date unknown
These three armies are the 3 most voted armies in the Army Composition Competition: 1500 pts.
These are fine generals, who fought many battles, and were voted by the the stronghold members as best armies in the said competition.
These armies are here to be used as reference to whomever wants ideas for their armies.
1st ARMY by Grob Skullbiter
Bruiser w/ great weapon, heavy armor, Luck-Gnoblar, Wyrdstone Necklace,
Fistful of Laurels.
182 pts.
Butcher w/ Dispel Scroll.
155 pts.
Butcher w/ Dispel Scroll.
155 pts.
Character Total 492 pts.
Bulls (4) w/ Bellower.
150 pts.
Bulls (4) w/ Bellower.
150 pts.
Ironguts (4) w/ Bellower, Standard Bearer, Lookout Gnoblar.
227 pts.
Ironguts (4) w/ Bellower, Standard Bearer, Lookout Gnoblar.
227 pts.
Gnoblar Fighters (20)
40 pts.
Gnoblar Fighters (20)
40 pts.
Gnoblar Trappers (
48 pts.
Core Total 882 pts.
Leadbelchers (2) w/ Bellower.
120 pts.
Special Total 120 pts.
Grand Total 1494 pts.
The Bruiser will be in one of the units of Ironguts, one of the Butchers will be placed in the other unit of Ironguts, and the other Butcher will be placed in one of the units of Bulls.
The Bulls will be used as kind of a screening/baiting/anti-flanker force. The Ironguts will be the main line-breakers of the army, of course. The Gnobbo's are there not so much to provide ranks and numbers, though if such a scenario would come up it would be exploited, but to act as bait for units that are frenzied, or get any opponent to charge rashly; for you see, the Gnoblars will not flee when charged. The Gnoblars will stand-and-shoot, or stand if they can not. This will cause an enemy unit to move further foward than if the Gnoblars fled, and possibly move even further if they over-run (I thank RasputinII for his article). Trappers get in the way of enemy units, go after warmachine crews, and act as the general annoyance that they are ment to be. The Leadbelchers will be on dedicated anti-flanker/skirmisher duty, and perform flank attacks if the situation arrises.
I'll be playing the basic flank attack. With the higher average movement rate of the core units in the ogre kingdoms army, this can be pulled off the same as with a more cavalry oriented force. Once the chosen flank of the enemy force has been crushed, my force will literally perform a 90 degree turn and roll-up the enemy's battle line. Basically I'll be continually using overwhelming force on isolated portions of my opponents army, limiting what they could bring to bear against my force and destroying the enemy force unit by unit.
2nd ARMY by Superarchimegalon
Bruiser163 Pts
General; Luck Gnoblar; Great Weapon; Wyrdstone Necklace
Butcher 175 Pts
Skull Mantle
Dispel Scroll
25 Gnoblars 50 Pts
25 Gnoblars 50 Pts
3 Ogre Bulls 105 Pts
3 Ogre Bulls 105 Pts
3 Ogre Bulls 105 Pts
3 Ironguts 189 Pts
Standard - War Banner, Look-out gnoblar
3 Ironguts 144 Pts
3 Yhetees 195 Pts
1 Scraplauncher 165 Pts
8 Gnoblar Trappers 48 Pts
Casting Pool: 4
Dispel Pool: 3
Total Army Cost: 1500
This army is pretty straight-forward, but I find all armies are at 1500 points. My Bruiser would go with the 3 ironguts with the warbanner, and the Butcher would most likely go with the other unit of Ironguts, but that could change depending on how the enemy army looks upon placement. Braingobbler and bonecruncher would be his spells of choice, as he has the skullmantle and most generals at 1500 points only have LD8. Against undead or other ItP armies, other buff spells would be used more frequently.
