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Units of 3 Bulls

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Okay so I am planning a list for an upcoming 2000pt game which is a bit less than I normally play.  As I am intending to use beaucoup de special choices (987pts to be precise) I have been looking to trim my core.  I normally play 8 'guts and 8 bulls (just shy of 700 points for the 2 units) but seeing that I only need 500 I thought maybe I could trim here.

The 'guts are a good central block and nice threat so I am thinking to keep these to 8 (with FCM, LO Gnoblar and Std of discipline), That leaves exactly the right amount of points for 3 bulls with a musician........

3 Bulls with a Musician.  Now I haven't ever really played with small units but this got me thinking, is it a viable unit.  At only 100 points it is a reasonably throwaway unit, but for flanking etc it may still have a role to fill.

Has anyone tried this unit recently and how did it fare?
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Another Ogre player I met had used it a few times and he said it filled the role you stated there.

He ran it into the flanks of other units with a 6 IG's at the front or used it as a throwaway usually giving the unit stubborn to increase it's chances of surviving the next round. He was using two units of them as well as sabretusks.

As expected he said that with the high initiative of 2 the unit always gets to strike first, reeking havoc, winning combat and over running into the back lines. It has never fled from having one of the members die and as a whole bases his whole army around them.

Actually I have no idea.... they are not really a threat to your opponents units and are only not hard to take  out either through magic/shooting or striking first against them in CC.

I suggest beefing up the number of Guts as they will take a hammering getting into combat and striking last anyway.
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Another Ogre player I met had used it a few times and he said it filled the role you stated there.

He ran it into the flanks of other units with a 6 IG's at the front or used it as a throwaway usually giving the unit stubborn to increase it's chances of surviving the next round. He was using two units of them as well as sabretusks.

As expected he said that with the high initiative of 2 the unit always gets to strike first, reeking havoc, winning combat and over running into the back lines. It has never fled from having one of the members die and as a whole bases his whole army around them.

Actually I have no idea.... they are not really a threat to your opponents units and are only not hard to take  out either through magic/shooting or striking first against them in CC.

I suggest beefing up the number of Guts as they will take a hammering getting into combat and striking last anyway.

High initiative of 2...give stubborn...winning combat...my sides

I second the motion to increase the IG.  All in favor?




Up the Ironguts to 10 with full command for a nice 475 points. Then spent the remaining 25 points on a nice unit of 10 Gnoblars. Done!

D...
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I will cast my vote for the unit of 3 bulls.  If you are looking to max out your special I assume you will have 3 sabres, some MFC and probably a nice big block of ME.

If that's the case then you already have 3 decent fighting units.  Having 4 redirectors (roadblocks) can be really useful in helping you set up the combats you want and avoiding the combats you don't want.

A unit of 3 bulls still put out 3 impact hits, 9 attacks and 3 stomps.  That in a flank along with a main combat unit in the front can really help you to take out units in a single round of combat.
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Personally, I don't know if that's a good idea. If it's meant to be a flanking or throw away unit, then odds are it won't be near your ld bubble. And honestly, I'd shoot one and start a panic chain down the flank.

Sure, it might be 100 points gone right there, but if it makes your sabers panic and God forbid your MFC panic, you'll be losing a lot more points than just that 100 or so.

But, it could work, possibly. I'd like to see a battle report on it with any successes or failures involved ;)
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