which you want to keep him away from your Orruks, but not too far away, because they're going to want that sweet, sweet bravery bonus - if you're running other Greenskinz. Top all of that with its defencive capabilities: 16 wounds, halving those received. It stays on the table, its only hindrances being its still-decent 4+ save and random 2D6 movement. So here's how you can use him: Depending on how your opponent deploys, you might want first turn. Rampaging Destroyers + 2D6 move + running + Spirit of the Waaagh (you have to charge) means that you can easily get off a first-round charge. Aim this MF Wrecking Ball at something nasty it can handle (not a Mournghul or anything else that ignores rend - that's just a waste so early) and enjoy an early head start in the match. After that, you kind of lose control of him. Once you wipe out a unit, be sure that you aren't forced into charging something you don't want to. Now, you can either use him to destroy your opponent's objective capturing units, or have him peel of your opponent's nasty stuff from your important stuff. Either way, while he's causing mayhem, send your Orruks after the objectives. Play him aggressively, because he's going to take a lot of aggression. Because he's such an eyesore, he probably won't survive a match, going down in the fourth or fifth round, but at that point he's done his damage. Either way, everyone who plays Greenskinz or mixed destruction should at least try this thing out. It's so much fun to cause that much MAYHEM.
  8. Warscroll

    Very nice unit. 3 wounds, decent hit roll at 4+ and good wound roll at 3+. Worse with stikkas, but with range, which might be useful in big units. Good mobility: 9" move and hit and run ability, my favourite. I most use of them in units of 5 and use their hit and run ability, that lets them retreat and charge. Very cool ability, you can even use it while fighting with one enemy: retreat to 3", then charge with +2 from thumper with no chance of failure and use boars' ability to reroll failed wound rolls when charging. If they happen to block your heavy hitters, you can retreat, then charge with heavy hitters and again with boarboys from the flank. Arm them with shields to get save to 5+ and they serve as decent screens as well.
  9. Warscroll

    Firstly, this is a fantastic looking model but an absolute pain to assemble until you have done a few of them. So the Frostlord on a Thundertusk, what's so great about him? As mentioned, it's a lovely model and at first glance at it's Warscroll seems to be quite good in a fight. It has a nice high wound count as well as a great save and generates a numbing aura of coldness which makes it harder to hit. It can shoot a giant ball of ice a fair distance that causes six mortal wounds when it's at full health and all it's combat attacks seem to hit on 3's and wound on 3's. Also if the General of your army the Frostlord can use it's command ability to allow friendly Beastclaw Raider units to re-roll fail charges. So far sounds good but it really isn't. This unit can move a whopping 8" and gets slower and slower the more damage caused to it. In a fight, it is clearly outclassed by the Frostlord on a Stonehorn and as a support character, again it's outclassed by the Huskard on a Thundertusk who can heal friendly units or buff their wound rolls. Unless you are using this model for a specific reason (such as narrative play or you really like the model), you won't be using this much. You may get some use out of this model if you are planning on using a Olwyr Alfrostun Battalion from the Beastclaw Raider book but the other options are so much better. Pros: High Wound Count Good Save Shoots Frozen Balls of ice that causes Mortal Wounds Nice Command Ability to re-roll charges for Friendly Beastclaw Raider models Frostlord's attacks aren't effected by the damage table In combat is -1 to be hit Cons: SLOW! Has none of the the support coolness of the Huskard on a Thundertusk When damaged, starts to drop in effectiveness quickly due to ranged attack becoming random and gets slower Not as good as a Frostlord on a Stonehorn or a Huskard on a Thundertusk Summary Get either a Stonehorn for your Frostlord or make him a Huskard on a Thundertusk. This is too middle of the road to be good at attacking in combat or ranged attacks/support.
  10. Last week
  11. Warscroll