Bulls are naked and would thus only be used for bait/fleeing, or flank charges. I didn't feel the need to spend 30 points on musicians, because at these low points it's easy to keep the general nearby, but difficult to come up with 30 points . Ironguts are free to charge whenever the time is right - my main "hammer" units. Yhetees will lose me this competition, I'm sure, but I felt it necessary to include them as I would most definately enter a tournament with them in my army. The terrain is more than enough protection for them, and in small games it is easy for them to maneuver around the enemy and get in some S5 hits. Scraplauncher rides with the ironguts, as an offensive tool which also functions as a stone thrower, not the other way around. Gnoblars are there for the much-needed CR, and hopefully make it to the center of battle without chickening out, or arguing. Trappers are already in the fray, and have multiple uses including setting up crossfire, march-blocking, baiting, and using their ever-useful sharp stuff.
3rd ARMY by Wildcard
Bruiser
heavy armour
seigebreaker
fistful of laurels
Butcher
halfling cookbook
dispel scroll
Butcher
bangstick
dispel scroll
4 Bulls
additional hand weapon
bellower
4 Bulls
additional hand weapon
bellower
2 Leadbelchers
bellower
2 Leadbelchers
bellower
8 Trappers
25 Gnoblars
25 Gnoblars
4 Ironguts
standard bearer
warbanner
bruiser and the cookbook butcher go in with the ironguts, the other butcher can either join a bulls unit, or go solo depending on the opposing forces.
character explanations:
bruiser
I think that a magical weapon can help in many situations and for a bruiser, the seigebreaker is about right, allowing him to take another item. That item has to be the laurels. Since LD8 ain't great, and a failed break test can spell doom, getting the re-roll is really handy.
butchers
bangstick draws dice - never a bad thing and will always earn its points back
cookbook - a 3rd scroll would be overkill at 1500 and skullmantle isn't always of use, so cookbook as the next best butcher item goes in.
2 scrolls is about right against most armies, especially with 4 DD.
bull units
these units will smack most stuff around with 4 impact hits and 16 attacks. The bellowers can help in draws and to rally the unit just in case. I've gone to 4 rather than 3 bulls which is more customary to add weight to the flanks of the army.
guts
the hammer of the army - guts do the job really well and unless they can unlucky a unit like this can take down just about anything in its path. warbanner adds much-needed combat res too.
belchers
flank protection roll for the guts unit - will deploy one on each side of it to soften up anything coming their way. Generally I prefer untis of 3 that can still bull charge, but the flexibility of such a unit cannot be overlooked in games of this size.
gnoblars
never underestimate gnoblar blocks, they can work really well and almost ALWAYS make their points back for you. gathering table quarters, adding ranks or just stalling stuff - its all good.
trappers
one of the best units we have - used to march-block, tie up opponents units, screen missile fire, hassle war machines or lone mages (less so in 7th ed I know, but still). Exspect tehm to die, but don't be suprised if they take double or more points with them.
there you go!
4th ARMY by Ikim
Heroes:
Bruiser @ 173 Pts
General; Luck Gnoblar; Great Weapon; Light Armour
Talisman of Protection
Fistful of Laurels
Butcher1 @ 180 Pts
Siege Breaker
Skull Mantle
Butcher2 @ 180 Pts
Bangstick
Dispel Scroll
Main focal point:
4 Ogre Bulls @ 176 Pts (+ Bruiser + Butcher1)
2ndWeapon; Standard
5 Ironguts @ 285 Pts (+ Butcher2)
Standard
War Banner
Blocking focal point:
3 Maneaters @ 252 Pts
Ogre Clubs; Heavy Armour
Redirecting focal point:
20 Gnoblars @ 40 Pts
1 Scraplauncha @ 165 Pts
8 Gnoblar Trappers @ 48 Pts
Sharp Stuff
Casting Pool: 6
Dispel Pool: 4
Models in Army: 44
Total Army Cost: 1499
I'll use my usual deny flank tactic, with the main focal point(that will be the bulk of my army: the units that will have the role of killing all that comes before their path. They will be deployed in the far right or far left, having one flank protected by the limit of the table, and the other protected by the blocking focal point); the blocking focal point (that will be used as a protection for the main focal point. It might also be used to help out the main focal point, according to the needs), and the redirecting focal point (that will have the role of harassing the enemy, redirecting some attention from the other focal points. These units will also be needed as support to the other focal points, according to the needs).
cheers
These are fine generals, who fought many battles, and were voted by the the stronghold members as best armies in the said competition.
