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Gnoblar Trappers x8 or Gnoblar Fighters x24
I'll bite seeing as noone else will. In my PERSONAL opinion the list seems ok but i would drop the luck gnoblar from the butcher and the bloodcleaver and try and fit in a bangstick. I'd also drop the ironguts standard and change one of your bulls units into ironguts aswell. I'd also drop 2 of the leadfbelchers for a gorger. These are just my preferences though.
well any sort of gnoblars added to characters are often a waste of points, posibly try out the bangstick on the butcher as well. and the guts standard is not really needed or worth it, its like giving your opponet 100 vps bellowers are often good investments and In my opinon the bulls additional hand weapon is a must! at only 1000 points its hard to make a good list and them bing ogres its even harder, but all together not bad
Hi Keetoowah, here are some comments for you:
First of all, I've noticed in many forums that when it comes to army lists, putting in a little text describing-a) why choices are made, b) what this army will be used for (tournament, friendly play, etc.), and c) expected opponents-goes a long way towards getting responses from the regulars. As I was writing this response I noticed that your title says '1000pt. Escalation list', so good job there. Also, with this list, and the 2250 list you wrote (which I will try to comment on later) the format is pretty spread out, which makes the lists not fun to read. This, combo'd with the lack of comments, would probably put most people off from making any suggestions. Just some advice to help for future lists!
OK, the list:
Great Weapon, Heavy Armor, Greedy Fist, Luck Gnoblar
I am a fan of the Greedy Fist in large games, and I can see what you are trying to do by comboing it with a Luck Gnoblar. I would say that if you want to make this combo really cool then add a Wyrdstone necklace. The text in the Greedy Fist states that it will eat the magical properties of the weapon with any successful save. Otherwise, I would almost run a Gut Maw so that he can heal himself by killing opponents in a challenge. At the 1000pt level you shouldn't see too many magic weapons or wizards (the other cool use for the greedy fist) that you wouldn't be able to kill anyway.
Halfling Cookbook, Bloodcleaver, Luck Gnoblar
Unless I am mistaken, you won't be able to use the luck gnoblar becuase he only lets you reroll armor and ward saves, which he doesn't have. I think they put that option in there just incase somebody decided to give their butcher a wyrdstone necklace or talisman of protection. I personally am a fan of the Bangstick/Dispell Scroll combo, which is all the magic I've been running lately at 2250. For 1000pts, I would say you'd be better served by having another nice fighter, so go with Siegebreaker/Skullmantle. With 4 dice equalling 4 spells, you should be able to keep healing your butcher OR be doing good buffs/damage. Also, at the 1000pt level, the skullmantle really effects armies since they don't have access to the top end leadership (as a reminder it effects break tests too).
Ironguts x3, Standard Bearer, Lookout-Gnoblar
Definitely give the bull units Bellowers, and if you can find the points, XHW's.
For the Ironguts, find the points for the bellower.
As far as the lookout-gnoblar, it depends. Here are my thoughts: If I were playing this list, I would put the Siegebreaker/Skullmantle butcher with the Ironguts, and therefore, the lookout gnoblar might be worth it if I thought I would face cannons/stonethowers. Otherwise, I would drop the LOGn because wound randomization would give wounds to the Butcher who is both harder to wound and can heal himself, saving my unit a few precious wounds per game. If I were to put the Bruiser in the unit, with the Gut Maw and a Wyrdstone Necklace, then I would drop the LOGn so that he could also take more shooting hits that he can save/eventually heal back. I have found that generally Bruisers synergy better with bulls while butchers go with Ironguts. Now if the bulls are meant purely as bait, then obviously just stick both characters in the Ironguts.
Gnoblar Trappers x8 or Gnoblar Fighters x24
I would say the choice depends on how much terrain is available at your LGS. For example, I have found at a lot of the bigger tournaments, the terrain gets pretty spread out and it becomes very hard to scout the trappers (1 out of 5 in my last tourney!). Either way, add one model to the unit you choose, because that takes your magic number for the 25% causulties for panic up by one. (25% of 8 is 2, where 25% of 9 is 3; 25% of 24 is 6, where 25% of 25 is 7) Anyway, more terrain means trappers, less terrain means fighters.
I would say turn this into 1 unit of 3, and give it a bellower and a champion. This unit (and Yhetees) are the only ones where I recommend champions. Here are some reasons: 1)Cheaper than your average champion, but still have an extra attack, 2) When misfiring, you will randomize wounds on yourself, hopefully meaning its that much longer before you need to take a model off and take a panic test, 3) Since most people run LB's on the flanks, having a champion on one side of the unit means that if it gets flanked, the enemy can only kill the champion (look it up, its in the BRB FAQ-second one I think). For the bellower, it means that you can move up, shoot, flee from the charge (if needed), then have a good chance at rallying, at which point you reload and are ready for the next turn. I have gotten to the point now where I no longer run LB's, for me they are too random, but that was how I was able to make them work best.
Well hopefully this has given you some food for thought. It ended up being a lot longer than I expected!
For this escalation league, will you be able to change units/item combos throughout, and what is the final point level? I might be able to give you some more advice based on that.
Last edited by GhostWarrior; November 12th, 2009 at 21:18.