So recently made a slight change to the original list, swapped the Huskard out for beast riders and the swords out for Gemenids. This new list just won a tournament in Northern Ireland and I couldn’t be happier about it!
Yo what’s the craic everybody, I’m Mick from Ireland. My primary go to army for about 3 years was Tzeentch but after throwing my rattle out of the pram with all the changes I decided to revisit my first fantasy army ever which was the ogre kingdoms and is now Ogors or Gutbusters! I mainly focus on competitive builds for whatever army I choose but I do grow attached to certain units whether they’re optimal or not. I’ll find some use for them! Anyway, here is my Gutbuster allegiance list I have honed over the past 6 months.
Destruction vanilla ability, nothing special here. Just use this ability to try catch my opponent out here and there. Important not to forget it and to always keep the range in mind when moving units and characters. The allegiance ability is great for helping getting around the board at objectives and for catching enemies out with the Thundertusks lovely snowball!
Artefacts, Command Traits & Abilities
Who has what?
My General is the tyrant as per the list above and I have given him the gryph feather charm artifact from Ghur, he has the bellowing tyrant command trait to make the allegiance ability more reliable and has probably one of the best command abilities in the game if used correctly!
Gryph Feather Charm
I give him the charm because it helps keep him alive so I can get the most out of the command ability. Against shooting he will more often than not be -2 to hit so most people will ignore him rather than waste shots on him. And the screen of ogors and grots means there is little glance of him being charged unless I allow it!
The command ability is crucial to the list. Start of every game I’ll pop this onto the 60 grots to make them immune to battleshock so long as the tyrant is alive. To do this I just cause D3 mortal wounds on the unit and so I try to utilize any mystical terrain against this. I also keep 50 points below so that I can use inspiring presence on the grots if I don’t go first and stops them from go below usable strength too early.
I use the ravager command ability for a more reliable roll for the destruction allegiance ability. I think it’s by far the best way to go with the tyrant as we have no movement abilities otherwise. When playing objective based games against so many mobile armies you really need to take what you can get.
The tyrant is fairly self explanatory. He is very much a utility hero for me. His command ability is his main contribution to the list. Next is his command trait/allegiance ability (3+ to make a unit move, charge or pile in) and lastly is his combat prowess. He will spend the early turns of the game mostly behind units, bullying grots, allowing units to use the common command abilities and zoning any reserves units. Later on when enemies are weak he will break away and smash a unit or character up or try and capture an objective. I use the massive ogor club for its consistency. The great gut gouger with ghyre strike and the +1 to wound command trait is nice because you have 3 attacks hitting on 2s and wounding on 2+ with 4+ to wound doing 6 damage and if you roll the right name you’re doing 6 damage on 3+ instead. My play style doesn’t suit the latter and so I go for the more defensive option.
Butcher with Cauldron
I have seen a lot of people using double butcher for the cauldron buff but I prefer not to depend on a random buff which has no guarantees of going off when you need it most! My theory behind the butcher is if I get the +1 to hit buff off, great, but I make all my decisions based on the assumption that they won’t be buffed up. I like the potential threat of voracious maw, in reality I only ever do about 3 wounds with it but I have gone into double digits on some occasions. Again this is a bonus if it works, not something you can plan. It does however work as a great deterrent for enemies who don’t want to be hit with the spell! I also like how survivable the butcher is with being able to heal wounds after casting a spell and heal himself and friendly ogors with a cauldron ability.
The units are fairly self explanatory but I’ll go through the key points.
