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  1. #1
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    Default The Gun Boar and its Potential

    Hi all,
    From overall discussion and forum surfing I have noted that the general consensus of the gun boar is that it outright sucks or is, at the very least, a disappointment. I will concede that it's not the most spectacular model in its faction or in the overall game, however, I feel that this is due to the fact that the farrow are relatively new and that they unfortunately have a smaller selection of beasts compared to the Blindwater Congregation. Personally, I have had decent success with the gun boar and in fact it has claimed the lives of a handful of casters including Kador's Butcher as well as Retribution's Ossyan. My feeling is that this model does have potential that is sometimes overlooked. This thread is an overview of the model and some of the ways I use him. I do want to clarify, however, that I'm not an expert on this model so this thread is intended to help me as well as everyone else. Please give me any input of your own.

    General Overview
    Though its gun has a shorter range and lower Rat than the Razorback Crew, I find that its far more accurate and has better mobility and utility than the artillery unit. The casters of the farrow have their ways of speeding up and toughing up this model so that its worth its 5 points. Additionally, though the animus is not wonderful due to a short command, however, it still keeps the opponent on their toes making them be more aware of how far them are advancing their army. Don't forget that the casters can use this animus as a spell on themselves giving them more options when faced with the possibility of an assassination run. Again, this model has some disadvantages but I can't bring myself to totally dislike it.

    With Carver
    As already stated, each the farrow casters have their ways of working with this beast, however, with Carver the gun boar gets a decent chance to show its potential. Mobility increases the speed with pathfinder so that it can advance 7' and run 14'. Even if you are not using the fourth tier allowing advance move, this beast can get up there fast and get good positioning on the first turn. Batten Down the Hatches does lower the Def to 10, however, you now have an Arm 20 light beast that cannot be knocked down. This little guy can take a decent pounding and still survive, implying that the gun boar can even be successfully spammed with Carver. If you stand still Rat goes up to 7 and Targ allows for an extra shot. When ever point of damage counts that's not that bad. Finally, even though its melee weapons appear at first glance to be mediocre, Carver's feat makes this little dude a P+S 11 weapon master. It can hold its own at close range.

    With the "Good Doctor Ark"
    Arkadius plays a whole different game compared to Carver but his unique spell list still makes this beast worth taking. Even without mobility, the gun boar can move another 5' when its damaged while under the affects of Aggravator. Crippling Grasp helps it compensate for low Rat and medium damage. (Two gun boars took out an entire gatorman posse with this.) Forced Evolution adds 2 Def allowing you to throw it out there to take on full units and +2 Str helps its chances in close combat. Even though its Str is 8, Arkadius can still take out pesky high def solos, both incorporeal or not, by arcing Primal Shock through it. Though its just Arm 17 with Arkadius, it can still take some damage considering Psycho Surgery in conjunction with Targ. At the very least, the gun boar is the perfect choice for Arkadius' use of Maltreatment and Counterblast can be interesting when you consider the anesthesia and mind control serum options of the needle.

    With Sturm and Drang
    Again, Sturm and Drang run a different game than Carver but the gun boar still has potential. With Telekinesis Sturm makes this model a star in the area of attrition. After making the ranged attacks the gun boar can be pulled back 2' to avoid charges or to prevent charges. This method allows for the gun boar to slowly pick at units, solos, and casters while protecting the caster and staying alive itself for a decent amount of time. (The animus is also made more effective.) If the opponent is one who dismisses the presence of the gun boar and uses minimal resources in dealing with it, Vision can increase survivability by negating the few shots that might come its way. Though the gun boar is more useful as a ranged model, Drang makes the final resort more viable. Killing Ground gives pathfinder and makes charges free of cost. Additionally, Pack Hunters raises the Mat from a 5 to a 7 and don't forget about goad.

    (The following is credited to Benejeseret)
    Overview: They have many potential roles, and although they do not excel at any of them, their versatility is game winning in itself.
    Primary uses are:
    - AoE infantry killing or ranged damaging to allow Finisher
    - Fury/Focus Denial (if this seems odd, keep reading and see)
    - Board control and Tarpit
    - Flanking and ranged assassination

    Special Abilities: Bacon is as much a bane than a boon. Don't be a neck-beard though, when the boar dies don't conveniently forget to tell the opponent he can heal his warbeast.

