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Hello People. I need help against the noobiest army known to man and possibly monkey. Its an empire army with six warmachines, forty handgunners, 2 units of infantry, 5 knights, a wizard lord and the rest varies. My usual army has 3 units of 4 'guts, lots of butchers, a tyrant, gorgers, yheetes, some trappers and fighters. Im open to suggestions as long as there not to much of a gamble.
the only thing I can surgest is to use gorgers and trappers to there best abilities, you could use the gorgers to to come up the back of the handgunners and the trappers to maybe take a shot against the war machines crew.
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The first obvious comments would include:
1) Use your terrain wisely
2) Armor will do you no good against Handgunners, so don't spend any points on it
3) Yhetees die quickly to shooting, but they will also close the gap faster than your other units if you can screen them
4) officially speaking Gnoblars aren't small, and Ogres aren't big... Gnoblars can block line of sight to your ogres if you want to move forward slowly (assuming he doesn't have terrain height advantage.
Aside from those basics, Use Braingobbler... Empire leadership is about the same as Ogre leadership, a well placed panic test can break their whole line.
Also, have you considered the sillier concepts of running a Deathstar formation against then? Force your opponent to decide on the one big unit, or the other half of the army in the smaller units. The only reason I suggest it, is that one kill on any of your ogre or yhetee units causes a Panic test, at least with a big Deathstar, they likely wouldn't get it to Panic with basic shooting alone.
The easiest army I find to beat is the Dwarf gunline. I take on twoish turns of shooting, then I engage. Only a few things can survive when I reach, no matter how small my units are.
In 2250, I'll use a Hunter with two hounds of the hunt, Longstrider, and a SoBattle. The hounds take enough shooting for him to survive, and when he hits (guaranteed Turn two), he unleashes 5 S5 attacks at hero-level WS. Barring some crap dice, that's usually enough to beat a ranged unit by CRes, and it shouldn't have any trouble against artillery.
Another sneaky build I'll take is a Bruiser with the Mastodon Armour and a GW. I'll move him slightly in front of the army, as shooting bait. When he dies to shooting, he gets back on a 2+, due to his armour. Again, his combat abilities allow him to beat back most units in a gunline. Run him straight at the Helblaster and laugh your head off when he stands back up.
Butchers are handy too. Ogres with +1T, MR2, Regeneration etc are always convenient.
The Gorger, I view as pretty much broken. He's pretty much impossible to kill with R&F, he takes a LOT of shooting to bring down, and his warmachine-hunting abilities are second to none (well, I can name several units better but that's beside the point). I always take at least one, since they're dirt cheap for what they can do.
The main obstacle I find is the enemy RAF units. Against Dwarfs, the biggest unit will be about 20ish Longbeards with some banner of horrible doom and a Dwarf Lord which is just as nasty. One unit of Ironguts led by a Tyrant with a Tenderiser tends to put them in their place.
Your Tyrant is a killing machine. Kit him out with the Tenderiser, Warpstone Necklace, and a couple of other gadgets as you see fit, and pretend he has the rule "Must always challenge". If you're not in a challenge, direct one attack on the unit champion, which should see him off. If you are in a challenge, great. You should rack up a LOT of CRes points from Overkill.
The main problem with the Empire is their confounded Detachments. Assuming they pass their Fear test, I would direct the ogre on the side's attacks to them, and hope he isn't using Halberdiers. If you get them to below five, they're useless. Shooting, whilst painful, is probably something you'll have to put up with. Not many Empire players put more than five into a ranged Detachment (takes up too much space and points for less efficiency), so it shouldn't be so bad.
The problems with Empire are the lack of manoeuvrability, and low Ld. Since most of our units are M6 and Fear-causing, we generally have an advantage against them. Remember, when working out Outnumber, it goes off Unit Strength, not numbers. Point this out to your opponent if he's lost the combat, and that should be enough to force an Autobreak.
I've faced gunlines as well. I see your build is a lot like mine, bar the fighters.
get a bangstick and 3 butchers: for buffs against the shooting, and because he's got very low magic defense. This means you'll probably get bonecrunchers (that unit of knights will probably dissapear after a single casting) and braingobblers (great since his max. Ld is 8 ) through. Also put skullmantle on one of your butchers, and make a unit of handgunners outside of his general's range test for panic - he'll be testing like a goblin (Ld 6) .
Don't use fighters; they're much too slow against a gunline, and useless for screening with their bickering. Screening also doesn't help at all against units on a hill, so it's best to get there as fast as possible.
Use terrain to your advantage; put a forest (or impassable terrain) on each side for your yhetees to move over; move them over their flanks, then they can't even stand & shoot.
2 gorgers is a must .
Your trappers will be golden; use a unit of 9, and just throw sharp stuff at his unarmoured handgunners; 18 shots will likely kill about 5 on average each turn.
No empire player likes a fear-causing unit in his flank either, and this is where bulls and yhetees shine . If you've got a PD left, bullgorger on bulls is good as well - wounding those thinlings on 2s instead of 3s .
hope this gets you started out .
How about this: you make a unit of maneaters with mixed weapons, special rules state that wounds are counted separatly for each one of them, so if they randomise the shooting you should get a few rounds of functional operation meatshield without operation duck option due to thair stubborness
I would suggest using 3 units of 3 bulls with x hand weapons as a screen. They are cheap and if they survive they can munch the handgunners.
Cannons you can't reallydo anything about.
Gorgers you might think are key here but I disagree. The hellblaster will rip a gorger apart along with any decent grapeshots from the cannons.
Gut magic the balls off him. His low leadership even for his generals unit will be your field day. Just scare his army away.
Well you could always try a good number of Gnoblar Fighters and line then up all in front of your army sure there is a chance they will bicker and you will move slower but at least they will take the shots for as long as they can plus they can use your Generals leadership Ive tried this once didn't bicker nad it worke dwell actually, plus opponents face was priceless, oh and yes Trappers and Gorgers are most definitely important
"Far to the east of the old world within the craggy valleys and cave networks of the Mountains of Mourn, lie the Ogre Kingdoms."