List

Bulls on Parade:

James’ Guide to Stomping Face in AoS

Allegiance: Gutbusters


Mortal Realm: Ghyran

Leaders
Tyrant (160)


- General
- Great Gutgouger
- Trait: Wild Fury
- Artefact: Ghyrstrike 

Butcher (140)


Butcher (140)

Battleline
12 x Ogors (400)


- Pairs of Ogor Clubs or Blades

12 x Ogors (400)


- Pairs of Ogor Clubs or Blades

3 x Ironguts (180)


3 x Ironguts (180)


3 x Ironguts (180)

Units

20 x Grots (100)


20 x Grots (100)

Endless Spells


Soulsnare Shackles (20)

Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 194

List Guide

  1. Introduction
  2. Allegiance Abilities
  3. Command Traits // Artefacts // Command Abilities
  4. Heroes
  5. Battleline
  6. Other units
  7. Spells
  8. Allies
  9. Battalions

In Game Guide

  1. Deployment
  2. Early Mid Game
  3. Late Game
  4. Scenario Breakdowns

List Guide

  1. Introduction

Gutbusters are shown as the ravenous nomads of the Mortal Realms. They fight, take what they want, and eat the rest. Portrayed as the unstoppable slab of meat, they can be just that. With big ass sticks, the Ogors can get into the fight, beat the opponent into submission, and move on to the next. They shine in the combat phase and boast some of the highest damage units in the game.

What makes Ogors stand out are its heroes and 4 wound infantry. Where other armies take heavy losses, the Ogors can keep more in the fight for longer. What the army lacks in cool toys, spells, and abilities, Gutbusters more than make up for it with their strong warscrolls.

So you want to walk your Fat Boys across the board? Awesome! Will it be as easy as it sounds? Oh hell no. You will have to pull out all the tricks and tactics on a nightly basis if you plan to have your way with the opponent. This involves learning to use screens effectively, picking your battles as early as deployment, and most importantly always being aware of your movement and positioning. Age of Sigmar is an objective based game, so Movement and Fly are extremely important. We have somewhat random movement and no Fly, so take that for what it is. This means you have to learn to play around people.

My list is the final revision of my tournament list, switching out pieces that underachieve, trying new set ups, and eventually feeling like this was as good as I could make it. The premise of the list is simple. Give your opponent no major targets while also flooding the board with almost 200 wounds for them to deal with. Any unit in this list can die and the rest of the army will still perform. This is a good thing in a game where so much depends on bubbles and heroes to make things happen. We have no battalions to take advantage of, so we just have to make due with what we got. Fight harder nerd.

My goal in any game of AoS is to score more points than my opponent. One of the best ways to do this is to take and score early, set up your screens, and prepare for glorious countercharge. Make the decision to push or defend. The Ogors can do both. And if you are lucky to still have some Grots left, let them hold the objectives while the Ogors do what they do best. EAT.

  1. Allegiance Ability

Rampaging Destroyers - during the hero phase, Roll dice for your Destruction hero and general, add 2 for the general. On a 6 or more, a Destruction unit within 6" of the rolled for the model; it can immediately move 6" if more than 12" from the enemy, else pile in if within 3" of the enemy, else make a charge. If a unit is selected, it can't run for the rest of the turn.

            So what does this mean for us? It’s pretty easy. Roll some decent or hot dice and you get some free movement. This can be huge because it is difficult for your opponent to plan for. Can also be a hindrance since you have no idea if you will get it off. You have to play with a very loose plan if that makes any sense.

            Most notably everyone sees the free 6” movement and its great. What most don’t realize is how good that bonus pile in can be for models on 40mm bases. That’s 6” of movement in combat. So damn good. And lastly is the free charge in the hero phase. This bypasses a lot of armies with special abilities that go off in the charge phase.

  1. Command Traits // Artefacts //Command Abilites

Command Trait

Wild Fury - When this general is picked to fight, pick one of their melee weapons. Add 1 to the Attacks characteristic of that melee weapon for that fight. While 3 or more wounds are allocated to this general, instead add 2 to the Attacks characteristic of that melee weapon for that fight.

