Thursday, October 6, 2011

Ogre Kingdoms Ironblaster - Standing and Shooting

I highly Debated topic among Ogre Kingdoms players and other armies' players alike, but unfortunately, so many are just not reading the rules right. I tend to be the rules afficiado for alot of games played with friends, and at the LFGS. While I might get things wrong off the top of my head, of course I'm not perfect, I do tend to put a fair bit of faith in my interpretations of the rules :)

Unfortunately, fact is, Ironblasters can Stand and shoot, until Errata'd otherwise. Here's why:

the Sky Cannon says that it "Fires like a normal cannon, using the profile and special rules below", so first, by this we use the profile and special rules below (and no other SPECIAL rules, like say, slow to fire), of which 'slow to fire' as mentioned, is not one, so it can stand and shoot.

You'll also notice the Scraplauncher has the rule worded differently (for which there is a reason - so that it cannot stand and shoot) and says "The Scraplauncher IS a stone thrower, WITH the rules below"... Same writer, different wording - the intention is clear (RAI)

Now, the primary argument against has been that:

the sky-titan cannon must be a war machine weapon as it falls into the war machine part of the rule book.. further, the rulebook says "Unless specified, all war machines weapons have the move or fire special rule" Now, if you re-read from the start again, you'll notice that the rulebook SPECIFIES that you are using the Special rules that follow, in the IB section of the OK rulebook"

There's a grammatical error here (again which ill come back to) where all this confusion stems from, but more importantly, that particular sentence is under "Shooting with War Machines" note that does not say "shooting with War Machine weapons".. again Ill come back to the whole 'war machines weapons' thing. The IB is not a war machine, it is a chariot.. Likewise under the same section, I do not get a free pivot in the shooting phase, as listed under the same heading, like a war machine does, as I'm a chariot.. more importantly whilst I do have a "crew" I can't force you to only attack with 6 models (see, 'War Machines in close combat') and further, the weapon is not destroyed should I be forced to flee (see 'Movement' under 'War Machines') Furthermore again, I do not fail all characteristic tests (save T and Ld) as per 'Characteristic tests' under 'War Machines' Everyone can agree on these facts comfortably, but not Stand And Shoot.. why?

its the phrase "all War Machines Weapons" it doesn't quite make sense.. given this, We have to assume that the first possible definition listed below is true, and therefor allows IB to stand and shoot. I know alot of people don't like this, but the problem is you cannot prove otherwise while using the rules in full (i.e. I am NOT Shooting WITH a War Machine, hence that paragraph does not apply to my IB, simpel as that)

the first possible definition is that it should say "All of a War Machine's Weapons", the grammatically closest phrase that makes sense in the english language, to what has been put into the book, which allows stand and shoot (as this is a Chariot's Weapons)

The other possible definition is that it should say "All Weapons that would normally be mounted on or part of a War Machine" or "All Cannons, Fire Throwers, Stone Throwers, and Bolt Throwers".. The problem is this is too far from the existing sentence to be what was likely intended, it's not just 1 adjoining words and an apostraphe, it entirely restructures the sentence.. If this was what was intended, the BRB needs to be errata'd, not necessarily the OK rule book.

With this in mind, the Wording of the rules surrounding this indicate I can stand and shoot (RAW)

Some people have also likened this to the Hell Cannon, which cannot stand and shoot.. the difference is, simply, it has been errata'd, saying it specifically cannot Stand And Shoot, and further, can't move and fire. The IB can move and fire, we know thaat, and it is a chariot, not a monster like the HC. More importantly, no errata says that we cannot stand and shoot. Even further, the HC rules say it "fires as a stone thrower" rather than "LIKE a normal stone thrower, using the profile and special rules below". so unfortunately, cop grapeshot to the face :P

It satisfies both RAI and RAW.. there's really not much you can do to stop it (except score bad sports, which some TOs have encouraged - I guess I should do the same if any HE players take Teclis? or maybe just HE players? :P)

out!

-Albrek

Tuesday, August 30, 2011

New Ogre Kingdoms - The Facts

Evenin ladies and gents!!!

For anyone who was hoping to hear some Lamenters news and progess, my condolences - With a much-awaited bun in my fiances oven, I have been very busy.

This post is purely about the Facts re: the new ogre kingdoms army book. That is, information that will only be considered any more "confirmed" when you're holding the new book in a few days :) So let's begin!!