    So the Huskard on Stonehorn. Sporting the the crazy mount that is the Stonehorn who's damage and ridiculous speed and reviews in the Beastriders Stonehorn here: You replace your 2 riders with 1 Huskard who comes with 3+ to hit with close combat and either a chain trap, harpoon launcher or a blood vulture. As in my other review I recommend the vulture for mortal wounds and ability to run and still fire. Often the Huskard on Stonehorn will be overlooked for a Huskard on Thundertusk for the ability to heal along with high mortal wound damage at range. What makes this guy really shine is the line breaker ability. This allows the Huskard once he has attacked to select a mournfang unit with 10" to immediately pile in and attack assuming they have not attacked. This is brutal to be blunt giving you a truly bully tactic as you hit with 2 units in close combat before you opponent attacks with 1. This can be used in any close combat phase and is just utterly painful. Mournfang units of 4 models work batter with this as you active more models. Your main problem will be getting the mournfang to keep up with the Stonehorn. I know this sounds funny coming from Beastclaws destruction army but remember those Stonehorns are just so gosh darn fast! I have shocked opponents with this ability as the sheer damage coming into their units is just nasty. When I last done I killed 5 of 6 Kurnoth hunters with scyths (getting re-roll saves) who foolishly tried to kill my Huskard before the mourfangs got their without support. This ability alone is just amazing. If you go for either and Jorlbad or Eurlbad battalion you suddenly get some other nasty abilities to add more punch to this combination. A Jorlbad allowing you to run and charge with all models in the battalion allowing your Mournfangs to keep better pace with the stone horns and re-roll failed battle shock. The Eurlbad allows wound rolls of 6 to inflict additional mortal wounds to the damage caused giving your models even more punch while also the Huskard gets 1+ damage to his melee attacks. I favour the Eurlbad personally. Finally being a character allows the Huskard to get items. If going destruction allegiance talisman of protection is a no brainer for extra saves against mortal wound. If Beastclaws allegiance go for the pelt of Charngar for healing 1 wound per heros phase or a D3 on a 4+ roll on D6. Both will keep your Huskard in the game with that amazing ability as you bully your way around the board. I give the Huskard on Stonehorn 5/5. Line breaker is an amazing and overlooked ability. Give it a go and watch your ogres and angry Stonehorn dish out the pain in a truly face smash way! Kind regards Zolas.
  12. Warscroll

    STONEHORNS! Always one of my favourite models without doubt. Just that huge angry face makes me smile and when ever I'm having inner rage this is the face I think of! That aside I am utterly glad to see these guys (and other variants) become the true monsters that they deserve to be. First they are FAST. Un wounded they are 12" move loosing 2" per stage drop. Not only that they can charge even if they have ran. Though they are compelled to charge which is just what you want from them. This coupled with grand destruction move ability and ravager general trait makes this guys so fast it just isn't funny. Bear in mind even going Beastclaw allegiance does also have a possible extra 3" move too. As said above turn one charge is very possible. Shooting wise (assuming you don't run) the chain trap and crossbow are ok though lack rend. You do have th option to swap the chain trap for a blood vulture which is a must in my book. Unlike your normal missile weapons though have more damage potential, your blood vulture will certainly cause 1 mortal wound but specifically to who you want. It's important to note the blood vulture is an ability and not a missile weapon and thus can be used even if you have ran (you ran your stonehorn right?!!!) So you have moved ran and charge and suddenly if 1" from an enemy unit you can cause D6 mortal wounds to a unit within 1". Ouch and this is on completion of the charge so before combat double ouch! So once combat is on the go there are plenty of attacks. 6 rider kicks and punches which are average for 4+/4+ no rend and 1 damage. Stonehorns Horns are just nasty having a 2" range you start with 6 attacks un-wounded with 4+ to hit, 3+ -2 rend and 3 damage per hit. Assuming you hit this is plain pain. Just to top off he can stamp you into the ground with D6 3+ to hit and 2+ to wound which does drop with damage taken. Each wound giving D3 damage at -1 rend. Aside from the typical 50% hitting rate this guy hit's like the truck he is. What makes the monster really and truly amazing is his Stone skeleton which halfs damage and mortal wounds rounding up. This makes the stonehorn extremely durable with his respectable 4+ save and 12 wounds. Charging him into terrain as mention above can improve his save next turn assuming he hasn't wrecked what was there. As a little tip of the iceburg this guy can even be a battleline unit if completely Beastclaw raiders allegiance. I give the Stonehorn a healthy 4.5/5 He doesn't get the full 5 as the Frostlord and Huskard on Stonehorn are just even more nasty. More on them later! Kind regards Zolas.
  13. Really like the Gutbuster Guide. It basically echo's my own thoughts on them in our own warscroll discussions. Though I'm sure his grammar ans sentence building is far superior as I'am appalling at such things.
  14. Warscroll