            This is the first step in making our Tyrant one of the scariest fucking heroes in the game. It’s all fun and games until he rolls some dice and the crying starts.

Artefact

Ghyrstrike – Pick one of the bearer’s melee weapons, add +1 to hit and wound rolls for this weapon.

            This is probably one of the best relics in the game. It’s a no brainer for our Tyrant. When we get to the Tyrant, you will see it all put together. Second step accomplished.

Command Ability // Command Points

Bully of the First Degree - If a Tyrant uses this ability, pick one Gutbusters unit from your army within 6". That unit suffers D3 mortal wounds but does not then have to take battleshock tests for the rest of the battle whilst this Tyrant is alive and on the battlefield.

            This is a very good yet somewhat situational Command Ability. Particularly good on Grots who have a tendency to run away from a fight. You will kill off d3 Grots but now have a battleshock proof chaff wall. Never underestimate how handy that can be. This can also be slammed on your Ogors. Make sure to use this before you roll for cauldrons. Never know when you might get that heal and get some of those wounds back. Every little bit counts!

            You start with no Command Points with this army. Truth is you are going to lose your Grots. If the opponent clears them out for you, then now you have a free charge in return. All the small units are practically battleshock proof, and if your opponent is canny enough to go for one of the big Ogor blocks, then they are spending everything they have to force a test which means the rest of the army is untouched. Also if any Ogors run, those Ironguts are about to get a whole lot better.

            Make sure you use your CP wisely. I usually spend them on charge rerolls as I have an innate ability to fail them. Your mileage may vary. Also saving them for battleshock rolls can come in handy.

  1. Heroes

Tyrant

- The Tyrant is one of the hardest hitting units on the field. As such, we will play him with the idea that he needs to find a way to kill high value targets. Whether that is a hero or a horde unit, he’s a bad dude who needs missions from the get go. He is going to die. We would much prefer that happen in combat and not shot/magic’d off the table.

So lets look a his loadout and what his trait/artefact give him:

-He is +1 attack, +2 after three wounds, and he is also +1 to hit and wound

-The Great Gutgouger is a 3” range weapon with 3 attacks standard. Its rend -2 and is damage 3. Any 6+ to wound do double damage.

That makes him 4 attacks, 2’s to hit, 2’s to wound, -2 rend, 3” range, and 5+ to wound doing double damage. After said 3 wounds taken, he is up to five attacks.

Now its time to roll his Big Name! Woe betides your opponent if you roll a 2 or a 6. This gives you another +1 to wound on the charge, meaning you are doing double damage on a 4+. To be honest, all the Big Names are good, just that this is the highest damage potential. If you manage to roll the 5, it’s time to go monster hunting with that sweet +1 damage. Always try to take advantage of the ability. If you roll the 3+ save, get your ass in cover and be an 8 wound ass pain. Get that Mystic Shield on and hold up the enemy. Make him play your game. If you roll the +1 wound or 2” movement increase, don’t forget!

Butcher with Cauldron

- The Butcher is our only wizard and primary source of buffs for the army. He is shit in combat, but has 7 wounds so can sometimes survive a round or two with careful placement. What make him stand out are two things: #1 being his cauldron and #2 being his signature spell. So lets dive in.          

Great Cauldron: A Butcher that is lashed to a great cauldron can reach inside once during each of their hero phases, dragging out the bloodied remains of a former foe and gobbling it down in order to unleash gastromanctic powers. If he does so, roll a dice and consult the table below to find out what happens: Result Effect 1 Bad Meat: The Butcher suffers from a violent bout of indigestion and suffers D3 mortal wounds. 2 Troggoth Guts: The Butcher gobbles down the slippery innards of a Troggoth to transfer the beast’s uncanny healing powers upon himself and his allies. The Butcher heals D3 wounds and all other friendly Ogor models within 14" heal a single wound. 3-4 Spinemarrow: The Butcher sucks out the marrow from a gory spinal column, empowering his allies. Select an Ogor unit within 14". Until your next hero phase, you can add 1 to all hit rolls made by that unit in the combat phase. 5-6 Bonecrusher: The Butcher shovels great mouthfuls of ribs and skulls into his mouth. As he chews, the enemy’s bones begin to snap and break. Roll a dice for each enemy unit within 7" of the Butcher. On a 4 or more, that unit suffers D3 mortal wounds.