    Ranged Abilities: Can assassinate. It might take a few hits however. They are a great counter to light stealthy units and light units in general. Against heavies use first to damage a heavy (may barely damage) but that is enough to kick in Finisher for the SHs.

    Melee Abilities: Trash POW. Even with Carver's extra dice it could struggle to harm anything other than light infantry.

    Special Melee Abilities: With their fists doing so little damage it is worth noting that their base Str is only 2 lower and so Power Attack and board control / objective control are their main melee use. Power attacks also stack with Carver's feats (see below).
    - 2-handed thrown: even if you cannot damage, the chance to KD 2 choice models should never be underestimated.
    - Slam: Lights can slam heavies, just at a -2 to hit and 1/2 distance. But that is still a KD or 2
    - Locks: the ignored step-child of WH/H. Boars can lock down a warnoun and still buy 2 extra punches (que the "why you hitting yourself"). Completely shuts down bonechickens, lesser legion and a variety of warjacks that only have 1 melee weapon barring focus/fury. With the coming of Colossals/Gargants the Lock may start to make a comeback.
    - Headbutt: Why bother when you can 2-h throw?

    * Every Focus/Fury that warnouns spend to stand back up is a Focus/Fury not spend killing farrow.

    Counterblast [Animus]
    As a Spell: Rarely worth it compared to having 2 transfers. Yes, Arcadius and Drang could turn a caster assassination on its head (stationary/toss), but do you really want to rely on that?? Carver is always needing Fury for Mobility/Quagmire/Batten and rarely would even have enough. With Rorsh, he may have a use for it as his ranged options are a bit better.
    + Pro: Yet another free shot or punch.
    + Pro: Has more of a psychological effect on opponent than a real in-game effect due to Cons
    - Con: Has a very short range. Short enough that things are never going to intentionally stop so close unless engaging
    - Con: Expensive when it takes up most of the fury it is sometimes hard to justify

    Pro-tip #1: ALWAYS target a unit leader given the chance (or WA/UA I suppose). If you can get the leader the Field Promotion rules kick in and the newly promoted Leader also looses ability to attack. Thus you take out 2 for the price of one as far as blunting the charge.
    >Pro-tip #2: Having Gunboars close behind a line of Dug-In Brigands helps to ensure you get to make a Big Gun attack. Dig-In ignores LOS and yes, it will miss, but if you are close behind it is going to scatter into the clump of charging enemies (infantry ideally) and your own boys are immune.
    >Pro-tip #3: You can charge after activating Counterblast. Rarely is this effective, but sometimes it can allow to get up in their face and get a second attack off if you do not have overtake/goad active. Arkadius can make good use of this since he can negate the Cost issues through Frenzy clearing.
    >Pro-tip #4: What out for Reach. It is a waste of Fury to use Counterblast if a Reach unit is likely to charge/engage. Wasted actions when you cannot shoot in melee (engaged) but cannot reach with the 0.5" fist.

    Gunboar Tactics

    With Dr. Arkadius:
    - An interesting combo is to Counterblast (2) and then Slam (1) a target. In the interim have Targ come up and Ancillary to allow Gunboar to Big Gun (giving it up to a 18" threat on the gun) or simply shoot the KD'd target. Then Feat and the boar should be able to then charge the KD target for a boosted auto-hit. With Counterblast active it somewhat forces opponents activation order as he has a potential grenade primed deep in his ranks.
    -Forced Evolution is often better on a Warhog, but, unless up against Khador the hog likely can destroy thing on its own anyway and those extra points may be wasted. Getting a gun boar from its normally meh POW up a few more points could mean it actually contributes to face-smashing. Especially on feat turn.

    With Carver:
    - Do not discount a 14" Run up a flank. The boar can be pillow fisted and so sometimes dropping an high ARM hefty light right where he doesn't want it can long term be better then a few low POW swings. Throw in Quagmire and you have a long-range lock down with the ARM and HP to hold out.
    - Power attacks are Melee attacks and thus get the extra damage dice. Slamming or throwing something into an obstacle/model can net you up to a 5d6+9 hit that they will not be expecting. It only averages 27, but with the movement denial as well that can start to hurt.

