Page 3 of 4 FirstFirst 1234 LastLast
Results 81 to 120 of 123
  1. #81

    Default

    I think it goes without saying that this article is incredible. Every faction should have one like this. Seriously though excellent job!

    I'm a new Searforge player. I'm more comfortable with H than WM. After doing some searching on the merc subforum, I've read that apparently the avalancher and artillery corps stink really bad. Can someone explain why to me? If this isn't the appropiate section let me know and I'll start another thread.
    re·lent·less - Unyielding in severity, intensity, strength, or pace; steady and persistent; unremitting.
    "Where is your god now?" Krueger the Stormlord, Renegade Potent

  2. #82
    Implacabilis relasine's Avatar
    Join Date
    Jul 2005
    Location
    Northglenn, CO
    Posts
    5,730

    Default

    Quote Originally Posted by Relentless View Post
    I think it goes without saying that this article is incredible. Every faction should have one like this. Seriously though excellent job!

    I'm a new Searforge player. I'm more comfortable with H than WM. After doing some searching on the merc subforum, I've read that apparently the avalancher and artillery corps stink really bad. Can someone explain why to me? If this isn't the appropiate section let me know and I'll start another thread.
    Common wisdom is that, for the same price, Herne and Jonne are a better investment than the Artillery Corps. The trio of AOEs that Herne and Jonne deliver provides markedly better coverage than the single AOE that the Artillery Corps deliver. As far as the advantages that the Corps has over Herne and Jonne, you're looking at two: range and arcing fire. This makes the Corps a fair choice for tagging backline support models like Choir or Beast Handlers. However, with only a single 3" AOE, their coverage is often too poor to rely on. The point has been made that you can take both Herne and Jonne and the Artillery Corps, but I personally question that logic. If you're getting both, you're investing too many points in AOEs. While Durgen certainly seems to be geared towards supporting an AOE-heavy army, he really doesn't need that many beyond himself and Herne and Jonne before your army becomes too balanced towards AOE saturation, which can and will often fall victim to list countering. There are certainly metas where access to lots of AOEs can work in your favor, but that is going to vary widely from LGS-to-LGS. As a firm believer in building a balanced list that can handle a wide variety of opposing lists, I never liked building according to a specific meta anyway, but that's just personal preference.

    As far as the Avalancher is concerned, I personally think it's okay. I prefer to run it on Gorten for access to Strength of Granite so that I have an extra heavy-hitter in a pinch. This potentially leads to issues with focus availability, but it also demphasizes the importance of protecting other heavy-hitters like your Driller and/or Forge Guard by providing a back-up. Others will often smartly marshal it to Thor where you can get fully boosted attack and damage rolls with high accuracy or mobility via the 'Jack Marshal bonus, Tune Up, and Pronto. The issue that I run into with it is that for the same price I can get any combination of three Gunners, Blaster, or Herne and Jonne. While the Avalancher can certainly take a hit, as a long-range 'jack I've found that it doesn't often take much damage until late game when it typically gets tied up by infantry.

    Also, I'm glad you found this all helpful.
    Last edited by relasine; 12-21-2010 at 08:01 PM.

  3. #83

    Default

    Firstly, I have not found this thread "helpful". I have found this thread to be simply amazing! You should change your title to CEO of the Searforge Commission or Contract Head, etc.

    Secondly, I see your points about the artillery Corp and avalancher, but my question would now be what can a faction that moves like a turtle, do to respond to long range fire? BTW I am aware of Gortens feat and Durgens redline and Thor, etc. But I am talking about the big picture here. Factions like cygnar and khador can send a barrage of long distance fire towards a searforge player and speed is non existent and eventually even dwarven armor will give in. Am I missing something?
    re·lent·less - Unyielding in severity, intensity, strength, or pace; steady and persistent; unremitting.
    "Where is your god now?" Krueger the Stormlord, Renegade Potent

  4. #84
    Implacabilis relasine's Avatar
    Join Date
    Jul 2005
    Location
    Northglenn, CO
    Posts
    5,730

    Default

    Quote Originally Posted by Relentless View Post
    I see your points about the artillery Corp and avalancher, but my question would now be what can a faction that moves like a turtle, do to respond to long range fire? BTW I am aware of Gortens feat and Durgens redline and Thor, etc. But I am talking about the big picture here. Factions like cygnar and khador can send a barrage of long distance fire towards a searforge player and speed is non existent and eventually even dwarven armor will give in. Am I missing something?
    Response to gun lines can be tricky. The first thing I'll suggest is to play SR2010 scenarios. Playing straight assassination games is a quick way to give a gun line a huge advantage. Make those armies move forward and suddenly the brainless "stand-and-shoot" army will require at least some measure of thought to win with. The second thing you can do is lead with your warjacks, screen, repair, and pray. 3-point Gunners/Blasters make good sacrificial targets here. They can take a beating and the loss of one or two won't kill you if it means getting the rest of your army forward. At ARM 21, Avalanchers aren't bad for screening an advance either, but you'll be most likely sacrificing your gun to make it happen (unless you're running it with Thor so you can Pronto, advance, and fire). Use Gudrun to tie up soft troops and take a Bokur to keep your warcaster and/or Thor safe.

