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Post by Deleted on Jul 28, 2014 15:26:05 GMT -5
HQ: Company Command Squad
Colonel Iron Hand Straken Nork Deddog
Lord Commissar
Ministrorum Priest
Ministrorum Priest
Troops: Infantry Platoon
Platoon Command Squad
Infantry Squad Infatry Squad
Conscripts x25
Veterans
Shotguns
Elite: Bullgryn x6
Power maul x3
Bullgryn x6 Power maul x3
Fast Attack:
Heavy Support:
Wyveryn Battery x3
Hey guys this is my first attempt to make a list for my Bullgryn themed idea any thoughts or advice would be greatly appreciated. I do not intend to play in tournaments just casually and really love the bullgryn models. I just want to be sure the idea isn't completly horrendous, Thank you.
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Post by gamma016 on Jul 28, 2014 15:47:58 GMT -5
Hey there, and welcome to the IGMB! I have actually tried a very similar list so I'll tell you how it went for me. My list like yours used Straken but I only had a 5 man squad of bulgryns. I also used Primaris psykers, however this was 6th edition so they were more reliable. I found that the bulgryns died way too fast. I had them in a squad with a priest an a Psyker and they drew a lot of heat. I did not manage to get then into close combat. I think you might want to add some psykers to your list, one rolling on divination an one rolling on santic deamonology. This way you can possibly give your bulgryns a 3++ if you're lucky. Santic also has hammerhand which will come in handy (no pun intended). I hope you have better luck with them than I did.
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Post by Casiarius on Jul 28, 2014 23:02:19 GMT -5
Bullgryn are tough, but not tough enough to run forward into the enemy's guns without support. For opponents that won't naturally come to you, I'd say you have two options:
1) Create a target-rich environment in which your whole army is designed to move forward and fight at close range. Guardsmen on foot prefer not to get too close, but there are plenty of Guard vehicles that love a close-range firefight. If your Bullgryn are merely part of an advancing wall of Chimeras, Sentinels and other targets that require high-strength weapons to destroy, something is going to get through.
2) Make a more conventional stationary shooty army but rely on dirty tricks to get your Ogryn into the action. - Take lots of psykers and hope you get Invisibility, Gate of Infinity, etc. - Take Creed as your warlord and hope you can make your Ogryn outflank.
And what sort of weapons are your men supposed to be carrying in this list? Surely they're not all just running around with lasguns?
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Post by Deleted on Jul 29, 2014 15:48:32 GMT -5
Thanks for the help guys! These are the changes I have come up with to improve the list. Please let me know what you think.
HQ:
Company Command Squad
Colonel Iron Hand Straken
Chimera
Ministrorum Priest
Ministrorum Priest
Troops: Veterans
Meltagun x1
Chimera
Veterans
Veterans
Meltagun x1
Chimera
Elite:
Bullgryn x6
Power maul x2
Bullgryn x6
Power maul x2
Heavy Support:
Leman Russ Battle Tank x2
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Post by Casiarius on Jul 30, 2014 3:52:30 GMT -5
While Ogryn are amusing, don't forget who's doing the real work in this army... the troops. Veterans are BS4 and can be loaded up with deadly firepower. Don't waste that potential by giving them harmless flashlights. What is a Vet squad with one meltagun going to do anyway? Drive their Chimera up to an enemy Land Raider and hope they get extremely lucky? Give them the tools they need to get the job done.
The same goes for Straken's command squad. He's got a retinue of BS4 Vets that can be given powerful weapons and other add-ons. Even if you don't need four plasma guns, the squad has a lot of untapped potential.
Leman Russes are very solid units in the current rules... rather cheap for the heavy armor and firepower you get. Their sponson weapons are also rather cheap, but they do not work well with ordinance weapons. If you want the maximum bang for your buck, I recommend using a non-ordinance Leman Russ (anything except the default Battle Tank and Demolisher) and giving it sponsons.
Also, I advise everyone to take at least one psyker, even if it's only an Astropath. You get 1d6 warp charges every turn. If you don't have any psykers, this valuable (and free) resource is wasted.
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Post by Deleted on Jul 30, 2014 11:57:03 GMT -5
Thanks Casiarius you've been really helpful so far. These are some changes I've made to the list. HQ: Company Command Squad Colonel Iron Hand Straken
Meltagun x3 Chimera
Ministrorum Priest
Primaris Psyker
Mastery Level 2
Troops: Veterans
Meltagun x3
Chimera
Veterans
Veterans
Meltagun x3
Chimera
Elite:
Bullgryn x10
Power maul x4
Fast Attack:
Heavy Support:
Leman Russ Exterminator
Heavy Bolters
Leman Russ Exterminator
Heavy Bolters
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