    With S&D:
    - Not the best choice for Watcher attack, but getting the move up the flank more means the gun boar might get in position for clearing out support the next turn.
    - With Vision, Watcher, and TK enemy warcasters need to worry about ranged assassination walking around their front line.
    - TK and WEAPON LOCK is worth a special mention for sure. Turning something around with TK and Locking it with a gun boar means it cannot do anything the next turn other than break free (barring 360 vision). This means that other than Colossal/Gargants and a few special exceptions (ie. incorporeal, enemy TK) S&D have a hard counter against melee heavies so long as they have a gun boar or two around.
    - Their Feat exacerbates all the shenanigans a Gun Boar can do with Power Attacks. Locked warnouns can only buy a single attack (if not TK around backward), KD from throws or slams use their only Fury/Focus to stand up.

    With Midas:
    - TBA

    With Rorsh:
    - Get quite cheap in Carver's Theme
    - As stated, Counterblast on Rorsh is one of the few with ranged options worth considering. Unfortunately, it puts far more pressure on keeping Rorsh alive.

    General:
    - They almost always need a boost or help to hit.
    - Targ makes everything better.
    - They should (often) go first or they should go last. Either use them to clear lanes, damage for Finisher, and cause KD, or have LOS cleared for them to attempt fully boosted ranged assassinations.
    Last edited by Cedarcrest; 06-26-2012 at 10:39 AM. Reason: adding on to previous work

  2. #2
    Annihilator ajay29's Avatar
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    Anything above 25 and I find myself always taking a gunboar.
    Half the time it does nothing, but I've lost count of the number of times its saved my *** by opening up a vital charge lane with a boosted shot or pummeled a solo engaging my caster before he activates or just sat in a zone and refused to die.
    Notable exploits from the past year include (with caster) -
    (Ark) Taking a charge from a buffed pureblood liek a bawse and living to hold a zone.
    (S+D) Randomly scattering a shot onto a Carnivean and getting a point of damage through on boosted blast damage, allowing ALL my slaughterhousers to RFP and make pThags very unhappy.
    (Carver) Charging Tartarus under mobility and feat and epically clothes-lining him in one massive swing when he thought he was safe.

    My Warhogs cause problems for my opponents. My Gunboar is my problem solver.
    Quote Originally Posted by MagnustheJust View Post
    Huh... That's a pretty wonky little nugget you found there Ajay29. Wonky, but legal as far as I can tell.
    Fond of wonky little nuggets.

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  3. #3
    Annihilator Dmark's Avatar
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    First off, I recommend you replace the stats in your post with something that describes them, like MAT and RAT are the same as SPD, which is one above the War Hogs SPD. Otherwise a mod will come along and do stuff to your post.

    However, I totally agree with you. The Gun Boar shouldn't be completely dismissed yet.

  4. #4
    Destroyer of Worlds MagnustheJust's Avatar
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    I also highly recommend modifying your post. It is a PP forum no-no to post full stats.

    One of the main reasons, in my experiences, that folks dismiss a model as "useless" or "not viable" is because they only look at what a model can do on it's own and not how it interacts with the rest of the army.

    That being said, I personally think the Gunboar is a very versatile tool to have access to. Really good ranged weapon, and a very underrated animus. The defense, armour, and fury stats are not bad for a light warbeast either. He's fairly hefty on the damage boxes for a light as well.
    Quote Originally Posted by MagnustheJust View Post
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  5. #5

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    I have never been successful with them killing anything in melee combat.

    However, they have won me games over and over and over again by simply picking up whatever is in the way and throwing it aside. They are lane openers. Most players put a heavy in the way and assume the little boar can do little, only to be slammed out of the way.

    My favourite use was I managed to once get a quagmired boar b2b with 2 enemy lights warjacks. Each turn I threw one into the other, KD both, bought up a few punches (minimal damage) and then had Targ let him shoot at back-line support (killing a few a turn to blasts). With Batten Down on, the two lights took 3 turns to kill the boar, while taking some damage, and ended up tied up ~9-10 points for 5.
    Now in darkness world stop turning, Ashes where the bodies burning
    No more war pigs have the power, Hand of God has struck the hour

  6. #6
    Moderator Mod_Donaldbain's Avatar
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    Quote Originally Posted by Dmark View Post
    Otherwise a mod will come along and do stuff to your post.
    Too late.

