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 Dealing With Things Chukkas Deal With, Without...
Silver
Posted: Nov 6 2009, 02:50 AM


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Might be a bit confusing title...

I mean how do you deal with things you usually deal with by taking Chukkas, when you choose not to take chukkas!

O:

Dragons, hydras, 1+ armor save stuff.
How do we deal with those, without the "softening" effect a good D3 wound, taken off by a chukka, gives?

I want to use my Specials for other things.
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Mysticaria
Posted: Nov 6 2009, 02:53 AM


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Doom Diver?

-Myst
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Arfa
Posted: Nov 6 2009, 05:51 AM


Da Wolf Masta! MotM October 2005
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O&G can only take three special slots, because having two chukkaz in a list is MANDATORY. Or at least it should be!

Yes, we kinda suck at killing big things. There are only four units in our army that are really capable of taking down the above mentioned critters, and they are Giants, Trolls, Black Orcs & Artillery. Personally I find a unit of 15 Blorcs with Noggs Banner of Butchery to be perfect for hacking down big beasties as you're pumping out 10 S6 attacks, but ultimately you really want to weaken it first with chukkaz.

If you're struggling for special choices try taking characters on chariots rather than using your special choices for them.

Two other options for taking down big things are your warboss and squig hoppers/herders, but these things either die far too quickly or are just too risky to be shoved into a dragons mouth!

Finally if you really dont want to use chukkaz, a DoW cannon can help you're predicament using a Rare slot.

Arfa da Grate
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ninjaska
Posted: Nov 6 2009, 08:51 AM


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Oi,
Rock lobba or cannon.
But if you don't take artillery, trolls are the best option. Of course you will need warboss for them.
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Warlord Ghazak Gazhkull
Posted: Nov 6 2009, 08:59 AM


Motm july 2005, the goblin mad mod, WAAAGH!!
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I found that units from night goblin archers are also good in killing large targets, altough in my army every goblin that can have a short bow has one, I have in my 1900pts army( using this format currently cause in 2 weeks we have such a tourny) around 110 shots on a large target.

Also giant are good agains large targets especially thump with club, take the lowest I or 2d6 wounds not many creatures can survive that if you roll average

Greetz
G
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Obfuscate
Posted: Nov 6 2009, 01:06 PM


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Black orcs may be a good alternative. Hit with the same amount of strength but you have the benefit of ranks as well.

Psychology tests may ruin your day though.

Failing that good ole Gorks warpath or foot of gork.

Arrer boyz and NG units for light shooting to do a few wounds here adn tthere on Large Targets.
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Groznit Goregut
Posted: Nov 6 2009, 01:15 PM


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Monsters are some of the worst things for our list to deal with. They are very hard to kill by us as we lack really high strength attacks. The fear/terror is also a nightmare to handle, too. The two best things we have are spear chukkas and giants. The chukkas are 2-for-1 and cheap. The giants can really smack down on a big monster, but can get shot to pieces before they get the chance.

Besides that, the above mentioned stuff is the next best thing. Rock lobba and doom diver can be good, but they are indirect fire and have even a worse chance of hitting than a spear chukka. I don't care how good you claim you can guess ranges, but you still only have a 1-in-3 chance of getting a direct hit. My scatter dice tend to be 8+, too.

Black orcs w/ great weapons can hit things, but they are M4 and targeted by everyone and everything.

Squigs are good and ItP, which is nice. You just have to get them to hit monsters. Still, you just never know with S5. I've had a whole unit of hoppers hit some rhinox riders and cause not a single wound. Ugh!

I've found a giant and my warlord are about the next best thing to hit an enemy monster. Steam tanks are terrible, though. I've had a unit of savage orc big 'uns slowly take wounds off one of those bastards as it slowly ground away at my unit. Neither won before the end of the game.

