21 Nov 2007
Alright,
I know the topic as come over and over again... but since me and Ogrebane are talking in PM about putting a friendly online game challenge (Ogres vs High Elves). Ive thought it would be nice to play test a Ogre War Mammoth rules on the Table. Now one thing that must be clear is that the rules presented here are not coming from "Joblo-whoever-I-want-this-to-be-more-powerful-tom-boy"... they are coming from the War Chaos Mammoth rules V2 from Forgeworld with some adaptation for the Ogre Army. Im putting the following converted rules here so we can really get into this and for once find a definite rules for it. Once satisfied and after play test is done... who knows maybe we can adapt them to be integrated within the stronghold for good. A Pool as been haded so we can see by vote who is in favor of it who is not. Please take the time to vote and TKY for your time.
BARABAS
Save: The plates on the side of the Mammoth give it a 6+ armour save.
Ignore Psychology: Nothing scares an enraged Mammoth! They are immune to Psychology.
Large Target: Mammoths are well, Mammoth sized! It is a large target.
Terror: The Mammoth is massive, shaking the ground with its foot falls, bellowing and snorting as it crushes all before it. A Mammoth causes terror in their foes. See the Warhammer Psychology rules for details. A Mammoth has a unit strength of 12 for fear tests
Move: So huge and heavy is the Mammoth that they step over or easily crush obstacles such as walls and fences without breaking stride. Treat any obstacles that are not higher than the Mammoths knees as open ground. The Mammoth is a lumbering beast and cannot make a March move. It may still charge as normal.
MAMMOTH SPECIAL ATTACKS
Mammoths do not attack in the same way as other creatures though they select their victims as normal. They do not respond to orders and have no plans beyond violently crushing anything before them. The player controlling the Mammoth may select one of the following types of attacks each time it is the Mammoths turn to attack.
Trample, Stamp, Gore
The Mammoth just walks right into and over the enemy, crushing them beneath its massive feet, smashing them with its trunk and tusks and generally throwing its massive weight about. This can have a devastating effected on densely packed troops, but skirmishers can more easily evade the trampling. A unit attacked by a trampling Mammoth sustains 1D6+the rank bonus of the unit being attacked (max 3) Strength 10 hits. Work out damage and saves as normal.
Butt
The Mammoth charges head first, ramming its huge weigh into the target, flattening buildings, walls, towers. This attack can only be used against stationary targets such as buildings, walls, castle gates etc. A butt attack cannot be used against enemy units or characters, they are too small. The Mammoth automatic scores one hit against the target, causing a Strength 10 hit. If this is against a castle roll on 2D6+10 on the appropriate damage table. See the Warhammer rulebook, Rules of Siege for details.
Pick up and
The Mammoth uses its agile trunk to grab a hapless victim that is either in base contact or touching a model in base contact (the trunk has a long reach). The target may make a single attack to fend off the trunk. If it hits and wounds the Mammoth then the attack fails, otherwise the Mammoth grabs the model and rolls a D6 to see what the Mammoth does next:
1-2 Throw back into combat. The victim is hurled back into his own unit like a missile. This causes D3 wounds on the victim with no saves of any kind allowed, and D6 Str 4 hits (saves as normal) on the unit. If the thrown model survives place it at the back of the target unit.
3-4 Hurl. The victim is hurled into any enemy unit within 18 of the Mammoth, randomly determine which. This causes D3 wounds on the victim with no saves of any kind allowed, and D6 Str 4 hits (saves as normal) on the unit. If no enemy units are in range threat this as a Throw back into combat result. If the thrown model survives place it at the back of the target unit.
5 Eat. The Mammoth swings the victim into its gaping mouth and munches him down. The model is removed from the game. If the target is another large creature then even a Mammoths mouth is not large enough. Roll this result again for large creatures that the Mammoth picks up.
6 Squash. The Mammoths strong trunk constricts the victim until it pops! The model is a casualty and is removed from the game. Any creature or character with a basic strength of 6 or above is too strong to be squashed, in which case roll again on this table.
Bellow
The Mammoth roars and bellows at the enemy. Deafeningly loud and terrifying neither the Mammoth nor any units in contact with it actually fight if they have not already done so this turn. The Mammoths side automatically wins the combat round. The enemy must make a break test with a 1 modifier.
Howdah
The Howdah on the Mammoths back CAN carry a single unit of up to 3 OGRES. This unit may include a champion, banner bearer and belower (musician). This unit may be equipped with hooks and chains, for swing down at their enemies. Hooks and chains count as a HARPOON LAUNCHER with a reach of 12 inch from the Howdah and cost +15 PTS per model. Up to 3 OGRES may use the hooks and chains to attack units in close combat with the Mammoth. Whilst in the howdah the OGRES count as Skirmishers for the purposes of resolving combat. If the Mammoth is killed the surviving OGRES must spend their next turn reforming.
