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These things seem nasty especially vs. Ogres with Str5 attacks they destroy us on the charge.
I am tempted to put some Belchers back in my list to deal with these.
What do other people use to stop these crazy lil Gobbos?
WC's Achievements 36/101 = 36% completed Ogres 7:0:0 (New Book) vs. Dwarves, Empire, HE's, VC's, WE's, WoC, and Skaven. 2008 Nominated for: Achievements in Tactics & Strategy Ogre Stronghold
Mercules15 Jul 2008
It is very simple. Charge them.
They have 3d6 move so on average they go 9-10 inches. We have 12" charge range. They are ItP so there is no fleeing from our charge. If you win combat they have leadership of 5, so if you can isolate them from the General or a BSB then you break them easily.
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Reg0615 Jul 2008
Or use leadbelchers (which I take anyways, so they don't worry me).
Quote from: Ganymede on Mar 26, 2009, 11:17:45 AM
If by RAW, you mean "Reg06's Audacious Whims", then you'd be right.
Forum primer http://www.ogrestronghold.com/forum/index.php?topic=7241.0 Going Last Podcast; http://goinglast.net/
Wildcard15 Jul 2008
yhetees do the trick for me as terrain in the way doesn't stop the charge and a lot of players will use terrain to bounce the squigs around with impunity.
x105 - keeping pace with my wins!
Ogre achievements: 65/101 latest: maneater (play in 5 different venues)
Latest Fantasy Result:ogre kingdoms vs. high elves - 1500 points - win!
8th edition: 105/25/12 New ogres: 36/6/5
I was born and bred in a briar patch!
Lexy15 Jul 2008
Hmm, the terrain isn't that smart(I use a lot of wood), because they don't have to see you to get the charge. Squighoppers just go the distance in inches and don't have to declare charges.
Why did nobody else yell: toothcracker or trollguts? that would work also I guess
Cormorant on thundertusk ASL rule
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
Ogre achievements: 41/101
Reg0615 Jul 2008
Toothcracker would be nice, but they still are hitting on 3's, have 2 attack each and wound on 4's. Trollguts however would result in the hoppers bouncing right off your unit.
Quote from: Ganymede on Mar 26, 2009, 11:17:45 AM
If by RAW, you mean "Reg06's Audacious Whims", then you'd be right.
Forum primer http://www.ogrestronghold.com/forum/index.php?topic=7241.0 Going Last Podcast; http://goinglast.net/
Bob the Butcher15 Jul 2008
Well if they charge you with Trollguts on your unit you will hold if you haven't been cut down.
Thanks for the tips guys I hadn't faced them before and the fence in the way didn't help the ogres.
WC's Achievements 36/101 = 36% completed Ogres 7:0:0 (New Book) vs. Dwarves, Empire, HE's, VC's, WE's, WoC, and Skaven. 2008 Nominated for: Achievements in Tactics & Strategy Ogre Stronghold
Wildcard15 Jul 2008
I meant that my opponents use terrain to hide their squigs before they bounce out to try a charge - the yhetees can usually hit them even when they are in the terrain as generally there is at least one of the bouncy-balls within 2" of an edge of the wood and, with yhetees, that doesn't have to be the front edge as they've moved up the flanks in other turns
x105 - keeping pace with my wins!
Ogre achievements: 65/101 latest: maneater (play in 5 different venues)
Latest Fantasy Result:ogre kingdoms vs. high elves - 1500 points - win!
8th edition: 105/25/12 New ogres: 36/6/5
I was born and bred in a briar patch!
Ney15 Jul 2008
Skullmantle and braingobbler! Those pesky squigs are often out of range of the general, and taking panic tests on 4 aint very nice Also maneaters with BoC ought to rip them apart, the same should charging yehetees. Heck even Belchers or a toothcracker should be able to inflict a panic test on the buggers.
My very first pet gnoblar isn't he cute?
