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Custom Character

original thread ↗

Well, now that Fantasy exploded my local group decided to ignore Age of Sigmar and add custom characters to lead the armies. The elf guy was ignored (for obvious reasons) but for the Beastmen, the Bretonnian and Ogre players we were given a chance as we need big strong guys to fight against things like KFA or Nagash.

Long story short; mind helping me fleshing out this character? I cannot find the tribal rule section anymore.

Here goes:

Skorg Crimsonfist, The Frozen Lord or the Golden Tyrant.

Points: 550 (Open to change)

M W S BS S T W I A Ld
6  6  6  4  6 6 5  4 5  9

TROOP TYPE: Monstrous Infantry (Character).

SPECIAL RULES: Fear, Ogre Charge.

Warrior without Peer, Pride without Equal: Skorg is far too prideful
to run away from the battle, always staying his ground even if it means
staring at the eyes of certain death.

Skorg Crimsonfist may never refuse challenges and must issue them whenever
possible, and neither he nor a unit he is with may choose to flee as a charge
reaction.

MAGIC ITEMS

Auric Battleplate of Karak-Drum
This enchanted, golden armor was forged by master artisans of the
Karak-Drum and hammered with runes of protection to reward Skorg for killing the
dragon Novalthir as well as a symbol of alliance.

The Auric Battleplate of Karak-Drum gives Skorg a 2+ Armor save and a 4+ ward save.

Lands Edge
This colossal sword, long lost on the suffocating entrails of the earth,
is ensorcelled with spells of might, capable of cleaving in twain a mountain.

Magic Weapon. All close combat attacks made with this
weapon, apart from Impact Hits and Stomps, Always Strike Last,
have a Strength of 10 and the Multiple Wounds (D3) special rule.

For the model I will use this.
https://www.reapermini.com/OnlineStore/03519/sku-down/03519#detail/03519_p_1_ss

Thoughts on its balance would be greatly appreciated. And yes, I have a serious lack of creativity >.>
-God damn it Mannfred!-
First off, awesome model! Not quite sure on the sword, but damn do I like him! :)

Okay, on to balance. I'm not convinced on his balance, especially for the points cost.

He has five attacks, meaning he could theoretically pump out 15 wounds a turn, all of which are at S10, which means no Armour Saves and Toughness is pretty invalidated. That's fine, but when paired with his super strong survivability, he's pretty unstoppable.

I'd consider upping the Armour Save to 3/4+, which balances that side of him out. I wouldn't chance the sword if you change the Armour, as it naturally balances hin out :)

Best way to find out how balanced he is though, is to play test him with your Buddies :)

JJ
Resident Smiley Spam Artist and Fastest Fingers in the Stronghold.

Raising the forum's smiley count, one post at a time, since 2008

Quote from: Shadowlord on Mar 11, 2013, 01:57:18 PM
After all, painting 100 night goblins is something you do in the morning just before you are off to work.

And I think you missed a 0 when you wrote 11 armies. The correct nr should be 110 armies I would think, based on your painting speed.
Have to agree with JJ here. I love the concept of the character but he seems a little too overpowered to me (even in the craziness of the end times!). He had no discernible flaws at all - incredible base movement of an ogre, almost impervious to harm and dishing out a potential of 15 wounds per combat turn (not including stomp!) negating saves entirely...altogether it just seems a little too much!

Not even the Slayer of Kings is that good!

As JJ mentioned - you could slightly tone down the weapon or the armour in turn, or if you are rigidly sticking to those rules I'd write in something fluffy in a new rule that was negative. Making him stupid for instance, he has to take a leadership test every turn if he fails he has spotted something shiny which he thinks may be gold and bends down to pick it up and check. He may not move or charge this turn (or fire missile weapons), he may fight as normal if in combat.

I've not thought that through properly but it's a suggestion! BB
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Please read the Forum Primer to get to grips with the Stronghold!
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http://www.ogrestronghold.com/forum/index.php?topic=25064.0
Daemons gnoblog
http://www.ogrestronghold.com/forum/index.php?topic=9274.0
Ghark Ironskin and tribe
http://www.ogrestronghold.com/forum/index.php?topic=8002.0
Letsee run a few theoretical combats against other End times insanity, for simplicity's sake we'll just say he's one on one versus the two you called out:

Note, fuzzy mathhammer to follow (I cheat on rounding)

Karl Franz Ascendant:

Karl goes first, swings 10 times, hits 6.6, wounds 6.6 times, save half, 3.3 times d3+1 wounds = 9ish wounds, our boy is dead.

Assuming our boy lives, lets let him swing back (or, say, Karl is in range of a Thundertusk so they swing simo)

5 attacks, 2.5 hits, 2 wounds, save one, d3 wounds done. Yay.

So, KFA kicks his teeth in all day every day. He's far more expensive, but, its not even a close fight.


Lets try Nagash!