    Posting of a figure's full stats IS against the forum ToS.

  7. #7
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    I enjoy using my gunboar enough that I considered getting one more. The problem with razorback crew is that they are costly but maybe dig in ability justifies that? The gunboar with targ on the team become better only because beasts can buy attacks and boost. His animus can also help him get the edge. I like this beast.
    Khador 125 pts
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  8. #8
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    Thank you for alerting me to the rules. I'm a newbie with posts so i didn't know but i would still like to apologize.

  9. #9

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    So a few things I have to say about your post.

    One with S&D stop me if im wrong but they can move the gun boar with Telekinesis and it can still give up its movement when it activates so it caan have the aiming bonus. Yes its only two inches but sometimes thats all you need and it dose make a difference.

    Second with Dr A IMO all of the reasons you listed for it being good were spell buffs. And honestly Id rather all of those buffs be on one of our heavy warbeasts. Other then crippling grasp all of Dr.A's focus should be on keeping the War Hogs and Road Hogs from dieing and doing there jobs better. The little gun boar is just not that good with him IMO. But that is just me.

    I have nothing to say about carver. With mobility and Batten up these guys are FANTASTIC!! but so is every beast with carver because carver is good at making things dead.

    That being said I like the gun boars alot and do not thing they are terrible but we really do need some ways to make them better. I do not main list them in ether of my S&D list or my Dr A lists but I do take two of them in my reinforcments for both and have had some good results with them. I always include at least one with carver though. And who knows we might get a beast with a snipe animus and then the gun boar will be REALLY good or a caster with it. Only time will tell!!

    I have never had them be outright Awesome or game breaking for me but nether have they ever been a point sink and not done stuff. And I really do like the model.

  10. #10
    Destroyer of Worlds MagnustheJust's Avatar
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    Yes, a Gunboar that is tk's can still forfeit movement for the aiming bonus...

    The movement from tk is during the warlock's activation, not the Gunboar's!!
    Quote Originally Posted by MagnustheJust View Post
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  11. #11
    Destroyer of Worlds TheLoki's Avatar
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    added to index

  12. #12

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    Since we're indexed I hope Cedarcrest won't mind if we start throwing in more to make it an actual guide.

    Gun Boars

    Overview: They have many potential roles, and although they do not excel at any of them, their versatility is game winning in itself.
    Primary uses are:
    - AoE infantry killing or ranged damaging to allow Finisher
    - Fury/Focus Denial (if this seems odd, keep reading and see)
    - Board control and Tarpit
    - Flanking and ranged assassination

    Special Abilities: Bacon is as much a bane than a boon. Don't be a neck-beard though, when the boar dies don't conveniently forget to tell the opponent he can heal his warbeast.

    Ranged Abilities: Can assassinate. It might take a few hits however. They are a great counter to light stealthy units and light units in general. Against heavies use first to damage a heavy (may barely damage) but that is enough to kick in Finisher for the SHs.

    Melee Abilities: Trash POW. Even with Carver's extra dice it could struggle to harm anything other than light infantry.

    Special Melee Abilities: With their fists doing so little damage it is worth noting that their base Str is only 2 lower and so Power Attack and board control / objective control are their main melee use. Power attacks also stack with Carver's feats (see below).
    - 2-handed thrown: even if you cannot damage, the chance to KD 2 choice models should never be underestimated.
    - Slam: Lights can slam heavies, just at a -2 to hit and 1/2 distance. But that is still a KD or 2
    - Locks: the ignored step-child of WH/H. Boars can lock down a warnoun and still buy 2 extra punches (que the "why you hitting yourself"). Completely shuts down bonechickens, lesser legion and a variety of warjacks that only have 1 melee weapon barring focus/fury. With the coming of Colossals/Gargants the Lock may start to make a comeback.
    - Headbutt: Why bother when you can 2-h throw?