Both units are equipped with 2 bashas and slicers. I favour these over the ironfists because of the reroll 1s to hit. Hitting on 4+ isn’t great and I often find the results extremely varied. This added buff keeps the hits fairly consistent. Any unit with rend can ignore the ironfists and they offer no defensive benefits. As I hope to charge with this unit I want to maximize the damage done before the enemy gets to fight. The positioning of the command group throughout the game is very important as I can sometimes hit the bravery debuff on a few units and also make another few models flee with the great beast skull ability (when a model flees roll a dice, on a 6 another model flees). The large unit also offers screening protection for objectives due to the large bases, and at 4 wounds a piece it’ll prove hard to get through. It is also important not to forget the lookout grot on this unit. As long as the tribal banner is alive the lookout grot provides the unit with a 6+ save against wounds and mortal wounds caused by shooting attacks. The smaller unit is usually kept back to zone incoming reserve out and sometimes I’ll use this unit to assist the Ironguts in their flanking maneuver. In this unit, the champion is the tribal banner bearer as the reroll 6s for battleshock is really strong in such a small unit.
Basically this unit either hides behind the grot screen ready to pile in and attack with their two inch range against incoming chargers, or gets sent up the flank or other less populated parts of the board. They need to kill whatever they hit or they are wasted and with hitting on 4+ you can’t be too risky with them. They are great to have late game if you can screen them well with grots and ogors, then fire them out full speed using the allegiance ability and take down whatever is left in the way. The -1 rend and 3 damage really makes them good at cutting down all kinds of units and characters. Just have to keep them well away from high amour and anything that gives any debuffs to combat.
The sacrificial lambs of the army. More often than not just used as a screen to stop the other units from dying too early in the game. They are great for camping objectives and the extra attacks they get for being over 30 models catch’s people out quite a lot as it affects their shooting also! The trapper ability again is not something I ever plan for but it can deter an enemy from charging if they can’t afford to lose 3 wounds! Usually these get strung out across the board, hugging objectives and mystical terrain and protecting my zone from incoming reserves. The tyrants command ability means these guys usually stick around to the bitter end.
This is one of those units I mentioned earlier where I grow attached to them and have to find a use for them! They offer little value other than their ability to be set up on turn one anywhere on the board 12” away from enemies. The big issues with these is their entire warscroll is pretty garbage but for 60 points I don’t think I can complain. They have rubbish save and wounds characteristics so you have to be very careful with placement and what you put them against. Their set up ability is far below par compared to the likes of stormcast and seraphon to name just a couple. They have to set up on turn 1 so can be easily countered and must be more than 12” away from an enemy. So I use them mostly to appear on an objective turn 1 or to keep my opponents deployment tight. Other than that they come on and try to harass light units or exposed characters. The run and charge ability they have is their one solid point. Having a 24″ threat range can take some opponents by surprise so always good to remember.
This is one of the later additions to the list. This was my attempt to add some reach to the army whilst also giving my opponent a reason not to just run straight at me with everything. I originally started off with a Huskard on Thundertusk but swapped to the beastriders for the extra shots and close combat attacks. I take the blood vulture and harpoon launcher for the extra long ranged damage potential. It also gives 3 extra punches and kicks as well as saving me 20 points. The main purpose of this beast is to deter enemies from getting too close with deployment and movement. Also with the allegiance ability and its 8″ move, in my list this guy has a potential 38″ threat range which can sometimes catch people out or if not make them deployment their valuable units 38.1″ away from him. For that reason I always try and leave a space for him up front but not so close that he will attract enemy attacks easily. I spend the game trying to utilize his snowball to take chunks out of units or snipe characters where I can (this is especially tasty in the places of arcane power mission). Late game he usually charges in to finish off units or kill characters. Important to keep him protected with grots and ogors as he can be made very useless very quickly with some early damage. Then all of a sudden you have a 340 point paper weight running around the board.
No access to battalions. However, I try not to get too concerned with how many drops my army is. I just deploy sensibly so that if I go first or second I won’t be in trouble either way. Keeping reserves at bay, and ensuring enemies cant steal objectives off me turn one are my priorities here.
The beastriders on thundertusk are the only allies I use in the list. The range support they offer has a huge impact on the list.
Magic, Endless & Realm Spells
With only one wizard, I tend not to dominate magic phases. The voracious maw is a wonderful spell due to its potential damage. it is unlikely that it’ll do more than 3-4 wounds but when it does it usually catches an opponent off their guard and can turn the tide of a combat or the entire battle. With being cast on a 7 and no access to any magic buffs in the gutbusters it’s not something I base strategies around but rather a bonus if it works.
