28 Nov 2012
First tournament is 5 games in 2 days. ETC-rules more or less. The tournament is held at the first weekend after the neweyar.
The second tournament is held at the end of february 2013 and lasts one day. Three games for each participant. First scenario is battleline with foggy, cant-see-through but can move in and out -terrain
Story behind it is that there has just been a furios battle and the field is all dust, smoke and ruins. Second scenario is dawn attack. Before deploying scouts, both players must roll dice. Lower score first re-deployes D3 enemy units and after that winner of dice roll does the same thing to his opponent. The third scenario is pure battleline.
My list is a bit all comers, but few advises are needed. (LIST EDITED 01.01.2013)
THE FROSTBITE TRIBE
LORDS: 387p
- Slaughtermaster (250p); General, lore of the great maw, lvl 4 (35p), talisman of preservation (45p), crown of command (35p), sceptre of stability (15p), additional hand weapon (2p) = 387p
HEROES: 352p
- Bruiser (105p); Bsb (25p), armour of fortune (35p), biting blade (10p), enchanted shield (5p) = 180p
- Firebelly (120p); Lore of fire, lvl 1, rubyring of ruin (25p), dispel scroll (25p), additional hand weapon (2p) = 172p
CORE: 607p
- 7*irongut (301p); Standard (10p), bellower (10p), standard of discipline (15p), look-out gnoblar (5p) = 341p
- 8*ogre (240p); Bellower (10p), ironfist (16p) = 266p
SPECIAL: 632p
- 4*mournfang cavalry (240p); Standard (10p), bellower (10p), ironfist (20p), heavy armour (20p), dragonhide banner (50p) = 350p
- 2*mournfang cavalry (120p); Bellower (10p), ironfist (10p), heavy armour (10p)
= 150p
- Sabretusk = 21p
- Sabretusk = 21p
- Gorger = 90p
RARE: 420p
- Ironblaster = 170p
- Thundertusk = 250p
2398p
SM and BSB go with IG's. Mayby firebelly too, or with bulls. Firebelly is purely there to deal with regeneration and ethereals. Only fear I have with my character's gear, is if I will face that freaking vampire lord
After some test games, the plan is pretty much following: the bigger MFC unit takes either flank and hits the enemy hard. The smaller MFC unit supports it. IG's with characters are the main hammer and TT stays close to support and give the essential ASL aura. Bulls are deployed near IG's and TT to support them and cover flank. Gorger, tusks, and IB are used just like 99% of players here would use them 
I tend play too carefullu and advance too slow in the first two turns. I like the little shooting I have with TT and IB, but gotta keep the focus on keeping TT enough close IG's. SM is build for armys general purposes. Regeneration and +1T are the spells I need.
I will need to comfirm this list in two days to the tournament organizer. So, final guestions: should I take champions on bigger MFC and IG's, by taking away musicians from smaller MFC and bulls? Should I have more magical and flaming attacks and how to include those? How to spend those two remaining points in total? Would it be wise to remove total 35 points and give firebelly lvl 2?
The second tournament is held at the end of february 2013 and lasts one day. Three games for each participant. First scenario is battleline with foggy, cant-see-through but can move in and out -terrain
Story behind it is that there has just been a furios battle and the field is all dust, smoke and ruins. Second scenario is dawn attack. Before deploying scouts, both players must roll dice. Lower score first re-deployes D3 enemy units and after that winner of dice roll does the same thing to his opponent. The third scenario is pure battleline.My list is a bit all comers, but few advises are needed. (LIST EDITED 01.01.2013)
THE FROSTBITE TRIBE
LORDS: 387p
- Slaughtermaster (250p); General, lore of the great maw, lvl 4 (35p), talisman of preservation (45p), crown of command (35p), sceptre of stability (15p), additional hand weapon (2p) = 387p
HEROES: 352p
- Bruiser (105p); Bsb (25p), armour of fortune (35p), biting blade (10p), enchanted shield (5p) = 180p
- Firebelly (120p); Lore of fire, lvl 1, rubyring of ruin (25p), dispel scroll (25p), additional hand weapon (2p) = 172p
CORE: 607p
- 7*irongut (301p); Standard (10p), bellower (10p), standard of discipline (15p), look-out gnoblar (5p) = 341p
- 8*ogre (240p); Bellower (10p), ironfist (16p) = 266p
SPECIAL: 632p
- 4*mournfang cavalry (240p); Standard (10p), bellower (10p), ironfist (20p), heavy armour (20p), dragonhide banner (50p) = 350p
- 2*mournfang cavalry (120p); Bellower (10p), ironfist (10p), heavy armour (10p)
= 150p
- Sabretusk = 21p
- Sabretusk = 21p
- Gorger = 90p
RARE: 420p
- Ironblaster = 170p
- Thundertusk = 250p
2398p
SM and BSB go with IG's. Mayby firebelly too, or with bulls. Firebelly is purely there to deal with regeneration and ethereals. Only fear I have with my character's gear, is if I will face that freaking vampire lord
After some test games, the plan is pretty much following: the bigger MFC unit takes either flank and hits the enemy hard. The smaller MFC unit supports it. IG's with characters are the main hammer and TT stays close to support and give the essential ASL aura. Bulls are deployed near IG's and TT to support them and cover flank. Gorger, tusks, and IB are used just like 99% of players here would use them 
I tend play too carefullu and advance too slow in the first two turns. I like the little shooting I have with TT and IB, but gotta keep the focus on keeping TT enough close IG's. SM is build for armys general purposes. Regeneration and +1T are the spells I need.
I will need to comfirm this list in two days to the tournament organizer. So, final guestions: should I take champions on bigger MFC and IG's, by taking away musicians from smaller MFC and bulls? Should I have more magical and flaming attacks and how to include those? How to spend those two remaining points in total? Would it be wise to remove total 35 points and give firebelly lvl 2?
Sweat saves blood

Firebelly though, is something I would see in this list. Dropping TT is just "no go" for now 