In addition to the OGRES the howdah throne may seat a single OGRE TYRANT, OGRE SLAUGHTERMASTER, OGRE BRUISER or OGRE BUTCHER for the points costs indicated in the Warhammer Armies book: Ogre Kingdoms. A SLAUGHTERMASTER/BUTCHER may cast spells from the back of the Mammoth.
The howdah may also carry an OGRE BRUISER ARMY BATTLE STANDARD carrying the Army Battle Standard.
Any characters or the OGRES can dismount from the Mammoth, to fight on foot as normal. The Mammoth must remain stationary for the entire turn, and those dismounting (down ropes and rope ladders) can do nothing else (including casting spells etc) in the turn they dismount. They are formed up in a single unit in base contact with the Mammoth model, as if reforming. Once dismounted they may not remount, this would take far too long.
- A character may dismount to take part in a challenge, and may automatically remount or continue fighting on the ground if he survives.
- The howdah can be targeted by missile fire separately from the Mammoth and counts as hard cover against missile fire for those in it.
- All attacks against the Mammoth and its riders must be resolved against the Mammoth, not the riders who are too high up to be hit.
- Attacks by flying creatures can be targeted at either the riders or the Mammoth itself.
- Troops riding a Mammoth are immune to psychology and do not take panic tests, they have nowhere to run! They will be carried out of combat if the Mammoth should fail its break test.
- The Mammoth is so tall that troops in the howdah can use it as a siege tower, and can exit the howdah onto castle battlements and towers as if it was a siege tower.
Rampage
Once a Mammoth is badly wounded it is likely to become uncontrollably wild, and begin to rampage out of control. At the start of the OGRE players turn roll a D6. If the score is higher than the Mammoths remaining wounds it goes berserk and begins to rampage out of control. Once the Mammoth starts rampaging do not roll again, it remains berserk until it is killed or leaves the table.
Note, do not roll until the Mammoth has 5 wounds or less remaining.
As compulsory movement the Mammoth moves 2D6 inches in a random direction as determined by the scatter dice. The Mammoth counts as charging and tramples any unit (friend or foe) it moves into.
If the random movement takes the Mammoth into a wall or building then it butts the obstacle instead.
Points
600 + cost of the OGRE unit or character carried. The Mammoth counts as two Rare choices for a OGRE Army. The unit of OGRE and the Characters must be bought separately.
I know the topic as come over and over again... but since me and Ogrebane are talking in PM about putting a friendly online game challenge (Ogres vs High Elves). Ive thought it would be nice to play test a Ogre War Mammoth rules on the Table. Now one thing that must be clear is that the rules presented here are not coming from "Joblo-whoever-I-want-this-to-be-more-powerful-tom-boy"... they are coming from the War Chaos Mammoth rules V2 from Forgeworld with some adaptation for the Ogre Army. Im putting the following converted rules here so we can really get into this and for once find a definite rules for it. Once satisfied and after play test is done... who knows maybe we can adapt them to be integrated within the stronghold for good. A Pool as been haded so we can see by vote who is in favor of it who is not. Please take the time to vote and TKY for your time.
BARABAS
OGRE WAR MAMMOTH
HE WHO CARRIES THE WORLD UPON HIS BACK
HE WHO CARRIES THE WORLD UPON HIS BACK
M WS BS S T W I A Ld
6 3 1 10 7 12 2 Special 5
6 3 1 10 7 12 2 Special 5
Save: The plates on the side of the Mammoth give it a 6+ armour save.
Ignore Psychology: Nothing scares an enraged Mammoth! They are immune to Psychology.
Large Target: Mammoths are well, Mammoth sized! It is a large target.
Terror: The Mammoth is massive, shaking the ground with its foot falls, bellowing and snorting as it crushes all before it. A Mammoth causes terror in their foes. See the Warhammer Psychology rules for details. A Mammoth has a unit strength of 12 for fear tests
Move: So huge and heavy is the Mammoth that they step over or easily crush obstacles such as walls and fences without breaking stride. Treat any obstacles that are not higher than the Mammoths knees as open ground. The Mammoth is a lumbering beast and cannot make a March move. It may still charge as normal.
MAMMOTH SPECIAL ATTACKS
Mammoths do not attack in the same way as other creatures though they select their victims as normal. They do not respond to orders and have no plans beyond violently crushing anything before them. The player controlling the Mammoth may select one of the following types of attacks each time it is the Mammoths turn to attack.
Trample, Stamp, Gore
The Mammoth just walks right into and over the enemy, crushing them beneath its massive feet, smashing them with its trunk and tusks and generally throwing its massive weight about. This can have a devastating effected on densely packed troops, but skirmishers can more easily evade the trampling. A unit attacked by a trampling Mammoth sustains 1D6+the rank bonus of the unit being attacked (max 3) Strength 10 hits. Work out damage and saves as normal.
Butt
The Mammoth charges head first, ramming its huge weigh into the target, flattening buildings, walls, towers. This attack can only be used against stationary targets such as buildings, walls, castle gates etc. A butt attack cannot be used against enemy units or characters, they are too small. The Mammoth automatic scores one hit against the target, causing a Strength 10 hit. If this is against a castle roll on 2D6+10 on the appropriate damage table. See the Warhammer rulebook, Rules of Siege for details.
