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Messages - Jack Shrapnel

Pages: [1] 2
1
Armies of the Kingdoms / Re: 2400 point tourney list
« on: Apr 22, 2012, 01:30:13 PM »
Beast magic I find much better than the maw... the signature spell that you're guaranteed to get gives +1T and +1 S, so is equal to TWO maw spells at once (and easier to cast!)... regen is really the only maw spell that's worth it in my opinion... the level six spell is pretty terrible, braingobbler rarely if ever works (BSB, inspiring presence etc.), stubborn rarely comes up unless I'm engaging something I probably shouldn't... the magic missile might be able to pop a knight here and there if someone lets it go off (they won't against anything it's good at)... +1 S by itself is kind of underwhelming in comparison to getting both with the beast signature...

Beast definitely has a couple "meh" spells too (feast of crows is not what I'd call that useful)... but it's got a decent control spell and some pretty awesome buff spells for characters, who are going to be on the front lines fighting for sure in this list... I tried heavens for a bit, but always ended up missing beasts lore...

gnoblars could be a good redirector I guess (but the person could just reorient when they win combat, unless they're frenzied they don't have to overrun)... I'd like to use sabretusks but can't get past the ugly, ugly model... does anyone know of any models that could be used instead that look decent?

thanks for your advice... I'll certainly consider how to change up the list for the better before next week's tourney!

2
Armies of the Kingdoms / 2400 point tourney list
« on: Apr 21, 2012, 03:18:02 AM »
Hey there... got a tourney coming up in a week... any recommendations for my list?

Lords:

Slaughtermaster: level 4 lore of beasts, fencer's blades, glittering scales, dispel scroll

Heroes:

Butcher: Level 1 lore of the great maw, hellheart, ironfist

Bruiser: BSB, sword of striking, enchanted shield, ironcurse icon, heavy armor

Core:

6 ogres: bellower, ironfists

9 ironguts: bellower, banner, standard of discipline

Special:

6 leadbelchers

4 mournfang cavalry: dragonhide banner, bellower, ironfists, heavy armor

2 mournfang cavalry: heavy armor, great weapons

Rare:

Ironblaster

Ironblaster

2400 points

any recommendations are greatly appreciated!

3
Armies of the Kingdoms / Re: 1200 doubles with dark elves!
« on: Nov 02, 2011, 11:08:17 PM »
yep, any character can be the general...

he wants to bring some of the great dark elf arcane items... and he will take care of mid-strength shooting, magic and the bsb... hellheart is just too good not to take, and dispel scroll is likewise necessary for the inevitable purple sun / dwellers / curse of the bad moon /  insert uber magic spell here

I figured being able to effectively shut down one bad spell first enemy magic phase, get into position for second enemy magic phase and drop the hellheart, could lead to some good results...

I'd love to take a combat character, and my fencer's blade giantbreaker tyrant normally does awesome... but he's so pricey I can't see spending the points... or dropping something like an ironblaster to fit him in....

4
Armies of the Kingdoms / 1200 doubles with dark elves!
« on: Nov 02, 2011, 11:40:32 AM »
We have a doubles tourney coming up in a couple months... 1200 points each, and we share general and BSB...

So here's what I was thinking of to partner with my dark elf teammate... he's got a hydra, lots of xbows, a level three caster, and a bsb...  My role is magic defense (although he'll be our dispeller with the level 3) and combat - the ironblaster is for monster killing duty


Total Roster Cost: 1199

Butcher ( 153 pts)
   1 Butcher, + Ironfist)
      1 Hellheart,

Firebelly (1#, 147 pts)
   1 Firebelly,  Extra Hand Weapon
      1 Dispel Scroll,

Mournfang Cavalry (4#, 350 pts)
   4 Ogre Mournfang Cavalry, + Ironfist  + Heavy Armour ) + Bellower Mus  + Standard Bearer Std
      1 Dragonhide Banner

Ironguts (8#, 379 pts)
   8 Ironguts,  + Bellower Mus  + Standard Bearer Std
      1 Standard of Discipline,

Ironblaster


5
thanks for the replies!

good idea on the change on the maneaters... they're basically for me to have another somewhat threatening unit on the board... but scouting makes them much better as warmachine hunters and more disruptive.

like both the big beasts and the ironblaster... hard to make the choice between dropping one or the other... find at this point level if I try to put a hunter on a stonehorn to fit it all in, then I've no points for other support heroes...