    * Every Focus/Fury that warnouns spend to stand back up is a Focus/Fury not spend killing farrow.

    Counterblast [Animus]
    As a Spell: Rarely worth it compared to having 2 transfers. Yes, Arcadius and Drang could turn a caster assassination on its head (stationary/toss), but do you really want to rely on that?? Carver is always needing Fury for Mobility/Quagmire/Batten and rarely would even have enough. With Rorsh, he may have a use for it as his ranged options are a bit better.
    + Pro: Yet another free shot or punch.
    + Pro: Has more of a psychological effect on opponent than a real in-game effect due to Cons
    - Con: Has a very short range. Short enough that things are never going to intentionally stop so close unless engaging
    - Con: Expensive when it takes up most of the fury it is sometimes hard to justify

    Pro-tip #1: ALWAYS target a unit leader given the chance (or WA/UA I suppose). If you can get the leader the Field Promotion rules kick in and the newly promoted Leader also looses ability to attack. Thus you take out 2 for the price of one as far as blunting the charge.
    >Pro-tip #2: Having Gunboars close behind a line of Dug-In Brigands helps to ensure you get to make a Big Gun attack. Dig-In ignores LOS and yes, it will miss, but if you are close behind it is going to scatter into the clump of charging enemies (infantry ideally) and your own boys are immune.
    >Pro-tip #3: You can charge after activating Counterblast. Rarely is this effective, but sometimes it can allow to get up in their face and get a second attack off if you do not have overtake/goad active. Arkadius can make good use of this since he can negate the Cost issues through Frenzy clearing.
    >Pro-tip #4: What out for Reach. It is a waste of Fury to use Counterblast if a Reach unit is likely to charge/engage. Wasted actions when you cannot shoot in melee (engaged) but cannot reach with the 0.5" fist.

    Gunboar Tactics

    With Dr. Arkadius:
    - An interesting combo is to Counterblast (2) and then Slam (1) a target. In the interim have Targ come up and Ancillary to allow Gunboar to Big Gun (giving it up to a 18" threat on the gun) or simply shoot the KD'd target. Then Feat and the boar should be able to then charge the KD target for a boosted auto-hit. With Counterblast active it somewhat forces opponents activation order as he has a potential grenade primed deep in his ranks.
    -Forced Evolution is often better on a Warhog, but, unless up against Khador the hog likely can destroy thing on its own anyway and those extra points may be wasted. Getting a gun boar from its normally meh POW up a few more points could mean it actually contributes to face-smashing. Especially on feat turn.

    With Carver:
    - Do not discount a 14" Run up a flank. The boar can be pillow fisted and so sometimes dropping an high ARM hefty light right where he doesn't want it can long term be better then a few low POW swings. Throw in Quagmire and you have a long-range lock down with the ARM and HP to hold out.
    - Power attacks are Melee attacks and thus get the extra damage dice. Slamming or throwing something into an obstacle/model can net you up to a 5d6+9 hit that they will not be expecting. It only averages 27, but with the movement denial as well that can start to hurt.

    With S&D:
    - Not the best choice for Watcher attack, but getting the move up the flank more means the gun boar might get in position for clearing out support the next turn.
    - With Vision, Watcher, and TK enemy warcasters need to worry about ranged assassination walking around their front line.
    - TK and WEAPON LOCK is worth a special mention for sure. Turning something around with TK and Locking it with a gun boar means it cannot do anything the next turn other than break free (barring 360 vision). This means that other than Colossal/Gargants and a few special exceptions (ie. incorporeal, enemy TK) S&D have a hard counter against melee heavies so long as they have a gun boar or two around.
    - Their Feat exacerbates all the shenanigans a Gun Boar can do with Power Attacks. Locked warnouns can only buy a single attack (if not TK around backward), KD from throws or slams use their only Fury/Focus to stand up.

    With Midas:
    - TBA

    With Rorsh:
    - Get quite cheap in Carver's Theme
    - As stated, Counterblast on Rorsh is one of the few with ranged options worth considering. Unfortunately, it puts far more pressure on keeping Rorsh alive.

