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Zeev

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Posts posted by Zeev

  1. No huge rush, next few months.

     

    The general consensus (and intention I think) is that the army is a little underpowered. It has a few fairly potent units (the jotuun is pretty sweet) but overall probably compares poorly to a well made WDG list.

    Strengths of the army are similar to Beastmen. Solid core combat units. Stronger then average monsters. Decent access to Ambush.  

     

    Weaknesses are low toughness, low peak damage output (though solid consistent output), low armor. The army also has a severe issue with mitigating chaff. Minimal range weapons and only access to chariots is characters. 

  2. Oh....ok...I had no clue about that...I just noticed it getting asked every week on the forum and nobosy answering.

    Well my plan is to hopefully play Ogres: 


    ++ Ogre Khans (BS2.0 Ogre Khans - Hellfist) [4495pts] ++

    + Characters +

    Great Khan [830pts]: Army General, Hellfist, Iron Fist, Ogre Crossbow
    . Magic Items: Bluffer's Helm, Potion of Swiftness, Talisman of Supreme Shielding

    + Core +

    Bruisers [625pts]: 8x Bruiser, Musician

    Tribesmen [584pts]: Iron Fists, 7x Tribesman
    . Champion
    . Musician
    . Standard Bearer
    . . Veteran Standard: Banner of Speed

    + Special +

    Sabretooth Tigers [80pts]: Sabretooth Tiger

    Tusker Cavalry [548pts]: Champion, Great Weapon, Musician, Standard Bearer, 3x Tusker Cavalry

    Tusker Cavalry [548pts]: Champion, Great Weapon, Musician, Standard Bearer, 3x Tusker Cavalry

    Yetis [160pts]: 2x Yeti

    Yetis [160pts]: 2x Yeti

    + Chained Beasts +

    Rock Auroch [480pts]: Hunting Spear

    Rock Auroch [480pts]: Hunting Spear

    ++ Total: [4495pts] ++

    Created with BattleScribe (https://battlescribe.net)

  3. The advantage of bound spells is that you can take a lot of them and their cast values are low enough to be safely 2 diced.  Also you can take the same spell more then once.

    As the casting player you always have the advantage in terms of number of dice and you set the pace for the phase. This is far more noticeable in a bound spell based phase where you may be throwing 4 or more spells. Your opponent cant risk failing even one dispel so their unlikely to throw less dice then you even with their dispel bonuses. A bound spell magic phase can simply overpower your opponent in spells and dwarves are already an upper tier combat army so even one bound spell can tip fights in their favor.

  4. Miners with pistols are fantastic...as are tooled out slayer characters...especially for monster hunting. 

    Lord with shield bearers in Iron breakers is a unit that simply doesn't budge. 

    I like organ guns for warmachines...possibly catapults or bolt throwers as well. Cannons only really pay off when facing more then 2 monsters and you have other means of dealinh with that problem.

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