Ogre Kingdoms 2250pt list - Warhammer 40K Fantasy
 

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  1. #1
    Senior Member Keetoowah's Avatar
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    Ogre Kingdoms 2250pt list

    Lords


    Tyrant


    Heavy Armor

    Great Weapon

    Kineater

    Gut Maw

    Gnoblar Thiefstone

    Gnoblar Thiefstone

    Luck Gnoblar

    Sword Gnoblar

    Sword Gnoblar





    Heroes


    Hunter


    Sabertusk

    Sabertusk

    Beastkiller

    Greyback Pelt






    Butcher


    Bloodcleaver

    Dispel Scroll

    Tooth Gnoblar

    Tooth Gnoblar

    Luck Gnoblar






    Butcher


    Bangstick

    Halfling Cookbook

    Tooth Gnoblar

    Tooth Gnoblar








    Core


    Bulls x3







    Bulls x3







    Ironguts x6


    Gutlord

    Bellower

    Standard Bearer

    Lookout-Gnoblar

    Bull Standard






    Gnoblar Trappers x10


    Snarefinger






    Gnoblar Trappers x10


    Snarefinger





    Special


    Leadbelchers x2







    Leadbelchers x2







    Leadbelchers x2






    Rare


    Maneaters x3


    Heavy Armor

    Brace of Handguns

    Great Weapon

    Canthayah Longsword


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  3. #2
    Junior Member GhostWarrior's Avatar
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    Some thoughts...

    Time for the 2250 critique:

    Lords

    Tyrant Heavy Armor, Great Weapon, Kineater, Gut Maw, Gnoblar Thiefstonex2, Luck Gnoblar, Sword Gnoblarx2

    This Tyrant seems interesting. I've never really used Thiefstones myself, because I've always used up my points on other items, but he should be good. Now ideally, I would think to maximize this Tyrant's Kineater, you would want to take MSU so that you could do a lot of baiting and fleeing. But if you're planning on putting him in the big Irongut unit, then this will help make them reliable.

    Heroes


    Hunter Sabertuskx2, Beastkiller, Greyback Pelt

    Hunters can be hard to use from a points efficiency standpoint, but this combo is good. The Immune to psych is the key for Beastkiller IMO. Just be careful that you remember his strength is only 5.

    Butcher Bloodcleaver, Dispel Scroll, Tooth Gnoblarx2, Luck Gnoblar

    I'll say this for the first butcher, I'm not a fan of Tooth Gnobs; points that could better be spent towards another bull or more regular gnoblars. Also, the Luck Gnob. can't be used in this combo (needs a ward save-but I've said this in the 1k list you have ).

    Butcher Bangstick, Halfling Cookbook, Tooth Gnoblarx2

    So this Butcher is illegal (2 arcanes) but, if you liked both items you could spread them out. It's up to you how you want to remix. I would think a Bloodcleaver/Cookbook Butcher could be very tough to kill.

    Core


    Bulls x3

    Bulls x3

    Good bait units; give them bellowers. Don't expect them to win too many fights on their own, except against T3 missile units or detachment types.

    Ironguts x6 Gutlord, Bellower, Standard Bearer, Lookout-Gnoblar, Bull Standard

    I assume Tyrant and at least one butcher will go here? Drop the Gutlord, too points innefficient. I'm not a fan of the Bull Standard, I like the Rune maw banner comboed with gnoblars hanging out behind the unit. 2 reasons: 1) Nobody will cast hardly any spells at the unit if they know it'll just bounce to gnoblars, 2) If you're opponent has low or no magic, then the gnoblar unit can go off and do something else. Now your Tyrant with MR2 probably gives your opponents the same 'think twice' effect, so I think this could work for you.

    Gnoblar Trappers x10 Snarefinger

    Gnoblar Trappers x10 Snarefinger

    Seems like too many trappers to make use of scout. Now if you are expecting them to hangout near the hunter then this could work pretty good. I'd say drop them to 9's and drop the Snarefinger's. I've never been a fan of missile unit champs, but then again, I don't like splitting up my dice for rolling purposes, I always seem to come worse off. Statistically it shouldn't work that way, but sometimes you have to make choices based on the way your own dice seem to roll in certain situations.

    Special


    Leadbelchers x2

    Leadbelchers x2

    Leadbelchers x2

    Lots of LB's. If you really want to make them a threat, play 2 units of 3 and give them the champ and the bellower. Great flank protectors. I've given reasons why you should take champs for LB's in your 1k list, and the same applies here.

    Rare


    Maneaters x3 Heavy Armor, Brace of Handgunsx1, Great Weaponx1, Cathayan Longswordx1

    For me, Maneaters need to be focused. I would say pick either the CLS or the BoH and have all 3 armed that way. The only variance should be maybe giving 1 a great weapon instead. I am a HUGE fan of the BoH. It gives the unit a lot of flexibility while making the Maneaters killing machines in CC (5 A's each at str 5!)

    Hope this helps!

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