Reg0615 Jul 2008
Skullmantle and braingobbler! Those pesky squigs are often out of range of the general, and taking panic tests on 4 aint very nice Also maneaters with BoC ought to rip them apart, the same should charging yehetees. Heck even Belchers or a toothcracker should be able to inflict a panic test on the buggers.
Squighoppers are unfortunately immune to psychology.
Quote from: Ganymede on Mar 26, 2009, 11:17:45 AM
If by RAW, you mean "Reg06's Audacious Whims", then you'd be right.
Forum primer http://www.ogrestronghold.com/forum/index.php?topic=7241.0 Going Last Podcast; http://goinglast.net/
Ney15 Jul 2008
Skullmantle and braingobbler! Those pesky squigs are often out of range of the general, and taking panic tests on 4 aint very nice Also maneaters with BoC ought to rip them apart, the same should charging yehetees. Heck even Belchers or a toothcracker should be able to inflict a panic test on the buggers.
Squighoppers are unfortunately immune to psychology.
As an experienced O&G player this make my very shameful
My very first pet gnoblar isn't he cute?
Bob the Butcher15 Jul 2008
Also the Squigs are skirmishers so -1 to hit with Belchers.
WC's Achievements 36/101 = 36% completed Ogres 7:0:0 (New Book) vs. Dwarves, Empire, HE's, VC's, WE's, WoC, and Skaven. 2008 Nominated for: Achievements in Tactics & Strategy Ogre Stronghold
Oniguma16 Jul 2008
I applaud your group if you actually play with forests that are large enough to completely hide a unit of Hoppers from multiple sides. I have a couple of forests this big in my collection. Most of the time smaller forests will allow you to destroy them with Bone Cruncher/Bang Stick but if this is proving to be difficult or time consuming I recommend inventive use of Gnoblars.
Move your Gnolbars up so that if he charges out at you he has to first declare a charge on the Gnoblar unit. Depending on a few factors he will either leave them in the forest (which will allow your army to get past the threat of the woods), or he will charge the Gnoblars and you can choose to hold of flee with them depending on whether or not he would reach an important unit on a redirect or if you think you worked out the pursuit move so that you can manage a charge on the next turn. You can also flee with the unit he is trying to redirect into and this should leave the unit way out in the open. I imagine your gnoblars will be moving up in front of your army anyway in order to pop fanatics so if they can do that and draw out fanatics your 40 points will seriously earn its worth back.
I'm not a Tyrant. I'm a lone Hunter.
Quote from: Manowar on Oct 03, 2009, 04:28:17 PM
Oniguma, the only rules prosecutor in the Warhammer world.
just-josh16 Jul 2008
This topic came up a little while back... Basically, I would take two or three belchers, as they're bound to land a few hits, and IMHO they're expendable anyway! I also equip my tyrant with a BoH just incase they should meander a little too close to him... Then, just for extra shooty safety, I give one (of three) of my butcher's the Bangstick And, for slight overkill in the list, should you have a scraplauncher, a lucky template later, and squighoppers will be nothing more than a distant memory
JJ
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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.
Barney16 Jul 2008
well, as a heavy squig hoppers user I can only give two advice:
1. SHOOT THEM! Either magic(bonecruncher should work wonders, though this may be a bit risky, with only 18 inch range), or something that is accurate enough to compensate the -1 skirmishing penalty(maneaters or bruiser with BoH comes to my mind here)
2. CHARGE THEM! if the squigs don´t attacks first, they´re basically dead meat. T3, no armor, no ward. If you manage to lure them where you want and get the charge, the hoppers are nothing but a slight delay in your path.
And of course, bear in mind that 3d6 inch movement is really unreliable...sure, the squigs can whoop 18", but they can also jump only 3" far.(judging from my personal experience, they don´t move further than about 9-10 inches in average each turn. But then again, the dice gods really hate me very much...)
Quote
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Reg06
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Manowar16 Jul 2008
Barney's advice is quite sound. Bait and flee usually works for me. Remember that they always have to move 3d6, and can't stay in the woods and wait for you. This usually makes them exposed (either to a charge or magic/shooting).
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