Endless Spells – Geminids of Uhl-Gysh
The Geminids are currently one of the strongest endless spells that exist (IMHO of course). I use these very carefully as if I get hit with them it makes for an awful time for me. I will usually wait to cast these until I can ensure they cant come back to bite me. I use them as a redundancy should I lose a priority roll that I need. Ill try and position them so they can hit enemy units that are about to hit my lines, mitigating the damage done to me in that battle round. Alternatively my opponent may decide to give me the turn for fear of geminids hitting his valuable units but because he cant hit me with them he’ll have to send them away from him more than likely deeper into his zone further away from me. This is pretty necessary for me as Gutbusters really struggle to come back from the full onslaught of a double turn. At 40 points I wouldn’t leave home without them but I fully expect a points hike for them.
I went through the purpose of each unit pretty clearly already. So I’ll go through briefly how the army plays here as a whole.
This is usually my army set up in a bubble of grots. Ogors and Ironguts behind the front screen ready to pile in against would be chargers. The thundertusk standing close to the front staring menacingly at his target/s. The gorgers deployed in reserve 99% of the time and the Butcher and Tyrant sitting in the middle of the entire army ready to provide support with their abilities where needed. Usually have the butcher close to the front to slingshot an geminids if there is no chance of him being taken off by the enemy.
I either start the hero phase with the destruction move or the cauldron ability. If I want the cauldron within range of a particular unit/s then I’ll use the destruction allegiance ability first in that case. Otherwise the main reason I use it first is in case I mortal wound myself. I have a chance to heal with a casting attempt after. First hero phase I will always bully the grots. The order at which I use the allegiance ability is usually butcher first as his is more unlikely being on the roll of a 6+ instead of a 3+. if I get the 6+ it gives me so many more options then.
This can be a tricky phase as some opponents may have a lot of movement shenanigans and reserves and you have to protect yourself at every turn. You have to be patient. Let your opponent make the first move. Then you can react. If you want you can slowly advance inside the circle of grots then when the time is right let the grots run back behind the Ogors and Ironguts to give them space to charge out and kill things. Be sure to leave 1″ gaps between all Ogors though so they can run through the units.
The big one here is the thundertusk so it is important I pick the targets correctly. The other shooting that is often forgotten about is the grots. at full strength they have 3 shots each at 8″ range. Now they hit on a 4+ and wound on a 6+ but imagine getting all 60 grots in range of a units and firing 180 shots at them??? Lastly you have the tyrants pistols which is two shots 3+, 3+, -1, D3 damage. A potential 6 damage is character killing territory. It is also good for tallying wounds up on a unit before you charge in with the tyrant.
Due to the lack of any army buffs or character abilities that make charges easier or more reliable it is very important to keep a character with some command points to reroll your charge rolls should you fail. The power in this army is getting your charges off. If you don’t you are boned. Be careful not to charge characters first and have them end up out of range with their command abilities.
As a collective the army plays in a variety of ways depending on the opponent and mission. Due to the lack of any book or abilities I have to rely on the skills of each unit. Some games I’ll play very aggressively to get an early lead on objectives and try neutralize some threats before they can do some real damage and other games (most commonly) I’ll play counter attack where the grots will form a protective screen with all of my ogor units 2.4” from the front of the ogors. This allows me to pile in after the grots have been charged and without the fear of being attacked back. Works especially well with the ironguts with their 2” ranged weapons. Another trick I play with the grots is I ensure I leave 1” gaps between my ogors so that I can run the grots back through them and allow the ogors to move toward and charge whats in front. Some opponents may assume that my ogors are trapped by the long line of grots and there is no way for them to charge their units. They are wrong! But to be honest i tell them my intention when I set up to avoid any doubt and to ensure they know why my ogors are set up the way they are.
Thanks for reading guys, I hope this was somewhat helpful!