Magic:
'Gut Magic' is revamped quite a bit, now called 'Lore of the Great Maw' 6 spells and a signiature spellm with normal casting values (no more 3+) The signiature spell is a 6+/9+ 12"/24" augment giving stubborn till the start of the next magic phase

Bloodgruel is the lore attribute, giving replenished wounds on a 2-6 and a +1 on the next spell/dispell, and a S6 hit on a 1.

Ogre Mages (Butchers/Slaughtermasters) can also select from Lore of Beasts, Fire or Heavens, so long as one mage has the Lore of the Great Maw

General:
Units a less pts and come with more wargear, as detailed below.. some specifics not available - but a 2000 pt army I would estimate will now only cost 1800 to be kitted out the same

All the metal models appear to have been made into Finecast options, sweet!

Ogre Charge:
Similar to before, but with no minimum distance. also rolling a '10' on the charge gives +1 impact hit

Ogre Bulls/Bulls:

now only 30pts and come with light armor, statlines look the same but upgrades are cheaper (only 2 pts for ironfists, woot!)

Ironguts:
Down in pts again, 43 pts each and options are cheaper!

Gnoblars:
more expensive! crazy! now 2.5pts a pop, but have options for musicians and standard bearers - trappers are now an upgrade it appears.

StoneHorn and Thundertusk
the new biggies - most the rules are in WD381, and he's 250 pts

Gnoblar Scraplauncher:
Down to 130pts, no word on rules

Ironblaster:
170 pts

Leadbelchers:

look like 43pts a pop

Maneaters:

WD381 appears to imply they can make a vanguard move??


That's all I've got so far, but I tell ya, I'm really looking forward to this :D

-Albrek

Monday, March 14, 2011

The Badab war and the Lamenters

Greetings all!

Well the decision has been made - Blood Angels (kinda) it is! Ogres have been shelved until at least 1000pts have been painted, but I promise there will be an army and there will be pics :)

So while I was hesitate on picking a new 40k army, and play testing a few lists (I have settled on a very Rhino/Baal heavy list) my FLGS started a new league/competition for the next couple months. For something different (and because the store's players has many half-painted, or quickly painted armies) it will have a 50% painting component on points, with the Grand Prize being Imperial Armor 9 and 10 - nice!

The catch is, the colour scheme must be an army that participated in the Badab war. and so, after a challenge, I have selected the Lamenters. Thier fluff is pretty awesome too, here's some info on them:



It's going to be a great lot of fun! each round is one fortnight, consisting of one painting comp and one battle. Each fortnight has a $65(RRP) limit (so that you can't spend ridiculous moneys getting custom sculpts for example). It starts at 125 pts (combat patrol? I can't remember) and goes up 25 pts each fortnight till it hits 200 - after which it goes up 200pts a fortnight of regular 40k games until hitting 1000. Participants are judged on the improvement in painting skills fortnight to fortnight, and then must have a battle with their painted force. One week there is also a display board challenge - so by the end it should make us as a store much more competitive in the painting and display categories at the bigger tourneys.

I will be planning on posting each fortnight my progress on painting and battle report, so stay tuned!

I'd also like to give a quick 'Look at this' for dark art miniatures resin bases - they'll be supplying my bases for the project and they look great, check em out at:



Cyas!

-Albrek

Monday, February 7, 2011

Sold my Grey Knights.. Blood Angels on the table... now what??

Long time no see!!

Before I get onto the main topic today, a quick update on my Ogres. I've been slowly painting them up for a while now, and shortly should have a Full 2000pt army (with a few options) painted up to show you all. I wanted to leave them till they're done before posting pics. Hopefully you'll all like them! :)

But onto the latest - with the announcement of the NEW Grey Knights coming, I figured it was time for a change. See Daemonhunters were the first army that I had completed an army, painted in their entirety, and played with. I had been since they first came out back in 3rd edition, and had become extremely attached to how they played even in 5th (there's [was?] alot of good tricks and tips when it came to Daemonhunters in 5th). They presented a great challenge, with shortages in scoring units, anti-tank weaponry, and lacking basic wargear (grenades anyone?) it was difficult and I loved every second of it.

Needless to say I got a good packet for them..but now what? Tau were the first army I ever played with.. Blood Angels the first I ever bought (back in the days of the 'Angels of Death' dex), and I have a few boxes of Vanilla marines ready to be painted, with no direction.