    General:
    - They almost always need a boost or help to hit.
    - Targ makes everything better.
    - They should (often) go first or they should go last. Either use them to clear lanes, damage for Finisher, and cause KD, or have LOS cleared for them to attempt fully boosted ranged assassinations.
    Last edited by Benejeseret; 06-26-2012 at 04:14 AM.
    Now in darkness world stop turning, Ashes where the bodies burning
    No more war pigs have the power, Hand of God has struck the hour

  13. #13
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    Wow, I'm indexed! Feeling good about myself. Thank you for all the comments that have come in so far. Furthermore, by all means continue to add new info. Like I said earlier, this thread is meant to teach me as well as others. On another note, I don't know if he's already been vouched for but when I get some time on my hands I hope to contribute something on Dr. Arkadius in the future.

  14. #14
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    A little quick warning about the ability Bacon. As discussed before, the gun boar is good for taking out solos and dwindling units. Even though its good, in some cases, to use it against larger targets like heavy jacks and beasts (considering finisher on the slaughterhousers) bacon WILL heal enemy warbeasts who succeed in killing the gun boar while B2B.

  15. #15

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    The gunboar is underpowered, there isn't much argument about that. But it's farrow, that's the point
    I don't take one with DrA. I give one to S&D to help with assassinations on warlocks caught out by his feat and it's also handy with pack hunters.
    I don't take one with Carver, but that's because I run him at tier and put one on Rorsh instead. At 4 points it is a lot easier to swallow, counterblast does about nothing for casters but it's actually quite good on Rorsh. Rorsh gets charged by weaponmaster and stabs him first. Enemies charge a war hog and when the last one gets there, they recieve a dynamite to the face. Paladin walks up and gets shot before using his wall.

  16. #16
    Conqueror PMAvers's Avatar
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    Personally, I just like the image of Counterblast being on Rorsh, and him just chucking a stick of dynamite at a enemy unit that's running up towards him.

  17. #17

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    so today i learned that dr.ark and a gunboar make a fairly potent anti assassination combo. i've only played ark once but the idea of after being charged counter blasting with the mind control serum, clearly i need to look at the good Doctor some more.

    these are the reasons i love playing farrow, everyone thinks your just a beat stick until you out of activation mind control someone.

  18. #18

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    At Mat5 without reach. Yay.

  19. #19

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    Indeed

    As mentioned, Arkadius would likely be much better holding on to two transfers.
    If you really wanted to, (and you actually managed to hit) Stationary would likely be a better bet as then their own model provides him cover and would be an easy kill next round. Stationary ends their activation and works on warcasters.
    Now in darkness world stop turning, Ashes where the bodies burning
    No more war pigs have the power, Hand of God has struck the hour

  20. #20

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    Im with custardboy It seems like a good idea but yeah Mat 5 means that your chances of hitting are below average so do not count on it to save you. If you are counting on it then something has gone terribly wrong.

    Is there a way to start a new thread with Benejeseret post at the top or have Cedarcrest copy and paste that post and add it or replace the first post. I think it would be better as a guide if that was at the top of the thread rather then the middle.
    Last edited by deadboytat2; 06-26-2012 at 06:00 AM.

  21. #21

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    Cedarcrest, please feel free to copy and paste my bits and incorporate it into your opening post (at the end or whatever you want).
    Now in darkness world stop turning, Ashes where the bodies burning
    No more war pigs have the power, Hand of God has struck the hour

  22. #22
    Destroyer of Worlds Dan from Chicago's Avatar
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    Quote Originally Posted by Benejeseret View Post
    If you really wanted to, (and you actually managed to hit) Stationary would likely be a better bet as then their own model provides him cover and would be an easy kill next round. Stationary ends their activation and works on warcasters.
    I think it depends on the target. It's a hail mary against a caster or lock, as the lowest defense there is a 13 I think. That said, mind controlling a Gargantuan, Titan, or Carnivean could be fun

    As for saving the two fury for transfers, I'm not sure there's a lot of difference between camping two and camping four. At some point you run out of transfer targets ...

  23. #23
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    Updated opening post. Thanks Benejeseret for your input. Again, additional info is much appreciated. For anyone else who is inclined to, just message me and I will be happy to add your thoughts to the opening post.