  5. #85
    CoachB
    Guest

    Default

    And don't forget Gorten's stonewall. +4 to defense against range is life saving for Gorten and the infantry. The jacks however are going to be hit.

    If they're bringing a gun line just remember it will get slaughtered if they get caught in Gorten's feat and die like flies to Durgen's Gun. I have less difficulty with range attacks than I do with melee units with a long charge threat.

    Fire and Acid continuous effects you will learn to hate.
    Last edited by CoachB; 12-21-2010 at 09:06 PM.

  6. #86
    Destroyer of Worlds SpiralingCadaver's Avatar
    Join Date
    Sep 2005
    Location
    Portland OR
    Posts
    3,212

    Default

    Hey, just to let you know Karchev is now ARM 19 but can focus camp, so, technically, Gorten's tied for first in ARM.

    Edit: in this post, paragraph 8, you say "with gorten with gorten"
    Last edited by SpiralingCadaver; 05-12-2011 at 02:49 PM.

    Magnus, the Patriot - A Magnus theme force analysis.

  7. #87

    Default

    This thread is truly amazing! Many thanks from a n00b that is starting to build a Gorten list. Many thanks, Relasine

  8. #88
    Annihilator DocMerc's Avatar
    Join Date
    Jul 2010
    Location
    Tampa, FL
    Posts
    664

    Default

    Hey PG_relasine, Any chance of an update to this with the Assault corps?
    I love the searforge, and I bought the corps, but have not tried them yet.
    Some feedback from others would be most appreciated
    Dr.Mercury everywhere else...

    Fear my Space Beavers!
    http://www.coolminiornot.com/artist/Dr.Mercury

  9. #89
    Destroyer of Worlds StJason's Avatar
    Join Date
    Apr 2003
    Location
    N 45 ° 29' 40.976" W 122 ° 49' 59.7017"
    Posts
    3,560

    Default

    As Relasine has sold off his army, I guess I can give it a shot...


    Strategic Analysis - Ogrun Assault Corps

    Some say that the arming and training of 'primitive' peoples is a bad idea. When it is a 8' tall Ogrun, armed with what would be a deck gun on a ship, and trained with typical Rhulic professionalism, many would argue that the era of humans on the battlefield is over.
    In truth, while the potential for such a unit is great, the reality is rather mediocre. And then, there are the field marshals that the factions get...

    Stats -

    The OAC unsurprisingly have a very typical Ogrun statline. Decent speed, massive strength, and of course, eight wounds each. Their armor is rather low compared to most Searforge models, though. But their speed and battlecannon gives Searforge players a unheard-of 18" threat range.

    Weapons –

    Hand Axe - a decent, though not thrilling hand weapon. On average rolls without a CMA, you'll be throwing out 19 points of damage, more then enough to take down most warrior models or put a dent into a light warjack.
    Battlecannon - A decently ranged weapon with a small blast template and decent POW. It would be spectacular if it had a medium template, or slightly longer range. Or had a special rule. But it doesn't. So it falls into the typical Searforge "Solid, not spectacular" paradigm.

    Abilities –

    Combined Ranged Attack - A very, very important thing to remember: combined attacks add to your damage roll, not your POW. Which means that a full squad of OAC combining will do a POW 12 blast with +5 to the damage rolls, including blasts. Which means that on average, your direct shots will do 24 damage, and blasts will do 18, making even the blasts capable of hurting warcasters, removing shieldwalled units, and even putting a point or two of damage on a heavy warjack.
    Combined Melee Attack - Get all your guys in half an inch of the same model, and you can unload a massive hit doing around 26 points of damage at vMAT of 11. The problem being, of course, getting 5 medium-sized models in melee with the same model.

    Overall, you'll probably use the CRA a lot more then the CMA. But if you get charged, it's a nice option to have a buddy nearby that will stiffen up your fight.

    Battlefield Role -

    The problem with the OAC is that while they are good at the things they do, there is very little they do that our other units don't do already, and usually better. While they can soak up damage, with their relatively low ARM and only five models, they actually take less damage then a full squad of High Shields or Forge Guard. Their CMA is impressive, but pales compared to the vPOW 20 of a full squad of High Shields. While they can hit hard in melee, they are nothing compared to the weaponmaster-reach-ranked attacks of the Forge Guard. They can put out 5 blast templates in a round, but Herne & Jonne can do three for a fraction of the cost. And at 9 points, they cost more then either of our main units.

