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HEROES+LORDS - 893
1x SM with CoC and Grutt's sickle ; Gut magic
3x L1 Butchers 1 with a dispel scroll, 1 with a channeling staff and all 3 with GW's 2x beasts and 1x heavens, death or ANOTHER beasts!
1x BSB w. GW + standard of swiftness
Core - 728
9x ogres with IF, Lookout and FC
10x ogres with IF, Lookout and FC
Special - 629
3x MF cavalry with HA + IFs
3x MF cavalry with HA + IFs
2x MF cavalry with HA + GWs
Rare - 250
1x SH or TT (they both work well)
I've ran this army 2 ways in 2 games. One I did it exactly as listed, the other I made it one big ogre horde, but gave the BSB runemaw and was less the extra command and an ogre (got some random magic item), though the tactic is still the same. It's your basic refused flank kind of thing. The gnobs and sabertusks are purely for initial deployment to force your opponent to waste 5x of their units that you'll be able to react deploy with the brunt of your army. Put the rest of your army on one flank and CHARGE!!! naturally, use sabertusks to redirect charges or go warmachine hunting and the gnobs are there to die, lol. a 25 pt unit of gnobs is just meant to stumble in the way. Use them to either deny your opponents flank charges or simply piss people off by doing charge redirects, yay! All these casters are funny as hell, too and they pack a bigger wallop, then one might imagine. That's 3x str 6 attacks apiece from a T5, 4W caster who, if you're opponent is bringing out the big guns will be in a reformed 2nd rank to whack away at his hearts content.
Your magic phase will make even slann mages sweat. with gruts, you're using a few dice on the standard trollguts, or +1T or something like that and then your L1's use all the dice you save with gruts + the extra you're channeling (I got at least 1/turn, and 2x a couple times) for tons of wildforms at the lower lvl with minimal dice on your ample amounts of cav and such (b/c it's easier to cast and b/c +1 S and T is just crazy on MF's). If you fail one, you move onto the next one and can stack the spell if you desire. those 2x GW MF cavalry are only 2x for a reason: to make them appear less threatening, which they do seem, indeed. When they hit, it's just beautiful, though. As always, they go for the flanks.
I can see this list not having too much replay value b/c of the dependence on favorable deployment (assuming your opponent doesn't fall for the same deployment thing twice), but is a fun try, nonetheless.