These armies are here to be used as reference to whomever wants ideas for their armies.
1st ARMY by Grob Skullbiter
Bruiser w/ great weapon, heavy armor, Luck-Gnoblar, Wyrdstone Necklace,
Fistful of Laurels.
182 pts.
Butcher w/ Dispel Scroll.
155 pts.
Butcher w/ Dispel Scroll.
155 pts.
Character Total 492 pts.
Bulls (4) w/ Bellower.
150 pts.
Bulls (4) w/ Bellower.
150 pts.
Ironguts (4) w/ Bellower, Standard Bearer, Lookout Gnoblar.
227 pts.
Ironguts (4) w/ Bellower, Standard Bearer, Lookout Gnoblar.
227 pts.
Gnoblar Fighters (20)
40 pts.
Gnoblar Fighters (20)
40 pts.
Gnoblar Trappers (
48 pts.
Core Total 882 pts.
Leadbelchers (2) w/ Bellower.
120 pts.
Special Total 120 pts.
Grand Total 1494 pts.
The Bruiser will be in one of the units of Ironguts, one of the Butchers will be placed in the other unit of Ironguts, and the other Butcher will be placed in one of the units of Bulls.
The Bulls will be used as kind of a screening/baiting/anti-flanker force. The Ironguts will be the main line-breakers of the army, of course. The Gnobbo's are there not so much to provide ranks and numbers, though if such a scenario would come up it would be exploited, but to act as bait for units that are frenzied, or get any opponent to charge rashly; for you see, the Gnoblars will not flee when charged. The Gnoblars will stand-and-shoot, or stand if they can not. This will cause an enemy unit to move further foward than if the Gnoblars fled, and possibly move even further if they over-run (I thank RasputinII for his article). Trappers get in the way of enemy units, go after warmachine crews, and act as the general annoyance that they are ment to be. The Leadbelchers will be on dedicated anti-flanker/skirmisher duty, and perform flank attacks if the situation arrises.
I'll be playing the basic flank attack. With the higher average movement rate of the core units in the ogre kingdoms army, this can be pulled off the same as with a more cavalry oriented force. Once the chosen flank of the enemy force has been crushed, my force will literally perform a 90 degree turn and roll-up the enemy's battle line. Basically I'll be continually using overwhelming force on isolated portions of my opponents army, limiting what they could bring to bear against my force and destroying the enemy force unit by unit.
2nd ARMY by Superarchimegalon
Bruiser163 Pts
General; Luck Gnoblar; Great Weapon; Wyrdstone Necklace
Butcher 175 Pts
Skull Mantle
Dispel Scroll
25 Gnoblars 50 Pts
25 Gnoblars 50 Pts
3 Ogre Bulls 105 Pts
3 Ogre Bulls 105 Pts
3 Ogre Bulls 105 Pts
3 Ironguts 189 Pts
Standard - War Banner, Look-out gnoblar
3 Ironguts 144 Pts
3 Yhetees 195 Pts
1 Scraplauncher 165 Pts
8 Gnoblar Trappers 48 Pts
Casting Pool: 4
Dispel Pool: 3
Total Army Cost: 1500
This army is pretty straight-forward, but I find all armies are at 1500 points. My Bruiser would go with the 3 ironguts with the warbanner, and the Butcher would most likely go with the other unit of Ironguts, but that could change depending on how the enemy army looks upon placement. Braingobbler and bonecruncher would be his spells of choice, as he has the skullmantle and most generals at 1500 points only have LD8. Against undead or other ItP armies, other buff spells would be used more frequently.
Bulls are naked and would thus only be used for bait/fleeing, or flank charges. I didn't feel the need to spend 30 points on musicians, because at these low points it's easy to keep the general nearby, but difficult to come up with 30 points . Ironguts are free to charge whenever the time is right - my main "hammer" units. Yhetees will lose me this competition, I'm sure, but I felt it necessary to include them as I would most definately enter a tournament with them in my army. The terrain is more than enough protection for them, and in small games it is easy for them to maneuver around the enemy and get in some S5 hits. Scraplauncher rides with the ironguts, as an offensive tool which also functions as a stone thrower, not the other way around. Gnoblars are there for the much-needed CR, and hopefully make it to the center of battle without chickening out, or arguing. Trappers are already in the fray, and have multiple uses including setting up crossfire, march-blocking, baiting, and using their ever-useful sharp stuff.