Monsters are a big weakness for us.
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Grupas
Posted: Nov 6 2009, 02:52 PM


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I hardly use warmachines, instead i got:

magic:
headbutt,
I-test spell
d6 str6 spells...

combat:
no as weapon,
wyvern,
squigs
gaint
trolls

(tooling up orc heroes in another option,
a mounted black orc with heavy armour collar of zorga, spitefull shield and bsb

personally I often give the collar to a goblin mage in a unit, this way i can challenge mounted monsters and prevent mass overkill- though he still dies tongue.gif)
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ninjaska
Posted: Nov 6 2009, 03:08 PM


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QUOTE (Groznit Goregut @ Nov 6 2009, 01:15 PM)
but you still only have a 1-in-3 chance of getting a direct hit. 


yup, but when you use chukka, it is still only 3/6 chance.
And when its going to wound, chukka probably will wound on 3+, and lobba on 2+. And lobba makes d6 wounds compared to d3 wounds from chukka.
I would say they are equal.
PS. Lobba has advantage when you are shooting at a mounted hero, because you can kill a hero AND a mount in one shot!
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Grupas
Posted: Nov 6 2009, 04:25 PM


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you still have to randomise...
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Silver
Posted: Nov 6 2009, 07:31 PM


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QUOTE (Grupas @ Nov 6 2009, 04:25 PM)
you still have to randomise...

randomize the higher strength if the center hole is on the model, yes.
But ALL parts can be hit by the same lobber shot, all taking a S4(8) hit, no armor save, d6 wounds.
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Reiks
Posted: Nov 6 2009, 08:06 PM


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Off the top of my head...

- Using ranked units of Arrer Boyz instead of regular ones. They're more or less the same as regular boyz in close combat (particuarly if there's a blorc in there), and in addition they can respond to large targets (and units on hills) with a hail of arrows.

- Gobbo magic has a few spells that are very handy for putting tough targets out of action. Of course that requires you to bring shamans, which might be tricky if you decide that you need...

- Good leadership and good psychology resistance. Sure, a Hydra hits hard as hell, but if Gorbad Ironclaw is nearby, those boyz still aren't going anywhere. Most of these things rely on a knockout punch, and with full static CR, good leadership and a BSB, you really don't have to damage the enemy hammer much before it can't fight its way through your guys.

- VP denial. Leave your standards at home, bring nothing worth more than 150 points, except perhaps for a few elusive targets that the enemy will never catch. Either they go after the wyvern or they bring their hammer unit to bear against a crap unit of yours (which will probably still have a static CR of 4). Squig Herds are particularly cool. You can't shift them outside of close combat, and then they'll hit you with something pretty much regardless of what you do to them.

Ah, pizza guy's at the door. Hot cheesy happiness awaits! Cheers smile.gif
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Nareik
Posted: Nov 9 2009, 09:16 PM


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QUOTE (Grupas @ Nov 6 2009, 02:52 PM)
I hardly use warmachines, instead i got:

magic:
headbutt,
I-test spell
d6 str6 spells...

combat:
no as weapon,
wyvern,
squigs
gaint
trolls

Very similar to what I've seen used by OnG.

The problem is alternatives to bolt throwers are often special slots, rendering Silver's efforts to use special slots for other roles pointless.

Being rares, double doomdivers work rather well, especially coupled with magic. OnG have some brutal spells, though regen can be a problem. Artillery and magic combined can soften up big gribblys nicely.

A mass of goblin archers lead by a bsb with spider banner behind the main line can dish out wounds to large targets but is vulnerable to psychology.

Combat characters can do well, but beware of giants. The skull wand/kicking boots shaman can do pretty well against many monsters. Add in nogg's and savage for extra attacks, maybe collar to absorb monstrous charges.

I've found squig bombs can be pretty good too. Effective for 30 points so long as you keep them clear of your vulnerable units. Friendly blocks should have enough numbers to absorb any (premature) explosions and you should be glad your opponent wasted his shooting on a 30 point unit. These guys can help finished off a softened monster as it hits your lines.
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