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Slaughtermaster level 4 Gruts Sickle Sword of Might ironfist 358
Bruiser HA IF BSB LOG 143
Butcher Hellheart 150
CORE
9 Ironguts Command Standard of Discipline 432
7 Ogres IF Command 256
SPECIAL
4 Mournfang Command HA IF Dragonhide banner 360
5 leadbelchers 215
Sabretusk 21
Sabretusk 21
Sabretusk 21
RARE
Stonehorn 250
Ironblaster 170
Slaughtermaster - sits in Leadbelchers behind main line so he can use the sickle with impunity and be in range for buffs if he's using maw. +6 to casting (+7 if hes already got a spell off) is incredible and worth 1 wound on the leadbelchers a round i think, especially because after 3 or so rounds they probably wont have too many ranged targets left. If hes getting in combat its looking bad anyway so he's light on the defence (no fencing blades glittering scales etc)
BSB - runs with Ironguts, discipline banner in unit gives good ld9 re rolls, should be a good anvil, buff with stubborn spell if necessary
Butcher - Not so sure where to run him, possibly in ironguts using death to snipe characters/chaff. Mainly he's packing Hellheart to get a good miscast off when closer to the main enemy wizard(s)
Sabretusks - to tie up a unit/redirect so the stonehorn can get that lovely charge off
Let me know what you think
Badmarsh15 Apr 2013
Hi Mark,
Looks like a good list that incorporates close combat and shooting phases well.
A couple of pointers that I've noticed: Grut's Sickle and the Dispell Scroll are both classed as Arcane Items. You are normally only allowed to choose one item per category, i.e. you can have one or the other. If your opponent is playing with a few "House Rules", then naturally this could be ignored but is rarely done.
I might be wrong but normally it is not recommended to list individual points as Games Workshop get a bit upset. It is possible to put a summarised points score, e.g. for the SM 363 points. The reasoning behind this is that is borders on copyright infringement.
Let us know how you get on!
Badmarsh
PS What would be your tactic for ethereal opponents?
mark-jacobson@hotmail.com15 Apr 2013
Good point on the arcane, and thanks for the heads up with the copyrights...
I'll drop the scroll for Sword of might on the BSB to get rid of ethreals if need be, also either mage will be packing some magic missile, hoping to snipe them, if that fails ill try bog them with a sabretusk.
thoughts?
Flamebeast15 Apr 2013
Edit your original posts in this topic and your other one - you seriously can't have individual points costs for items on here, or the forum could get shut down.
Joakim15 Apr 2013
How about the whole deal of converting point cost to.. say... skaven slaves? I know some places deal with points like this and most know the cost of those guys or can convert from the cost of some other trooper.
But using a final total cost for each unit / character would be the best, agreed.
Dwarf/Ogre blog (Danish)
Colonel15 Apr 2013
Im not sold on gruts, would rather have the scroll, a cheap magic weapon, and a 5+ ward. If I wanted more magic I would take a power stone or forbidden rod for that one key turn when all your units hit combat or you just roll low on the magic dice.
8 Ironguts Command Lookout Gnoblar 5 Standard of Discipline 394
7 Ogres IF Command 256
SPECIAL
4 Mournfang Command HA IF Dragonhide banner 360
5 leadbelchers 215
Sabretusk 21
Sabretusk 21
Sabretusk 21
RARE
Stonehorn 250
Ironblaster 170
Slaughtermaster - sits in Leadbelchers behind main line so he can use the sickle with impunity and be in range for buffs if he's using maw. +6 to casting (+7 if hes already got a spell off) is incredible and worth 1 wound on the leadbelchers a round i think, especially because after 3 or so rounds they probably wont have too many ranged targets left. If hes getting in combat its looking bad anyway so he's light on the defence (no fencing blades glittering scales etc)
BSB - runs with Ironguts, discipline banner in unit gives good ld9 re rolls, should be a good anvil, buff with stubborn spell if necessary
Butcher - Not so sure where to run him, possibly in ironguts using death to snipe characters/chaff. Mainly he's packing Hellheart to get a good miscast off when closer to the main enemy wizard(s)
Sabretusks - to tie up a unit/redirect so the stonehorn can get that lovely charge off
Let me know what you think
Flamebeast16 Apr 2013
if you're using the glittering scales/fencers' blades combo, your SM should really be in one of the combat units. He's an absolute tank in combat with that build - 5 wounds, toughness 5+ (depending on magic), 5 strength 4+ (depending on magic) attacks, weapon skill 10 that gives enemies -1 to hit him (meaning that most things will be hitting AND wounding him on 6's), and he heals himself (most of the time) whenever he casts a spell from the Maw lore. He makes an Irongut unit much more survivable (by virtue of being ridiculously hard to bring down in combat), and they're much better protection for him than Leadbelchers.
mark-jacobson@hotmail.com19 Apr 2013
yea i get that but what if he gets bogged in combat? hes not able to cast if his unit is in combat right?
Joakim19 Apr 2013
Check the warhammer main FAQ - there is a table of what magic can be cast while in combat (spoiler: augment and hexes can be cast)
But challenges are a pit fall for the SM... His S4 attacks wont make a dent in much - he may be stuck in a challenge for several rounds. It is not bad but considering the rest of his unit (most often expensive ironguts) will be doing nothing is a potential pain as those guys is the true hammer of the ogre army (in my eyes).
Always have a champion to take the worst challenges - the 3 wounds will last a while still. ANd then give the SM a great weapon for his supporting attacks.
Dwarf/Ogre blog (Danish)
Flamebeast20 Apr 2013
Joakim - that's why you keep him nice and buffed via magic. And yeah ok, you always take challenges from the T6 Saurus Oldblood on a Carnosaur with the unit Champion, but the combat SM can handle most things purely because of the whole "yeah, i'm gonna just not die, ever" thing.
Joakim20 Apr 2013
I like magic, but dependability on magic playing ogres is a rough bet. Surely the SM can be a killing machine but then you also have to counter the possible enemy spells ; )
My main point though was that a smart opponent can charge in a single character and challenge your SM+irongut unit knowing the challenge will last the better part of the game. This tires up your 300-400 point ironguts up where they cannot make any attacks into the challenge and will be extremely immobile for flank charges (which you cannot reform to face as you are flanked in two directions by then)... Heck if I played against Ogres I'd even consider NOT killing the SM ; )... Imagine a 1+ AS character with dawnstone vs the SM with glitter+fencers... The SM with 4 attacks hitting on 3+, wounding on 3+, and then 2+ AS with reroll... has a 5% chance of a single wound
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