Pick up and
The Mammoth uses its agile trunk to grab a hapless victim that is either in base contact or touching a model in base contact (the trunk has a long reach). The target may make a single attack to fend off the trunk. If it hits and wounds the Mammoth then the attack fails, otherwise the Mammoth grabs the model and rolls a D6 to see what the Mammoth does next:
1-2 Throw back into combat. The victim is hurled back into his own unit like a missile. This causes D3 wounds on the victim with no saves of any kind allowed, and D6 Str 4 hits (saves as normal) on the unit. If the thrown model survives place it at the back of the target unit.
3-4 Hurl. The victim is hurled into any enemy unit within 18 of the Mammoth, randomly determine which. This causes D3 wounds on the victim with no saves of any kind allowed, and D6 Str 4 hits (saves as normal) on the unit. If no enemy units are in range threat this as a Throw back into combat result. If the thrown model survives place it at the back of the target unit.
5 Eat. The Mammoth swings the victim into its gaping mouth and munches him down. The model is removed from the game. If the target is another large creature then even a Mammoths mouth is not large enough. Roll this result again for large creatures that the Mammoth picks up.
6 Squash. The Mammoths strong trunk constricts the victim until it pops! The model is a casualty and is removed from the game. Any creature or character with a basic strength of 6 or above is too strong to be squashed, in which case roll again on this table.
Bellow
The Mammoth roars and bellows at the enemy. Deafeningly loud and terrifying neither the Mammoth nor any units in contact with it actually fight if they have not already done so this turn. The Mammoths side automatically wins the combat round. The enemy must make a break test with a 1 modifier.
Howdah
The Howdah on the Mammoths back CAN carry a single unit of up to 3 OGRES. This unit may include a champion, banner bearer and belower (musician). This unit may be equipped with hooks and chains, for swing down at their enemies. Hooks and chains count as a HARPOON LAUNCHER with a reach of 12 inch from the Howdah and cost +15 PTS per model. Up to 3 OGRES may use the hooks and chains to attack units in close combat with the Mammoth. Whilst in the howdah the OGRES count as Skirmishers for the purposes of resolving combat. If the Mammoth is killed the surviving OGRES must spend their next turn reforming.
In addition to the OGRES the howdah throne may seat a single OGRE TYRANT, OGRE SLAUGHTERMASTER, OGRE BRUISER or OGRE BUTCHER for the points costs indicated in the Warhammer Armies book: Ogre Kingdoms. A SLAUGHTERMASTER/BUTCHER may cast spells from the back of the Mammoth.
The howdah may also carry an OGRE BRUISER ARMY BATTLE STANDARD carrying the Army Battle Standard.
Any characters or the OGRES can dismount from the Mammoth, to fight on foot as normal. The Mammoth must remain stationary for the entire turn, and those dismounting (down ropes and rope ladders) can do nothing else (including casting spells etc) in the turn they dismount. They are formed up in a single unit in base contact with the Mammoth model, as if reforming. Once dismounted they may not remount, this would take far too long.
- A character may dismount to take part in a challenge, and may automatically remount or continue fighting on the ground if he survives.
- The howdah can be targeted by missile fire separately from the Mammoth and counts as hard cover against missile fire for those in it.
- All attacks against the Mammoth and its riders must be resolved against the Mammoth, not the riders who are too high up to be hit.
- Attacks by flying creatures can be targeted at either the riders or the Mammoth itself.
- Troops riding a Mammoth are immune to psychology and do not take panic tests, they have nowhere to run! They will be carried out of combat if the Mammoth should fail its break test.
- The Mammoth is so tall that troops in the howdah can use it as a siege tower, and can exit the howdah onto castle battlements and towers as if it was a siege tower.
Rampage
Once a Mammoth is badly wounded it is likely to become uncontrollably wild, and begin to rampage out of control. At the start of the OGRE players turn roll a D6. If the score is higher than the Mammoths remaining wounds it goes berserk and begins to rampage out of control. Once the Mammoth starts rampaging do not roll again, it remains berserk until it is killed or leaves the table.
Note, do not roll until the Mammoth has 5 wounds or less remaining.
As compulsory movement the Mammoth moves 2D6 inches in a random direction as determined by the scatter dice. The Mammoth counts as charging and tramples any unit (friend or foe) it moves into.
If the random movement takes the Mammoth into a wall or building then it butts the obstacle instead.
Points
600 + cost of the OGRE unit or character carried. The Mammoth counts as two Rare choices for a OGRE Army. The unit of OGRE and the Characters must be bought separately.
Didn't they already make something like a chaos mammoth? The rules look fairly ballanced although that guy could be brought down by 2 lucky cannons in 1 turn... A bit risky 
I love the idea of them, and it would be relatively easy to convert out of GS and the Mumak kit from LOTR.