Bolg:
Just played a friendly tournament, brought this list and actually won the tournament. (only 18 or so players but still).
here it is:
8th ed Tainted dwarfs. 2500 pnt. (25% = 625)
Lords:
Tainted Dwarf Lord (120) Armour of Furnace (45) Ogre Blade (40)
Ironcurse Icon(5) Shield (3) (3+ armour save, 5+ ward) 213
Unit has 6+ ward against warmachine wounds
Tainted Rune Shadow Sorcerer (190) Dispel(25) Talisman of Endurance (30) 245
5+ ward save
Total: 458
Heros:
Hobgoblin Hero (40)Heavy armour(4), greatweapon (4) Dragonhelm(10) Black gem of Gnar (35) 93
(4+ armour 2+ ward against fire attacks)
Tainted Thane (60) BSB(25) Armour of Gazrakh(30) Biting Blade(10) Luckstone(5) 125
(1+ armour save, 1x reroll save, attacks are armour piercing)
Tainted Dwarf Metal Sorcerer (60) Scroll of Shielding (15) 75
Total: 293
Core:
38 Tainted Dwarfs(9) Heavy armour, Greatweapon(2) Full command (30) Banner of Swiftness(15) 463
(unit has +1 Move)
28 Tainted Dwarfs(9) Heavy armour, Greatweapon(2) Full command (30) Licebone Pennant(15) 353
(unit has Magic Resistance 1)
18 Tainted Dwarf Blunderbusses, heavy Armour, Blunderbuss full command (30) 246
35 Hobgoblins(2) Handweapon 70
Total: 1132
Special:
4 Boltthrowers (120) 120
total: 120
Rare:
Earthshaker. 3 crew 110
Earthshaker. 3 crew 110
6 Centaurs (20) Heavy armour (1) additional handweapons, shield 126
6 Centaurs (20) Heavy armour (1) additional handweapons, shield 126
total: 472
Grand Total: 2475
The lord and BSB go in the horde of 40 (this is defiantly not the best unit in the game but can really do some damage)
The level 3 an hobgobbo go in the other unit, this unit is ranked up so it remains steadfast for some time.
I dont like magic so I bring shadow, has some nice hex spells i can roll with a few dice to limit the chance of total power. The level 1 actually does all the damage (the signature spell of metal is great against well armored troops. I like rolling 6 powerdice with him to get total power, he mostly wanders allone so miscast arent that scary. Hiss scroll of Shielding is great. and if somene cast at the other CD unit (magic res it becomes 3+ ward against all damage!)
I love that you can bring 2 units of centaurs and 2 eartshakers!
The centaurs take over the roll of the wolfboys, they are actually cheaper and can do 18 S4 attacks against anything with I3 or less, great support.
I really mis the +1 to hit against large targets, so 4 Bolthrouwers is really what you need if you want to hit at least once a turn, also putting 4 together looks like a great target for scary flying monsters but only take up 120 points. I really dont care if they get charged.
And the banner of swiftness has gotten me in combat very vast many times. (an average of 11" charge range!! I love 8th edition).
Firts there were some black orcs in this list, I dropped them but really miss them (take 18, thats about 19 S5 attacks in the first round if you have a champion). for the rest Im quite happy with this list.
a shot from the final battle of the tournament.