Nagash again, goes first.

6 attacks, hits 4 times, wounds 2.66 times, save half, so 1.3 x d3 wounds.

Swing back

5 attacks, 2.5 hits, 2 wounds, save one, d3 wounds done.

Okay, our boy vs nagash in a close quarters fight is a push, but Nagash goes first. Again, Nagash is more expensive but he also has magical tricks.


Malekith is going to be about as rough as KFA, Glottkin might be a closer fight. I'm not convinced he'd even be a huge threat to Archaon.


He's overcosted for a buff tyrant. He's barely more expensive than Greasus, doesn't have any cool abilities and is roughly as survivable (same weapon skill, same toughness, same ward save) has to deal with ASL, has to challenge. I mean, he'll mow through generic troops all day but as a hero killer he's very lacking
First of all, thanks to everyone for their criticism and suggestions. I had a game today against the Empire, and while my main block of Ironguts with Skorg hit like a tidal wave against the 50 state tooper block he was annhilated by KFA in a lucky charge that costed me the victory.

My opponent said that, while he hits hard he seems only like an average Tyrant with better equipment suggesting maybe an extra rule or two to justify the price tag. Thus I was considering this:

Cloak of the Ice Wyrm:
The great dragon that inhabited the domains of Skorg now serves as his cloak, the bone-chilling cold still flows from the beast's hide enveloping Skorg with the embrace of the Northern Winds.

All enemy units in base contact with Skorg Crimsonfist substract 1 from their Strength value.

Again, pointing things out and suggestions are greatly appreciated. Tomorrow I will play it with the 3/4+ configuration and stupid test. Thanks for the help guys! And as the Empire player said "with that price tag I was expecting him to give Karl a run for his money, not to be a glorified punching bag"
-God damn it Mannfred!-
It's true - maybe it's because his rules seem so 'normal' that he seems under costed if that makes sense? He seems to much like a buffed up tyrant as you said rather than justifying a high points cost with some awesome (more unique perhaps) rules.

The cloak is a good way to go, but again I think there is something in finding rules that match his story.

Nagash Magic makes sense. KFA is a living God and Ghal Maraz has more back story than Ogre Kingdoms. I wouldn't mind him being even stronger if he had some cool, fun rules in there!

Perhaps something like:

Ogre Oath:
Having spent plenty of time with the Dwarfs, Skorg learnt the importance of oaths. Whilst not fully understanding what they mean, he tries his best to implement them in battle.
At the beginning of each battle, after deployment,  nominate one enemy character on the table. If Skorg fights this character in a challenge he Always Strikes First. This replaces his usual Always Strikes Last rule for the duration of the challenge.

Or

Golden Greed:
Skorg is always on the lookout to increase his horde of gold having learnt what he can trade it for with the stunties under the mountain. His rage increased tenfold if he believes it is within his grasp.
When facing an opponent with an armour save better than 5+ Skorg believes their armour worth keeping and flies into a rage to get it. He suffers from frenzy when facing opponents with this save. This replaces he usual rule that you cannot regain frenzy once it is lost. Every time Skorg faces a unit/character with a better armour save than 5+ this rule applies.

Just some on the spot ideas! 😄
BB
NEW?
Please read the Forum Primer to get to grips with the Stronghold!
http://www.ogrestronghold.com/forum/index.php?topic=7241.0

MY GNOBLOGS - Warriors of Chaos gnoblog
http://www.ogrestronghold.com/forum/index.php?topic=25064.0
Daemons gnoblog
http://www.ogrestronghold.com/forum/index.php?topic=9274.0
Ghark Ironskin and tribe
http://www.ogrestronghold.com/forum/index.php?topic=8002.0
Reporting back after more testing. The game was incredibly fun today, even if the dice gods cursed me with three failed stupidity checks for Skorg even with the re-rolls of the BSB. The big guy managed to take a beating before going down against a dwarf thane and in the end everyone had a good time, however my oponents suggested me dropping the Ice Wyrm cloak effect, "that dude is already tough as nails; no need on making him even harder".

Thus I will try for the next game the set up suggested by Beastkiller.

Golden Greed:
Skorg is always on the lookout to increase his horde of gold having learnt that he can trade it for with the stunties under the mountain. His rage is increased tenfold if he believes it is within his grasp.
When facing an opponent with an armour save better than 5+ Skorg believes their armour worth keeping and flies into a rage to get it. He and his unit suffer from frenzy when facing opponents with this save. This replaces the usual rule that you cannot regain frenzy once it is lost. Every time Skorg faces a unit/character with a better armour save than 5+ this rule applies.
However after combat resolution, if the enemy unit is destroyed, the unit must pass a Leadership test at -1LD as the ogres are fighting for the spoils. If failed the unit suffers D3 wounds as Skorg "talks sense" into the greedy gits.
-God damn it Mannfred!-
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