    Where the OAC shine is in their versatility. Forge Guard lose out to mobile ranged units. High Shields and Herne & Jonne suffer in melee. While they may not be spectacular compared to our specialists, they can easily step into the place of one should something happen. Your Forge Guard get shot to pieces and you really need some melee done? OAC. Your High Shields get caught up in melee, and you need to make that high-damage shot? OAC. H&J get swatted, and now stealthy models getting in your way? OAC. In some limited tournaments or army lists with only a few points for units, then a OAC can be your 'anything goes' unit. In an army known for their mixed arms units, the OAC are the most mixed.

    Deployment -

    Due to their good threat range, the OAC should be placed mostly forward. They are surprisingly squishy, though, so over to a side to draw less fire. Their ideal opponent is heavy infantry, especially shieldwalled units, where their blasts will wreck havoc. Multiple templates also mean that they can hunt for Stealthed models as well. They can do surprising assassination attacks, moving relatively quickly and combining into one massive attack. Doing so after Gorten's landslide is almost unfair.
    Grouping them in twos and threes will give you a slight boost for combined attacks, while letting you still have multiple shots.
    Alternately, keeping them near your warcaster gives you a bodyguard unit that can stop tramplers, and react appropriately to whatever might slip through your main force.

    Supporting the Ogrun Assault Corps-

    Unfortunately, because of their lack of specialization, there is little that helps them, that wouldn't be better placed elsewhere. Primed can give them a very nice boost, but to melee only. Explosivo only affects one model, and can't be used with a CRA. Solid Ground helps them as much as it helps everything else we have. Because they can drop so many templates, letting them shoot into melee while Solid Ground is up is a valid tactic.
    A Bokur can give the unit some nice melee punch, and also shield guard damage letting you keep combined attacks going for much longer. The question being whether driving the cost up to 11 points is worth it.
    It's also important to note that Madhammer's feat only affects the blast damage rolls, not the direct. Granted, that means a full CRA does almost as much damage on a blast as a direct hit. And with a ranged attack at +5 (CRA) and 3d6 from the feat, you will hit even the slipperiest of warcasters. But only for that one round.

    Quantity –

    While you can take up to three in a Searforge force, I find it hard to justify more then a single squad. Yes, they can step into whatever breach opens up, but our specialists are cheaper and better at their individual roles. In theory, you could make a whole army based around them, three squads of OAC under either Grundback or Madhammer would be quite impressive, but I have a hunch that they would lose out to any kind of attrition.
    And honestly, while they can fill in for other squads, it doesn't change the fact that the other squads are much better. Forge Guard can take more damage, hit harder, and cost less. High Shields can shoot for more damage, have a much higher ARM and can soak up much more damage, and cost less (detect a theme yet?) In a very small game, 25 points or so, the OAC would be a good choice, especially in a tournament where you don't know what might be coming up next. As a fourth squad (after Forge Guard, High Shields and H&J) they'll be a good reinforcement, but as that is 21 points of squad before the OAC, you are looking at 50 point battles or bigger.
    Last edited by StJason; 06-07-2011 at 12:26 AM. Reason: Finishing my sentences and some basic grammar cleanup.

  10. #90
    Implacabilis relasine's Avatar
    Join Date
    Jul 2005
    Location
    Northglenn, CO
    Posts
    5,730

    Default

    Thanks, Jason. I'll link this in the index.

  11. #91
    Conqueror
    Join Date
    Apr 2008
    Location
    Washington State
    Posts
    230

    Default

    Relasine sold his dwarfs? haha sad day for the rhulic community. Guess we could all try to help out with this tactics sticky?




  12. #92
    Implacabilis relasine's Avatar
    Join Date
    Jul 2005
    Location
    Northglenn, CO
    Posts
    5,730

    Default

    Quote Originally Posted by Weezing View Post
    Relasine sold his dwarfs? haha sad day for the rhulic community. Guess we could all try to help out with this tactics sticky?
    Yep. Here's why.

  13. #93
    Annihilator Osito's Avatar
    Join Date
    Aug 2008
    Location
    Ternon Crag unless its Sat/Sun then Five Fingers
    Posts
    981

    Default

    So what you are saying is that the Stunties have 8,600 more views then all other Merc stickies combined? Wow!
    I follow no kingdom's flag, fear no ship on the sea, and bow to no master. Blood calls for blood, and I will spill much more in the days to come.

  14. #94
    Destroyer of Worlds StJason's Avatar
    Join Date
    Apr 2003
    Location
    N 45 ° 29' 40.976" W 122 ° 49' 59.7017"
    Posts
    3,560

    Default

    What can I say? Dwarves are awesome.