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    Destroyer of Worlds Zombied00d's Avatar
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    As you can't ever take control of a colossal I'm not sure you'd be able to MC a gargantuan either. Plus since they can't be moved outside of their normal movement or made stationary Doc doesn't have much to save him in melee against those big guys.

  25. #25

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    You can't control an enemy gargantuan in any way, is a gargantuan-basic-rule (delivered with a Mountain King).
    "Throwing Farrow Brigands into a nasty infantry is not a sacrifice, but rather providing your opponent with bacon."

    "Some idiot said, Barnabas will never ascend to godhood. After the battle, the same idiot stared at him and wimmered: Oh my god!"

  26. #26
    Destroyer of Worlds Dan from Chicago's Avatar
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    So, okay, Mind Controlling a Titan or Carny would be fun then

  27. #27

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    Awesome thanks for updating Cedarcrest!!

  28. #28
    Brute Squad Devilsquid's Avatar
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    I've always been a fan of my gunboars. They're not OMG batpoop crazy, but they are solid performers. Hard to kill, decent gun, 'ok' animus, Two basic attacks and two open fists.

    It's a solid all around performer.



  29. #29
    Annihilator GRYM's Avatar
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    In my experience the Gun Boar had won me quite a few games either through taking the unexpected shot where they though it wouldn't reach or just blocking some things to allow me time to setup. The 2-H throw is also very useful and many a time I've been able to clear a lane for the more deadly War Hog to get to the prime target. With Sturm & Drang using Watcher and through the Gun Boars animus you can make a very effective defensive fire lane if needed. 2 Gun Boars with their Animui up on themselves and Sturm also having the animus cast on himself along with Watcher on him can mean 4 ranged templates or melee attacks in assorted combination. It really sucks that the animus doesn't have a range or it would be nice to put on the Road Hog too. ;-(

    KSW

    KSW

    handcannononline.com - Doktor GRYM

  30. #30
    Destroyer of Worlds Smedley's Avatar
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    I find them helpful for nicking things before sending in the Slaughterhousers. Also, with as much attention as War Hogs and Road Hogs get during the mid/late game when you're playing them very aggressively, Gunboars tend to be left alone to make pretty good use of their ranged weapon. And, while MAT 5 isn't anything to write home about, having two melee weapons is really nice under Carver's feat.
    We shall flow a river forth to thee
    and teeming with souls shall it ever be
    in nomine patri, et fili, espiritu sancti.

  31. #31
    Conqueror Bloaties Pizza Thrall's Avatar
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    Woah thread necro. I think this one has gotten pretty out of date due to the lack of Road Hog around the time it started. Road hog pretty much buried my gun boars under 6ft of foam trays. And with the Razor Boar coming this week, we probably won't see Gun Boars for a while unless Midas makes them shine (like gold) more than the others.

    The BacoNation My painted Piggies
    "Well here on the Cryx side we break the rules." -Chuck Elswick on Everblight

  32. #32

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    Quote Originally Posted by Cedarcrest View Post
    With Dr. Arkadius:
    - An interesting combo is to Counterblast (2) and then Slam (1) a target. In the interim have Targ come up and Ancillary to allow Gunboar to Big Gun (giving it up to a 18" threat on the gun) or simply shoot the KD'd target. Then Feat and the boar should be able to then charge the KD target for a boosted auto-hit. With Counterblast active it somewhat forces opponents activation order as he has a potential grenade primed deep in his ranks.
    Really liking the sound of this tactic - somehow it didn't occur to me to slam followed by an ancillary attack. This would be arguably better with a roadie thanks to higher threat range, more accurate and higher strength melee attacks and, perhaps most importantly, auto fire on the spray.

    anyhow I am digressing somewhat! Great thread, I agree that people often ignore this guy up until a boosted POW13 does a number on their caster! As far as melee he is all about power attacks. In a mangled metal tournament I have had him slam karchev under mobility into his jugger and sriggn knocking them all down for a carver feat turn of doom from the warhogs the following turn and a boosted both barrels from Carver to kill karchev!

  33. #33
    Conqueror
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    Since this thread was written, the rules of the game had been changed when it comes to locks. A light beast cannot lock a heavy or a Gargossal.

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