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  • Actual changes 0.202

    herzogar - - Ogre Khans (OK)

    Post

    A Mammoth Hunter doesn't normally have the Scrapling Lookout rule, compared to the Khan that does.

  • Quote from Morgan_Treeman: “a chameleon has hard target and skirmisher. From my understanding, he only gets one instance of hard target because it does not stack. But then why have these two special rules in the unit entry? ” Quote from Morgan_Treeman: “because skirmisher already grants the model hard target ” Hard Target stacks now.

  • Quote from Bobsyagod: “Quote from Sackree: “Great Khan [600Pts]: General, Light Armour, Paired Weapons, Spinesplitter - Models on foot only . Special Equipment: Rampager's Chain, Talisman of Shielding, Touch of Greatness, Wrestler's Belt - Models on foot only ” I liked this one and am going to try a tweaked versionGreat Khan hoardmaster rampagers chain Talisman of shielding Talisman of the Void wrestlers belt slightly better defense with plate and option of ironfist which he always gets against …

  • Quote from Jocker: “Quote from TJKL: “Quote from Sackree: “Usually he has 6 S7 AP3 attacks at OS7 and ignoring parry ” Does the Wrestler's Belt add +1 Strength to Impact Hits too? ” Stomps attacks too? Strength 6? ” Yes, since it doesn't specify anything in particular.

  • Quote from berti: “I wonder how bruisers can be an issue. In 1.3. units of 3 bruisers were everywhere in the ogre lists. ” A) They were quite a bit cheaper in 1.3 as min. sized units. B) Hellfist. C) Small frontage as darts with decent damage potential. D) They were almost exclusively taken as units of 3 and no more. E) Hellfist. F) Bruiserstars are still more likely to break from combat than Tribestars due to Agi0 versus Parry. H) Ellfist.

  • Some quick ideas off the bat: 1) Grinding Attacks (d3) - might be too much, could be limited to first round of combat or in exchange for Stomps. Doesn't synergize well with larger units unless additional ranks grant additional Grinding attacks. 2) Brace for the Charge: Can use their Great Weapons as Spears in the first round of combat when engaged in the front - also potentially too powerful, but encourages larger units and synergizes with initiative shenanigans. Might be stepping on the toes of…

  • Quote from herzogar: “Force Type: Ogre Khans Catalog: Ogre Khans 2.0 Beta Entry/Unit: Cult Leader Big Name Issue: Missing completely. Force Type: Ogre Khans Catalog: Ogre Khans 2.0 Beta Entry/Unit: Banner enchantments Issue: Banner enchantments on core units do not count towards minimum requirements, resulting in an error given. Force Type: Ogre Khans Catalog: Ogre Khans 2.0 Beta Entry/Unit: Special Equipment/Artefacts Issue: An error is given when selecting more than one artefact for a characte…

  • Ogre Khans - 2.0 Beta release

    herzogar - - Ogre Khans (OK)

    Post

    Quote from Lagerlof: “Scouting Mammoth Hunter on foot with Iron fist, innate defense, Spinesplitter and Wrestlers Belt, that has to be awesome right? 2+ AS, 6A S7 on charge, with D3 S6 impact hits for 325 points. Has the time for the Tuskers retirement come? ” Spinesplitter adds the Devastating Charge Strenght and AP bonuses to the Impact Hits as well, so they are S7 as well. Also, Hunting Spear on him are at S7, a real monster killer! EDIT: Also, if you're willing to sacrifice 1 point of armour…

  • Quote from Sissi: “Do I read correctly that a Dragon with AS 3+ and Innate Defense (4) basically has an 1- save? ” No. The AS 3+ is the accumulated total armour save as we are used to. Innate Defence (4) is the type of armour, and the same as old Innate Defence 3+.

  • How does the Mammoth-Hide Cloak work against things such as VC's Shrieking Horror's Chilling Shriek or their new weapon enchantment that exchanges Resilience for Discipline when rolling to wound? Or other things that don't roll to wound against Resilience, if there are any. I'm not complaining, it just seems counterintuitive and unfluffy. Unless it changes its name to "Sacred Mammoth-Hide Cloak" or such.

