10 Jan 2012
Hey guys,
I played a 2500 pts game this Sunday, and I just wanted to voice that in my Menagerie/Zoo list, the Gorgers worked well.
Using the rule Ambushers instead of a shabby Beastman ambush rule means that my Gorger has 2/3 chances of arriving where I want. The other 1/3 is the chance of it not arriving at all. In my Menagerie list I fielded three, and two of them arrived; which is very relevant probability-wise. (When I played Beastmen I only had 1/6 chance of my Gors/ungors arriving on the opponent's table edge, and another 1/6 of them arriving on the "proper" side table edge).
In this case, I am mostly assured of getting a charge at an enemy artillery on turn 3. In today's battlefields which are riddled with terrain, it is sometimes useful to interrupt the turn 3/4 shooting that happens once your big mean ogre units have broken/eaten their first encounters (such as a stonehorn and mournfangs charging and killing an enemy unit on turn 2 or running it down on turn 3 because it was steadfast on turn 2). In these instances, your big mean destruction units are often unaligned with proper targets and ripe for shooting.
By charging backfielders and warmachines on turn 3 with an unbreakable monster, the enemy is locked down in a combat it has very few chances of winning. Toughness 5 means that most warmachine crews will wound it on a 6, or on a 5 on the first combat turn of an orc warmachine (thanks to the choppa rule that gives them str 4). As long as I've got a wound left, I'm staying there and I'm preventing that warmachine from shooting.
And even against dwarf warmachines, they will work. STR 5 vs TO 4 heavy armour is quite good and useful.
So anyways, this was my thread-of-praise for the new Gorgers. In my current opponents' close-combat oriented, support-heavy and artillery-heavy meta, gorgers work and are worth the points.
I played a 2500 pts game this Sunday, and I just wanted to voice that in my Menagerie/Zoo list, the Gorgers worked well.
Using the rule Ambushers instead of a shabby Beastman ambush rule means that my Gorger has 2/3 chances of arriving where I want. The other 1/3 is the chance of it not arriving at all. In my Menagerie list I fielded three, and two of them arrived; which is very relevant probability-wise. (When I played Beastmen I only had 1/6 chance of my Gors/ungors arriving on the opponent's table edge, and another 1/6 of them arriving on the "proper" side table edge).
In this case, I am mostly assured of getting a charge at an enemy artillery on turn 3. In today's battlefields which are riddled with terrain, it is sometimes useful to interrupt the turn 3/4 shooting that happens once your big mean ogre units have broken/eaten their first encounters (such as a stonehorn and mournfangs charging and killing an enemy unit on turn 2 or running it down on turn 3 because it was steadfast on turn 2). In these instances, your big mean destruction units are often unaligned with proper targets and ripe for shooting.
By charging backfielders and warmachines on turn 3 with an unbreakable monster, the enemy is locked down in a combat it has very few chances of winning. Toughness 5 means that most warmachine crews will wound it on a 6, or on a 5 on the first combat turn of an orc warmachine (thanks to the choppa rule that gives them str 4). As long as I've got a wound left, I'm staying there and I'm preventing that warmachine from shooting.
And even against dwarf warmachines, they will work. STR 5 vs TO 4 heavy armour is quite good and useful.
So anyways, this was my thread-of-praise for the new Gorgers. In my current opponents' close-combat oriented, support-heavy and artillery-heavy meta, gorgers work and are worth the points.