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-Hvy Arm., IronFist
-2 sword Gnoblars
-2 tooth gnoblars
-2 tooth gnoblars
-3 gnoblar theifstones
6 iron guts
- Standard, Bellow
-all hvy. arm, and B.Handguns
The Total is 2463 pts
I need to droop 313 pts
I would give the butcher dispell scrolls or a bang stick, and let another caracter carry the thief stones. More magical defense this way.
Make you units of ogres 7 strong, witha caracter that will be 8, they'll get a rank bonus and still get a full frontage of attack (and additionnal 3 doesn't hurt IMO) and get a nice US for fear.
If you do this, you would loose some ogres, or make a suicide unit of 3-4 with the remant, up to you.
For points, you could always loose the scraplauncher, 1 leadbelcher, or a butcher (1 gets to cast 4 spells on 3s, as two will cast the same amount du to the doubling effect)
i have to disagree with wolf pack, a unit of 8 including a character ranked 4 by two is too hard to be efective at manuvering and can prevent you from getting a sucsessful flank charge. 3 by a number is more manuverable, I say this from experience. Also, the generals unit can take 8 bulls plus himself to get two ranks and plus 2 streanth on the bull charge and still be effective enough after a charge. If you have two butchers reside yourself to only getting one spell of a certain kind off. remember if it is dispelled the doubling effect doesnt start. I find one suficiant with a stick and a scroll or one hellheart. The other butcher can be sacked for points. Also, if the lord has a gut maw, he regains his wonds so the ward save is not needed. theres some more. You can also drop one unit of bulls since there isnt the second butcher and use two solid units and the chariot, lead belchers and maneaters as flankers. Hope I helped.
Thanks, all your suggestions have been very helpful. I am new to the OK so all the input is helpful. I will have to re-do my list.
these blocks are meant to take on the enemy head on, smaller units of 3-4 effective flanking beyond that. that rank and extra attacks will surely have a great impact on the combat resolution.Originally Posted by laughingman
Also, the outnumbering and autobreaking due to fear (assuming you win combat) can mean a lot. Quite often ogres only win combat by a small enough amount for the opposition to still pass the break test (especially against dwarfs etc.). My guess is that US of 24 can only be a good thing. Also, remember the fact that you also get the extra strength added to the bull charges so you have a better chance of destroyng thingsOriginally Posted by Wolf_Pack
....He is coming for YOU....
"Master Bungle is right" - Stonehambey
"Get out of my house Master Bungle!" - Victim
while re-woking my list another question came to mind. When should one use commands in units of ogres? From viewing other lists it seems like a champion is not worth their poinst, but what about standards and musicians? How well do they affect the combat for ogres?
Musician are a must in every unit possible in the world of fantasy. They will be helpful in rallying your troops, and break ties in combat. The standards will get you that extra point of combat resolution ( and some units can have magical banners wich can be also very helpful, such as the warbanner )Originally Posted by bubbathebrute
after a little bit of research this is what I came up with.
-2 sword gnobler
-stand, bell, lookout G.
-st.b., bell, lookout g.
20 gnobs w/ biter
20 gnobs w/ biter
-hvy. arm each
-b. hanguns each
total pts 2119
I have 30 pts left.
Tyrant w/ irongunts
butcher 1 with big bull group
butcher 2 w/ maneaters or lead?
The ironguts seem a bit expensive too.
I would trade in that second butcher for either a hunter (the sbertusk are very important when it comes to charging from afar, or persuing on 3d6) or more ogres (like getting a 4rth leadbelcher and make 2 units of 2 with bellowers, this will geve you rank removers and a constant fire support by alternating)