plc
date unknown
Hi,
I'm looking at using the following OK list at a number of upcoming tournaments (including a couple of GTs) in Australasia. The only comp requirement is that you will be better rewarded if you take commands in at least half the units you can.
Tyrant - Heavy Armour, Tenderiser, Fistful of Laurels, Longstrider
Butcher - Siegebreaker, Skullmantle
Butcher - Bangstick, Scroll
Butcher - Scroll
3 Bulls with Bellower
3 Ironguts with Std and Bellower
3 Ironguts with Std and Bellower
3 Ironguts with Std and Bellower
3 Ironguts
8 Trappers
3 Yhetees
Gorger
Gorger
2000 points - 32 models
Here's a number of issues that I'm keen to get feedback on:
1. The list - any constructive feedback appreciated
2. The use of Yhetees - I am torn by these things. Everybody raves about them but I am unconvinced on how good they are. For the same cost I can add two units of Gnoblar Fighters and a unit of 3 Bulls with a Bellower. Where is the best value for this list?
3. Wrydstone Necklace - I had this and a Luck Gnoblar on my Tyrant but recently removed it for the Fistful of Laurels. The rationale was that with Longstrider the Tyrant was running off by himself and needed the re-roll if he got beaten in combat. Thoughts? Do I need the Necklace? The only reason I can see is in relation to Wyrmlance and the like which result in instant death. Given Longstrider and the Tenderiser stay, what is the best fit-out?
4. Skullmantle - it's in the list at the expense of a bellower on the naked IGs +10. Should I keep this or is it an unnecessary extravagance?
Appreciate any thoughts.
Pete
sirhuma
date unknown
The skull mantle has proven its self over and over. I'll chose it over the bang stick any more.
Pudge
date unknown
i dont like charging my tyrant out. you hear about it alot, but it really depends on what army your going against and where everything is on the board. you have to be pretty close to some small character to charge him out and then they can still flee. chances are u might catch them, but even then your in bad shape cuz your all alone. and what about the rest of your army, they need your LD 9.
i always go bangstick. skullmantle is useless vs. undead, and i only really use it vs. scouts. for what bangstick gives, its essential. casting more spells every phase allows them less dispel dice for key spells like toothcracker or trollguts which need to go off.
i dont like longstrider for the reasons above. i like wyrdstone. its positives outweigh its negatives big time. my tyrant also has mawseeker. all this really comes in handy in every challenge as your tyrants low armor isnt going to protect squat. 4-5+ armor save, 5+ ward, 4+ regen. that usually will doit. especially at T6.
i say keep the yhetees. they are really helpful at flanking. moving through the woods so fast is great, they can make frenzy type units run into the forest and basically out of action for a few turns, also, you can use it as protection, tackle march blocking scouts, and get a jump in the backfield chasing mages, warmachines.
if wood elves are prevalent, i say go for it.
i suggest
-fist of laurels, -longstrider, - skull mantle, -2 standards, + wyrdstone, +20 gnoblars
with the extra points, you can get a warbanner, get extra trappers/gnobs
Fantasyfreak
date unknown
It seems to be a standard OK tourny list.
It depends how you play yourself for the yhetees, sacrificial units are always a good bet IMO (gnoblars, bulls).
Pudge
date unknown
im a big big fan of having 2 blocks of 22 gnoblars. they take table quarters real well when i need them too, and in the clutch can do some nasty work. i killed an orc big boss with them the other day. 3 ranks, outnumber, flank charge.
200 vps easy for u by keeping them on your back table quarter
Delrogue
date unknown
PLC,
Are you still thinking of using this list at the GTs? Or were you going with something different following your recent experiences.... (e.g. Iron Guts in units of 4).
One comment I will make based on my experience - I don't think you need 2 Scrolls in the list, one should be fine. Most players I come up against, including magic heavy Slaanesh chaos (flavour of the month in Oz at the moment) usually spend most of their magic phase trying to debuff Ogre units... so they tend not to cast too many spells anyway...
I also run all of my butchers outside of units of Ogres - gives them much more flexibility with targetting and things, and less likely to get them caught up in combats. One item that has worked really well for me is the Halfling Cookbook. I've found that I usually have two butchers running up front on the flanks, usually the ones with Bangstick and Skullmantle... throwing out the psych tests and magic missle... Usually you will only get 2 attempts at each of these spells anyway, so the third Butcher usually stays behind the main line, concentrating on buffing. I give this guy the scroll and the cookbook. It means he can buff a lot more effectively because he doesn't have to spend magic trying to gain wounds back... he can usually get off 2 good buffs a turn (Trollguts and Toughness/Stubborn) - usually on my two main Guts units (that include the Tyrant). Really keeps the pressure on the enemy magic phase, more so than an additional Dispel Scroll... anyway - my 2 cents.

kbolster12345
date unknown
Hmmm.
skullmantle: I love it. Nothing like causing panic checks at -1 ld. Pricless. Also when going to get charged -1 ld. Also for the ensuing break test -1. You have to love that. Against undead armies it would be 20pts waisted but I see most undead armies at being at a disadvantage against ogres. Mainly because we cause fear and don't auto break. So don't worry about the waisted 20 pts. Slaanesh Chaos could be a bit more trouble though.
Iron Guts are sooooo much better in groups of 4. Please weigh the comp points VS battle points carefully. Also I doubt comp is all or nothing. Can you take 2 command groups away and still get some credit? Or shuffle a banner in the Bull unit and take 2 away from the IG's?
Actually from looking at the list again I think I would add a banner to the bulls. Take the unit of ogres with no command and divide him amongst the other IG units. Then take 1 command away from the IG units. Or split the 3 IG's with no command up, take the bellower out of the bulls, and finally take 1 command away. Either option gives you full comp and still leaves you with a good list. (not that this list isn't good)
I like the rest of the list.