    If you use points - good cheap wizard. Move 9", so can get from harms way fast. Good for hit and run tactics with Arcane Bolt: cast a spell and flee during movement phase. Especially useful with Bonesplitterz army due to easy to cast useful spell that lets to reroll hit rolls of 1 (or all failed attack rolls in case of double casting roll) of any Bonsplitterz unit within 10". Once per battle can reroll a spellcasting roll - useful, if you fail a roll on the crucial moment.
  15. Warscroll

    Probably the best shooting unit for Destruction. 2 wounds, save 6+, hit 5+, wound 4+, dmg 1. Rend -1 against monsters only. But the best is 2 attacks or 3 attacks if 20 or more in one unit. There has been so much talk about Savage arrowspam with Kunnin Rukk formation that I just skip it (basically it gives you the possibility to make shooting attack twice) and try to find some other tactics. Lots of buffing possibilities. -if you have at least 20 models, you shoot 60 shots in one round. -give them +1 to hit with Bellowing Tyrant and you have hit 4+ and wound 4+ -Savage Big Boss gives an extra attack on a hit roll of 6 (with Bellowing Tyrant on 5 and 6). -Maniak Weirdnob can use his Bone Spirit spell to make the reroll 1 to hit So basically you have 60 attacks, hit and wound on 4s and get an extra attack roll on 3 rolls out of 6... (and if you make 60 attacks then on average you get +30 rolls more...). All that with 20 models. And if it is too much, you can always split your attacks between different units. Their weak side is obviously bad save (can be mitigated a bit with Bonesplitterz only army ability) and Bravery (Bravery 5). That makes them vulnerble to missile fire, so if you have 20 models and one dies, you immediately lose 20 attacks. So maybe you'd like to start with 30 models. Also, place them in cover to make save better. and probably they will be number 1 target for the enemy from round 1. However, they are 2 wound models and therefore have 20 wounds to eat through (for minimum size unit), and it takes time. So you can also use them as a chaff with Mystic Shield, place them in the middle of the board, swamp an enemy unit, and then shoot all around the board while still swamping an enemy. But don't forget Inspiring Courage, otherwise they will be gone in no time.
  16. Warscroll

    Almost only unit from Ogors that don't suffer from 4+ hit (hit 3+, wound 3+, rend -1, dmg 2). Very good all-rounders. You can make them to re-roll hit rolls for melee or missile. If fielded with Golgfag, you can also reroll wound rolls. They make 1 missile attack and 4 melee attacks, so usually choosing to reroll melee attacks is more useful. You can make them faster: run and charge ability (but while running you still lose shooting). Or make them immune to battleshock. Due to 3+ hit (and rerolling and missile attack and more more attacks) they are almost better than Ironguts (if you use points, then their price tag is the same). But damage is 2 instead of 3 and Save is 5+, which makes them easy to kill. I'd say that if you have to take small units (size 3), take Maneaters, if bigger units (size 6), then go for Ironguts.
  17. Warscroll

    Not as good as the Tyrant, but very useful if you field large unit of Maneaters: raises their Bravery (even after Golgfag dies) and makes them to reroll wound rolls (even for missile attacks). The latter makes Maneaters' damage output more constant and brings close to Ironguts. His rollable speacial weapons are all very good: weapon with -3 rend against high save, 18" range pistol for sniping or Save 3+ for extra durability. Not good for general, but great as additional hero (if you have Maneaters).
  18. Warscroll

    To add to the above: their 4+ hit makes them unreliable in a unit of 3. So I try to use them in unit of 6 and always with buffing from Bellowing Tyrant. If you don't mind losing artifact/special command ability on general, you can commission one Irongut your general to get +1 to hit always. In unit of 3 I prefer the Maneaters: more attacks, better chance to hit, missile weapon, but less damage per hit.
  19. Warscroll

    Your best ranged guy and support character. Chance to make 6 mortal wounds on 2+ at 18" range is incredibly good for sniping the buffing heroes. I aways take Blood Vulture: 30" range is good finishing off characters or getting a unit down by one model to deny buffing from certain amount of numbers (ie. orruks get +1 attack if 20 models). Healing is very good in combo with Stonehorn, who halves wounds. Can keep the latter alive longer. Vulnerable to shooting and Arcane Bolts, so Talisman of Protection would be good idea.
  20. Warscroll

