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Schauer

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  1. Storm fiends plinked a few wounds on the frostlord with the windlauncher but the real kicker was a lightning cannon powered up and it rolled a 1 for the power die. Even with the 5+ shake 12 mortal wounds sent my way was enough to drop him. Then the other lightning cannon blasted my thundetusk down to 2 and the verminlord finished it off by chucking its orb at me. Luckily for me I was able to tie up those stormfiends long enough i didnt ever really need to worry about them.
  2. So I made a switch up on this list + got to try it out finally. New List: FLoSH -Metal Cruncher HoTT -Shatterstone -Rimefrost Hide All other Thunderbellies stuff Command Entourage Butcher -Bloodfeast Command Entourage Slaughtermaster -Ribcracker Command Entourage 3 Units of 4x Mournfang with Gargant Hackers Hunters of the Heartland 2000/2000 I played Savage Gains against Skaven. He had 2 drop vs my infinitely more so he got to choose to go first. He did, positioned his army, and placed down soulsnare shackles on the right side of the board which heavily hindered my right side flanking. Next time I will probably place my butcher in a way where he can better babysit the flank by getting rid of them. My turn 1 i advanced everything forward the best I could and got a charge off with my frostlord onto a unit of 10 Acolytes, killing them all. The turn wrapped up quickly after that but do to a mistake on the numbers i needed to capture an objective I missed both a battle tactic plus 2 VPs for capturing that objective so I was down 7-3 Turn 2 they win roll off and go first. In their shooting phase not only do they kill the stonehorn but they also kill the thundertusk. My opponent then moved up a little with the verminlord. My turn 2 I am able to get two of my mournfang units in to combat. The first unit was given bloodfeast and it went into the verminlord who i also gave a -1 save due to ribcracker. The second unit got +1 to hit thanks to the slaughtermaster and landed their charge into a lightning cannon. Combat phase begins and the unit on the verminlord straight up kill him from full health in a single turn. The buffs played a big art in making this possible. The other mournfang unit easily kill the lightning cannon. Turn ends and while I didnt make back my points lost in the TT and SH dying, I did essentially leave it so that the last threat on the board for me was their unit of 6 Stormfiends. I am also able to tie the game at 15. Turn 3 I get the double turn which all but ends the game. I dont manage to completely kill off the stormfiends until turn 5 but the rest of his army outside of a warlock was killed this turn making it nearly impossible to win. I end up winning by a final of 35-28 My biggest take aways from this is that the Stonehorn and Thundertusk make a great distraction. Obviously I dont want them both dying in a round of shooting but I feel like when I bring this to a tournament or event the mournfang are going to get ignored a bit because of how unorthodox it is as of late to rely on them to be the damage dealers. Interested to see where this army can go if I didnt get my right side flank hampered because the left side fired off and did a ton of work for me. Cant wait to get some more practice in with this list between now and September/October. From my opponents perspective, I think he should have given me first go turn 1 and tried to get a doubleturn so that the Stormfiends could melt things. Not sure where it wouldve left us had he gone first turn 3 as I was already in a good spot to win but if he wouldve gotten a doubleturn on battle round 2 I probably wouldve been in an uphill battle to win also had a ton of fun with the slaughtermaster. What a great model outside of it being finecast.
  3. Having a hard time picking out a scheme for my Ogor army im recoloring. Which of the four schemes I mocked do you guys like the most? https://imgur.com/a/b5oKpPV
  4. Beastriders are more efficient than mournfang, but once they start to bracket mournfang start coming out ahead. The graph ive attached is assuming the unit succesfully charged too, so i suspect mournfang would come out a little better as a result in prolonged combat especially vs 5+ save tarpits It is worth mentioning that the amount of wounds needed to bracket the stonehorn to a noticeable level is the same amount needed to kill a mournfang.