And so, I decided originally, Blood Angels it would be. I tried to play to a few of their strengths, and have had a few games with proxies, including trying out the Stormraven, but I've found a challenge of a new type.. adapting.

See my playstyle was very specific with Grey Knights and it ran brilliantly when I was on my game, but it just doesn't seem to work the same.. I struggle to utilise my Stormravens without having them pop in a turn or two, and I've have troubles with building a strong list, even McAwesome (seen below, name origin at the end of the blog) has been felled more often than I'd be happy with.

So maybe I've been going about it the wrong way.. Maybe I should be playing to my strengths. or another way to put it, maybe I should be playing to what were my weaknesses, and use the newer lists benefits to just balance out the playing field. So here's my 750 pt (for small fun games) and 1500 pt (for more serious games) lists for your perusal and commen, enjoy! :)

750pts Bangles

Librarian with Blood Lance and Unleash Rage
-Jump Pack

Sanguinary Priest
-Jump Pack

Assault Squad (7 troops)
-Infernus Pistol
-Sarg
.MeltaBombs
.Power Fist

Assault Squad (6 troops)
-Infernus Pistol
-Sarg
.Melta Bombs

Baal Predator w/ Flamestorm Cannon
Baal Predator w/ Flamestorm Cannon


1500 pt Bangles

Librarian with Blood Boil and Unleash Rage
-Jump Pack
-Hand Flamer

Sanguinary Priest
-Jump Pack
-Hand Flamer
-Power Support

Assault Squad (10 troops)
-Infernus Pistol x2
-Sarg (Sgt. Punchy Punch)
.Power Fists x2
.Melta Bombs

Assault Squad (10 troops)
-Infernus Pistol x2
-Sarg (McAwesome)
.Power Sword
.Plasma Pistol
.Melta Bombs
.Combat Shield

Death Company (6 troops)
-Lemartes
-Infernus Pistol
-Power Fist

Death Company Dreadnought
-Blood Talons
-Heavy Flamer

Baal Predator w/ Flamestorm Cannon
Baal Predator w/ Flamestorm Cannon

Will see how they run over the next few weeks :)

out

-Albrek



The story of McAwesome: 'twas Kill teams.. McAwesome and his crew of 4 against a squadron of bikers and meltas. First and second turns, his crew are torn to shreds, leaving only McAwesome to take on the tide. inexplicably he tears through the squadron like a man posessed, none left living in his wake.

((we agree that the man previously known as "generic Assault Squad sargeant" can take a beating, and so my opponent keeps throwing bikes at him till he drops))

Exhausted, more riders enter the field - McAwesome moves to greet the, amongst volleys of arms fire - unscathed he tears them limb from limb. wave after wave of bikers come and are felled, a good 20 bikes after the first squadron, McAwesome, finally exhausted by the fight, is caught flat-footed and takes a melta gun to the face, Living a legend to fight another day. (after extensive medical attention apparently lol)

And that, is the story of McAwesome :)

Sunday, October 31, 2010

Ogre Kingdoms in 8th Ed review - In Depth part four: Heroes and Lords - final!

Helloooo!!

And so, finally, we move on to the last section, Heroes and Lords.

I would confidently say that this is one of the most difficult sections to make decisions, especially in smaller games! but then Ogres get this issue regularly, as games get smaller they become a more and more difficult army to play.

And so, what do you do? In regards to items, arcane and otherwise, I'll only be discussing those that are standout items. With 8th ed so many armies have access to the same stuff, so there's plenty of info out there on this already.

Let's get to it!

Heroes

Bruiser:
I always, always, always take a bruiser! Regardless of the game size he has a use! in small games he would be of course your general, but in 2000 pt games I re-purpose him to a BSB - something you should always have! there are plenty of good options here if he is your general. I always try to match him to the squad you're putting him in, but give him the armor of destiny for some survivability. A Luck Gnoblar never goes astray if you've got 5 pts hanging around aswell!

As a BSB your options are a little more limited - Magic Banners are the go here - take one you feel will benefit the squad he's in, and will fill a need aswell - if you're having trouble with armor for example, a razor banner never goes astray - not only could you take ironfists or xtraHW and still get armor piercing on your additional attack, but it would also effect your impact hits and stomp!!

WWAD: take one, squish things! think of where you want him on the table when deploying (in which squad) and take some time considering what equipment/magic banner would give you the most benefits there.

