Welcome to Librarium Online!
Seeing all the action going on on with the other ogre players i thought id post up my list as well to get some thoughts and or see if i cant help others come up with something of their own.
So here it is.
equipment: Thundermace, wyrdstone, Mawseeker, fistful of laurels
Notes: He takes the larger irongut unit and gets into combat ASAP so he can start destroying everthing in his path. he is T6, suffers from stupidity , in combat drops small templates of doom and just incase has a 5+ ward save, can reroll a failled breaktest, and not to mention the mass amount of guts to back him up.
equipment: Hafling cookbook, bloodcleaver
Notes: This guy hangs out with the smaller unit of ironguts, his job is to run up beside the tyrant trying his damedest to cast trollguts on the tyrants unit. he packs a punch in combat as well. if he can he will try to cast toothcracker on his own unit as well.
equipment: Siegbreaker, skullmantle
Notes: This guy runs with the bulls, first job is to get bullgorger on his own unit. after that send around panic tests and try to help out the leadbelchers by casting any benifficall magic all the while chasing affter smaller and potenial flanking unit with his bulls.
3 Bulls, 2X handweapons, bellower
3 Ironguts, bellower
6 Ironguts, bellower, standard, war banner
8 Gnoblar trappers
Notes: pretty self explaining, troops run with characters and trappers do what they can, meaning they go affter war mashines.
3 Leadbelchers, bellower
3 Leadbelchers, bellower
Notes: leadbelchers try to time there shots so they can fire one after the other to destroy weaker units. it rarely works so i like to run them close to the bulls cause after they shoot thats really all they are. i have the scraplauncher more for the chariot than anything, but sometimes droping the large template killing blow is nice.
Rhinox Rider, thunderlord, heavy armour
Notes: most of the time i'll run the 2 of these guys together, helps them stay alive a whille longer i find, 2 large target terror causers that have the potenial of doing alot of dammage is scarry to most players, so it helps me dictate the field a bit better forcing my opponent to deal with them ASAP and let my other troops get by unharmmed.
Here's my 2 cents:
First, I like that you have a lot of big monsters in a list with a Deathstar-like unit of Ironguts. You're opponent will really have to choose what to shoot at with artillery, small arms, and magic. This is a good thing.
For army list changes only a small number of tweaks:
1) I would say drop the Thunderlord upgrade on the Rhinox rider and give him an Ironfist (for the extra save, a 2+ when all added up!). In this way you will have an added threat for the 2 Terror-causer combo... character hunting. The Rhinox rider should be able to kill any mage and most hero fighters on a charge, which just gives your opponent another thing to think about. If I were to be charged by the current combo, I would challenge with a unit champion in the hopes to minimize casualties and hope that the Giant fluffed the attacks on the unit. Its still powerfull either way, but I think dropping the champ upgrade would actually make it more powerful than the extra attack you pay for.
2) With the points saved from above, give the Leadbelcher units champions. Don't forget, that having a champion in the unit means wound randomization. This also applies when you misfire, increasing the chances that all of the models will survive at least the first misfire. This means less panic tests and a longer threat.
3) See if you can find a way to squeeze a luck gnoblar on your Tyrant. It combos good with the Wyrdstone Necklace to make the Tyrant just that much more survivable for pretty cheap.
4) Try to fit 1 more trapper into the unit. Having 9 means that it takes 3 casualties in 1 round for the first panic test. You'd be surprised how often this has helped me out.
I'm sure you're sensing a theme with my suggestions- The less panic tests you take, the less you will fail! Hey, if you find that you pass almost all of these tests, then maybe it isn't a worry for you. But that's what I saw for the list.
Here are some tactics thoughts for you:
After reading your thoughts a couple of times, the only big thing I could come up with was character placement. Have you considered putting one of the butchers (probably the Seigebreaker/Skullmantle) in with the big Irongut unit? This way, the second Irongut unit doesn't have to babysit the first. Also, similar to above, if I were to get charged by the current combo, I would probably challenge the Tyrant to minimize the potential Thundermace casualties. With the Butcher in the unit, he could accept the challenge, and is a pretty decent fighter to boot. If you did this, then you could keep the second butcher with the small Ironguts and the bulls could run around without a character, allowing them to become a low points bait-and-flee/flanker. The drawback of course is the situation where your Tyrant fails his stupidity and limits you a caster. I'm always weary of putting butchers in Bull units due to the low leadership for panic tests. My personal experience has been to put Butchers with Ironguts and Bruisers with Bulls.
You seem to have your thoughts straight on how the army should work, and your combos are setup well. My only worry is that you might lose games where a)Your Tyrant's unit fails 1 panic check, b)Your Tyrant's unit fails a key stupidity test, c)When you finally get into combat, the Tyrant whiffs with the Thundermace more than once. Seems like a lot rides on the Tyrant.
Have fun with it; hope I helped
Thanks for the addvice, and you really have outlined my issues clearly. PANIC TESTS. if anything ever goes wrong its because of panic and this is ussually where my army fails. but all things aside i find that panic is just an all around ogre flaw that can never be trully avoided.
and yes i have in the past put the one fighting buthcer in with the tyrant, but then i find its just too manny points in one spot, a quick fix for the chalenge is to upgrade one gut to a gutlord, it basiclly does the same for way less points. also its more of a magic range thing rather than a babysit, a 6" cast range sucks!
the second butcher with the bulls is one of my faviorite units( as long as they are at +1S) i managed to take out some pretty decent units on the charge with them.
BTW wouldn't it be best to have the thunderlord upgrade? if i get challenged by some little veteran thats just what i want, cause i can kill one modle and hope the over kill gains me the points to win combat, remember if i'm in a challange only the modle fighting against me gets to attack so if i kill him there is no chance of me lossing wounds! thats my take on it anyway.