6
Oh I guess it would make more sense if I put the OTHER list I was trying to decide from!  :goops:


Lord:

Slaughtermaster, Level 4 Upgrade
+  Talisman of Preservation, Dispell Scroll
+  Lore of The Great Maw
- - - > 355 Points

Hero:

Bruiser
+  Heavy Armour
+  Sword of Striking, Talisman of Endurance, Enchanted Shield
+ Battlestandard Bearer
- - - > 184 Points


Core:

6 Ogres, Handweapon & Ironfist, Musician
- - - > 202 Points

10 Ironguts, Standardbearer
+  Standard of Discipline
- - - > 455 Points


Special:

3 Leadbelchers
- - - > 129 Points

4 Maneaters, 2 x Brace of Ogre Pistols, Poisoned Attacks, Stubborn
- - - > 224 Points

4 Mournfang Cavalry, Heavy Armour, Ironfist, Musician, Standardbearer
+  Dragonhide Banner
- - - > 350 Points


Rare:

Stonehorn, Harpoon Launcher

Thundertusk



Total Points: 2399

7
so many options with the new book! I'm unfortunately only getting a couple games in a week, so having a hard time testing out all the different things that may work... 

Any feedback would be greatly appreciated, because I've got a tourney in a week, and I still have not settled on a list!

I own pretty much any options available, and am not set on any one aspect....

My most recent idea is:

Lord

Slaughtermaster - level four, hellheard, talisman of preservation, lore of the great maw

heroes:

BSB - sword of striking, enchanted shield, talisman of endurance, heavy armor
Firebelly - great weapon, dispel scroll
Butcher - level 2, great weapon, lore of beasts

Core:

14 ironguts, musician, standard bearer + standard of discipline (all characters go here)

Special:

3 leadbelchers
4 mournfangs with ironfists, heavy armor, musician, standard bearer and dragonhide banner

Rare:

Ironblaster
Thunder tusk

Deployment would be gutstar central, flanked by belchers on one side and ironblaster on the other.  Tusk runs behind the ironguts.  Mournfangs race up one flank that I want crushed.  Butcher always defaults one of his beast spells for the signature to beef up the guts. 

thoughts?

8
actually seems like a standard warriors list... scraplauncher is very necessary for those marauders though... you hit that with ogres and whatever hit them is dead... sure you'll kill half of them between impacts and striking first (or simultaneously)... but then 20 of them will absolutely maul you....

not a fan of hellcannons either... they're also quite rough....  so tough list to face... but warriors are tough....

9
I'd get gnoblars, and change the warbanner to the rune maw so you can redirect spells to them

10
Well all the characters deployed with the ironguts, fairly centrally located in the unit... that way if I faced a standard sized block, they had the choice of fighting characters normally instead of the much more vulnerable ironguts... with both casters in the block, I was able to ensure that toothcracker and/or trollguts were on this unit, making it even more of a threat/target.... and being very hard to shift and big and scary looking, the opponents invariably devoted a significant portion of their army to trying to deal with it.

one unit of bulls ran just in front to give the -2 hard cover save vs. shooting (really helped!) the other bull ran up whatever flank they thought they could tie up even for a little while (in the game against the beastman I just kept running them to a flank position on a block to threaten a charge, but never actually did it, but forced him to react to it by dictating the movement of that block)

I deployed the screen bulls first, then the rhinox riders on an opposing flank (the one with the least amount of trees).  They deservingly have a pretty good reputation as a solid unit, so my opponent will put something down to deal with it... meaning one less threat to my big block.  gnoblars scout move, but not near the enemy (other than to threaten some minos during the beastman game) but ahead of my own forces, to one of the sides of my big unit... therefore after turn one move, even if they squabble, they'll still be in range of my runemaw (bounced both withering and enfeeble one game... very helpful and who cares if they're T1 S1)

my gorgers threatened the shooting blocks, and I was lucky enough to always get one of them turn two (one game both)... they can pin a big block of substandard troops (they're pretty hard to wound for standard troops and no supporting attacks if you get a rear charge) and if takes the attention of the shooters, as they have to turn to deal with them... even dark elf shooting didn't do anything effective, and then they were gorger charged next turn.... they were fantastic and I'd heartily recommend two!  made their points and more - but basically the function of the gorgers is to disrupt the enemy's movement and create less "safe zones" on the board.  they know their coming, so have to guard against it, which is helpful in all it's own...

and the rhinox and ogrestar headed for the biggest baddest units they could find... once they opponents own deathstar / big hammer was taken out... the rest fell soon afterwards....

11
Tourney was today... three games, 2400 pts.... scenarios from the book - battleline, dawn attack, breakpoint

I ended up best overall, with two crushing victories and one massacre.... crushing victories were defined as double the opponent's victory points, and massacre was only awarded if you tabled your opponent...

Game one vs. Dark elves, Game two vs. skaven, Game three vs. beastman (the massacre)

so far at least, the ogrestar of ironguts has been pretty brutal....

12
lol... does it help that my rhinox riders are converted using old stegadon models (the smaller versions) ie: captured during raids on lustria?

....yeah probably not  ;)

13
Here is my armylist for an upcoming 2400 point tournament this coming weekend.  Army concept is a pirate theme, led by an insane pirate ogre named Madsteel (who has announced himself overtyrant of the seas!).  Basically the bulls are the "new recruits" and "thugs" that have just joined up (voluntarily or not!) with the aspirations to become Madsteel's raiders (ironguts) eventually...

So I won't get it all painted and converted in time sadly, but I'll be able to hit the 50% painted requirement at least for the tourney, and the themed idea is giving me some inspiration to actually get this force painted!

Any recommendations would be greatly appreciated....

Overtyrant Gaz Madsteel (300 pts)
1 Tyrant
1 Fencer's Blades
1 Glittering Scales
1 Talisman of Endurance
1 Mawseeker

(WS 10, and you're -1 to hit him... and T6 just in case you actually do!)

Chef Foulcleaver ( 300 pts)
1 Slaughtermaster
1 Siegebreaker
1 Earthing Rod
1 Talisman of Preservation

(casting the important buffs I need to get through)

Dak Dreadgut (209 pts)
1 Bruiser (Battle Standard Bearer) Heavy Armour
1 Greatskull
1 Ironcurse Icon
1 Mawseeker

(miscasts for enemy wizards, wardsave for warmachines and T6? yes please)

Cook Rot Tongue ( 170 pts)
1 Butcher
1 Dispel Scroll
1 Opal Amulet

(back up caster with purple sun prevention.... I mean a scroll)

The Thugs (105 pts)
3 Bulls

The new recruits (105 pts)
3 Bulls

Madsteel's Raiders (712 pts)
14 Ironguts Standard Bearer with Rune Maw

Underlings (48 pts)
8 Gnoblar Trappers

The Enforcers ( 301 pts)
2 Rhinox Riders Ironfist; Heavy Armour
1 Razor Standard

The Forgotten ones
2 gorgers

Total Roster Cost: 2400

So yes, this army relies on the concept of a horde of ironguts, with all characters going into this unit of 18, running headlong down the field in horde formation until casualties make it better to switch to three or four wide if necessary! -to help it make combat, one of the naked bulls will provide hard cover by running screen (for shooting) greatskull and runemaw combo will either stop magic completely, or at least make the mages think twice about targetting all those juicy points.

The rhinox riders run like a bullet down one of the flanks that I would need to control outright, the other naked bulls run some interference for fast cav on the other (basically their job is to die, but in doing so, keep more points than they are worth occupied) gnoblars will eat spells and chuck some sharpstuff if necessary... gorgers are there to hopefully tie up the inevitable warmachines that will be the biggest threat to this list....

14
Armies of the Kingdoms / Re: 2400 tourney - go big or go home!
« on: Aug 17, 2010, 11:00:15 PM »
Here is the other consideration for an Ogre list for the tournament... because I just can't stop making lists!!!!

Tyrant (1#, 300 pts)
(General; )
1 Fencer's Blades
1 Glittering Scales
1 Talisman of Endurance
1 Mawseeker

(so anyone under WS5 hits him on 6's... even assassins on 5's, and if you are able to wound his T6 he has a ward save - oh and six attacks hittting just about everything in the game on 3's - maybe in the next book they'll let me bring two!  :lol:  )

Slaughtermaster (1#, 300 pts)
1 Slaughtermaster @ 300 pts (Hand Weapon; Causes Fear)
1 Siegebreaker
1 Bangstick
1 Talisman of Preservation

(basically a level 4 for casting - but more importantly dispelling)

Bruiser (1#, 200 pts)
1 Bruiser (Battle Standard Bearer) @ 200 pts (Ogre Club; Battle Standard Bearer; Causes Fear)
1 Armour of Silvered Steel

BSB with a 2+ AS - he's there to make me try not to run away!

Butcher (1#, 180 pts)
1 Butcher @ 180 pts (Hand Weapon; Causes Fear)
1 Dispel Scroll
1 Ruby Ring of Ruin

scroll caddy, backup caster, and has a bound fireball just for fun!

Bulls (5#, 225 pts)
5 Bulls (Bellower Ogre Club; Ironfist; Light Armour; )

bodyguard for Bill the Butcher


Ironguts (5#, 260 pts)
5 Ironguts with standard

Tyrant goes here

Ironguts (5#, 260 pts)
5 Ironguts with standard

Slaughtermaster goes here

Ironguts (5#, 240 pts)
5 Ironguts

BSB goes here

Rhinox Riders (4#, 283 pts)
2 Rhinox Riders @ 283 pts (Musician Standard Bearer ; Ironfist; Heavy Armour; )
1 Banner of Swiftness


because they're awesome already, Movement 8 makes them awesomer

Gorger

Gorger

because I hate warmachines.... unless I'm bringing my dwarfs....

Total Roster Cost: 2398

....now I totally can't decide what to bring!  help!   :?

15
Armies of the Kingdoms / Re: 2400 tourney - go big or go home!
« on: Aug 15, 2010, 11:01:24 PM »
I've dropped the crusher and split the bulls into two units of three... and gave them extra handweapon instead of the light armor/ironfist, bellower for each unit.  I've changed the warbanner to the rune maw as suggested....

....and had enough points left over to add a unit of trappers with snarefinger! (now that 6's wound anything I may get luckier with them)

16
Armies of the Kingdoms / 2400 tourney - go big or go home!
« on: Aug 15, 2010, 02:57:18 PM »
There's a local 2400 point tourney coming up in a week... not sure if this is a good idea or a terrible, terrible idea, but a horde of ogres would just look plain fantastic on the table.... so the theme of this list is just going big! - all the characters go in the unit of ironguts to make the horde - 6+ ward for the inevitable war machines that will wreck it, and the greatskull for those purple suns that are just made to take it out... two butchers should be able to keep the three blocks pumped fairly easily, with hopefully some dice left over for a couple bound annoyances as well (as once the few blocks are buffed, it's really just a matter of keeping them buffed up)


Tyrant (1#, 315 pts)
   1 Tyrant @ 315 pts (General; Great Weapon; Heavy Armour; Luck-Gnoblar x1; )
      1 Trickster's Helm
      1 Talisman of Endurance
      1 Mawseeker

Bruiser (1#, 209 pts)
    Heavy Armour; Battle Standard Bearer
      1 Greatskull
      1 Dragonbane Gem
      1 Mawseeker

Butcher (1#, 180 pts)
      1 Bangstick
      1 Wyrdstone Necklace
      1 Ironcurse Icon

Butcher (1#, 180 pts)
      1 Dispel Scroll
      1 Ruby Ring of Ruin

Bulls (6#, 288 pts)
   5 Bulls @ 288 pts (Bellower Mus; Ogre Club; Ironfist; Light Armour;)
      1 Crusher (Ogre Club; Ironfist; Light Armour)

Ironguts (14#, 737 pts)
   14 Ironguts @ 737 pts
      1 War Banner

Rhinox Riders (4#, 313 pts)
   2 Rhinox Riders @ 313 pts (Musician Mus; Standard Bearer Std; Rhinoxes x2; Ogre Club; Ironfist; Heavy Armour; )
      1 Razor Standard 

Slavegiant

Total Roster Cost: 2397

I had thought of exchanging the slavegiant for a couple gorgers... but he's just so.... big.... :)

17
Tales of Conquest / Re: Skragg 2500 - it won!
« on: Apr 13, 2010, 10:41:42 AM »
...yep... and there's four in the list!  :)

18
Tales of Conquest / Re: Skragg 2500 - it won!
« on: Apr 13, 2010, 12:50:06 AM »
Tourney Results:

Round one vs. orc and goblins

The orc player brought a couple bolt throwers, two divers, and a unit of archers for ranged support.  This army was led by Grimgor Ironhide, and he had three casters along with him as characters.  There was savage orc boys, boar riders, and black orcs along with a unit of night gobbos... and six fanatics....

having a gorger trigger fanatics out of the archers turn 2 behind the lines of the army, was certainly worth having this one gorger die a horrid death.  gnoblars pulled the frenzied savage orcs into woods (dying in the process of course!) but taking them effectively out of the game for the crucial 2nd and third turns, which really decided this game.  Between panic checks, and overruns the army was effectively steamrolled by ogres... I lost some bulls, and the rhinox (tried to take out grimgor and his black orcs... didn't work) as well as the gnoblars... pretty much nothing else, and he was left with only his general's unit and a unit of night goblins by the end...

massacre for the ogres!

Round two vs. high elves

Well I was a little concerned with this matchup - big block of phoenix guard, an archmage, swordsmasters, lion chariots, minimum core (spears and archers) and a couple bolt throwers.... well at least there wasn't a star dragon!

This went surprisingly well, as for some strange reason, braingobbler was nigh unstoppable... it seemed to be the only spell that ever got through (dam +1 to dispel elves!) but nearly every time it did, it worked!  At one point, the spears with archmage, swordsmasters and phoenix guard were all running at the same time. 

But they rallied unfortunately....  In the end we fought to a draw

Game three vs. demons.

Okay, this player is a buddy of mine that is always at the club.  He said that he wanted to really test the warmasters comp system to see if it really worked, so brought a brutal demon list.... tzeentch special character (fateweaver?) the guy with two heads anyways.  blue scribes, BSB,  herald, blocks of horrors, two units of flamers, screamers... rough list, and my draw for game three.

He flew around me, blasting away with his magic.  I concentrated on killing that blue scribe and was able to drop two magic missiles on him early game and killed him.  I had little hope of stopping the greater demon (he was flying around out of arc so couldn't touch him).  I could touch the horrors though, and took them out, as well as one of the unit of flamers.  I took some casualites but all my characters were still alive at the end, as well as all my gorgers, and half the rhinox... so I preserved enough points to capture a draw, which considering the list I was facing, I was more than happy with!

So after all was worked out I took 2nd in the tournament overall (once soft scores were added into the mix)

So thanks to everyone who helped me with this list.... and yes, you were right, four is the magic number for gorgers, and slave giants are a no go! (for this list anyways)

19
Tales of Conquest / Skragg 2500 - it won!
« on: Apr 13, 2010, 12:28:49 AM »
Well I revamped my Skragg with minimum gorgers idea with all the great suggestions I had in my earlier army list post (didn't want to threadomancy the earlier thread)

Here's what I ended up taking to the tournament:

1 Skrag the Slaughterer (general)

1 Butcher @ 180 pts
   1 Dispel Scroll
   1 Halfling Cookbook

1 Butcher @ 180 pts
   1 Bangstick
   1 Dispel Scroll

1 Bruiser (Battle Standard Bearer) @ 209 pts
   1 Greedy Fist
   1 Wyrdstone Necklace
   1 Mawseeker

3 Bulls @ 127 pts (Bellower, Extra Hand Weapon )

3 Bulls @ 127 pts (Bellower, Extra Hand Weapon )

3 Ironguts @ 154 pts (Bellower)

3 Ironguts @ 154 pts (Bellower )

3 Ironguts @ 154 pts (Bellower )

3 Ironguts @ 154 pts (Bellower )

7 Gnoblar Trappers @ 52 pts
   1 Snarefinger

1 Rhinox Riders @ 305 pts (Standard Bearer Ironfist; Heavy Armour; )
   1 Thunderlord (Ironfist; Heavy Armour)
   1 War Banner
   

1 Gorger

1 Gorger

1 Gorger

1 Gorger


Total Roster Cost: 2496



20
The Feeding Grounds / Re: How to transport your Ogres
« on: Mar 17, 2010, 11:11:06 AM »
I've recently switched to building custom cases with magnets for all my new armies...

with the smaller models (my skaven army is like this, however would work for gnoblar fighters too) I cut up those thin sheet magnets that they use for hanging pictures on the fridge (dollar store sells them and a sheet will magnetize two units), put thin metal on the bases, and a magnet at the bottom of the base.  This way, the units are magnetized to the tray, and the tray itself will be magnetized to the main sheet of metal that you use for the case.

the metal i use is the kind that they sell at home depot or other building supply stores that they use for duct work... (the flat pieces)... will easily be all the metal you need for a case for about $4.

I use rare earth magnets in the bases of metal or larger mins (i bought a ton of these very cheaply through K&J magnetics online - I use D41 magnets - they sell a pack of 100 for $14)... nothing shifts around with these.... I converted an old metal empire steam tank for my skaven army, and the thing weighs a lot!  used two of those little magnets and it doesn't shift at all... in fact it takes a bit of pull to get it off the metal sheet!

I sure wish I didn't buy those five army transport cases now!  could have bought me another army!  ;)

it's very cheap to do, and setting up your army is a breeze (horde armies such as my skaven and my tyranids I built a second layer in the case, which is very easy to do)

21
Armies of the Kingdoms / Re: Skragg with minimum gorgers
« on: Mar 13, 2010, 02:52:33 PM »
Well I did buy another one, so I'm up to owning three, and will purchase more when the local store gets one in... (there's myself and one other person in this city who play ogres - and the new guy just started!) so not much in stock for ogres right now!

My proxied list was 6 gorgers, which still left alot of points for other things, however by the time my opponent conceded, three of them still hadn't made it on the board!  So I'm not sure if 6 was actually needed, so might go with the recommended 4 in the final version..... which would leave some points for either bellowers and upgrade to heavy bulls, or more ironguts.... I'm thinking more boots on the ground would be a better choice.....


22
Armies of the Kingdoms / Re: Skragg with minimum gorgers
« on: Mar 12, 2010, 03:21:49 AM »
did two games tonight, trying out the giant original list and then a second list replacing him and the leadbelchers with gorgers (six total - I had to proxy) and another unit of ironguts....

the first list scored me a minor loss against a shooty dark elf list (three bolt throwers, dark riders, corsairs) which I thought was not too bad for the first time out with it...

the second list for the second game did far better against a more combat & magic oriented dark elf list (hydra, cold one knights, couple casters... two bolt throwers).... I must say I completely underestimated what that many gorgers can accomplish, even with having to just sit there for the first turn they came in... I massacred the second opponent... which to date I've never been able to do with ogres....

In both games it was really evident how powerful gutmagic can be when you have 10 PD worth... plus the bangstick... I was easily getting several spells off a turn.... (my previous lists using two butchers failed to consistently get spells off and keep them in play)

... so needless to say I bought some gorgers tonight  :D

thanks for all the great advice!

23
Armies of the Kingdoms / Re: Skragg with minimum gorgers
« on: Mar 09, 2010, 11:53:25 AM »
well, mostly because I like the model.... in theory it's another big guy that opponents don't want getting across the field so is a fire magnet for the rest of my army... and I keep wanting to give the guy a chance...

...even though just about every game I field him he dies a horrid, horrid death while doing very little  :oops:

was chalking it up to I don't know how to use him very well yet.... therefore need to practice with him in a list.... however I might be totally naive here and should just drop him for something far more useful.... that's the way I'm leaning actually.....


24
Armies of the Kingdoms / Re: Skragg with minimum gorgers
« on: Mar 09, 2010, 12:00:52 AM »
okay... so here's the changes thus far... the butchers and bsb will each escort a unit of ironguts, BSB as central to the army and close to skragg as possible...

my other alternative idea was to just purchase two more gorgers and drop either both leadbelchers for the points or a leadbelcher unit and the trappers....

1 Skrag the Slaughterer @ 400 pts (General)

1 Bruiser (Battle Standard Bearer) @ 224 pts (Ogre Club; Heavy Armour; Battle Standard Bearer; Lookout Gnoblar x1; Luck-Gnoblar x1; Sword-Gnoblar x1; )
   1 Sword of Might
   1 Wyrdstone Necklace
   1 Mawseeker

1 Butcher @ 180 pts
   1 Bangstick
   1 Dispel Scroll

1 Butcher @ 180 pts
   1 Siegebreaker
   1 Skullmantle

3 Bulls @ 105 pts

8 Gnoblar Trappers @ 48 pts

3 Bulls @ 105 pts

3 Ironguts @ 144 pts

3 Ironguts @ 144 pts

3 Ironguts @ 144 pts

1 Gorger

1 Gorger

2 Leadbelchers @ 110 pts

2 Leadbelchers @ 110 pts

2 Rhinox Riders @ 281 pts (Standard Bearer Std; Rhinoxes x2; Ogre Club; Ironfist; Heavy Armour; )
   1 War Banner
 

1 Slavegiant

Total Roster Cost: 2500

25
Armies of the Kingdoms / Re: Skragg with minimum gorgers
« on: Mar 07, 2010, 03:42:35 PM »
.... well my rationale (not that I really know what I'm doing at that much) is with less than max gorgers you have points left for the other elements... why take skragg at all then?  well to open up the possibility of having far more rare choices in the army than you could possibly have without him, as well as being able to utilize a heavy magic option (pretty much impossible under 3k without him)...

...okay that and I don't own 8 gorgers! (I only have two currently... the thought of buying six more of the pricey metal dudes isn't THAT appealing :lol )

....there's no max on characters... so I could definitely drop something to take a BSB... will try to trim the list down even further.... I hear what you're saying about the banner... and I probably don't want the unit with the butchers in combat if I can avoid it anyways....

perhaps a BSB in that unit, running with three guts and the two butchers (although really bulls would work just as well if I'm avoiding combat, and have the guts stuck in combat ASAP I guess)

Actually come to think of it... if the BSB (no lookout gnoblar) and the two butchers joined three bulls (upgrading one to champ), would random wound allocation alone possibly keep the numbers up without forcing a panic check (the bane of my existance) far more effectively than three guts taking the majority of the hits for the characters (due to the lookout)?






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