Butcher:
Another must! Unfortunately however, a Butcher cannot be a general, so good luck fitting one into small list. Many people diss the Gut Magic, but personally I think it's brilliant. Sure it's remains in play on only a 7+ dispel, but I've honestly never had much trouble keeping all my spells in play at once.

The difficulty here is, at 130 pts for the base model, it can be hard to fit as many as you'd like. If you're afraid of popping your own Butcher with miscasts, or even just from casting's side effects, the halfling cookbook and a Blood Cleaver never go astray.

WWAD: If you can manage to take one Butcher for each Ogre unit you have, you'll be sitting pretty. this can be difficult to do though, and you may find you can't afford the items that protect you from yourself. in 2000 pts, with a Bruiser BSB, I generally can't fit 2 butchers how i'd like (one with the halfling cookbook, and the other with a blood cleaver) so you have to think about whether you're comfortable sacrificing other things for thid.

Hunter:
Yech! While the hunter is ok, and has some cool rules, it's important to remember your points expenditure is limited, and at 15 pts more than a bruiser or butcher, it's a risky choice. Great for a spot of fun, but I think the pain of being a Butcher, a Bruiser shorter than usual would be much greater

WWAD: don't bother, unless you really like the idea or really want to give them a go.

Lords
Tyrant:
Ah, the bruiser's big daddy!! 70 more pts gives you +1WS, +1BS (making pistols a cool idea), +1 Wim +1 In +1 Attack, and +1 Ld! pretty good deal if you ask me! And with 100 pts of magic items available, you can give him some pretty cool magic weapons etc. as well.

WWAD: As usual, think of which squad you're putting him in, and outfit him to fill a need there. Personally I put him in a block of Ironguts, with the armor of destiny, the tenderiser, handguns and some luck gnobbo just in case. The weakness with this build, is against High Elf models with the Multiple Wounds special rule - basically you're boned if he challenges you. either avoid or try a different build if you're coming up against this alot.

Slaughtermaster:
Hm.. required a Tyrant to use.. so you wont see him in small games. 70 pts more gives you all the same benefits between bruiser and tyrant. It's just a more beefy Butcher, not alot to say about him

WWAD: Take one if you can afford one, but I wouldn't expect to see them in anything less than 3000 pts

Greasus Goldtooth:
Really overpriced points wise if you ask me. for 365 pts more than a Tyrant (yes, 365) you get -2 Mv, -1 BS, a str 10 magic weapon, +1 Str/To, -2 Attacks, some special rules and a 4+ Ward.

He's great for flavour, but that appears to be about it - at 565 pts you won't see him at 2000 pts where alot of games are played, and he just doesnt seem worth it in 8th

WWAD: You can really easily build up a better tyrant for less. So if you like the stats on Greasus, take a Tyrant instead. My build is: Brace of handguns, a Luck Gnoblar, The Tenderiser, and the Armor of Destiny. then I put him in my Ironguts with the razor magic banner.

If you get off your butcher buffs on this unit, that gives you:
WS6 BS 4 , 5x Str 8 AP attacks with D3 multiple wounds, base Str and To 6 and a 5+ armor with 4+ Ward... Much better, and only 317pts by comparison

Skrag the Slaughterer:
Now we're talkin!, costs double a Slaughtermaster, but if you like Gorgers (and I have really begun to) this guy is awesome. His special rules buff him and the Gorgers up which is awesome, and you can take more than usual (2 only take up one choice), on the downside they become special options, which means less pts to be spent on scraplaunchers (of which i have already discussed thier brilliance)

And of course, he's a caster too! so yay for him!

WWAD: If you prefer Gorgers to Scraplaunchers, then take him! otherwise it can be a head choice. With his special rules, there's no reason to not take as many Gorgers with him as possible, so you may find your points limit in the Special secition a bit hard to stretch as far as you're used to. All in all an awesome character however!


Well I hope you all liked the review, and I hope some of you Ogre players got some tips out of it!

Have fun!

-Albrek

Monday, September 20, 2010

Ogre Kingdoms in 8th Ed review - In Depth part three: Rare Units!

Aha! Yes! I am Alive!!