            Nice wall of text asshole. A completely random table that hinges on us getting a roll of a 3-4 so we can give a unit within 14” a +1 to hit buff. And since this is an ability, it stacks. Remember that. Rolling the 2 can be beneficial, its just unpredictable and I wouldn’t place my hopes and dreams on it. Rolling the 5-6 is much more common. So because of this I have made it a point to play my Butchers just inside of 7” of my front line. Ideally I never want to waste a cauldron roll. I want to roll dice for a chance at mortal wounds all day.

VORACIOUS MAW - The Butcher’s great hunger manifests itself, and the ground splits to reveal a tooth-lined, bottomless pit that hungrily snaps and snarls. Voracious Maw has a casting value of 7. If successfully cast, pick a unit within 18" that is visible to the caster. That unit suffers D3 mortal wounds. Roll a dice after resolving any damage; on a 1, 2 or 3 the maw emits a satisfied burp and then disappears. On any other roll it chomps again, inflicting another D3 mortal wounds on the unit. Keep repeating this process until either the maw is satisfied or all models in the unit have been eaten!

            This is the always dangerous, cast it every turn, hope for the best and expect the worst spell. It casts on a 7 so only going off half the time. Then you will either hot roll dice and kill a Stardrake or roll 1 Mortal Wound and then shit out. The later happens considerably more often. Use this to your advantage, its great for baiting an unbind.

  1. Battleline

Ogors – 2 units x 12 strong, double hand weapons, all banners.

-The absolute heaviest lifters and punching bags in our army. 48 wounds, junk 5+ save, 6+ DPR against shooting, innate battleshock resistance from banner rerolling 6’s, and the awkward “when your dudes run away, I roll dice for each one. Any roll of a 6 and another runs away.” Can come in very handy. Don’t forget about it. Your Musician is also a 6” -1 Bravery debuff to help that banner ability.

-The reason you take the double hand weapons is to reroll 1’s to hit. Not super great when you hit on 4+, but becomes increasingly better as you get that +1 to hit from your cauldron. And remember it stacks. I will take 37 attacks hitting on 2’s rerolling 1’s to hit. But wait there is more.

-So Ogors get a discount at max unit of 12. This also coincides with the Ogor charge mechanic they have. Since they are a unit of 10 or more, they can reroll all wound rolls on the charge. Once they drop to 9 models in the unit, it drops to reroll 1’s to wound. This makes it incredibly important to always get the charge with these guys. There is a reason there is so much bait in my list. All for set up, so these dudes can do what they do.

-37 attacks, ranging from 4+ to 2+ to hit rerolling 1’s and if the unit charged, rerolling wounds. Each attack is damage 2. No rend on any of these attacks so that means it’s your job to put them in the best possible fights.

Ironguts – 3 minimum units x 3 Full Command

-The hard hitting, panic inducing armored assholes that can cause your opponent so many headaches. They have 12 wounds on a 4+ save with minimal footprint to reduce incoming attacks. 2” range on their weapons allows two of the three to stand behind the first and swing over, keeping that footprint to one base. Their banner is great and can really mess with your opponent. Roll that 6 to negate spells and watch them fume. They also have the same banner ability that forces dice rolls for any models that run away. Same Musician ability as well.

-So why in minimum units? Well because they get targeted to shit in big units. MSU allows them to move freely and be in more places all while still have the same damage presence. Each unit is 10 attacks, 4+ to hit, 3+ to wound, -1 rend, and 3 damage. Yes that is right. THREE DAMAGE. Make sure to tell your opponent repeatedly that they do 3 damage. It will make them nervous. And if you get them into combat, they are either going to blow shit up or completely miss. If an opportunity presents itself, the +1 to hit on the cauldron can come in handy. Make it count. Hitting that Damned Terrain for the reroll 1’s isn’t a bad idea if you know they are going into combat. Just remember you have to use that ability first before you can roll your cauldrons, which kind of sucks ass.