  5. See I was thinking of that initially but I really like linebreaker giving a unit of mournfang a damage characteristic of 3 which sets up a really potent hit of 16 dice 4+/3+/-1/3 But then again, you know it might not always be the most accessible thing to do and the army already has a lot of buffs/ca to dish out to MF as it is. Also worth noting that the FLOSH obviously is very self sufficient and might provide a good distraction for the kitties to do their own thing. Unfortunately I was only able to get one game in this weekend and since it was against a newer player, I went for a less competitive list so that I didnt try to throw much on them all at once. I did get to use the Troggoth Hag and man her spell is great! its a shame bringing her in is a 380 point investment because she did a ton of work
  6. Paint Scores & Sportsmanship are good but if the idea is that the person you play against in a given round is determined on your performance playing the game up to that point then for the most part I would agree a 5-0 army that shows up should take the win over a 4-1 army. Painting skill takes a lot more time and patience to develop & perfect than learning to play the game itself. For that reason I dont think its a good idea to weigh the hobby score heavily enough to a point where a 4-1 army takes the win over a 5-0 army. Otherwise why would anyone come to these events unless they painted really well? Thats not good for building up an event in the long term. This is all assuming everyone is making an honest effort to paint their army completely. If someone is just slapping on 3 colors and calling it a day thats a different story. I do think the guy gave a bad example though as iirc Michigan does a good job at creating separate awards for Battle/Painting for each facet of the hobby to be showcased on top of their overall winner
  7. First pass on the list I plan to use for a FLGS RTT in a few months as well as a GT the month after. Tribe: Thunderbellies Leaders: Huskard on Thundertusk (GENERAL) - Storm Chaser - Shatterstone - Rimefrost Hide Huskard on Stonehorn - Metalcruncher* Butcher - Blood Feast Slaughtermaster - Ribcracker Units 4x Mournfang w Gargant Hackers 4x Mournfang w Gargant Hackers 4x Mournfang w Clubs 1 Gorger * - Havent had a chance to read the rules too much on enhancements but since I would be taking the Battle Regiment I know I would get an extra enhancement but not sure if that enhancement gets taken with Slaughtermaster getting a spell. If I am in the clear to bring that second mount trait I would take metalcruncher but if not it would be what goes away. Basically the idea of the list is to play the edge and clear the distance T1 with the mournfangs ability to R+C. From there on there are a plethora of buffs that can be handed out to the gargant hacker mournfang to make them very dangerous from Linebreakers to Rip+Tear, to all out attack, Bloodfeast, Spineamarrow, and Ribcracker. Club Mournfang's job is to play the consistent damage dealer role but I could also opt for 2 sets of 2 and let them be objective holders. Gorger is only in the list because im left at 1910 points beforehand and there isnt much else I can throw in. If anything he might be able to get a few points of damage in on a backline hero and with the frontline units being held up by the mournfang they should at least have some allies around. All in all its a very aggressive game plan and allows you to score some easy secondary objectives early on in the game with having units in enemy territory since its pretty much guaranteed with the mournfangs ability to run+charge with a 9+2 inch movement. Anyone have ideas on some tweaks to the list? My first chance to playtest this will be Saturday so Ill be able to know for sure if it plays as good as I think it will.
  8. Just starting to get into Slaanesh, but I was able to get a game in with them vs Skaven playing the vice battleplan. Leaders Sigvald Chaos Lord Chaos Sorcerer Lord Infernal Enrapturess Infernal Enrapturess Troops 3 min squads Blissbarb Archers 20 Chaos Warriors 3 Varanguard I went pretenders but forgot ahead of time that named folk cant have CA so it was a bit of a waste to use this host for what I wanted to do since I still wanted Sigvald to be the general. I used the Chaos Lord and Sorcerer Lord to babysit the Chaos Warriors and to buff them up. They held the middle of the board nicely and handled their job nicely. Against armies other than Skaven im not sure how they would have held up but I didnt have to use all out defense on them either which was nice. It mightve been bad luck but the Varanguard got wiped out in one round of attacks by a hell pit so for them to sink me 280 pts and do no damage stung a lot. Not sure I would include them again as I thought they would be on the board longer than turn 2! I think since they are the same points im better off bringing in Dexcessa given the praise they've received on here Sigvald got a 12 on a charge roll which felt good as I took out a Grey Seer on Screaming Bell in one round of attacks. He got tarpitted by the 40 ish clan rats that were around him for essentially the rest of the game but I think that was more my fault for not retreating when I had a chance to do so. He never died though so I cant complain about a one shot onto a general + holding up some battleline. Im used to playing ogres, so im still getting used to playing dainty units. I learned my lesson quick by charging a hellpit with a unit of blissbarbs hoping they would do a few points of damage to bracket it further than it was. They did not and got rolled off the table quickly. It was a close game but I was able to win in the end thanks to the chaos warriors controlling the sole remaining objective turn 4 and 5 and me getting some great timing on Round Specific objectives. I was also able to start dropping a KoS each round from round 3 onwards but next time I think I would go a block of 30 daemonettes instead if i was playing this battleplan again. Im enjoying the army a lot though as its a bit of a challenge. Making a mistake with them hurts a lot more than ogres so I think itll benefit my game for both of the armies as I learn to play a bit more nuanced and with finesse.