    Give a faction player a lemon, they'll make lemonade.
    Give a merc player a lemon, they'll squirt juice in your eyes.
    Give a Rhul player a lemon, they'll figure out ways to use the lemon to blow up tanks.

  15. #95
    CoachB
    Guest

    Default

    @Osito- I think it is becuase Searforge players, like what Relasine was, are more dedicated to their small little section of these forums that we (yes I was a strictly Searforge player before) followed this thread and helped it get built almost religiously.

    But those days are waning since there has not been much happening with that contract for sometime (the OAC got a little attention but it was one of those "meh" releases.) I know there is a new Caster coming "sometime" next year but most of the heavy Searforge players went other directions for now. Well St.Jason and Rancor are still sticking it out.
    Last edited by CoachB; 10-05-2011 at 09:15 AM.

  16. #96
    Destroyer of Worlds pattison's Avatar
    Join Date
    Aug 2010
    Location
    Hungary
    Posts
    2,022

    Default

    Quote Originally Posted by relasine View Post
    Strength of Granite - This is another excellent spell for Gorten, allowing Searforge Agents to make their warjacks amongst the hardest-hitting things in the game. A Driller under the effects of Strength of Granite is hitting at P+S 21 and 20 with its Drill and Grappler respectively. A Rockram's Pulverizer hits at P+S 22. Bashers slam their targets at P+S 20 with collateral damage at POW 16.
    Just a small correction, the Basher's head has a base POW of 15, so with SoG it's only 19, not 20.



    Quote Originally Posted by Thamarite Merc View Post
    pattison, you are right, but way too reasonable.

  17. #97
    Conqueror Ironmonger's Avatar
    Join Date
    Apr 2011
    Location
    Santa Barbara, CA
    Posts
    186

    Default

    Good write-up, StJason. Way to carry the torch! What would have made the OAC a SOLID choice in a Searforge and many another contract without making them silly-uber-overpowered? Give them Assault, losing CRA if Assaulting. They ARE the Ogrun ASSAULT Corps, after all...

    @Relasine: sorry to hear of your disinterest in the SFC; however, after months and months of essential neglect, Rhul is kinda feeling like a certain other stuntie army from another company's yester-year, so I can commiserate. I was one of only two players at L&L flying the Searforge flag. Hopefully, by the time L&L 2012 rolls around, another 'caster will breathe some life into these stoic guns-for-hire.

    PS This thread is in the process of being transported into a word document, from which I'll add some pretty pictures and print out a copy to review regulary. Cheers!
    COME ON OVER AND VISIT US AT: http://blog.sbwargaming.com/


  18. #98
    Destroyer of Worlds StJason's Avatar
    Join Date
    Apr 2003
    Location
    N 45 ° 29' 40.976" W 122 ° 49' 59.7017"
    Posts
    3,560

    Default

    Quote Originally Posted by Ironmonger View Post
    Good write-up, StJason. Way to carry the torch! What would have made the OAC a SOLID choice in a Searforge and many another contract without making them silly-uber-overpowered? Give them Assault, losing CRA if Assaulting. They ARE the Ogrun ASSAULT Corps, after all...
    Assault is nice. It's the reason why most people call this the Cygnar Assault Corps after adding their marshal.
    I think a couple of little things. Reach for example would make them really nice melee fighters. Or if their blast template got bigger the more Ogrun that were in the CRA. They just need one little thing to push them up.

  19. #99
    Destroyer of Worlds
    Join Date
    Apr 2004
    Location
    Long Island, NY
    Posts
    1,247

    Default Strategic Analysis - General Ossrum

    General Ossrum has always been attracted to fighting and battles; however much to the displeasure of his elders Ossrum prefers innovative and unusual tactics compared to those that have been taught and learned in Rhul for generations. Despite his unorthodox tactics the Clan lord of Dhurg has found him fit to be a General and Ossrum is now able to command the soldiers of lesser clans.

    Stats -

    If you only look at General Ossrums SPD of 4 you would think that he is slow, however due to Bullet Dodger, Energizer and his feat you will soon find that this dwarf is all over the board and attacking from vectors your opponent thought safe. Even though Ossrum is able to move around and has a decent MAT and RAT he should not be leading from the front lines. With so many fantastic spells you will have trouble finding much focus to feed your 'jacks let alone boost rolls or buy extra attacks. With a DEF of 14 a fair number of attacks coming his way will make contact but with his ARM of 17 and 18 hit points he should be able to take a blow or two and still stand.

    Weapons -

    Armed with a standard Handcannon and his mechanikal axe Oathkeeper, General Ossrum is ready to lead his forces to victory.