I have however been quite ill, hence lack of posting. Though I should have some mini photos and reviews for you of my ogres in the next few weeks! :)

And so, on with this "week"s episode, Rare choices. This will be, a very short episode, as to be honest I have a hard time effectively using the Rare Choices in the Ogre army. They all have thier purpose, but they just don't seem to do it as well as some other options, except for maybe Gorgers. Well, here we go!

Slavegiant:
Well... it's a giant! Giant's are generally pretty fun, but as far as they go, the Slavegiant is supposed to be the worst. I say supposed to be as I have a difficult time seeing why. The Slavegiant doesn't have stubborn, however it's 30 pts cheaper than the orcs and goblins giant. I suppose you can't use it to tie up big scary units without stubborn, but really in 8th ed there's better and cheaper ways to do that (a big block of gnoblars, for example) . If you like Giants, take him, which also lets you have the "Giant Breaker" big name on your Lord aswell (more on that later). Just don't waste him trying to tie up a block of Knights.

WWAD: Take one in a friendly game - I like minis like that!

Rhinox Riders:
They take up both your Rare and Special points, see 'Special' for my opinion on them

Maneaters:
In 7th ed, there was many reasons to take a Maneater, and I've heard people say it's not worth taking them anymore - they are wrong.. If you outfit one the same as an Irongut Gutlord, you pay 22pts extra, and get +1 WS, +2 BS, +1Str and +1 In. Take handguns for only 6 pts more. it's a pretty good deal, but what to do with them? Most ogre blocks are only three wide - I recommend taking them to replace your Gutlords and Crushers (unit champions). Why? Well most people play with Musician and Standard Bearer, leaving only one spot in the front rank. You only get three attacks from the second rank, so no point having both and putting a Gutlord or Crusher back there. It also gives your unit Stubborn (which you want with Ogres) however you don't get the 'Immune to Psychology' rule.

WWAD: If you've got the points, Put them in the front row of a block of bulls, with your Butcher/Slaughtermaster/BSB in the second rank to keep him alive. Remember the rules with front rank - your Command unit MUST be in the front rank as a priority, so your Champion, Musician and Standard Bearer. Characters come second to them for the front-rank rules, so if you have a champion you HAVE to put a character in the second rank, or stretch your first rank out to 4 wide (which I feel is a lil too wide for Ogres in 8th)

Gorgers:
Ah these guys can be fun, or can be useless. They come on the table almost like Reserves , and come on the table edge. They are Stronger, Tougher and have one more wound than your standard ogre. but cost almost double.. IF you get into a situation where you could get a flank charge off by coming on the side of the table, they will fulfill thier purpose quite well, however if your opponent is smart, seeing Gorgers on the list they may deploy and move towards the centre, making them quite difficult to get any value out of. Take a couple if you think you can pull it off, otherwise stick with the more solid options.

Edit: thanks to Max for reminding me, Gorgers can come in from any table edge, this includes behind your opponents deployment zone! making them MUCH more useful than I had originally realised (for many obvious reasons). Thanks Max!

WWAD: I tend to avoid them, their usefulness is too dependent on the opponents strategy (and what turn they come out on). If you do take them, they can be awesome at scaring your actual opponent as they look and sound like massive issues for them, but a smart opponent will not be concerned. have a few games with them yourself, and see what you think!

and so that concludes the Rare choices of Ogres.

Stay tuned "soon"™ for the final part, Lords & Heroes!

Cyas

Albrek

"soon"™ Is a registered Trademark of Blizzard Entertainment

Friday, September 3, 2010

Ogre Kingdoms in 8th Ed review - In Depth part two: Special

Welcome back!

Today's discussion will be about the all-important 'special' choices. Decisions here can be hard, and using them can be harder - so hopefully our discussion will flesh things out a little :)

SPECIAL CHOICES

The Gnoblar Scraplauncher:

To have a gnoblar scraplauncher you need patience, a keen mind, problem solving abilities, snap decision making and a steady hand.. and that's just to put the accursed model together!!! Scraplaunchers, as a model, are renown at being one of the most difficult models ever to put together, let-alone to get a good result - I recommend lots of Greenstuff.

Now that your model is in one piece, let's talk tactics! with 8th Edition the Gnoblar Scraplauncher has had a bit of a boost, and can do some good damage. On the other hand, misfiring with it can be very very painful - you'll notice this with Ogres, their misfire and miscast results tend to be fairly unforgiving. If you manage to not misfire, and you hit, with Killing Blow and a large pie plate, you'll be very happy with the results

They are, of course with most things Gnoblar, quite deceptive. Most people see it as a war machine, like a Catapult and think they can throw some weak, fast moving (usually flying) unit at it and take it out quickly, or tie it up for a few turns They are usually very quickly surprised (and terrified) when they realise it's a chariot, causing D3 impact hits, and it can move and fire.. oh and it causes fear, not to mention has a reasonable stat line!!

