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Old May 26th, 2009, 11:17 AM
Tai-Pan Tai-Pan is offline
 
Join Date: December 16, 2006
Location: Germany - Gießen
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Tai-Pan is a penguin with a machine gun Tai-Pan is a penguin with a machine gun Tai-Pan is a penguin with a machine gun Tai-Pan is a penguin with a machine gun Tai-Pan is a penguin with a machine gun Tai-Pan is a penguin with a machine gun Tai-Pan is a penguin with a machine gun Tai-Pan is a penguin with a machine gun Tai-Pan is a penguin with a machine gun Tai-Pan is a penguin with a machine gun Tai-Pan is a penguin with a machine gun
Re: The Book of Tul-Bak-Ra

I find it interesting to see that if Tul-Bak-Ra is destroyed, he doesn't get to teleport reinforcements in. This could be an important point to consider when attacking him. Do you really want to hit him with Jotun when he's full health? That could easily end with 3-4 Marro squaddies being teleported up. Perhaps it would be better to use something a little less stronger to land one or two wounds, only allowing a couple Marro to be summoned, and then go for the kill when it looks like you can finish him off with a 3-4 wound hit.

Also, we must consider which units stand a (reasonable) chance of a one hit-one kill on this guy, totally avoiding activating his reinforcement ability:

Braxas
Cyprien
Deadeye Dan
Grimnak
Kee-Mo-Shi
Morsbane
Ne-Gok-Sa
Rechets of Bogdan
Runa
Shades of Bleakewoode
Sudema

This group may be divided into two categories, those who can kill him without activating his power, or those that may kill him or may just activate his power.

No Risk:
Braxas
Cyprien
Deadeye Dan
Grimnak
Kee-Mo-Shi
Morsbane
Ne-Gok-Sa
Runa
Shades of Bleakewoode
Sudema

This group relies on d20 special abilities to either kill or take your opponent's Tul-Bak-Ra without landing any wounds on him. Of them, only Deadeye Dan, Braxas, Morsbane, and Sudema can show no restraint, as the others have the option of normally attacking in addition to their killing special ability. The others on the list will be wasting a normal attack unless there is another enemy figure adjacent to them, which, considering Tul-Bak-Ra's teleport ability, is probably unlikely. Cyprien and Kee-Mo-Shi both have damage dealing abilities that avoid activating Tul-Bak-Ra's reinforcement ability (because they're not attacks) that should be used to land some 'free' wounds on the Marro Overlord.

Grimnak, however, gets a special mention here. Because of his ability to bond with either the blade or heavy Gruts, a turn with him is a turn commanding six hexes worth of figures, enough to completely surround Tul-Bak-Ra. If you can surroud Tul-Bak-Ra with the Gruts, feel free to pound on him, and remember the bonus two of your orcs get for being adjacent to Grimnak. Even if you don't kill him, all adjacent hexes are occupied so he would be unable to summon reinforcements. This will probably only work once, because of Tul-Bak-Ra's extremely high mobility.


Rechets of Bogdan:
The Rechets can kill Tul-Bak-Ra, but only if they get a skull on every die. If not, there's a chance he'll be bringing in back up. This is, however, a comparatively low-risk situation. If they're not on height and don't get skulls on every die, they rolled between 0-2 skulls, not to much too expect from Tul-Bak-Ra's defence to counter.

Jugger

It's like football with swords or LARPing without the geeky stuff. In other words, it's awesomely perfect!

Last edited by Tai-Pan; May 26th, 2009 at 11:58 AM. Reason: Content error and spelling mistake
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