    Handcannon - This weapon may not seem like anything special but combined with Snipe and Energizer you could potentially hit someone with a boosted POW 12 from 23 inches away.

    Oathkeeper - When the enemy gets tough General Ossrum takes out Oathkeeper. Oathkeeper has critical decapitation so models with tough do not get to make their tough rolls and any damage applied it doubles which is helpful considering it is only P+S 13. Also like all 'casters and 'locks this is Ossrums magical weapon, so unless you are casting Stranglehold Oathkeeper is the only way Ossrum has to deal with incorporeal models.

    Abilities -

    Martial Discipline - As a General Ossrum is able to command those in his charge flawlessly. Being able to move through and draw LOS through friendly models in his command area opens up even more tactical possibilities.

    Spells -

    Bullet Dodger - For 2 focus this spell should be cast on General Ossrum on first turn on upkept ever turn there after. Some people might say you should put it on Thor or Gudrun, but if either of them die the game goes on if your 'caster dies, then it is game over and the boost in DEF should help keep Ossrum from being hit by all but the luckiest of shots/spells.

    Energizer - One of 2 battle group spells that General Ossrum has. Energizer allows you to reposition your entire battle group, this may be to move further up field closing the gap between you and the enemy or side ways to get a better angle. A sneaky player could also hide all his 'jacks behind buildings and using Energizer to move back after each 'jack pops out and fires its ranged weapons.

    Fire for Effect - With a cost of 3 this spell should be cast early on and upkept. Jonne is arguably the best target for this spell; while in b2b with Herne Jonne can perform his Scatter Shot for 3 3" AOEs that are fully boosted. If you have an Avalancher this spell will do the same as what Thor can do for it with Tune Up and his 'jack Marshal point. This spell also allows even the lowly Artillery Corps to easily pick off enemy support solos like Vassals, Arcanists, or Agonizers. If Ossrum casts Fire for Effect on an Ogrun Assault Corp. and the other 4 Ogrun Assault Corp. do a CRA both ranged attacks will be almost the same in accuracy and damage (direct and blast).

    Snipe - Another cheap upkeep Snipe is a spell that has been long awaited by Rhulic players. A common practice of this spell is cast it on one unit, then on your next turn pay the upkeep, use that unit first, then activate General Ossrum and recast it on another unit. This way 2 units will gain its benefits each turn. It works quite well on either High Shields or Assault Corps.

    Stranglehold - Even with a cheap cost of 2 focus this spell is unlikely to be cast unless there are incorporeal models around. Besides being used to kill incorporeal models General Ossrum could target an enemy 'beast or 'jack. With a low POW of 11 Ossrum will want to boost the damage roll to cause the 'beast/'jack to forfeit its movement or action.

    Unstoppable Force - For 2 focus General Ossrums second battle group spell grants each model in the battle group Bull Doze. Now be careful if a Gunner or Blaster pushes a enemy model with reach around it will remain in melee with that enemy model and be unable to use its ranged weapon. This can be a fantastic ability for allowing you push screening enemy models around with a running Gunner, Blaster, or Basher, opening up line of sight for your army's potent ranged threats.

    Feat - Perfect Plan

    It is important to know that General Ossrum's feat affects only Rhulic models so you will not often see him taken in Highborne or Four Star contracts. However it will affect all your Rhulic models in his control area including his battle group. Perfect Plan is not a very tricky feat it's benefits are straight forward and simple. The most difficult part of his feat is deciding when to use it. Are you going to use it early on to cover more ground, or maybe try and pop it just before your opponent makes their big push? You might be facing someone that likes to hide in the woods and you want to make sure your Forgeguard get there unhindered; what ever the case may be there will always be a time for a perfect plan.

    Battlefield Role -

    General Ossrum is nothing short of a true general. He is a support 'caster that has some melee potential thanks to critical decapitation on Oathkeeper. All his spells are about being in the right place at the right time to devastate your opponent. Players familiar with warcasters like Stryker 1 will likely find Ossrum's play-style easy to understand and apply.

    Deployment -

    Unlike Durgen Madhammer and Gorten Grundback General Ossrum does not need to be deployed in the center of the board. With his feat and spells General Ossrum will be able to get where he wants when he wants. Don't be fooled about his ARM 17 and 18 hit points you should keep a unit around to help block LOS to Ossrum as a series of concentrated attacks will take him down; thankfully he has Martial Discipline so things don't get to clogged up.

    Supporting General Ossrum -

    Much like Gorten Grundback General Ossrum will be short on focus to feed his 'jacks so it is not recommended to give to many to him. However due to his spells some 'jacks that were more or less forbidden to give to your 'caster work well with Ossrum. Thanks to Brun and Lug using the Fury system they will operate well with Ossrum however there is little that Ossrum provides to this wilderness duo. As usual Gunners and Blaster work well due to there amazing focus efficiency. As for heavies Bashers and Avalanchers work almost as well on Ossrum as they do on Thor so they can go either way. Drillers and Rockrams will rely even more so on Thor than with Gorten Grundback or Durgen Madhammer because General Ossrum lacks any way to augment their damage output besides burning focus to boost.

