4 FC Mournfangs have movement 8, with banner of movement, 9. That means they will almost always get the charge. Against a block of my saurus, 30 or so, we are talking the same points. They come in with 4 d3 impact hits at str 5. Followed by 13 attacks at WS3, STR4, and 12 attacks at WS3 STR5. With their 4 stomps the HW shield saurus expect 12 casualties and 1 wound to return. I run a standard list, Slann BSB lore of Light Skink Priest with DS 2x30 Saurus 20 TG 3x6 Chamelions 2x2 Salamanders Ancient Stegadon The list is awesome against everything but mournfangs... I am hoping there is some kind of strategy to stop the mournfangs that I have not thought of yet... I can refuse a flank and keep a stegadon in a position to coutner flank charge the mournfangs... That has turn 2 combat go 8 wounds vs. 1 rank, flank charge, impact hits 2.5 wounds, stegadon attacks for 0.7 more wounds, 1 wound from saurus, so that is 7... I lose again... next combat round I have no ranks, no wounds from saurus, no charge, no impact hits, I cause a wound on average, so 2 mournfangs left means they are killing 5 of my dudes vs. my wound and flank, I lose by 3 and I have spent 600 points to contend with 340... The only thing I can see being easily changed is going from lore of light to lore of life. Buffin with plus 2 toughness means I grind down the mournfags... With light the WS bonus is neglible in this situation and spending 15 cast to get D6 str 6 hits seems sad... But then what do I do against 2 hydras with lore of life instead of light :S Any advice?
They do look like a pretty hard hitting unit. Only T4, so you should be able to deal a few wounds without powering up the magic missile. Charging it up is probably worth it though, especially if the unit is giving you trouble. You only need to reach a natural roll of 11, and should have the free PD upgrade, so 2-3 of your pool dice should cast it. Banishment would also be a good option to throw at them. Timewarp should give you a chance to cut one or two down before they can do anything except impact hits. Or try to combine Speed of Light and Pha's Protection on the turn they are charging. That will make them only hit on 6's. Also poison would be good to bring these things down. As much as you can, blocking them and keeping them off your units.
the regular steg's giant bow is a good option on these guys. With the changes to the meta game I think these guys really should get another look; for grinding out chump blocks they are slightly better, they are cheaper and they don't contend with salamanders for points, also the bow is fearsome against some of the hardest things for lizards to deal with.
Hello, Ogre Cav have an In of 2 so all you need to do is to cast Pito of Shades on them, Or cut down thier M with Miasma Thats how i See it anyway,
Strewart covered some of the best points-- soften them up with the two magic missiles and poison and make sure the block that takes the charge has both Speed of Light and Pha's on them-- even if you have to use the single target versions. You won't be able to stop the the impact hits or the stomps, but going from 12.5 hits to 4 hits on average from his regular attacks will really help (Toss in an Iceshard Blizzard from your scroll caddy and he's hitting on 7's.). If you can take down even one of his guys before the charge (just need 3 wounds to go through) you'll be able to survive a lot better. Do you have champions in your Saurus blocks? If not, find the points for them. Challenge the Mournfang champ to take away 25% of his firepower for the first round, he'll get a ton of overkill but you'll still be steadfast and more of your block will survive. Follow that up with the charge from the side with the Steg and possibly one of your Sally packs. AOE SoL and Pha's would really help here if you get a decent roll for winds, and dice pool permitting single target Timewarp after that on either the Steg if he has full armor upgrades (for the 10 S3 and 4 S6 hitting on 3's with a reroll) or the Saurus block if he doesn't (for the 15/18 S4 attacks hitting on rerollable 3's). How about using Chameleon Skinks as a sacrificial re-director? Angle them so that after he kills them the fangs are in a position to be combo-charged by you or at least to get another round of shooting in on them. Another thing to consider is to try to setting up to take the charge with your Steg (buffed with SoL, Pha's and possibly Timewarp). If you can move up to put a round of shooting into him, then follow it up with a stand and shoot when he charges (along with any other shooting you can put on them) you have a pretty decent chance at dropping at least one before the charge and your steg should hold before you countercharge him with Saurus or TG. .