  • Force Type: Ogre Khans Catalog: Ogre Khans 2.0 Beta Entry/Unit: Cult Leader Big Name Issue: Missing completely. Force Type: Ogre Khans Catalog: Ogre Khans 2.0 Beta Entry/Unit: Banner enchantments Issue: Banner enchantments on core units do not count towards minimum requirements, resulting in an error given. Force Type: Ogre Khans Catalog: Ogre Khans 2.0 Beta Entry/Unit: Special Equipment/Artefacts Issue: An error is given when selecting more than one artefact for a character. Keep up the good wo…

  • OK General chat

    herzogar - - Ogre Khans (OK)

    Post

    Quote from Evoluo: “Quote from Lagerlof: “Maybe. Still too specialized for my taste. But I'm gonna try it a few times before I disregard it. I think I would go with items that boost the magic phase. Shaman master with 3 channel was fun, but I feel +1 to cast is needed when using Shamanism. ” How did you get the 3 channel? The channel item from the BRB gives channel 1 not channel +1. (ofcourse you had the bigname that gives you +1 channel) ” Channel always stacks, I believe. There might be some w…

  • 2.0 Magic

    herzogar - - Rules Questions & Answers

    Post

    Yes, it seems it rewards alternating between chaos and cosmos. Which makes sense, balancing the Force and all that.

  • Just a quick clarification: If I have the Hardened Shield and a mundane Great Weapon, can I still attack with the GW in close combat? And if course I'm not getting any benefit from the shield in CC.

  • OK 2.0 Preview - Part #10

    herzogar - - Ogre Khans (OK)

    Post

    Quote from Morgan_Treeman: “I like that the new trappers dont cause dts for friendly units. However, several terrain pieces already cause DTs so its not always as useful as you think. and D6 S4? That will not do anything to a large deathstar that has armour and special saves. I much prefer the DT 1 to all the models inside. ” Note that it causes DTs which are not caused by terrain, so units with Strider still take them. Also, it triggers even if they Advance through the terrain and affects the w…

  • OK 2.0 Preview - Part #10

    herzogar - - Ogre Khans (OK)

    Post

    Love the Trappers! The new rules, though complicated at first, make a lot of sense and will surely be useful in most games. Just the fact that it only affects enemy units is great. I do have a question re: the Mammoth-Hide Cloak. How does this it interact with attacks that roll to wound against stats other than Resilience? Discipline being the main offender here. And nice change for the Sons of the Avalanche! Mercs on the charge will be a force to be reckoned with now, makes them compete better …

  • OK 2.0 Preview - Part #6

    herzogar - - Ogre Khans (OK)

    Post

    Quote from Jocker: “Quote from Auere: “Mostly always with great weapons, is my prediction. ” I do not think, as long as the Iron Fist continues to count on paired weapons, it will be better than two-handed weapons.In my opinion.My doubt is...if to play 2 Units or 1... ” I'm pretty sure that Ironfists no longer count as paired weapons.

  • OK General chat

    herzogar - - Ogre Khans (OK)

    Post

    I got the impression from somewhere on the forums (can't remember where, sorry!) that it won't be as easy to hide characters in the second rank anymore. We'll see how it pans out.

  • It still has Vampiric (3+). Edit: Ok, it's weird. The Vampire has Vampiric (3+), but the unit as a whole has Ashes to Ashes. I guess that's a first.

  • Quote from Hoffa: “Quote from Klexe: “You choose spells at the start of the game. The player who finished first deploying chooses one spell Then the other then the first again... ” If this is correct I fear it will not work at tournaments due to the process taking too much time. Wouldn't it be better if both player simultaneously wrote down their spells after deployment and then revealed their choices? ” Quote from Spell selection: “Starting with the player that picked their Deployment Zone, eac…