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Firebelly - A Guide to Burning Stuff (2011)

original thread ↗

I wanted to share all the tricks I have learn't running our favourite flaming fatties. :D

Tricks:

Flaming Impact hits: ensure that there is one or more ranks behind the Firebelly to increase the chance of the impact hit wounding. Flaming Sword of Rhuin can potentially make the impact hit wound automatically, making the impact hit reliable at negating regeneration. Also don't forget impact hits also ignore parry saves.

Breath weapon: great for negating regeneration, and adding to combat resolution. Flaming Sword of Rhuin can make it wound on a 2+/3+ which makes it even more brutal. The potion of Speed helps ensure the breath weapon is use before the enemy strikes.

Safe in the second rank: because monstrous creatures have ranks of three and a units command must be in the front rank, the Firebelly can be kept safe in the second rank (and still contribute to combat with three great weapon attacks, however he won't be able to use his breath weapon).

Challenges: if the Firebelly has the potion of speed he can use this in conjunction with his breath weapon to deter heroes from challenging him. He can even issue challenges in an attempt to scare enemy heroes to the back of their unit. As 2d6 S4 hits will on average inflict 3.5(2.33) wounds against a T4(T5) opponent (even more when combined with Flaming Sword of Rhuin).

Storming buildings: the firebelly now re-rolls to wound! If you can challenge in a building, do it (2d6 S4 hits will on average inflict 5.25 wounds against T4)!

Great weapon: increases the Firebellies combat ability regardless of being in the second rank. Combines well with Flaming sword of Rhuin for auto-wounding attacks.

Flaming Stomp: there is no such thing as stomp attacks are not affected by special rules. Handy when opponents have 2++ against flaming attacks.


Spells:

Fireball: Very flexible signature spell, that can adapt to the winds of magic.

Cascading Fire-Cloak: Get the most out of it by charging more then one unit. Another trick is to position the Cascading Fire Cloak unit behind a unit that will either break or make a flee charge reaction. The opponent either overruns/redirects into the Fire Cloak unit or gets charged by the Fire Cloak unit in the next turn. You can sneak it in as your last spell as it can be cast on one die! Remains in Play so cast it early and opponents may forget about it. Even if an opponent chooses to dispel it during his own phase using power dice, it will draw at least two power dice as any failed attempt will prevent the wizard from casting further spells that turn.

Flaming Sword of Rhuin: Loads of combinations as mentioned above.

The Burning Head: Most effective when used to shoot down flanks, use the boosted version to force panic tests on units outside the general/BSB bubble. Can be used to snipe Hierophants (they still get a look out sir roll).

Piercing Bolt of Burning: Better then fireball when units have four or more ranks. Unless fighting large units (or Bretonians in lance formation) this spell should be dropped for fireball.

Fulminating Flame Cage: Great for stopping movement, charges and reforms. Helps set up flank charges. More interesting uses are: preventing pursuits, flee reactions and combat reforms (for two rounds of combat an ogre unit could be grinding through the flank of an enemy unit without them being able to reform to face them).

Flame Storm: Low casting value relatively accurate S4 template, with good range. A good damage spell.

Deployment:

Spells are rolled before deploying a wizard. The spells that are rolled and regenerating units will greatly determine how the Firebelly is deployed.

Some simple guidelines:

If Fulminating Flame Cage, Sword of Rhuin and Cascading Flame Cloak are rolled the Firebelly should be deployed in a combat unit(Ironguts).

If Burning Head is rolled then the Firebelly should be deployed on the flank.

If Flame Storm is rolled the Firebelly should be deployed in a unit of Leadbelchers.

If fighting regenerating units the Firebelly should be deployed in the unit that is most likely to engage the regenerating units.

Units that need extra combat resolution should also be considered as the Firebellies Breath weapon can really help these units.


Flaming Impact hits: ensure that there is one or more ogres behind the Firebelly to increase the chance of the impact hit wounding

Remember, models with the Ogre Charge special rule that are part of a unit add their unit's current rank bonus to the Strength of their impact, meaning the number of models directly behind them is now irrelevant! Army book page 32, Ogre Charge, sexond paragraph IIRC.
No Guts, No Gold, my Fantasy/40k/Warmachine/Hordes/BB/Mordheim/Warlord blog!

Ogre Achievements: 10/101

Flaming Impact hits: ensure that there is one or more ogres behind the Firebelly to increase the chance of the impact hit wounding

Remember, models with the Ogre Charge special rule that are part of a unit add their unit's current rank bonus to the Strength of their impact, meaning the number of models directly behind them is now irrelevant! Army book page 32, Ogre Charge, sexond paragraph IIRC.

Yeah sorry, wrote that down wrong, I meant rank but must have been thinking of the old book! Thanks for pointing it out. :)
You made a very good and in-depth analysis. I bet you already knew it, but it's important for people who aren't so secure with the rules.
No Guts, No Gold, my Fantasy/40k/Warmachine/Hordes/BB/Mordheim/Warlord blog!

Ogre Achievements: 10/101
Just make sure that if you roll Burning head to have your unit at least 4 wide, if not your firebelly is forced into the second rank(if you have full command) and you will inflict a hit on your own unit.  You probably won't cause a panic test unless you've already taken 2 wounds to the unit but it could be annoying.
You have a grudge against Bostonians or something? :P
My Gnoblog:

http://www.ogrestronghold.com/forum/index.php?topic=19304.0
You have a grudge against Bostonians or something? :P

LOL...That was good one... The wonder of auto correct... :D
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