    Very powerful in melee, even unit of ironguts struggels to get him down. Lots of attacks, lots of damage, very durable: save 3+ and halves all wounds (including mortal wounds), very fast (Move 12" and can run and charge). With Battle Brew and Mystic Shield this model is utterly devastating. usually he is in the middle of enemies, so The Bleeding Skull of Dragaar (can unbind spells) is useful here. With Blade of All frost its Frostspear's damage is 4... Always try to charge (inflicts 1d6 mortal wounds). If he is your general, his command ability lets you reroll charge rolls. Works well with Huskard on Thundertusk combo, who can heal him. Due to halving wounds d3 heal can be 6 extra wounds to swallow. If in a bad position, you can retreat. He has to charge if possible, so it is better to run while retreating: Move 12"+ run puts him out of charge range. Then heal him and go charge again next turn to inflict another 1d6 mortal wounds.
  21. Warscroll

    I always take it with a cauldron. His save is 5+ and usually he suffers from some wounds from his special powers, so he is easy to kill. You should keep him away from enemies. Special spell the Maw can be good, but depends on lucky rolls: much harder to cast than Arcane Bolt (casting roll 7 instead of 5), but 50% chance to strike again. And then again, but I have never got more that two shots. Keep him within 14" of unit you want to buff or heal: there is decent possibility to get one of those. His ability to cause mortal wounds is only 7", I have never been close enough to enemy units to use it. Due to unlucky rolls he can cause 4 mortal wounds in one round to himself, but there is a better chance to heal. And here's a tip: give him Talisman of Protection (chance to negate mortal wounds) to protect him from himself.
  22. Warscroll

    Snotties! Gotta luv em! Speshully wiv squig sauce! Not many people use or like the lowly Snotling and at first glance it's not hard to see why.. and yet...I think they're great! Bravery 10!! Better than Orrucks!! Ok, they usually hit on a 5+ but with 5 attacks per base and gaining a +1 to hit if there's a unit of 10 Orrucks around they can punch well above their diminutive stature... They also benefit from 4 Attacks per base in the shooting phase with exploding spores! With a nice -1rend to boot! They will die in droves so don't be surprised. Save your surprise for when they A: kill stuff in close combat and B:survive the game. They make a nice tar pit in large enough numbers (need at least 5 bases for this) allowing the hittier stuff to close in and finish off the enemy.. Generally use them as either a meat shield for a better unit (after all they are only Snotlings) or as a nice flanking unit beside some Orrucks.
  23. Warscroll

    Ahh the venerable pump wagon! These always get laughed at until you drive right over the enemy with a cry of BEEP BEEP! Thankfully you can take as many as you want as a single choice meaning that a unit of 3-4 will put the hurt on most units.. on average you'll get 9 attacks in close combat and due to them being Snotlings you need the weight of attacks to do anything..generally on a 5+... WAIT, there's more! If you roll a double when charging into combat you'll do 2D6 worth of damage instead of 1 d6.Pray to Gork (or Mork) for doubles! Doubles also move you an additional 6" in movement or on the charge... which can be quite a shock! And if you find yourself 6"away from an enemy feel free to throw your exploding spores, yup, each Pump Wagon has 4 attacks in the shooting phase with a -1 rend... but remember they are Snotlings..... All told these are an excellent GITMOB add on. Keep them near Chariots or on an opposing flank for best results!
  24. Warscroll

    A welcome blast from the past! Off the bat you notice that the crossbow has a much shorter range than standard bows, 12" as oppised to 18".. however! These have a nice rule that more than make up for that. Now assuming that A:Ruglud is still alive, B:the unit didn't move and C: there's no enemy within 3" you get to fire twice! They also come with the Waagh drummer rules so if you do feel like getting stuck in (& what self respecting Orruck doesn't!) You can add 2" to your charge. Lastly we come to Maggot the std bearer, as per usual he grants an extra point of bravery to the unit, but he also ignores wounds on a 4+! This also applies to Mortal wounds which is not bad at all for a normal Orruck! You might be tempted to keep them in the backfield protecting war machines, however they also suit being used more aggressively up front supporting a close combat unit, or shooting at lone heroes..
  25. Warscroll

    Would that howl ability work agaubst hero's? Could potentially 1shot low bravery hero's if so. Thoughts?
  26. Warscroll

