View Full Version : 35pt Steamroller Tourny
01-09-2012, 02:43 AM
Just after some ideas on the following lists for an upcoming tourny. I am aware that eKreoss will be making an appearnae, not sure on list though, i think its knight heavy though.
6 Pyg Bushwackers
Thats 1 point shy of the 35. It seems ok, a little ranged but fairly hard hitting, especially champions with moshpit.
This would be my 2nd list
10 Pyg Bushwackers
Obviously focusing on shooting but with the Champs and the Mauler, still capable of hurt in melee.
I suffered "oh nice model" syndrome, so I got most the casters (bar doomy), an axer, bouncer and skinner. Other then that, everything else has been listed.
Cheers for any insight
01-09-2012, 06:36 PM
This would be better suited for list discussion, but you have some odd lists. Borka generally needs more infantry to make good use of mosh pit, or something a little stronger at ranged attacks to take advantage of the mosh pit KD. Mobility is a major inhibiting factor for your Borka army, with mulg's slowness not buffered by an axer(which you have). Dare I say, take out the bushwhackers and just throw in an axer (you have a free point), that way you'll get the mobility for mulg as well as a nice extra melee beast. You'll be strapped for fury management when you run hot, but that's what happens when whelps aren't around.
As for your Gunny list, it feels somewhat awkward. I feel like taking only two impalers is cheating gunny's ranged abilities. Snipe can work fine on the bushwhackers, that's no problem, but you're really only getting a direct focus trade for guided fire. pyre troll/bomber or pyre troll/blitzer would obviously be more ideal as it gives you even more shooting while retaining some melee capability with the pyre animus. The thumper is of dubious use in my games, I've used them before but I've never had a reason to keep them. With what you have, I might even recommend using a Jarl list instead.
Though that list isn't optimal, it has a decent amount of versatility for a tournament list. You can have the mobility on the champs that jarl loves to give out (quicken on the champs) give the bushwhackers some nice movement support on the side so they can aim and shoot but still move (tactical supremacy), with the fell caller pimping the champions and getting himself stuck into combat when the time is right. Behind that nice front line comes Mulg, who can then have quicken on him and an Axer, ready to beat face at a Mulg-threat range of 14"! Jarl, who can have the Impaler animus on himself, can lob bullets 16" surprising your opponent's casters with the ridiculous range, or sneaking magic bullet shots on casters that think they're safe hiding behind things. And don't forget Jarl's feat! It's a swiss army knife, it can prevent your opponent getting the first charge or help set up weird charges through your own models, few people see the Mulg flying through your champs into their caster.
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