  9. FAQ is making those maneaters verryyyy enticing to use
  10. Now that you mention it too with that +1 to hit it may now actually be feasible to run Gargant Hackers now since a bit of their unreliability is fixed with all out attack. If you combo with bloodfeast you are then left with 11 inch move ironguts that have a better "Gulping bite" in the form of the mournfang tusk. Very interesting prospects here, might need to pick up a few more of them to try this out!
  11. All-Out Attack is different now right? This one just adds +1 to hit vs rerolling 1s. Makes those 3 damage tusks a bit more reliable as a 3/4 rather than a 4/4
  12. I love them personally with the new point costs. If you go with a gutbusters general you could feasibly get your cheap battleline with 3 x 4 Leadbelchers for 540 PTS vs 3x6 Gluttons at 780 pts. Then fill out the list with some maneaters and a couple auxiliary pieces and you're cooking. Im not sure if its enough yet to put them on equal footing with the BCR part of the ogor armies but they see soo little play that who knows really what they offer in games
  13. Basically have to really plan around generating as much depravity as possible. One less KoS than normal and hope you can summon the one you took out in T2/3
  14. So now that the point costs are out of the bag how do you guys feel about them? Personally I think the big winner is maneaters since they stayed the same
  15. Hard to say who the winners and losers are until some clarifications are made about how some subfaction stuff works with the new rules. Boulderhead for instance allowed each leader mount to have a trait instead of just one. Does this remain the case for 3.0 considering mount traits are considered an enhancement now? If not, this becomes a very unattractive subfaction. Also worth noting that a lot of models should expect a points increase, and I would imagine the monsters are no exception. How high they hike the stonehorn and now revitalized huskard on thundertusk remains to be seen and could effect things. I noticed a funny combo that it possible. I dont think it is viable but it would be a funny thing to throw out in a game FLoSH (Boulderhead) Artefact of Power: Arcane Tome (makes them a wizard) Spell Lore: Flaming Weapons (Use on themselves to give +1 damage to casters melee weapons. Use on the spear) Mount Trait: Black Clatterhorn Bring a butcher and use an enhancement to give him Molten Entrails. Cast on the Stonehorn. You then have a 400 point model with an attack profile that features 4/3+/3+/-1/4 3/3+/3+/-/1 6/3+/3+/-2/5 D6/2+/2+/-1/d3+2
  16. For the most part you probably would want to run 3 or 12 though instead of 6 as 6 robs you of the leader's extra attacks that you would get with two sets of 3's so unless a player is adamant on bringing a squad of 1 6 instead of 2 3's coherency shouldnt be too much of an issue
  17. I think its doable if you can kill support heroes. Wonder if you would be better off trashing the 4 mournfang for an extra thundertusk beastrider for another 12 shots at mw. At that point you have 5 models shooting for MW's, 5 blood vultures to kill support heroes, and 6 models that are doing 4+ MW's on charge rolls. I could see some matchups being very tough but if you use the stonehorn effectively it could work and youve got a heal prayer and the pot to keep it healthy
  18. I'm curious what the list looked like because I would never personally want to take Torbad unless I am looking for a second artefact. The moment thundertusks start trying to play around in melee range trouble brews. That being said if you take enough thundertusks and assuming all have blood vultures thats 4 mortal wounds a shooting phase + about 40+ dice being thrown for mortal wounds. Ive tried spamming them before and it felt too swingy for me
  19. its a tough match up for sure. I feel like in my case taking turn 1 and playing up on all three objective turn 1 was a mistake as I was spread out vs their bunched formation and did not realize/respect how much damage they get from charging. They are just a tough match up because their win condition is the same as ours and they have rules that help them a ton vs the models we need to achieve the same win condition. I think the trick to winning is to either catch them on turn 2 with a good alpha strike or bait their positioning so that their turn 3 isnt as good as it could be. I dont think its unwinnable but unfortunately in my local meta I dont get a chance to play them to figure out where the sweet spot is.