They probably wont take champions because the extra str 4 attack for 10 points is meaningless... What about heroes? My I could kit a scar vet with something to charge ahead of the block, and then counter charge next turn, assuming the mounted scar vet survives... When you think about it, he's quite fast with lore of light, i deny them: stompts, 50% of their attacks (too small to get hit by more than 2) and impact hits. I will do some calculations later, unless one of you guys has a great idea.
i guess magic is the best option. either use magic to killit, use magic to hex it or use magic to augment your own units. saurus cant go toe to toe with any ogre units and hope to win point for point. if they have T8 though...
SOLVED! Scar Vet with Light Armor, Cold One, Burning Blade, Dawn Stone, Charmed Shield. You charge in, tie combats for a long time.
Line your Chameleons up in front of him at an angle. This will force him to charge them, but ensure your angle makes him chase you away from the battle when you flee. Line a group of Skinks up behind the Chameleons so after they are charged and over run you have Skinks for him to either charge or you can tail him and pepper him in the butt the entire game. Once Mournfang are facing the wrong way they will have to reform which will cost them an entire turn.
unless ofc... they have a musician. then they can still move 8 inces. But you are definitely on to something good. as with all dangerous units, you can always delay them with skinks. Naturally, this is harder with faster units, but it can still work. also remember their poor Ld. they could actually be march-blocked if they are out on a flank and away from BSB/general. As mentioned above, a stubborn character will work wonders as well. if you can either get the charge, or survive the impact hits (for example with a rerollable 1+ save) you should be in the clear for a while. if you then manage to support charge them in the flank the day is surely yours. Just remember that a unit of 4 mournfangs arent THAT expensive. it is not a deathstar by any means, so you still have to worry about the rest of his army.
Exactly... 315 ish points for 4 t ofhem, means ogres could could field 3 units of 3 and you are dead.
3 units is indeed a pain, but with proper skink action on one, a scar vet on one and life buffed TG on the last one you will come out ahead. just do not underestimate them (or the rest of the army for that matter) and you can pull through, but as you said, they are very strong against us. they are however weak against cavalry. it doesnt help us much, because of how questionable CoC are atm, but it is good to know if you play any other team
I have a friend running ogres competitively. We basically are in an arms race of maximum army efficiency. 2400 Currently he is sporting: Slaughtermaster, dispell scroll and goodies Firebelly, hellheart Butcher with goodies 16 ironguts 2x4 mournfangs 3x1 cats Monster I am running Slann life decked out Priest scroll Scar vet, on foot with biting blade, ironcurse, dawnstone, dragonhelm, la, shield 53 SW in 6x9 20 tg 3x5 chamo 2x2 salamanders Ancient steg Basically, he cant kill anything, my frontage is too small as i turtle... Allowing me to keep healing steg wounds, while casting earth blood, flesh to stone on sw, and dwellers on his character unit... I figure i deny points and shoot him with my shooting for like 700 or so... By the end of the game he cant break steadfast sw, stubborn steg, unbreakable tg and never catch the 6 inch moving skirmishers...
you may wanna try a stubborn scar vet. with cold one, dragonhelm, luckstone, crown and a great weapon he should be able to place himself in front of that ogre horde at an angle, so he either has to stand still or expose his flank while charging. if he charges, you should survive with the 1+ save and a reroll (especially if he is silly enough to accept your challenge, teehee). if he reforms 90 degrees to face your TG or whatever you threatened the flank with he can no longer make supporting attacks against the saurus. you should be able too stay there forever, with the odd healing from the slann. if he does not reform, you just flank charged his deathstar, and assuming you dispell his stubborn spell you will absolutely murder him. the same scar vet could uphold mournfangs too if you prefer. i played 2 scar vets (one with 1+ save and dawnstone and glittering scales, he should suffer 0 wounds and do a few in return. keep him in the slanns bubble and he wont need stubborn) and that was really funny to see. ogres hate armoured guys
I think my friend may just have bad luck with them but as long as I've been placing screeners in front of them I haven't had an issue with Mournfang. Last game I almost felt bad for him when he charged a Sabretusk at my Chameleons, who did a stand and shoot... killing the Sabretusk and then causing the Mournfangs to panic and flee... almost.