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Topics - Gansukh Thickskull

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Armies of the Kingdoms / First Ogre List
« on: Jan 20, 2008, 10:10:17 AM »
Hey all, this is my first post here on the Stronghold, though I've been visiting for a few weeks now. The amount of in-depth information here has been invaluable in planning my army. I've already assembled the majority of my army, as well as a few extra bits and pieces that I'll add for larger games.

I started off with a few large blocks of Bulls, but from what I've seen here and on the table-top, the Ogres perform much better as an MSU army. I'm not new to this style, having played Dark Elves, Wood Elves and Beastmen in the past, but I get the feeling I'm in for something very different with the Brutish Hordes.

So without any further ado, here's the list in it's current incarnation:


Tyrant   (322)
   Great Weapon, Brace of Handguns, Heavy Armour, Great Skull, Wyrdstone Necklace, Daemon-Killer Scars

Butcher   (180)
   Skull Mantle, Jade Lion

Butcher   (155)
   Bangstick

Hunter   (235)
   2 Sabretusks, Greyback Pelt, Gnoblar Thiefstone


4 Bulls   (207)
   Ironfists, Light Armour, Bellower, Standard - Lookout Gnoblar

4 Bulls   (207)
   Ironfists, Light Armour, Bellower, Standard - Lookout Gnoblar

3 Ironguts   (154)
   Bellower

3 Ironguts   (154)
   Bellower

24 Gnoblars (48)   

8 Trappers     (48)


3 Maneaters  (270)   
   Heavy Armour
   Brace of Handguns

3 Maneaters  (270)   
   Heavy Armour
   Brace of Handguns

TOTAL: 2250 points


CHARACTERS:

The Hunter is obviously a unit in his own right. With the two Tusks in tow, I'll aim to place him opposite enemy warmachines, that way he can run up turn one, then set the cats loose on the machines turn two. That leaves him free to start firing the Harpoon launcher into flanks or charging the sides of units in conjunction with Bull and Gut charges to get some extra kills.

The Butchers will either join the Bull units (if there are cannons/stone throwers etc.) or Maneaters (if the enemy has plenty of small arms fire). Bulls provide the Look-out roll whilst Maneaters provide Immune to Psych. It also seems to me that Maneaters are perfect targets for Gut Magic. Extra Strength or Toughness goes a long way with their high number of attacks and standard role of tarpits, whilst Regen. and MR makes them a hell of alot more survivable whilst crossing the board.

The Tyrant is quite flexible - just by being a Tyrant he attracts fire to any unit he joins, which is why I have the Greatskull. I only need it to work once to be able to really mess with my opponent's magic phase. Rather than giving him magic weapons, I figured the Great Weapon/Handguns combo gives him some flexibility. Against low toughness/low save units, the extra attacks afforded by the Brace of Handguns is extremely useful, but he still has the great weapon to bust open Knights and Monsters. I've also found whilst playing Dark Elves and Beasts that Terror can be extremely useful. Not only does it hamper enemy units, but it means I can stick him in a unit and be able to reliably charge an enemy Terror-causer.

CORE:

The Bulls are the stock-standard units. The provide the army with numbers (haha...yeah) and an effective hideout for characters when faced with artillery. I could go for units of three - but I feel that four plus a character is the way to go (less likely to take panic checks turn 1).

Ironguts are there as flankers. 9 attacks at strength 6 is nothing to sneeze at - even if they are WS 3. I've opted for two units so as to maximise table coverage with them (most people I've spoken to will do just about anything to avoid a charge by Ironguts, even though they are unlikely to win a combat).

Hooray for GNOBLARS! These little blighters are too cool to not take. The number of times I've seen them bring down a Giant with sharp stuff is alot lower than my enthusiasm might prompt you to believe - but the fact that I've seen it happen is enough.

The Trappers are such nice models that it would be a crime not to take some. Plus march-blocking is always nice - I imagine it would be quite useful for making sure you're opponent can't deny Bull Charges. As an aside - I've taken the Trapper with the big fur coat and given him a cane and a bowler hat. All I need now is a feather for the hat and I have my Gnoblar Pimp to escort the female Maneater I recently acquired!

SPECIAL

Thats right, I haven't taken any. I've got Yhetee models but I think the Hunter with Greyback Pelt fills the same role and then some. The Scraplauncher looks ok, but I'm wanting to close with the enemy fairly quickly and I'd rather not impale my own Bulls with forks and suchlike. The Leadbelchers are an option, but I can't find anything I want to drop for them. I'll probably just add them in in larger points games (2 units of 2 almost takes me to 2500 points).

RARE

Maneaters are the bomb. At least background-wise. I know they are expensive - but I own all the models and I figure they act as souped up Bulls with lots of guns. 12 shots a turn (plus 2 from the Tyrant) hitting on 4's at Strength 4, -2AS is pretty cool, and I imagine should be enough to drop the rank bonuses from a couple of units. Plus in combat they're getting 5 attacks each at Strength 5, which seems pretty damn snazzy to me. I suppose I could shrink the units to 2 Maneaters apiece...but where's the fun in that?!


So there we go - full list and explanation. I know it was a long haul, and most of you have probably skipped over all the waffly text in the middle, but I understand completely (I'd do the same in your position). I'd love any feedback on the list - what to change, drop, add and all that.

Thanks in advance for any help you can offer,

Travis

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