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LO Zealot
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2,610 Posts
Discussion Starter #1
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300 Sorceror lvl 4 Power Stone x3
73 hobgoblin hero wolf, Heavy Armor, Enchanted Shield, Sword of Biting
150 sorcerer lvl 2 dispel scroll Power Stone
175 Bull Centaur BSB Armor of Gazrahk, Sword of Might
255c 25x CD warriors w/ Champ/Banner
295c 25x CD warriors Grt Ax shield w/ Champ/Banner
190c 15x CD warriors w/ blunderbusses Champ
219s 27x Orc Boyz FC extra chopper
186s 26x Orc Boyz FC Shield
120s 4x H.G. bolt throwers
175r 5x bull centaurs w/ heavy armor, Grt wpns, shield w/FC war banner
110r earthshaker
I'm a little iffy on the Blunderbuss unit. I'm not sure they'll really be able to shoot more than twice if I'm lucky (due to the limited range and poor movement) and that seems like a lot of points for a unit that doesn't fight so well. I was thinking about trimming them down to 9-10 strong so they are str 4 and then getting a unit of hobgoblins to block and redirect. That way the blunderbuss unit doesn't cost so much either.
 

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LO Zealot
Joined
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2,610 Posts
Discussion Starter #3
I'm going to play a slight variation this thursday - I'll post how it does. I lowered the CD units by 1 and knocked the one Orc unit down to 25. I have 15 strong blunderbuss guys with a champion. I opted out for no musicians on the CDs, because they're base 9 and with the general close by, ldship 10 and it saved points a lot. If my general's unit is fleeing, I'm probably losing the game anyway. Has anyone played these guys since the new O&G book came out? I know Direwolf says you should use the new O&Grules and even be able to incorporate Arrar boyz too, but I haven't asked any of our club yet.
 
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