  20. Gave Eurlbad Boulderhead a shot at a tournament yesterday and ended up placing in 3rd (granted with one bye victory for being lucky) I had a bye matchup against the TO who brought Nurgle. It was my first experience against them so I'll admit I was a little surprised when blight kings cleared the entire map and charged me top of turn 1. It was a very close loss for me but being a friendly I wasnt sweating it too much, plus the TO was a really nice guy so it was a fun game. Game 2 I got to take on Sons in the ultimate low model count fight. They stayed back turn 1 and I took the bait and pressed forward, killing one of the smaller gargants. Top of turn 2 they won priority (big yikes since the model I killed was the only one that was in combat) and charged into me with each mega gargant plus one of the smaller ones. They do charge damage on a 2+ and my opponent got diced unfortunately on the charge rolls, rolling 3/4 1's. After that point I was able to really pile in the damage on them in combat phase, and was shaking damage with my 5+ like it was 2+ and the game effectively ended by turn 2, with my oppoent losing two mega gargants in a single turn and a min squad of mournfang doing the same to a mancrusher. It was one of those games where the dice just did not agree with my opponent and while I think mawtribes have the advantage in this matchup, I think the game wouldve been much closer with even average dice. Game 3 I was playing for top of the table against IDK in shifting objectives. This was my first matchup against IDK and knowing what I know now I would have played them much differently. I took turn 1 priority and moved up to take all 3 objectives and was baiting them to come forward. Little did I know, this army really loves their alpha strikes too! I lost a metal cruncher and my beastriders by the top of turn 2 and while the shifting 3 VP objective was going in my favor, eventually i just could not hold up to the damage those eels and the turtle did and I was done for by turn 4. All in all I had a lot of fun and the people at this event were very nice people. Im happy I got to experience these three matchups as my local meta has different factions than what was being played at this event so the next time when I face these armies, I think I know how to deal with them better going forward (especially IDK as I dont think I could have whiffed any harder on how to play them!) I REALLY liked the rune tokens, but wasnt so much sold on the Eurlbad bonus. Part of me wants to try including some wizards instead for molten entrails and ribcracker, and to have some presence in the enemy hero phase. it would take a bit to set it up, but a FLoSH with Entrails and its damage bonus for completing a charge sounds really powerful and ribcracker would be a nice way to remove some save utility Gave Eurlbad Boulderhead a shot at a tournament yesterday and ended up placing in 3rd (granted with one bye victory for being lucky) I had a bye matchup against the TO who brought Nurgle. It was my first experience against them so I'll admit I was a little surprised when blight kings cleared the entire map and charged me top of turn 1. It was a very close loss for me but being a friendly I wasnt sweating it too much, plus the TO was a really nice guy so it was a fun game. Game 2 I got to take on Sons in the ultimate low model count fight. They stayed back turn 1 and I took the bait and pressed forward, killing one of the smaller gargants. Top of turn 2 they won priority (big yikes since the model I killed was the only one that was in combat) and charged into me with each mega gargant plus one of the smaller ones. They do charge damage on a 2+ and my opponent got diced unfortunately on the charge rolls, rolling 3/4 1's. After that point I was able to really pile in the damage on them in combat phase, and was shaking damage with my 5+ like it was 2+ and the game effectively ended by turn 2, with my oppoent losing two mega gargants in a single turn and a min squad of mournfang doing the same to a mancrusher. It was one of those games where the dice just did not agree with my opponent and while I think mawtribes have the advantage in this matchup, I think the game wouldve been much closer with even average dice. Game 3 I was playing for top of the table against IDK in shifting objectives. This was my first matchup against IDK and knowing what I know now I would have played them much differently. I took turn 1 priority and moved up to take all 3 objectives and was baiting them to come forward. Little did I know, this army really loves their alpha strikes too! I lost a metal cruncher and my beastriders by the top of turn 2 and while the shifting 3 VP objective was going in my favor, eventually i just could not hold up to the damage those eels and the turtle did and I was done for by turn 4. All in all I had a lot of fun and the people at this event were very nice people. Im happy I