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I´m new at OK (at WH to be honest), so I finished paiting my army and now I will have my first tournament, so I have the following army ready to figth and I really need your help.
This is my 1500 points OK army:
1 Bruiser: greedy fist + great weapon + spangleshard (192 p)
1 Butcher: wyrdstone necklace + Sword of striking (180 p)
3 Ogre bulls (105 p)
6 Ogre Ironguts: full command + War banner (363 p)
5 Ogre Ironguts: full command (290 p)
3 Leadberchers (165 p)
3 leadbelchers (165 p)
The other armies I wil figth against are: 1 Warriors of Chaos army, 2 Orcs&goblins army and 1 Dark elves army.
I´d practice only twice before the tournament, I tied against a Dwarven army and won against High elves army.
I really appreciate your comments and if I need to change something please tell me.
Thanks a lot for your help
I would drop unit champions in favour of another unit of gnoblars. This guarantees 2 tables quarters to be yours by the end of the game.
6 ironguts seems alot for a unit, 5 + 1 character should be plenty
You could look to drop 1 unit of leadbelchers in favour of 2 maneaters. They are a nice ancor, and hit like trucks.
Personally, i would drop both leadbelcher groups down to 2 models each, split ironguts up into groups of 3s or 4 if you like them larger. Use the points this frees up for a gorger. Drop the standards and champions for even more free points and add in as many more ironguts as you can or if you like grab a second butcher. I'd also rework your buthcer now to have a bangstick and dispell scroll over equipting him for mellee.
Thanks a lot for your suggestions.
How about a Scraplaucher unit instead of 1 of my units of leadbelchers??
About the Maneaters, can I put them into a Irongut unit? or it is not allowed to do that??
I've always found ironguts to work best in units of 4. If you have 5, you will not always be able to get them all in base to base with the enemy, and you're also very unwieldly. Plus, if you go down to 1 ogre and flee, you will be below 25% and won't be able to rally. With 4, you will never be below 25%. With 4, you can lose 1 ogre to shooting and still have the 3 required to do impact hits, maneuver yourself easily and still deal a reasonable amount of wounds on the charge.
Do NOT give anyone unit champions, it's 20 points for +1 attack and the ability for an enemy hero to stand in the way with a good save. Champs are only really good for when the first rank is likely to die. I take them on gnoblars for a laff, too.
I agree with the previous posts, make your butcher carry scrolls. You NEED to shut down magic. I'd say two scrolls meself.
The spangleshard is terrible on ogres. It would work way better on, say elves, because they get wounded on lower rolls. If anything wounds you on a 5+, you'd need 6+ to negate it. Anything wounding you on a 4+ is rare, and even then they can still roll 5 or 6. Wyrdstone necklace is 5+ all the time, for less points.
I've taken greedy fist before to scrounge a good armour save, but any hero trying to take you on will be capable of wounding you easily, with a great weapon or some magical malarky, and thus armour is a bit meh. Siegebreaker is not a bad option - most enemies aren't I5, and nearly all heroes are WS5, but there's quite a few (Lizardmen, Orks) who don't have such a good initiative... plus, str 8 is nice. Tenderiser is ok if you have the points, just issue challenges all the time and reap the overkill.
2 units of 2 leadbelchers is better - leadbelchers aren't that hot in my opinion. Give 'em a musician too for rallying purposes, they're good at shooting, fleeing and then rallying (and thus auto-reloading).
Throw a gorger in. They really are all that.
Last edited by psychichobo; August 1st, 2009 at 00:13.