Lord: Tyrant: (300)
- sword of swift slaying
armour of destiny
wall crusher (big name)
cannot have 2 pieces of magical armour, and you may as well take a luck gnoblar rather then the luck stone- they are exactly the same except that the gnoblar cannot be stopped/destroyed for any reason, and its more fluffy... alternately, take both
Lord: Slaughtermaster: (300)
- armour of fortune
seed of rebirth
sword of strife
cannot have magical armour at all- he's a mage with no access to mundane armour so cannot take magical versions. Cant say Im much of a fan of this set-up, its a bit nothingy all round- what do you want the slaughtermater to do? I think a preferable set up would be a healing potion and either a scroll of some sort or the skullmantle... or you could go for something like talisman of preservation and the bloodcleaver
Hero 1: (Butcher): (180)
- Talismen of preservation
iron curse icon
other then to try to spam the same spells I cant see a point for this guy at all... multiple casters arent as good as they used to be, and he isnt carrying anything vital.
Hero 2: Hunter (235)
- 2 sabre tusks
talisman of protection
greatskull on a hunter is an awful choice: its best when put in the biggest unit around yet you've got it on the 1 character that cannot ever join units... get it on a tyrant/bruiser and put them in your massive bull unit. Hunters themselves arent good (as BBP says- though he's wrong about the 'now', they always had to stay still to fire the harpoon). Without the +1 to hit large targets and with only S5 hunters will really struggle to do anything. Currently mine is in the cupboard with my leadbelchers...
Hero 3: Bruiser (159)
- battle standered bearer
I dont like the banner on this guy at all... its the same as a gnoblar thiefstone but stops you taking other upgrades. I would give him 3 thiefstones and the ironcure icon (it just doesnt feel right having that on a mage) or the dragonbane gem (just incase something like a flaming bloodthirster comes at you). That would give the whole unit a 4++ against magic, and you could bounce any spells from the ironguts either onto teh gnoblars or onto the bulls for the saves.
Core 1: bulls x 18 (806)
- full command
xtra hand weapon
love the size, hate the weapons. In the old MSU AHW/ironfists were great... now with big blocks they arent nearly so good. Giving AHW to this unit gives you about an extra 4 attacks (Im assuming 2 characters will join) and lose AP off 54 attacks (again asssuming you are 6 wide).. and it costs 72pts to do it. Ogre clubs are the way my friend
I also am not a fan of light armour... almost everything out there is S4 or AP so it'll almost always be ignoredd thats another 54pts you dont need to spend- I recon thats 15% of the cost of the unit in upgrades that really arent going to help. I would save teh points or get an extra 3-4 bulls for that, just so you can take some casualties and still have full attacks back).
Core 2: iron guts x 8 (454)
- full command
fine, good set up
Core 3: gnobler fighters x 25 (52)
more is good with these little guys... if you have the models use them. Since they are so incredibly cheap you can afford to make them into a hoard, or just give them huge numbers of ranks to either take casualties or put them near the tyrant and watch as the beardiest enemy unit gets stuck killing them for the game.
Special 1: leadbelchers x 4 (230)
I hate these guys.. but thats on personal luck. If they work for you use them, if they dont then dont... easy enough one to follow.
Rare 1: slave giant (175)
I love my slavegiant.... I dont think he's anygood but he's certainly a lot of fun, thats reason enough for me to use him
Rare 2:gorger (75)
cant go wrong with gorgers
Any comments or advice on this army list would be welocme, thanks in advance.