-Remember how I said don’t worry too much if an Ogor runs away? Well the these fine chaps get this:

Down to the Ironguts: Once during the battle, in your hero phase, Ironguts can attempt to batter their way to victory. They can only do this after at least one Ogor model from your army has fled from the battle. When the Ironguts use this ability, you can re-roll hit, wound and save rolls of 1 for models in this unit until your next hero phase.

            This ability has to be used in your hero phase so make it count. It lasts until your next hero phase so if you are looking down the barrel of a potential double turn, pop it off and let the party get started. Ideal situation is parking them on terrain in a place where the opponent has to challenge. Have this buff up, and hope you got a +1 to Hit cauldron roll. That would give you a unit of Ironguts on a 3+ save rerolling 1’s, 3+ to hit and wound rerolling 1’s. That is nothing to be ashamed of! But of course, this is fantasy land and you most likely wont get all these buff up. But even getting one or two of them up in preparation for a double turn can be beneficial. Trying to get you thinking about all the possibilities.

  1. Other Units

Grots – 2 units x 20

-These guys are honestly the only reason I think we can be competitive. Cheap, potential battleshock immune screens allow us to dictate our fights. If they survive the initial attack, retreat them out and send them off to challenge objectives or move back to hold your own. So many possibilities how to use them. In deployment, use them to keep your board edges protected. You will be surprised how much space a unit of 20 can take up when spaced 1” apart.

-Learn how to screen. This is not easy, especially when the unit behind them is twelve 40mm bases wanting to get everything in. Don’t forget to roll for that 6 for each unit when they get charged! Any chance at d3 Mortal Wounds is a chance nonetheless.

-Don’t be afraid to send them into a unit just to tie them up in combat. Minimize return attacks, be a dick and pull a Grot from the front but keep the opponent unit within 3”. Let him know those Battleshock Immune Grots are going nowhere. Find the Mystical Terrain and take advantage!

-These guys are not without fault. Anything with the Fly keyword can and will just charge their happy asses right over the Grots. If you know this is coming, try your best to space them out in a blob rather than a line. Might get lucky and that charge wont have enough steam to get past them.

  1. Spells

Voracious Maw – See the Butcher section detailing this spell

Soulsnare Shackles – Has a long ass warscroll. So this is the cliff note:

            -Casts on a 5

            -Set up within 12” of caster, other two Shackles within 6” of the first

-Roll a 3+ for every unit within 6” of any Shackles beginning of movement phase, halves movement

            -Roll a 6 on that roll, inflict d3 Mortal Wounds

-So why take it? Easy. It’s 20pts that is reliable to cast that can cause chaos to your opponent at the right time. Notice his wizard is out of range? Send them out. Make a wall your opponent has to go around. Stretch it out as far as possible and make a massive bubble of halve movement. Even better, use the Shackles to surround a model so it can’t move. I’m talking non flying Monsters, the middle Goregrunta in a big pack. Hell, even one small horde model will work. Just never roll a 6. Lots of possibilities, just need to get out there and practice with it.

- Oh did I mention we could move through them? The Shackles don’t hamper Destruction movement in the hero phase. Take advantage.

-Lastly, probably the best use I’ve had with them. Set them up in a way around the front of your lines so that large pie plate Monsters cant even get in between them. It will force your opponent to go around and hopefully you have set a trap. Or just forced them to not dictate the course of the battle.

  1. Allies – none
  2. Battalion - none

In Game Guide

  1. Deployment

Determine First Turn

-There is nothing to determine. The list is 10 Drops. You will most likely not choose. As far as I’m concerned, this isn’t a bad thing. One less decision to make. Also most people take first turn so I usually prepare for that, unless I am facing anything that isn’t alpha strike aggressive or a gun line.

-Being 10 Drops isn’t a bad thing. You will usually get to see where your opponent is placing all their stuff. Just up to you to put the right pieces in the right places. The two big Ogor blocks are always my last drops. Go after big units and Monsters. If your opponent has 2 dragons and places both of them on the same flank, make sure to have one big block facing it head on and the other within striking range. They are fast and fly so you will have to be ready for that. Point being; fight their biggest strongest stuff with yours.

