May 19, 2013, 12:50:03 PM

Author Topic: OG COMP WIP  (Read 15663 times)

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Offline fatolaf

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Re: OG COMP WIP
« Reply #390 on: January 05, 2012, 12:54:21 PM »
@ Dan - some very good points made buddy, changes have been done...

Offline Pip

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Re: OG COMP WIP
« Reply #391 on: January 05, 2012, 01:24:02 PM »
Quote
Becalming is actually banned by the fact it prevents miscasts....

Seriously? It's banned because its one unambiguous disadvantage falls under the blanket miscast-altering rule?

That cuts people who don't want to run a ghost toad (i.e. me! Not going to pretend I'm not arguing from vested interest) down to a choice of pretty much one discipline. At least let us have Rumination back if you're going to take Becalming away.
« Last Edit: January 05, 2012, 01:31:35 PM by Pip »

Offline Meals

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Re: OG COMP WIP
« Reply #392 on: January 05, 2012, 01:37:20 PM »
 :cry: Its not just you Pip, I also like it when Toads have Becalming. Life is so much easier when you can't explode your precious Damsel and all her friends...
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Offline fatolaf

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Re: OG COMP WIP
« Reply #393 on: January 05, 2012, 02:32:57 PM »
Lizards are doing far too well at the moment, getting a bit tired of all the tricks, still a strong army without them......

Offline Dave

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Re: OG COMP WIP
« Reply #394 on: January 05, 2012, 05:50:12 PM »
Hmm, becalming out, guess I put the cube back in then for some 2 scroll equivalent goodness (assuming that's allowed).

Means I've got to live with the risk of someone irresistabling something but have the option of killing 2 good spells not irresistable. I can live with that.  Bah I'd just finished tweaking my list to fit and now I've got to change it up again (still, more points freed up!).

Have you had many lizard players playing under OG comp?  Agree they get off scot free under SCGT comp.  Don't feel that any of your restrictions really prevent my army from working, if anything likely to be more fun to play with as more stuff on the table to push around!  BtW you might want to consider banning double slann as that build pretty much ignores all your restrictions anyway!

Offline The Trampoline

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Re: OG COMP WIP
« Reply #395 on: January 06, 2012, 12:12:55 PM »
Agree they get off scot free under SCGT comp.

What a surprise, they always do...
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Offline fatolaf

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Re: OG COMP WIP
« Reply #396 on: January 06, 2012, 01:31:42 PM »
BtW you might want to consider banning double slann as that build pretty much ignores all your restrictions anyway!

Agreed, done..

Also Becalming back in, but with restrictions along the lines of the new Empire comp

Offline Dave

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Re: OG COMP WIP
« Reply #397 on: January 06, 2012, 03:52:49 PM »
Now that's starting to hit the frog where it hurts.

so becalming or 1 scroll equiv... Not sure what I'd like best.  Probably becalming.

Frog, Death, Becalm, Ethereal, BSB, +1 Spell, +1 Move banner (10" move makes him so much easier to keep out of harms way), dragonebane gem
lvl 2 priest - jag charm (to use the lore attribute to dodge the slann out of any harms way should the worst happen)
lvl 2 priest - feedback scroll
Scar Vet, CO, LA, Charmed Shield, sword of striking (+1hit)
Scar Vet, CO, LA, DragonHelm, Dawnstone, GW, VoFF (magic & poison)
20 Saurus, std & muso
24 Skinks & 3 Krox std & muso
10 skink skirmishers- Javs
10 skink skirmishers- Javs
10 skink skirmishers- blowpipes
5 Chameleons
3 terradons
3 terradons
Ancient Steg
Salamander
Salamander

Or switch the frog to light magic and works equally as well, can consider dropping the 2 lvl 2's down if you do that as they're only there to provide zapp spells really because death slann can't do the damage to chaff/units that the light one can.

I really like it, it's still a pretty hard army but hopefully a bit more fun to play against for opponents. 

Thanks Ol, I'll probably try this out next time I run my lizards even at an uncomped event I think it's pretty good.
« Last Edit: January 06, 2012, 03:54:42 PM by Dave »

Offline fatolaf

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Re: OG COMP WIP
« Reply #398 on: January 06, 2012, 05:02:26 PM »
Now that's starting to hit the frog where it hurts.

Now thats what we like to see  :wink;m::

Cheers Dave for the feedback...

Offline Pip

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Re: OG COMP WIP
« Reply #399 on: January 06, 2012, 05:17:55 PM »
I like it too - gives you a hard choice to make instead of just cutting you down to one option. Thanks, Ol!

Offline fatolaf

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Re: OG COMP WIP
« Reply #400 on: January 06, 2012, 05:31:17 PM »
I like it too - gives you a hard choice to make instead of just cutting you down to one option. Thanks, Ol!

This is the theme I want to have across the board for all the armies (that need comp that is)

Offline noahtonkin

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Re: OG COMP WIP
« Reply #401 on: March 24, 2012, 11:44:54 PM »
hey guys.
was just sitting here drybrushing armour on dragons/knights/the world and through a very twisted leap of logic i was thinking about how my ogre army is ruined by shitty net lists with a billion mournfang and no skill, and I had a brainwave hat might help fix them slightly.

very simple.

Mournfang units no longer count as special, instead they count as rare.

auto limit to 2 units, and means the most you can field is 10 without any kit.
give them heavy armour and fists as everyone will, and it's down to 8.
split them into 2 units with command and it's another one gone.
want to take that stupid reroll 1s standard, that's another one gone.

what do people think?

Just realised it also puts them up against ironblasters and the big monsters too. even better!
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Offline Tom Loyn

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OG COMP WIP
« Reply #402 on: March 25, 2012, 12:29:53 AM »
Win.

Offline Tom Hale

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Re: OG COMP WIP
« Reply #403 on: March 25, 2012, 10:34:50 AM »
......that's seriously a good idea (big change) but makes people think about It
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Offline Meals

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OG COMP WIP
« Reply #404 on: March 25, 2012, 01:54:38 PM »
Nice idea but I'm not sure it really solves much. The standard build is 3 units of 2 mournefang and 2 ironblasters. So putting mournefang to rares just means the choice between the third cav unit or a blaster and the extra 140 Pts go into maneaters. Is that a substantial issue for ogre players? Not really...

There is no problem in life that can't be solved with Heroic Killing Blow:
Plague Furnace, Abomination, Hydra, Wyvern, Arachnarok, Engine of the Gods, Zombie Dragon, Vargulf, Hellcannon. To be continued...

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