WWAD: Take as many as you're comfortable to, and enjoy. Scraplauncher's are lots of fun, but can be unforgiving. Personally, if I'm playing a game where my opponent doesn't like being against Forgeworld minis/rules, I take two of them. A tip on assembly, use a thin line/blob of greenstuff on all the joints , start with the rhinox and his strap piece, then the scraplauncher base, and finally the top half, leaving time for the greenstuff to set in-between.

Rhinox Riders (Forgeworld minis and rules):

Probably my favorite unit to date! There is a little of a debacle with these however, rules wise, which is so: The rules were ORIGINALLY released as a 'Warhammer Chronicles' article, which to my understanding is kinda like a 'Chapter Approved' thing for fantasy - White Dwarf #309 I believe had the rules. They are no longer on the GW website however since it was re-done, and hence it is likely you will not be allowed to use them in tourneys, and sometimes not even in local comps.

Should you get to use them however, be prepared for some fun. Most importantly, due to being Bad tempered they need to be positioned very carefully so as not to be baited into units designed to tie them up (to get a flank charge, slow them down, whatever). and they can only wheel ONCE in any move. Careful deployment and meticulously planned movement until your get your charge off is required, after which the pain begins on your poor opponent..

As you can only take 3 models max, I highly recommend Heavy Armor and the Ironfists as per usual for survivability (despite having quite a few wounds anyways). note however an ironfist can ONLY be used as a shield for rhinox riders. Full Command can't hurt either (and as many Bull Rhinoxen that you can afford ;)) You cant max out your options with your Rhinox riders in games less than 2250 pts, as they take up Rare AND Special points.

WWAD: Take them, move them like you're playing Chess against Kasparov, and let the carnage begin!!

Yhetees:

Hmmmm... for almost 30 points more than an Bull, you get +1 Movement, +1 Strength, a magic weapon, and lose the armor.. Bulls have AP as well so the +1 str only helps you on the 'to wound' roll, which is not a constant, where as AP is. Yhetees are invaluable when facing an army that contains ethereal units, so take some if you think you might be having such an issue, or if you like the fluffyness of them. There are better ways to spend your points, me thinks.

WWAD: If I am facing some ethereal units, I tend to just try and avoid them, or throw my tyrant and some spells at them. Remember you can still win combat without causing any casualities, however this is likely to slow you down as an army. I just hope I dont face them too often! :)

Leadbelchers:

A fun unit, but one with some painful disadvantages. Like the Scraplauncher, they are deceptive, but kinda in the opposite way. Shooting wise, they have no penalties for moving and shooting, long range or for multiple shots, meaning they always hit on 4s. So they sound and look terrifying to most opponents, however with only a 12" range, they are likely to be charged after getting their first volley off, and this is bad.

They have a maximum unit size of 5, meaning you can't rank them up, without a character joining them (which are better off with your bulls or ironguts, I wish Bruisers/Tyrants could take a Leadbelcher cannon). After misfiring, they need to spend an entire turn stationary and out of combat before firing again (assuming you don't blow up 25% of your unit and run away). They only have Light armor (with no shields), and so on

In 7th ed this wasnt so bad as with Ogres you tended to play MSU lists, 3 bulls here and 3 ironguts there, another 3 bulls, and then 3 leadbelchers etc. etc. In 8th ed it becomes quite a disability I feel. They tend now to best serve as a bait unit against combat heavy armies, or as flankers that can get a few good shots off here and there.

WWAD: Take a couple of small units if you've got the points to spare, and use them as flankers. If you end up facing a combat heavy list or army, like chaos, try keeping them together as a baiting unit. when you shoot, put emphasis on the words when you say how many shots you get, and try to downplay it when you blow yourself up and run away, or alternatively don't wound too many guys.. Pretend they're a dominating force to be reckoned wit, and hope your opponent doesn't realise you're bluffing!!

Well I hope you've all enjoyed todays discussion and had some handy info out of it!

See you all next time for part three! Rare units!

Over and out

-Albrek