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This is a list I threw together for my flegling ogre tribe, my main opponent will be Vampire counts. (the other list I have posted)

Ogres 2500pts.

Tyrant
Luck Gnoblar
Thundermace
Wyrdstone necklace
Greedy fist
Heavy armor
Total: 306pts.

Slaughtermaster
3 tooth gnoblars
Halfling cookbook
Gnoblar thiefstone
Total: 265pts.


10 Bulls
Bellower
Standard
Total: 380pts.

10 Bulls 350pts.
Bellower
Standard
Total: 380pts.

10 Bulls
Bellower
Standard
Total: 380pts.

40 Gnoblar fighters
40 Gnoblar fighters
20 Gnoblar fighters

Gnoblar Scraplauncher
Gnoblar Scraplauncher
4 leadbelchers

3 Maneaters
Heavy armor
Cathayan Longsword
Total: 270pts.

3 Maneaters
Heavy armor
Cathayan longsword
Total: 270pts.
 

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Well I like the tyrant's set up, unless he's intending to go vampire hunting (I would take a bruiser with the KB weapon- can beat a basic vampire easily enough and has a decent chance of taking out a lord, give him the BSB as well and you're laghing since the vampire will come to you).

The slaughtermaster is a little iffy. I would drop the tooth gnoblars, they are useless since you have to state their use before rollin your dice... so thats 15pts for a massive +3 throughout the game, and not even a vital +3 at that (but then with just the 1 caster there is no vital rolls- a 1 or a 2 is an auto-fail regardless of the tooth gnoblar and everything else is always a cast). I would try to give him the full MR3 as it gives him protection from wounding himself and 4++ to his whole unit, with that in place you dont really need the cookbook (bloodgruel can help if you do take the odd wound), I would replace it with the skullmantle (in my view the best magical item for its points anywhere in the game).

The bulls are fine but you might want a champ in the unit the slaughtermaster is going in, unless he is with the tyrant... but even if he is since the tyrant has the thundermace you might want a champ just to go into a challenge and let your tyrant smash the unit instead.

GnoblarS are probably pretty useless.. but then they are cheap so it matters little. As soon as they get away from the general they'll strat to fail fear tests and wont stay in combat for long (and remember that since throwing weapons have gained the long rang penalty their shooting is about the same as what it used to be (2 ranks of shooting but hitting on 6s normally instead of 5s).

The scraplaunchers are awsome, if you can get the model and keep them in 1 piece... because I cant :cray:
Leadbelchers are a unit I hate (and they hate me), if they work for you keep them.. although I doubt they will- they are too inaccurate and enjoy killing themselves too much (when I do take them their most useful feature is normally just being used as bulls).

While I love maneaters I think they should be used solo in 8th just to annoy the enemy (and stop big block units from doing much of anything).. but gorgers also fill this role. Gorgers are better once they get in position but may not enter play for a few turns while maneaters are more vulnerable... personally if I was to take units of maneaters then I would give them BoH to give my army some long ranged firepower and to have the attacks to smash through enemy units.
 
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