got to experience these three matchups as my local meta has different factions than what was being played at this event so the next time when I face these armies, I think I know how to deal with them better going forward (especially IDK as I dont think I could have whiffed any harder on how to play them!) I REALLY liked the rune tokens, but wasnt so much sold on the Eurlbad bonus, those this could be due to me rerolling 6's to hit turn 1 vs nurgle and getting blasted against IDK. Part of me wants to try including some wizards instead for molten entrails and ribcracker, and to have some presence in the enemy hero phase. It would take a bit to set it up but a FLoSH with Entrails and its damage bonus for completing a charge sounds really powerful and ribcracker would be a nice way to remove some save utility
  21. So im weighing myself between two lists for an upcoming 1500 pt tournament using objectives this time instead of first blood. Despite this, I think I'll still bring Boulderhead as I had a lot of fun playing low model count and painting the stonehorns using unorthodox schemes. That being said, Im split down the middle between two different lists. Allegience: Ogor Mawtribes Mortal Realm: Chamon Mawtribe: Boulderhead Leaders: Icebrow Hunter (120) -General - CT: Lord of Beasts -Artefact: Rune Blade Frostlord on Stonehorn (400) -Artefact: Brand of the Svard -Mount Trait: Metal Cruncher Frostlord on Stonehorn (400) -Mount Trait: Black Clatterhorn Huskard on Stonehorn -Mount Trait: Old Granitetooth -Chain Trap Units: 4 x Frost Sabres (80) 2 x Frost Sabres (40) 2 x Frost Sabres (40) Battalions: Skal (100) 1500/1500 ----------------------------------------------------------------------- Allegiance: Ogor Mawtribe Mawtribe: Boulderhead Leaders: Huskard on Stonehorn (320) -General -CT: Lord of Beasts -Chain Trap -Artefact: Brand of the Svard Mount Trait: Black Clatterhorn Firebelly (120) -Fiery Whirlwind Butcher (140) - Cleaver - Molten Entrails Behemoths (Counted as battleline not behemoths in this army) Stonehorn Beastriders (300) Stonehorn Beastriders (300) Stonehorn Beastriders (300) 1480/1500 I know I dont have much in the way of protecting the firebelly in the second list so maybe I would be better off bringing two mournfang instead, but the idea of using him as a horde killer sounds fun and if hes taking damage, it means my stonehorns arent which im fine with. Also Love the idea of a potential 5 damage output on a stonehorn. This list lacks the ability to be really strong objective wise but if they do enough damage on alpha strikes im sure I could come back into the game in the later rounds. The other list is probably the safer bet for objective play, with frost sabres being nice to deep strike something in the backline i dont want focusing down my stonehorns. That being said, I am worried about the potential for battleshock to kick in on the kitties but they get a slight bonus from the icebrow hunter, who I gave the runeblade for to increase his threat to enemies since not many will be able to do much about -3 rend. The lack of magic hurts though and if someone starts swarming the field with endless spells it will made me wish I took the artefact that allows me to dispel them.
  22. So I had a 1000k tournament today at a nearby FLGS. We played solely First Blood which I knew straight away would be good for some armies and bad for others. I decided it would be a good time to try some Boulderhead so I went FLoSH (400) - w/Brand of the Svard & Black Clatterhorn SHBR (300) SHBR (300) Mawpot as well but i was not near it all game. Im not going to lie coming in to the tournament with 3 models was supposed to be a just for fun thing but man it did a lot more work than i thought it would. I think its mainly due to it being First Blood where barring tragedy im getting the command point up for grabs and no matter what, the enemy will have to fight me sooner or later. First game was against nighthaunt. I dont remember lists in their entirety but I believe they ran Reiknor, Mournghoul, Knight of Shrouds, 3 Spirit Hosts, 5-6 hexwraiths (forgot their unit size), and I think 10 reapers. The game maybe lasted 20 minutes? I was spiking dice left and right and completely tabled the spirit host, the hexwraiths, and all but one reaper even with one of my beastriders failing their charge. They tried to answer back by swarming their leaders in on the beastrider that had taken out the hexwraiths but I spiked saves hard and ended up only taking 2 damage on them. They got completely tabled over the next two turn, with the Knight of Shrouds getting one shot off of Trampling Charge. Next game I had faced off against Daughters of Khaine. My opponent ran Morathi, 2x20 Witch Aelves, and 2 hags. I gave her first turn, and she decided to run everything forward and tried charging but failed her charges (I think she wouldve been out of range even on a 12 but it was close). I proceeded to