Special Choices


Sneaky Gitz

A fantastic unit by any account, I've often been tempted to field 4! The auto-lap around by itself would make Gits worth 5 points, but then add on extra hand weapon and poisoned attacks and they are an absolute must-have. I only field one unit of 28, and have found them invaluable. Standing next to the command unit, they end up with a rerollable 10 Ld on break tests, and have rarely failed to survive the first round of combat, always winning the next. The standard is from the Goblin sprue.



Black Orcs

A recent addition, the Orcs serve two purposes. One, negating animosity on my all important hobbo units, and two, they are one of 2 units in the army with any high strength attacks. Note that I take no standard in this unit. I like to be very careful about what victory points I give up in general, and in my opinion the possibility of losing 300 VP's for this unit is a bit much. They are generally supporting Blunderbuss units, who have standards, so CR is not an issue.



Bolt Throwers

My army wins by combat resolution, not killing power, and the one thing that can ruin my day are single models with multiple wounds and attacks. Things like chariots and large monsters can add 3-5 wounds to an enemy unit's CR when used in a combined arms approach. And worse still, flying monsters can also negate my ranks with a well placed flank charge. The bolt throwers are dedicated to these types of threats, and are usually enough to deal with them.