  1. Early / Mid Game

Going First

-Hero phase consists of Cauldron rolls, Destruction movement, Spell casting, and Command Ability if you think it’s needed. Not necessarily in that order. Unfortunately this isn’t a checklist army. Sometimes you need to see if you can get your Destruction movement off before you buff a unit. Or use your command ability before you roll your cauldron. Depending on buffs usually dictates my turn to be honest. I never want to commit the big unit of Ogors if I haven’t gotten any buffs on them. Unfortunately in actual game play, this is going to happen a lot. If your opponent missed a critical buff, or never got buffs up, you need to go in and roll those fucking dice. Punish him for his failures.

-Usually push the Grot walls up to start scoring. Also usually have a unit of Ironguts at each table edge running them up the board as fast as possible. I want multiple targets for my opponent to deal with.

-This is the end of my turn because we as an army do not have the speed to get into the opponent in the top turn.

Going Second

-Hero phase the same. Think about the order you need to do your shit and then develop the plan. As buffs hit or miss, usually dictates the pace at which you move. If your opponent hasn’t charged you yet and is just scoring objectives, Bully some Grots and get them moving towards that objective. If your opponent has more bodies, then start setting up the Tyrant or Ogors for a big charge. This still means keeping the Grots out front. Always keep your heroes within Look Out Sir range.

-Going second honestly feels like you have more control. You are always one roll away from a big double turn and our army loves it. I try to wait for the turn 3 double if I can, however if opportunity presents itself, take it. We have the wounds to eat shit for a few rounds but eventually they run out. If it’s a good fight that can cripple your opponent, do it. We need to take every advantage we can get. But you better prepare your ass to get doubled in return.

  1. Late Game

-I have found the later the game goes the worse for wear our army becomes in. In a meta full of summoning, we can only take on so much before the steam runs out. Typically around turn 4 we are having to push the pace with what’s left and try to score those last couple vital points. I wish I could say it got easier but it doesn’t. Just about every game I win is fucking close. And the games I lose are blowouts. So take that for what you will. Just be ready to really push your brain to make sweet ass gaming winning decisions every night out.

  1. Scenario Breakdown

Center Objective Games

-Take the center objective at all costs. Develop the plan early. You will almost always go second. Your opponent wants to hold the middle and jam you up. Don’t ignore the other objectives. Use the right tools for the job. Light armored horde in the center, send all the Ogors right up the pipe with both Butchers backing them up. Send all the Guts up the flanks. Feint your Tyrant going after chaff on objectives and set him up to get in your opponents back line if an opening happens. Let the Guts do what they do and clear junk off objectives. Put your opponent on the back foot.

-Now on the flip side, what if the center is held by 20 Sequitors? You send the opposite in. All three Gut units and the Tyrant with Butcher back up. Start rolling the Ogor trains up the sides. If you see one of the Gut lines fall, set up that charge with the Ogors. They roll enough dice for your opponent to fail some. Also note never put your Irongut units or Tyrant just in front of your opponents line when you charge. Tag the ends. You will be surprised at how many people don’t defend the ends of their armor walls. Always look to minimize attacks back. When your opponent pulls his toys away from your charging unit, remember you still get your 3” pile in after the charge regardless if any models are there. So with 2” weapons on the Guts and 3” weapon on the Tyrant, you can still get some good swings in on a juicy unknowing target.

Deployment Zone Objective Games

-These are tough. Usually end up with split forces and all sorts of refused flank action. Use your Grots to hold the home base objectives. Make sure to spread them out and deny any summoning bullshit. Start using your Ironguts as bait to get your Ogors in range for a charge. I always feel like these are high risk, high reward games. We don’t have the complete lasting power to make it the full game just eating damage. We need to be causing it. So move forward cautiously. Punish your opponent if they get nervous or overcommit. These are game winning moments.

-Always be aware of the guys that sit back and wait for a super late turn and drop crap out of the sky. Always know what’s in reserve. Always know how much summoning potential your opponent has. A lot of these armies will try to lure you off your objectives and then drop toys into your deployment and take your gold. Can’t have that.

Final Thought

-No cowards here. Get out there and roll the damn dice.

Honest Goblin