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Help Against Orcs & Gobbos in 8th Ed.
Topic Started: 9th November 2010 - 12:12 AM (1,028 Views)
Velvetpaws
Breeding Pit Interloper
Hey fellow vermin,

I'm playing an O&G person in a 2500 point game, and I wondered if you have any tips on how to deal with the green horde. He can take a lot of Rock Lobbas, which worries me, and the magic phase could be murder for my rats, too. And let's not forget the fanatics!

Any advice would be much appreciated.

Thanks

Warlord Velvetpaws
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ratboy1018
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Slaves = fanatics
Seer = magic phase
Poison sling gutter runners = rock lobba

If the rock lobbas are rare, he can only take 2 in a 2500 point game.
hannanibal
 
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Velvetpaws
Breeding Pit Interloper
ratboy1018
Nov 8 2010, 04:32 PM
Slaves = fanatics
Seer = magic phase
Poison sling gutter runners = rock lobba

If the rock lobbas are rare, he can only take 2 in a 2500 point game.

Rock Lobbas are Special, so he can take a butt-load of 'em if he wants.

I thought that 8th Ed. did away with restrictions on the number of Rare choices. I think he's limited to 600 points or so of Rare, and around 1200 of Special under the new percentage restrictions.
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ratboy1018
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Since they are special, he only gets 3 of one type at 2999 and under. Rare's only get 2 of one type at 2999 and under. The rule is at the beginning of choosing your army (or something like that).
hannanibal
 
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Pestilent Lord
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Velvetpaws
Nov 8 2010, 08:03 PM
ratboy1018
Nov 8 2010, 04:32 PM
Slaves = fanatics
Seer = magic phase
Poison sling gutter runners = rock lobba

If the rock lobbas are rare, he can only take 2 in a 2500 point game.

Rock Lobbas are Special, so he can take a butt-load of 'em if he wants.

I thought that 8th Ed. did away with restrictions on the number of Rare choices. I think he's limited to 600 points or so of Rare, and around 1200 of Special under the new percentage restrictions.

There's a restriction on multiples of the same choice too. Can't take more than 2 of the same rare choice, can't take more than 3 of the same special. The limits are twice that when the army size is 3000+.
“A player is never late, Dave. Nor is he early. He arrives precisely when the plot dictates he should.”
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Velvetpaws
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Ah, thanks guys!

So what about some specifics? For example, is it worth it to take the Abomb and Furnace, or stick with the horde?
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ratboy1018
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I have taken a seer, abomb and furnace in my last 3 games. I have CRUSHED my opponents because of those units alone. The rest of the army can barely hold its own. Next battle I'm dropping the furnace. Partly because I want to try other things, partly because I don't want my enemies to figure out how to destroy it!!!
hannanibal
 
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Paricidas
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A stormbanner and 2 units of gutterrunners will make short work of his rock-lobbas, if you fear themn so much (although this combination is perhaps already overkill).

If you fear his fanatics (which you should, they can really bring the pain to any skaven unit) you can use different methodes for baiting them out:

a. 20 slaves: cheap, primitiv and work well
b. 5 giant rats: faster and cheaper than slaves, but will perhaps be shot before coming into range and can cause panic tests...
c. skitterleaping warplockengineers. Cheapest methode of them all (if you dont count the 240 points for the grey seer and his skitterleap). Faster than the other two and may place himself wherever he likes. 6 fanatics running wild in the orks own deployment zone by turn1 is not funny :D Disadvantage: If the ork plays it right, he will not let this spell happen.

Skaven toys that will work well: Doomrockets, brassorbs, more or less anything that has a template and/or forces ini-tests
Spells to have: The usual ones...
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ratboy1018
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It might become a little tough to get skitterleap. I usually start with the lore of plague, switching out with the 13th spell if I don't get wither straight away. then switch to ruin. Usually only 1 or 2 spells in ruin.
hannanibal
 
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Paricidas
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Unfortunatly the dice rolling for spells has many ifs and whens. Against O&G I would dare to say that plague itself is as good if not better than the 13th and scorch in ruin would be also quite nice. if you go for a plague furnace you almost guaranteed will have plague on your grey seer and can switch one useless spell in ruin for skitterleap. Thats perhaps a little much for just one skitterleaped 15 points enginbeer, but if you combine it with another engineer and a doomrocket, itz could come in handy.
Of course this would be quite a gamble, if your opponent fields nothing but blackorks and orks, you would be much better of with the 13th, but who knows....
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Bobofreak
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For Fanatics a few naked Engineers could be the ticket. 15pts run em up his battleline and pull out those fanatics. Even cheaper then slaves.

For the lobbas I agree with most of the other posts that 2 or 3 units of 5 or 6 GR with Slings and poison and they should be taken care of fairly quickly. Use them as Sneaky infiltrators and coming on the board they will have an effective range of 15" (6" move 9" range) for 5's to hit with double shots.

A dozen poisoned sling shots is just kinda mean to do to a warmachine so make sure you take at least 2 units of em :D

For the magic phase if he takes a lot of Goblin Shamans think about the Feedback Scroll I use it to take out low level casters pretty effectively.
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Velvetpaws
Breeding Pit Interloper
Wow, this is some great advice -- thanks guys! I was thinking about something crazy to try in my list.

1. A huge unit of Slaves -- like 50+ to make them stubborn under the steadfast rule (run 'em 10 ranks deep), bolstered by an Engineer. This could stick any enemy unit long enough for me to hit the flank. At least that's the hope!

2. A unit of Rat Ogres with champion Rat Ogre (called Master Bred or something?) to use as a killy unit. It could hit the flank of the unit stuck in iwth the Slaves described above. What do you think?

Ve'vetpaws
Skaven P.I.M.P.
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reddogfish77
Grey Seer
ahhhh.... dont do that...

see slaves are more likely to stay due to steadfast. but your ogres will run at the first hint of a loss... and realistically all your slaves are doing then is offering easy combat res. if your ogres fluff their attacks you are looking at a pretty big loss when your ogres high tail it and the slaves stay put.

for a situation like that. best bet is use a furance or bell in flank and really put some hurt on with impunity.

once slaves are in combat and dont seem to be going anywhere that is time for a shooty weapon to take aim...

abombs also work cause they are stubborn but dont use anything you dont want to lose and that wont be stubborn is the point.

also best things for slaves in those sits is death frenzy and bless with filth.
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Velvetpaws
Breeding Pit Interloper
Good point, Reddog! Those Rat Ogres would've run away like little elven girls!

I usually take destruction magic, but maybe I'll go pest this game to get deathfrenzy and poisoned attacks -- what a great combo! Thanks for the great advice.
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ratboy1018
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If your plan is to shoot into slave combat, you cannot put an engineer in the unit. Once he's in there, the unit is no longer expendable.
hannanibal
 
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