    All Rhulic units work well with General Ossrum even the Horgenhold Artillery. Thanks to Snipe and Fire for Effect ranged units will benefit more so than Forgeguard but Ossrum's feat will help make sure those guys get to their targets in one piece. One neat trick is to keep your Forgeguard behind a unit of High Shields and when the enemy gets close Ossrum will allow the Forgeguard to charge through the High Shields because of Martial Discipline.

    Thor Steinhammer as always is a fantastic solo to add to your army, with his abilities Tune Up and Repair there will always be something for him to do. Lord Joln Rockbottom is a welcomed solo bringing his Fire Breather, however his Bought Loyalty may not be needed as much as General Ossrum has a CMD of 9 like most other Rhulic models. Gudrun might now survive for more than 2 turns with Ossrum charging up the field with his battle group at speeds almost unheard of by Rhul folk. Last but not least we have the Ogrun Bokur. One of these brutes could be helpful as even though Ossrum with have a DEF of 16 with Bullet Dodger he can still take that stray shot that does hit. Also with Ossrum not so far from the front lines his Bokur will often be in range for his client bonus.
    Last edited by Zelot # 87; 06-07-2012 at 06:55 AM. Reason: Added note about Fire for Effect w/ OAC.

    http://zelot-87.deviantart.com/
    connivingsumo "There be no forge out at sea, but the Rhulic forge be seaRing hot!"

  20. #100
    Destroyer of Worlds StJason's Avatar
    Join Date
    Apr 2003
    Location
    N 45 ° 29' 40.976" W 122 ° 49' 59.7017"
    Posts
    3,560

    Default

    I stole most of your writeup for the Battlecollege entry.

  21. #101

    Default

    DWARF TOSSING 101

    Since this is reply #101 of this thread i thought i would add Dwarf tossing 101
    The Dwarf Toss, or Gorten Bowling, or whatever nickname for it your local meta has given it is a time honored tradition and every Rhulic player should keep in his bag of tricks. Many people say it is not very effective in MkII but i do not buy that at all. That is why i want to give a thorough explanation on how to do it.

    Step 1- Upkeep Solid Ground and allocate 1 focus to a Ghordson Driller, or 2 focus if Thor is not nearby. ( You may also upkeep Strength of Granite on a driller if you believe you need it)

    Step 2- Activate models that are directly in between Gorten and the model you are throwing at to clear room. Unless there has been an errata i missed you only pass through smaller base models while being thrown.

    Step 3- Activate Thor and use Tune Up on the Drillers attack rolls, this step is not necessary but if your going to attempt a Dwarf Toss its quite embarrassing if the driller cant even hit Gorten.

    Step 4- Activate the Driller, preferably in Gortens back arc for the +2 to attack, and perform a one-handed toss. Driller is Mat 6, +2 for back arc vs. Gortens defense 13 which means you need to roll a 5 (7 if you did not get back arc). Your then make a strength check, the Driller is STR 12 or 16 if you up kept Stength of Granite vs Gortens STR 7. So without SoG Gorten needs a 6 if the Driller rolls a 1, With SoG Gorten cant win.

    Step 5- Your measure the distance he is thrown in the direction you chose. Half the Drillers strength with is 6 or 8, +1 for a Large base throwing a small base means either 7 or 9 inch throw. From that point you roll deviation direction and d3 for distance making your total throw 4-12 inches (base STR 4-10", with SoG 6-12").

    Step 6- Now you roll damage, Gorten takes either a pow 12 or 16 depending on SoG. Also factor in how much focus he has and additional die of damage if he landed on something bigger. There should be no worries of him dying from this but it could really hurt, i have got double 6's on this before.

    Step 7- With mkII, even if your immune to knock down, you must still forfeit movement or action. This is where you decide if you want 4" of threat on your feat or you want to attack. This is the trickiest part cuz if you cant assure either scenario victory, assassination, that your army can catch up to protect Gorten or that you can deal enough damage that the opponent cant retaliate...your just sent your warcaster to his doom. But as you can see i name four out of the many things you can do after the toss.

    Hopefully this helped someone or will help people who are just starting out Rhulic. This tactic takes a bit of practice and timing to get it down but when you get it to work its a great feeling.
    Last edited by Weezinggg; 06-07-2012 at 01:33 AM.