    Warscroll Review These guys are fast. They can keep up with Frost Sabres and outrun a Thundertusk by 1". They have a movement of 9", 4 wounds, 6 bravery, and 6+ save. These guys suffer from a poor save roll but do have an ability, "Aura of Frost", that makes opponent units subtract 1 from their hit rolls against Yhetees in the combat phase. The other two abilities for these guys are focused around getting them in combat FAST. "Bounding Leaps" lets them pile in from up to 6" away while "Invigorated by the Blizzard" lets them run AND charge in the same turn if they are within 16" of a Thundertusk. Meaning that they could reach an enemy that is 27" away in a single turn! These guys can also become battle line units if the general is a Frostlord on Thundertusk. These guys only have one weapon and in melee have a stat line of 1"/3/4+/3+/-1/2. WIth the minimum unit size of 3, you will put out 9 attacks if everything is in range and you haven't lost a model. These guys have rend and do 2 damage per attack! Not made for a unit that costs 120. These guys are a part of the TORBAD formation, which consists of a Huskard on Thundertusk, 3-9 Thundertusk Beastriders and 0-3 units of Icefall Yhetees. Now this is a lot of big models to paint and buy, and it won't be cheap in points either. This formation keeps enemy units within 3" from any model in the formation from retreating. Also, in your hero phase you can roll a dice for every enemy unit that is within 3" from any Thundertusk in the formation, adding 1 to the roll for every other Thundertusk that is within 3" for that unit. If you get a 6 that unit suffers a mortal wound, on a 7 it suffers D3 mortal wounds, on a 8+ it's D6 mortal wounds. In this formation, use the Yhetees to keep the enemy models from retreating, then bring in the Thundertusks to create the mortal wound magic. In summary, I would always bring a Thundertusk to support these guys. The ability to run and charge is very nice. Also, if you go with the Huskard on Thundertusk, a unit ofYhetees could heal D3 wounds a turn or re-roll wound rolls of 1. While the to hit roll isn't great they have a lot of attacks that adds on rend and does multiple damage. It'd be fun to throw a couple of units of these guys at the enemy while dropping a Hunter and Frost Sabre behind their lines, all while supported by a Huskard on Thundertusk in my opinion. The models kind of suck but nothing some green stuff and the crypt horror kit couldn't proxy for.
  27. Earlier
  28. Warscroll

    D3 attacks that have less than a 25% chance of hitting. At 60 points it might almost be worth it, if you're sitting at 1940 points and don't have any more hero slots for a shaman or forgot that Fanatics exist. But the real-life fact that it's a Forgeworld (read: expensive) model kind of stops this thing from ever seeing play.
  29. Warscroll

    I love these boyz, but they aren't without their weaknesses, nor are they reliable on their own. Here's a review: The standard Orruk. Meant to be the tough ones, they've since falled behind in that role when the Bonesplitters received an extra wound per model and remained about the same point cost. Units of 10 work best with choppa and shield, maybe bows and arrows - these guys will be your tax/unit the opponent ignores so they can sneak around to objectives. Units of 20 don't work - it's too expensive for battleline tax if you're not going to be able to properly utilize their size bonus. Thirty or 40, any choice is good, but I'd suggest double choppas or spears, because these guys will be doing damage. Buff them with the banner and warboss command ability, you can't go wrong. But if you want to really get into it: if you plan on using this unit alongside your general at all times, spears will reap greater benefits - more on that later. However, these guys will not be as effective once you get to fewer than 20. They'll last longer with the shields, but once you lose that second row that's all she wrote for them. So never take spears in groups of 10. All in all, I'd say if your taking a unit of 30, do double choppa. If it's 40, do spears. If you plan on sending the big unit of orruks on its own without Warboss support, don't do spears. How to support these guys? The best option is a Warboss on boar/foot with The Great Waaagh! Banner. He's giving them re-rollable 1s (for wounds), and if your gutsy, an extra attack on your combat turns. Combine that with Orruks with spears, and that extra rank of orruks will not only do one extra attack but three (at large unit size)! More attacks beat out the rend+rerollable 1s to hit of double Choppas any day. As well, The Rogue Idol of Gork provides a nice +1 to bravery, permitting it survives. Do these guys outclass any other batteline unit in Destruction? Probably not. They're more of an all-in-and-done kind of unit, where you cram 30 Boyz into the enemy to tear through them for a turn or two before they start dying and fleeing while the rest of your army mucks about. And they're not much to look at without a buff or two. But when properly supported and used, a big mob of Orruks has a high-potential early game, with a quick drop off.
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