3rd ARMY by Wildcard
Bruiser
heavy armour
seigebreaker
fistful of laurels
Butcher
halfling cookbook
dispel scroll
Butcher
bangstick
dispel scroll
4 Bulls
additional hand weapon
bellower
4 Bulls
additional hand weapon
bellower
2 Leadbelchers
bellower
2 Leadbelchers
bellower
8 Trappers
25 Gnoblars
25 Gnoblars
4 Ironguts
standard bearer
warbanner
bruiser and the cookbook butcher go in with the ironguts, the other butcher can either join a bulls unit, or go solo depending on the opposing forces.
character explanations:
bruiser
I think that a magical weapon can help in many situations and for a bruiser, the seigebreaker is about right, allowing him to take another item. That item has to be the laurels. Since LD8 ain't great, and a failed break test can spell doom, getting the re-roll is really handy.
butchers
bangstick draws dice - never a bad thing and will always earn its points back
cookbook - a 3rd scroll would be overkill at 1500 and skullmantle isn't always of use, so cookbook as the next best butcher item goes in.
2 scrolls is about right against most armies, especially with 4 DD.
bull units
these units will smack most stuff around with 4 impact hits and 16 attacks. The bellowers can help in draws and to rally the unit just in case. I've gone to 4 rather than 3 bulls which is more customary to add weight to the flanks of the army.
guts
the hammer of the army - guts do the job really well and unless they can unlucky a unit like this can take down just about anything in its path. warbanner adds much-needed combat res too.
belchers
flank protection roll for the guts unit - will deploy one on each side of it to soften up anything coming their way. Generally I prefer untis of 3 that can still bull charge, but the flexibility of such a unit cannot be overlooked in games of this size.
gnoblars
never underestimate gnoblar blocks, they can work really well and almost ALWAYS make their points back for you. gathering table quarters, adding ranks or just stalling stuff - its all good.
trappers
one of the best units we have - used to march-block, tie up opponents units, screen missile fire, hassle war machines or lone mages (less so in 7th ed I know, but still). Exspect tehm to die, but don't be suprised if they take double or more points with them.
there you go!
4th ARMY by Ikim
Heroes:
Bruiser @ 173 Pts
General; Luck Gnoblar; Great Weapon; Light Armour
Talisman of Protection
Fistful of Laurels
Butcher1 @ 180 Pts
Siege Breaker
Skull Mantle
Butcher2 @ 180 Pts
Bangstick
Dispel Scroll
Main focal point:
4 Ogre Bulls @ 176 Pts (+ Bruiser + Butcher1)
2ndWeapon; Standard
5 Ironguts @ 285 Pts (+ Butcher2)
Standard
War Banner
Blocking focal point:
3 Maneaters @ 252 Pts
Ogre Clubs; Heavy Armour
Redirecting focal point:
20 Gnoblars @ 40 Pts
1 Scraplauncha @ 165 Pts
8 Gnoblar Trappers @ 48 Pts
Sharp Stuff
Casting Pool: 6
Dispel Pool: 4
Models in Army: 44
Total Army Cost: 1499
I'll use my usual deny flank tactic, with the main focal point(that will be the bulk of my army: the units that will have the role of killing all that comes before their path. They will be deployed in the far right or far left, having one flank protected by the limit of the table, and the other protected by the blocking focal point); the blocking focal point (that will be used as a protection for the main focal point. It might also be used to help out the main focal point, according to the needs), and the redirecting focal point (that will have the role of harassing the enemy, redirecting some attention from the other focal points. These units will also be needed as support to the other focal points, according to the needs).
cheers
Ikimik Tyrant sal-eats you
My are named: Bodo, Giugi, Oscar, Spank, Grizo and Regis.
My are named: Bodo, Giugi, Oscar, Spank, Grizo and Regis.