  22. #102
    Conqueror Ironmonger's Avatar
    Join Date
    Apr 2011
    Location
    Santa Barbara, CA
    Posts
    186

    Default

    Add a Basher 3-way into that and you'll hurt yourself laughing with the look on your opponents face as Gorten pinballs up the field. Takes ALOT of finesse and focus -camping but a foot of movement out-of-activation is pretty easy, and that turn 2 landslide just brutal...
    COME ON OVER AND VISIT US AT: http://blog.sbwargaming.com/


  23. #103
    Implacabilis relasine's Avatar
    Join Date
    Jul 2005
    Location
    Northglenn, CO
    Posts
    5,730

    Default

    You can also Dwarf Toss with Lug, which can potentially save you another focus.

  24. #104

    Default

    Oh man i totally forgot about adding the Basher in there, very difficult to set up but can potentially add 3-8 inches of threat.
    Also i use to keep Lug back for Dwarf Tossing with the Driller up front with SoG, but i realized 9 points for the throw is a steep price, plus Lug has pathfinder and doesnt rely on gorten for damage output and the driller can throw further with SoG up. But i do believe you can double toss ( Driller throws Gorten near Lug then Lug double hand throws gorten......the Basher slams Gorten.

  25. #105
    Destroyer of Worlds MagnustheJust's Avatar
    Join Date
    Jul 2007
    Location
    Ternon Crag
    Posts
    14,055

    Default

    Quote Originally Posted by Weezinggg View Post
    Oh man i totally forgot about adding the Basher in there, very difficult to set up but can potentially add 3-8 inches of threat.
    Also i use to keep Lug back for Dwarf Tossing with the Driller up front with SoG, but i realized 9 points for the throw is a steep price, plus Lug has pathfinder and doesnt rely on gorten for damage output and the driller can throw further with SoG up. But i do believe you can double toss ( Driller throws Gorten near Lug then Lug double hand throws gorten......the Basher slams Gorten.

    This could work, but with SoG on the Driller, you risk damaging Gorty more...

    I personally would take the Basher out of the equation. Drilkler throws to Lug, and Lug throws at enemy war-whatsis... Then Gorty forfeits movement, and slobberknocks the thing to death.
    Quote Originally Posted by MagnustheJust View Post
    I am a man of my word and honor my debts - GO CANUCKS - because I lost a bet.
    Proud member of the Keeping Mercs Metal Club

  26. #106
    Conqueror Ironmonger's Avatar
    Join Date
    Apr 2011
    Location
    Santa Barbara, CA
    Posts
    186

    Default

    Basher gives an extra 2" free. It's not that hard to set up. Now that I think about the focus-hog driller versus Big Bear double hand, I might try including him as the 'tilt'
    COME ON OVER AND VISIT US AT: http://blog.sbwargaming.com/


  27. #107

    Default

    Hey folks. This may be a silly question, but what the heck, I'm new to Warmachine and and just getting started!

    The guide has been really helpful but I'm a tad confused by a section under the "buy list" heading. If I want to get the following:

    Units
    Horgenhold Forge Guard (3 units)
    Hammerfall High Shields (3 units and 1 unit attachment)
    Horgenhold Artillery Corps (1 unit)

    How many models of each unit am I look at? Seems like there are different unit sizes listed in the Merc book.

    Thanks for the help!

  28. #108
    Destroyer of Worlds StJason's Avatar
    Join Date
    Apr 2003
    Location
    N 45 ° 29' 40.976" W 122 ° 49' 59.7017"
    Posts
    3,560

    Default

    Quote Originally Posted by Zobmie View Post
    How many models of each unit am I look at? Seems like there are different unit sizes listed in the Merc book.
    There are two options for the Forge Guard and High Shields. You can take a minimum unit (6 models) or a maximum unit (10 models). The UA adds two more models to the unit of High Shields.
    The HAC comes with a gun and captain, and two crew.

    Clear(er)?

  29. #109

    Default

    Quote Originally Posted by StJason View Post
    There are two options for the Forge Guard and High Shields. You can take a minimum unit (6 models) or a maximum unit (10 models). The UA adds two more models to the unit of High Shields.
    The HAC comes with a gun and captain, and two crew.

    Clear(er)?
    Very much so. Thanks, Destroyer!

  30. #110

    Default

    Quote Originally Posted by StJason View Post
    There are two options for the Forge Guard and High Shields. You can take a minimum unit (6 models) or a maximum unit (10 models). The UA adds two more models to the unit of High Shields.
    The HAC comes with a gun and captain, and two crew.

    Clear(er)?
    Very much so. Thanks, Destroyer!
    Last edited by Zobmie; 08-24-2012 at 08:03 AM. Reason: double post

  31. #111
    Conqueror Cygnarforever120x's Avatar
    Join Date
    Jun 2004
    Location
    Columbus, Ohio
    Posts
    304

    Default

    Why did we get ignored by Privateer on the whole colossal area ? In the fluff dwarves help to create the original colossals. Why didn't we get one. Or marmots???

