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| Ogre Kingdom information; [found this on the wed] | |
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| Tweet Topic Started: Aug 26 2011, 07:39 PM (780 Views) | |
| GeneralofChaos42 | Aug 26 2011, 07:39 PM Post #1 |
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The Puppet Master
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Enjoy people! GoC Let the fatty loving commence! So I got a hold of the new book so I figured I'd share with the internets General Ogre rules - Ogre charge does impact hits when they charge. if the charge dice roll is 10'' or more you gain d3 impact hits per ogre. Strength is increased by 1 per rank. (Horde of ogres that rolls a 10 or more would do 6d3 STR 6 impact hits ) - Ironfist is a shield that works while you are mounted - look out gnoblars allow a look out sir roll if 3 rank and file models are in the unit Lords Tyrant - 105 skaven slaves - pretty similar to old book Slaughtermaster - 125 skaven slaves - normal cost to make him a level 4 wizard. - can use the ogre lore, heavens, beasts or death. One wizard must use the ogre lore Heroes Bruiser - 52.5 Skaven slaves - pretty similar to old book Hunter - 65 Skaven slaves - can ride a stonehorn for 125 skaven slaves - can have a harpoon launcher or blood vulture and a few other things - can only join sabertusks and can not be the general Butcher - 50 skaven slaves - pretty similar to old book except lore choices Firebelly - 60 slaves - uses lore of fire - str 4 flaming breath weapon - flaming attacks - 4+ ward agaisnt fire attacks - can be a level 2 and wield a great weapon Lore of the Great Maw Attribute - roll a d6 after casting a spell, on a 1 you take a str 6 hit, on a 2+ you gain a wound (up to starting value) and +1 to cast Signature - 12'' range, grants stubborn on a 6+. 24'' range and is on a 9+ 1 - 18'' range 2d6 str 2 no armor save. 36'' range on an 11+ 2 - 12'' range target unit gets +1 str 7+. All friendly units within 12'' on a 14+ 3 - 12'' range target units gets +1 toughness on an 8+. All friendly units within 12'' on a 16+ 4 - panic test on enemy unit within 18'' (non immune to psych units) on an 9+. 36'' range on a 12+. 5 - 12'' range, target unit gets regen. all friendly units within 12'' on a 20+... Can you say regenerating gnoblars?! 6 - great maw. small blast. str 3 hit if you pass initiative test, str 7 d6 wounds if you fail. scatters like a stone thrower but if a misfire is rolled the enemy places it anywhere and scatters it.... big template on a 21+ Core Ogres - 15 skaven slaves - can get ironfists and extra weapons Ironguts - 21.5 skaven slaves - one unit can get a magic banner Gnbolars - 1.25 skaven slaves - can be upgraded to be trappers which causes an enemy unit that charges them to take dangerous terrain checks - no one panics if they die Special Leadbelchers - same cost as ironguts - 24'' range, no penalty for moving or multiple shots. d6 shots. Maneaters - 25 slaves - can pick 2 special rules - immune to psych, poison attacks, scouts, sniper, strider, swiftstride, stubborn, vanguard Sabertusks - 10.5 skaven slaves - can be taken in units of 1-10 - cannot use generals or bsbs leadership Yhetees - look at storm of magic ones Mournfang cavalry - 30 skaven slaves - for 5 extra skaven slaves can get heavy armor and ironfist for a 2+ save. - entire model has 3 str 4 attacks, 4 str 5 attacks and d3 impact hits... - movement 8 - can get great weapons and a magic banner gorger - 45 skaven slaves - ambusher, frenzy, killing blow, unbreakable Rare Scraplauncher - 65 slaves - pretty much the same as before Ironblaster - 85 skaven slaves - chariot, can move and fire - str 10 grape shot - rolls two artillery for bounce, picks highest. giant - 100 skaven slaves - normal giant, is actually stubborn! stonehorn - 125 skaven slaves - when it charges does 3d3 impact hits but cannot attacks (can thunderstomp). IF you roll a 10 or more on charge dice does 3d3 + 3 impact hits - frenzy - states that if a hunter is on one shooting attacks are randomized.. 5+ hits hunter rest on the beast.... - takes half wounds from multi wound weapons, rounding up Thundertusk - 125 skaven slaves - all enemy units withing 6'' have always strike last..... epic - can shoot snowballs out of its mouth like a stonethrower... also has a harpoon launcher and chaintrap on its back. Big Names 1. +1 tougness, stupid - 20 skaven slaves 2. +1 strength and must accept challenges - 12.5 slaves and a few others that aren't to great Magic items Thundermace - 42.5 slaves - see warsphinx thundercrush attack Seigebreaker - same as thundermace - great weapon that rolls to hit against initiative value. has a special ability against units in buildings. Gnbolar theifstone - 22.5 slaves - MR 2 and possibly an extra item depending on a roll on a chart Greedy fist - 20 slaves - +1 str and 6+ ward. also makes wizards lose levels if they are hit Gut maw - 22.5 slaves - terror, regain wounds if causes one in a challenge GRUTS SICKLE - 25 slaves - cause a wound on your unit and get +2 to cast - at the end of the phase you roll 2d6. if you roll snake eyes the unit gets pissed off at you for using it on them and kills you. you are removed from play - epic win HELLHEART - 25 slaves - at the start of the enemy magic phase, AFTER dice are rolled you can use this - all enemy wizards within d6 x 5'' roll on the miscast chart. For each one that does you gain an extra dispell dice although they probably wont have many powerdice after miscasting a few times rock eye - 2.5 slaves - see magic items and hidden models Rune maw - 30 slaves - pretty much the same as before Draonhide banner - 25 slaves - when the unit charges, they get to reroll rolls of 1 on to hit, to wound and saves. and the banner bearer gets a str 3 breath weapon that causes ASL till the end of the next turn. |
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| guardian angel | Aug 26 2011, 11:23 PM Post #2 |
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Exalted Guardian
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This is gonna suck if true :( |
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| mrtn | Aug 26 2011, 11:26 PM Post #3 |
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Swashbuckling Moderator
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Please post the threads in the right forum, thread moved. |
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| GeneralofChaos42 | Aug 27 2011, 08:50 PM Post #4 |
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The Puppet Master
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Here are the SC for the army. GoC Greasus is interesting, as he is T6 with 6 wounds and a 4+ ward, all units within 18" add +1 to CR and autorally, and his attacks are all S10/d3 wounds (with 3 attacks). Golgfag's hilarity is that he gets 2d6x10 points worth of FREE magic items that do not count against Golgfag's points or the total army points. And you get to pick the magic items. Plus, if you take Maneaters, they're stubborn and can vanguard. Bragg the Gutsman is a hero-level bruiser with a +1 strength weapon and Heroic Killing Blow in challenges. If he kills in a challenge, any enemy unit in base to base counts as disrupted for the rest of the turn. Skrag is still pretty much Skrag. You'll need a bunch of Gorgers to make him worthwhile. |
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| DarkChilde | Sep 2 2011, 09:06 AM Post #5 |
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The Chosen
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I'm fairly new to Warhammmer Fantasy but I agree. Now, besides Dark Elf multi-hydras cheese, skaven whose whole army is cheese, high elf Teclis cheese, Dwarven gunline cheese, we now have to contend with overpowered Ogres. When the hell is chaos going to get a new book? From what I have seen the WoC army is struggling in terms of truly being a competitive army in tournaments. I understand GW trying to update older codexes first for 8th edition, but to me it would make more sense to update the codex or armies who are not equally competitve to other armies and thus create a more balanced playing field, in which case from what I have seen maybe Wood elves should have gotten an update before Ogres and armies like Skaven and Dark elves should be dead last in getting an update as they are dominating competitions right now. Darkchilde |
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| cross | Sep 7 2011, 05:45 PM Post #6 |
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The Chosen
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wow!! impact hits and stomp all over the place!! i love the thundertusks asl ability. mobile chariot cannons that can grapeshot. this is almost cheating! fast, tough and hard hitting. their giant is cheaper than ours and is stubborn!! i agree i want a new army book!! cross |
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| Xanatos | Sep 10 2011, 10:05 PM Post #7 |
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Warrior of the Chamber
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Strength 10 grapeshot at that, and the ironblaster can move and fire! plus the ball bounces the highest of 2 artillery dice rolls for a regular shot, gonna be nasty. the Thundertusk's ASL ability is great (if you're an ogre), and the snowballs it shoots have no negative side to it, if it misfires it just doesn't fire that turn but can the next, though it does only have a range up to 24" The gnoblar trappers rule is nasty if you have to charge them from the front, gonna have to make sure these guys are flanked |
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| conjoy | Nov 15 2011, 12:10 AM Post #8 |
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Exalted Guardian
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When they were released a lot of hype went to the Maneaters dual wielding shooters with Scout and Sniper rules. But tbh, I think the ability to take dual-wielding in the front rank and Great Weapons in the second on a unit that can Scout and Swiftstride is much more amazing. A unit of 6 done this way deals 15 WS 4, S5 attacks at I2 plus 9 WS 4, S 7 attacks. Watch-out for this combo. |
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10:46 PM Jul 11