27 Apr 2013
Hi all. its been awhile.
Although I have not been active here I still have been gaming a lot. I think the last time I posted here were for the results of my last Team OP tourney... so almost a year... wow...
Anyways, I am gearing up to go to this years event, but they have added a new twist:Allies. They also have different rules on allies:
-Must have at least 25% core (125 points) Other then that, no points restrctions (so the rest COULD be characters or rare choices
- Magic augments and RiP spells can benefit allies and/or main force
-allied mages get 50% of the power dice roll in their own pool. (IE if I roll 9 for winds of magic, my ogres have 9 dice to use and the allied wizard has 5 dice of their own). If the allied wizard channels an extra dice, it can be used by either.
- You don't need a Lord or Hero, but you do need at least a unit champion to represent someone leading the allied detachment. The alllies do not use your main forces generals leadership or BSB.
-No magic item duplicates
- you don't have to take allies, you can just add another 500 points to your main force using the same ally rules as above (so I could take 4 Bulls for 25% core and then fill up with, say, Rhinox Riders)
With that in mind, this is the list I usually run in tournaments:
Tyrant - 315
Heavy Armour, Sword of Swift Slaying, Greedy Fist, Giant breaker, Chamred Shield, Potion of Foolhardiness
Butcher - 188
Lvl 2, LotGM, Hellheart, Ironfist
Butcher - 163
Lvl 2, lore of Beasts, Dispell Scroll, Iron Fist
Bruiser - 208
HA, BSB, Dragonhide Banner, Deathcheater, GW
7 Ironguts - 336
Gutlord, Standard, Standard of Discipline
7 Ironguts - 321
Gutlord, Standard
4 Bulls - 134
2xHW Crusher
46 Gnoblars - 165
CMD, Trappers
Ironblaster - 170
Thundertusk - 250
Plan is simple, Tyrant and butcher run in one 'gut unit while BSB and other butcher run in the other unit beside them. butchers mainly cast augments to keep my ironguts up strong. Thundertusk supports with its aura of frost ability, while the bulls and gnoblars protect the flanks. Ironblaster does what Ironblasters do best.
Now, I have 500 points I can add to this, and a Dark Elf army collecting dust. I could fill some holes with shooting from repeater crossbowmen and maybe a repeater bolt thrower or two. Or I could add in some heavy hitting with a Hydra and a Sorceress with Dark Magic (power from darkness spell would also help boost her dice pool)
Alternativly, I could take more ogres. Maybe take a butcher out of my main force and make him a Slaughtermaster from my allies. Or, as mentioned before, take some Rhinox Riders (I own 3.)
Do you guys have any ideas? Is there maybe another army I could pull off some good combos from?
Although I have not been active here I still have been gaming a lot. I think the last time I posted here were for the results of my last Team OP tourney... so almost a year... wow...
Anyways, I am gearing up to go to this years event, but they have added a new twist:Allies. They also have different rules on allies:
-Must have at least 25% core (125 points) Other then that, no points restrctions (so the rest COULD be characters or rare choices
- Magic augments and RiP spells can benefit allies and/or main force
-allied mages get 50% of the power dice roll in their own pool. (IE if I roll 9 for winds of magic, my ogres have 9 dice to use and the allied wizard has 5 dice of their own). If the allied wizard channels an extra dice, it can be used by either.
- You don't need a Lord or Hero, but you do need at least a unit champion to represent someone leading the allied detachment. The alllies do not use your main forces generals leadership or BSB.
-No magic item duplicates
- you don't have to take allies, you can just add another 500 points to your main force using the same ally rules as above (so I could take 4 Bulls for 25% core and then fill up with, say, Rhinox Riders)
With that in mind, this is the list I usually run in tournaments:
Tyrant - 315
Heavy Armour, Sword of Swift Slaying, Greedy Fist, Giant breaker, Chamred Shield, Potion of Foolhardiness
Butcher - 188
Lvl 2, LotGM, Hellheart, Ironfist
Butcher - 163
Lvl 2, lore of Beasts, Dispell Scroll, Iron Fist
Bruiser - 208
HA, BSB, Dragonhide Banner, Deathcheater, GW
7 Ironguts - 336
Gutlord, Standard, Standard of Discipline
7 Ironguts - 321
Gutlord, Standard
4 Bulls - 134
2xHW Crusher
46 Gnoblars - 165
CMD, Trappers
Ironblaster - 170
Thundertusk - 250
Plan is simple, Tyrant and butcher run in one 'gut unit while BSB and other butcher run in the other unit beside them. butchers mainly cast augments to keep my ironguts up strong. Thundertusk supports with its aura of frost ability, while the bulls and gnoblars protect the flanks. Ironblaster does what Ironblasters do best.
Now, I have 500 points I can add to this, and a Dark Elf army collecting dust. I could fill some holes with shooting from repeater crossbowmen and maybe a repeater bolt thrower or two. Or I could add in some heavy hitting with a Hydra and a Sorceress with Dark Magic (power from darkness spell would also help boost her dice pool)
Alternativly, I could take more ogres. Maybe take a butcher out of my main force and make him a Slaughtermaster from my allies. Or, as mentioned before, take some Rhinox Riders (I own 3.)
Do you guys have any ideas? Is there maybe another army I could pull off some good combos from?
Gnoblar big game trophy rack:
Manticore Lord of Change Beastlord
Chaos Lord Warsphinx Bray Shaman
Manticore Lord of Change Beastlord
Chaos Lord Warsphinx Bray Shaman