  32. #112

    Default

    Quote Originally Posted by Cygnarforever120x View Post
    Why did we get ignored by Privateer on the whole colossal area ? In the fluff dwarves help to create the original colossals. Why didn't we get one. Or marmots???
    Well, we got a new Warcaster, so we weren't totally ignored. Making the models costs money, and I guess they went with the one they thought would sell more models. I mean, if we got a Rhulic Colossal and a regular Merc warcaster, we'd be looking at a model that could be used by two Warcasters, versus the one we got which can be used by eight. Though who knows, maybe we'll be seeing something in the book after Gargantuans.

  33. #113
    Destroyer of Worlds StJason's Avatar
    Join Date
    Apr 2003
    Location
    N 45 ° 29' 40.976" W 122 ° 49' 59.7017"
    Posts
    3,560

    Default

    Quote Originally Posted by nick012000 View Post
    I mean, if we got a Rhulic Colossal and a regular Merc warcaster, we'd be looking at a model that could be used by two Warcasters,
    *cough* *cough* Three *cough*

  34. #114
    Warrior Bobby4th's Avatar
    Join Date
    Aug 2005
    Location
    Arizona
    Posts
    67

    Default

    Quote Originally Posted by relasine View Post
    Strategic Analysis - The Grundback Gunner and Blaster

    Powerful Attack – ...When making Hail Shot Cannon attacks, all attack and damage rolls are boosted as the spray attack is a single attack that generates several...
    This is incorrect, right?

    Rules, p. 60, paragraph 2:
    .
    Make separate attack rolls against each model under the template. Remember that each roll must be boosted individually. Spray attacks ignore concealment, cover, Stealth, and intervening models because the attack comes over, around, or in some cases through its protection.

  35. #115

    Default

    No it is correct the powerful attack boosts all there are a couple threads on it in the rules section

  36. #116
    Conqueror Ironmonger's Avatar
    Join Date
    Apr 2011
    Location
    Santa Barbara, CA
    Posts
    186

    Default

    Anyone working on the Tac Arc Corps write-up, or is it up to me?
    COME ON OVER AND VISIT US AT: http://blog.sbwargaming.com/


  37. #117
    Destroyer of Worlds
    Join Date
    Apr 2004
    Location
    Long Island, NY
    Posts
    1,247

    Default

    I have got one I was just waiting until the NQ they were supposed to be released in was on the shelves March 27th.
    Last edited by Zelot # 87; 03-19-2013 at 02:30 PM. Reason: wrong date

    http://zelot-87.deviantart.com/
    connivingsumo "There be no forge out at sea, but the Rhulic forge be seaRing hot!"

  38. #118
    Conqueror Ironmonger's Avatar
    Join Date
    Apr 2011
    Location
    Santa Barbara, CA
    Posts
    186

    Default

    It's not supposed to hit the shelves 'til March 27th?! Wow, got mine a week ago. Anywho, eager to see what you have to say.
    COME ON OVER AND VISIT US AT: http://blog.sbwargaming.com/


  39. #119
    Destroyer of Worlds StJason's Avatar
    Join Date
    Apr 2003
    Location
    N 45 ° 29' 40.976" W 122 ° 49' 59.7017"
    Posts
    3,560

    Default

    Don't worry. The rest of us will pick it into shape.

    Personally? I'm eager. This might be the best release Searforge has gotten since Mk2.

  40. #120
    Conqueror Ironmonger's Avatar
    Join Date
    Apr 2011
    Location
    Santa Barbara, CA
    Posts
    186

    Default

    Quote Originally Posted by StJason View Post

    Personally? I'm eager. This might be the best release Searforge has gotten since Mk2.
    SECONDED. I'm proxying them next game, which has me getting more excited to run SfC then I have been in quite awhile.
    COME ON OVER AND VISIT US AT: http://blog.sbwargaming.com/


Page 3 of 4 FirstFirst 1234 LastLast

Similar Threads

  1. Keeping the Harbinger Alive
    By mike07 in forum Protectorate of Menoth Community
    Replies: 35
    Last Post: 02-08-2010, 12:18 PM
  2. Durgen Madhammer - Rhulic Inhospitality - Searforge Commission - 50 pts.
    By DaughterOfFrankenstein in forum Mercenary List Discussion
    Replies: 4
    Last Post: 01-07-2010, 10:24 AM
  3. Replies: 16
    Last Post: 12-23-2009, 06:26 PM
  4. how to start: Searforge Commission
    By mrhuettel in forum Mercenary Community
    Replies: 21
    Last Post: 12-16-2009, 06:09 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •