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Well simple enough here's a list i don't mind but would like peoples thoughts on:
4 Bulls w/bellower + additional hand weapon
3 ironguts w/bellower
24 gnoblar fighters
This is obviously based mainly on a battalion, i'm open to suggestions of dropping a bull, some gnobblars and leadbelchers for other things but i'm just not too sure what should be changed. I'm also unsure on my brusier but i figure him being u.s 6 on the charge combined with his ironguts 9 should mean if they can drop only afew models from most units they will auto break. As you can see i'm 10 points under aswell and not to sure what to take? Are slavegiants that bad i considered dropping the gorger and a unit of leadbelchers to throw in a giant (cool looking model) but i don't want him to just lose combat and break.
Last edited by outbreak; June 10th, 2009 at 13:14.
Your list looks fine,
I'd say playtest it a couple of times and see how the leadbelchers work for you.
The thing is that you have to trust your dice to whipe out those annoying flankers.
I'd say if you want to stick to the batallion box leave it this way.
Maybe try a non magic and leadbelcher list;
lots of ironguts
1 unit bulls
1 unit trappers
This list is a whole lot of fun in 1k until you face TK, VC or heavy Tzeentch.
These are just some ideas,
Hope this helped
mmm your right about the leadbelchers i would be relying on them too much for how much they cost.
Below is a revised list:
total heroes: 293
3 bulls w/bellower
3 ironguts w/bellower
4 ironguts w/bellower
20 gnobblar fighters
total core: 511
2 Leadbelchers w/bellower
total - 999
I'd be abit more confident with this list, i'd probably run from left to right, leadbelchers|ironguts|ironguts|bulls|gnobblars then drop my butcher behind my line solo, if the enemy has a spell or item that can snipe i'd join him with the bulls and detach as combat is engaged. The thing i'm worried about is my ironguts hitting last (gw's hit last even when on the charge don't they?), would i be better off have 2x4 ironguts and putting my bruiser in with the bulls so they can get off some first attacks if charged?
Last edited by outbreak; June 13th, 2009 at 03:05.
The ironguts are the best we've got This looks very good for an 1k list!
With greatweapons you always strike last in the 2nd round of combat but not on the charge.
The only way you'll be striking last on the charge is when you fight a unit or character with the always strike first rule.
In 1k I wouldn't be afraid of spells sniping your butchers out but for boltthrowers/cannons and assasins.
The thing you're missing is Heavy armour on the bruiser I'd drop a bellower somewhere for it.
The bruiser and 3 ironguts is a killing machine on the charge:
3 strenght 4 impacts hits plus one strnght 5 from the bruiser first.. folowed by 9 ws3 STRENGHT 6 attacks+ 4 ws 5 STENGHT 7 attacks!
3 ironguts with the bruiser is really the best you can get in 1k.
You opponent is gonna be scared to death by your ironguts and bruiser, but make sure you don't get charged by knights or other fast hard hitters.
The best way to get a charge on knights is to run 3 bulls in front of your ironguts sccrififce them and when he ovveruns you make sure you get a flank charge with your ironguts next turn.
Sacrificing bulls sounds horrible in 1k games but their knights are a whole lot more expensive and after finishing them of you can run right through his other units.
I have just started playing tomb kings as my first army, the ironguts remind me of my chariots on the charge which i use similar tactics with, set em up with a cheap unit locking a tough enemy unit in combat then run right through the flanks
So you've already got some experience with it,
that's very usefull while ogre's are slightly harder to play when you compare them with other armies.