go in, pop the command ability on the SH that allowed me to reroll charges just to try and ensure as high of a trampling charge as possible, and with that + regular attacks and battleshock she lost all her witch aelves by the end of turn 1. This was my first time playing anything other than night haunt so I was not aware of Morathi's abilities but that 3 damage cap per turn is something else. The hag and Morathi were able to take down a stone horn but even with this my dice were still hot and I toppled Morathi over on turn 4 for the victory. The last matchup on the day I took on OBR, Couldnt tell you what leaders they ran since my memory isnt serving me well here but they ran 2 blocks of 20 Mortek and a unit of 3 stalkers which were a real pain to deal with since they could just blob them together. At this point my dice started getting more average, and I figured it would come down to if I was able to take out a unit of Mortek on the Alpha Strike alone. I wasnt able to, partly due to the fact of Lethargy being put on my leader from the OBR terrain piece. I got close to wiping them out, which wouldve made the game much easier on me, but they didnt and I slowly lost the game to attrition once they put down their endless spell that makes my models +1 to be hit on top of all of the bonereapers various abilities that allow them to get rend (petrifex, which I still think is a weird ability to give to that legion when you think of it). All in all I finished up 2-1, reaching second place and causing the most wounds on the day. Running this list felt dirty for the battleplan I wont lie. I felt bad for some armies because how is an army like Nighthaunt supposed to win a battle to the death? Hows anyone supposed to beat OBR when they're able to blob up? I came the closest to tableing them on the day by taking out all his Mortek but that was after the game was done & decided over. It looks like the next time they run one they will be doing objectives and either 1000-1500 points, which i think even if it was just objective battleplans thrown in it would automatically make things more balanced. I have some ideas on how to expand this list a little should it reach 1500. Perhaps maybe run Jorolbad or Eurlbad? Maybe I should go for broke and bring a butcher+huskard on thundertusk? Im still mulling that over. Im wondering what realm artefact I could maybe give the FLoSH if I gave the Boulderhead Artefact to the Huskard on Stonehorn. Maybe Dimensional blade to give the Frost Spear -3 Rend? Or maybe give the realm artefact on the huskard and give him Ethereal Amulet or Jadewood Thorn so that in Eurlbad their fists would be doing 2 mortal wounds on 6's in addition to the rest of the profile.
  23. Event Title: 1000 PT First Blood Tournament (NE Ohio) Event Author: Schauer Calendar: Events USA Event Date: 03/07/2020 10:00 AM to 03/07/2020 06:00 PM Location: Gamers Haven 6639 Pearl Rd, Cleveland OH, 44130 Doors Open at 9:30 AM Entry Fee: $10 Player Cap of 16 Game Mode will be First Blood for all 3 games. Prize payout determined after cap is reached or day of if cap not reached There will be a best painted award, but there is no painting/basing requirements for this tournament The tournament will be aimed at promoting play at the FLGS - so please be patient when playing with Rookies/newer people. Facebook Link: HERE 1000 PT First Blood Tournament (NE Ohio)
  24. until
    Location: Gamers Haven 6639 Pearl Rd, Cleveland OH, 44130 Doors Open at 9:30 AM Entry Fee: $10 Player Cap of 16 Game Mode will be First Blood for all 3 games. Prize payout determined after cap is reached or day of if cap not reached There will be a best painted award, but there is no painting/basing requirements for this tournament The tournament will be aimed at promoting play at the FLGS - so please be patient when playing with Rookies/newer people. Facebook Link: HERE
  25. So originally I wanted to run Underguts with a good amount of Leadbelchers but think I'm holding off until GW decides to release them again. Heres what Ive been thinking of running now. Allegiance: Ogor Mawtribes -Mawtribe: Underguts Icebrow Hunter (120) -General -Command Trait: Mass of Scars -Artefact: Gnoblar Blast Keg Firebelly (120) -Lore of the Sun-Eater: Fiery Whirlwind Tyrant (160) -Artefact: Gruesome Trophy Rack - Big Name: Fateseeker Units 2x Frost Sabres (40) 2x Frost Sabres (40) 1x Ironblaster (120) 1x Ironblaster (120) 1x Ironblaster (120) 1x Ironblaster (120) 20x Gnoblars (100) 6x Ogor Gluttons (240) Behomoths Stonehorn Beastriders (300) Stonehorn Beastriders (300) Battalions Skal (100) Potentially not enough of a front line. I could pull out a stonehorn for some extra gluttons but not sure if the benefit for that is there or not. I do like the idea of some ambush Hi-jinks with the Icebrow Hunter carrying around a bomb to use on a horde unit holding back to hold an objective.
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