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Mournfang unit size

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Hello,

I'm new to ogres and the forum and was just wandering what people think is the best unit size for mournfang cavalry?

Thanks  :)
360 is the number to remember:

4x Mournfang w/ Heavy Armor + Ironfists + Dragonhide Banner in Full Command.
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I prefer a unit of 6 with the above loadout, although only in large games. otherwise, its a unit of 4.
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360 is the number to remember:

4x Mournfang w/ Heavy Armor + Ironfists + Dragonhide Banner in Full Command.
Is the Crusher really needed for 1 extra attack? If I have 10 points to spare in my list, I'll take him, but is it strictly necessary to take one?

Otherwise, I agree with this unit.
its a decent investment. command is now cheap enough to where the benifits are good.
Current win streak: 10

Things Fluffy has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
Thanks for the supplies so far, much appreciated  :D

I think I'll go for a unit of 6 with command , ironfist , heavy armour and dragonhide.

Another question: Do people think mournfangs are the top special for us or is there something better (sniping , poisoned maneaters etc.)

Thanks
its a decent investment. command is now cheap enough to where the benifits are good.

However, in a unit of 4 he will be the last to be removed in most situations. I would rather have my expensive banner be the last one to die, so I'm not bothering with the Champ. Having said that, he would be a good choice to kill a hero ang get the Underdog VP bonus.
Quote from: Gutlord Inquisitor on Nov 16, 2011, 02:28:43 PM
The answer to everything is sabretusks.  There is no problem that can't be solved at least in part with kitties.

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Is the Crusher really needed for 1 extra attack?

Forget the extra attack (well, don't), it's about challenges and the occasional overkill that brings. He stands a good chance to kill off most heroes and has a shot at half the lords out there.

Sandals point about the banner is a good un.
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Remember that the second rank of cav doesn't get their mount's attacks for support... after that first rank of cats, you just get three ogre attacks from the line behind.  Unless you plan to lose a lot on the approach, taking anything beyond a first rank is diminishing returns.
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360 is the number to remember:

4x Mournfang w/ Heavy Armor + Ironfists + Dragonhide Banner in Full Command.
Thats how I'm always going to play mine. I cant see a better way.
charge as fast as you can for as long as you can and dont stop for any reason

Ogre Achievements: 35/101
So far only used mine once, used a unit of 3 with ironfists and no command of any kind. They were devastating. I think I would have a hard time meneuvering a unit of 4 and there is a risk when crushing units with less depth that you might have one out of contact on either end.
360 is the number to remember:

4x Mournfang w/ Heavy Armor + Ironfists + Dragonhide Banner in Full Command.

Looks like we have a winner  :D

This set up I can see becoming the standard unit for them, it is just too good to pass up on.
The objective of the game is to win. The point of the game is to have fun. The two should never be confused.
I agree with using 4 and giving them 2+, but I'm eyeing BRB banner options like +1M to really get them where I want them.
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+1 movement will be handy, but I'd rather put that on either Maneaters or Ironguts, that way they can be there quicker if the Mournfangs need support (as unlikely as that is). The Dragonhide Banner is just too good not to put on them, as they have a 2+ save against strength 3 rank and file they are going to be almost unkillable on the turn they charge.
The objective of the game is to win. The point of the game is to have fun. The two should never be confused.
I am rolling 4 with heavy armor, iron fist, dragonhide banner, musician and standard. I think this is the best build.

However, in a unit of 4 he will be the last to be removed in most situations. I would rather have my expensive banner be the last one to die, so I'm not bothering with the Champ. Having said that, he would be a good choice to kill a hero ang get the Underdog VP bonus.

This. I wouldnt take the crusher if it was for free.

4 with std, mus and DHB. 350 pts. Would never field more than 4 in 2500pts battles. Paying 70 pts for three ogre-attacks is just stupid.
Would you consider it a good idea to take in a 1000-1500 pts army a unit of 2 mournfangs with heavy armor and Ironfists but without command? The main role would be to hunt the nasty flexible units.

Suppose you play against Lizardmen, they could be used to hunt skinks in the first two rounds and afterwards crush into a flank. Maybe I fear the poison of skinks too much, but I guess that mournfangs with their speed and armor saves they should be pretty immune to the skinks stand and shoot, but should reach them easily. The same is true for salamanders.

Or are sabretusks the better choice for this purpose such that this small unit is dominated.
Sabertusks are better for that job.

200+ points charges a unit of about 60 points (skinks)
They flee and you pursue, maybe even make it.
Next turn, you have to turn around.
turn 3 (but most likely 4) you charge another unit of 60 points and you already lost a cav model out of all the poison attacks you got (we assume you aced your panic test.)

I think they are viable in a list, but more as shock troops, then skirmish hunters
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Quote from: Cormorant on Aug 24, 2011, 05:46:24 PM
Now all we need is the 7th edition rule that said if the models are killed they don't get to fight and we WOULD be a broken army! lol

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I honestly don't see the point of the DHB against lizardmen (unless you are not sure who you will be fighting), because you will be striking first against saurus/temple guard in any case, and the re-rolls of 1 probably aren't worth 50pts. I am thinking of taking 3 mournfangs with HA and ironfist to attack his flanks. Math hammer says I'm getting 16 kills when I charge a unit of saurus, and I take only 1 unsaved wound in return. The problem with mournfangs against lizardmen, is they are difficult to break on the charge due to cold blooded and Slann/BSB, and mournfangs are not as good in the second round of combat.
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Mournfangs are still really good in combat in following turns. Their high volume of high strength attacks and good armour is enough to carry them through. Also if the enemy don't break on the turn they charge, we have held up their unit so that the rest of the Ogre units can charge in and slaughter.
The objective of the game is to win. The point of the game is to have fun. The two should never be confused.
I would like to defend one more option - 4 with command, banner, and great weapons. I play against empire frequently and strength 4 attacks are almost useless against full plate. I'm willing to risk a worse save to have the chance to charge 1+ save knights with strength 6 attacks.
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I actually plan on taking 2 units of 4 with Full Command and Ironfists, no banners.  But that's because I like my forces symmetrical.
Eat your Greenies!
I'm only taking 3 for now. They are strong but I prefer manees eaters. They are my shock unit, 4 I can't control as well as 3
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Sabertusks are no good at killing skinks. Skins stand and shoot, kill one, take a panick check on a 4, run off the table.
Charge with mounfangs, they run, you redirect into another unit. Then you charge the fleeing skinks with a sabertusk.

I would never take a second rank of mournfangs its a waist of points.

Another way you can feild them is in two units of two. It gives you a second deployment, they can control flanks well and can be used to support your main units or eachother.
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