Reddemon
Razorith Vulsroy
If you really want to run some Rhinox in the army, just take a single unit of them as a rare and special choice. Forge World published rules for them, and one unit is really all you need to mess up your opponent anyways. After that, go with a more streamlined composition. Personally, I'd suggest something like this:
Tyrant with Tenderiser, Gut Maw, Wyrdstone Necklace
Butcher with Dispel Scroll and Bangstick
Butcher with Dispel Scroll
Butcher with Dispel Scroll
3x Bulls with Iron Fists and Light Armor
3x Ironguts with Standard and Musician
3x Ironguts with Standard and Musician
3x Ironguts with Standard and Musician
3x Bull Rhinox Riders with Heavy Armor, Iron Fists, Full Command.
The list comes to a total of 1998 points, packs a good bit of magic, magic defense, and plenty of hitting power. The one unit of Rhinox Riders can do plenty of damage, and should have enough wounds/toughness/armor save to make sure they don't get shot to pieces by less than a full artillary assault. And hey, even if they do get completely shot up, your ironguts, bulls, tyrant and butchers have more than enough back bone to pick up the slack.
For a variation of that, try cutting out a butcher in favor a gorger for some anti-warmachine power, or throw in a unit of yhetees to give you some faster flankers.
Edit: Oh, and if you really wanted to protect the unit of Bull Rhinox Riders, give them the banner that lets them pawn magic spells cast onto them onto another friendly unit with 6", this way your bulls can deal with any of the big nasty spells of doom.
Tyrant with Tenderiser, Gut Maw, Wyrdstone Necklace
Butcher with Dispel Scroll and Bangstick
Butcher with Dispel Scroll
Butcher with Dispel Scroll
3x Bulls with Iron Fists and Light Armor
3x Ironguts with Standard and Musician
3x Ironguts with Standard and Musician
3x Ironguts with Standard and Musician
3x Bull Rhinox Riders with Heavy Armor, Iron Fists, Full Command.
The list comes to a total of 1998 points, packs a good bit of magic, magic defense, and plenty of hitting power. The one unit of Rhinox Riders can do plenty of damage, and should have enough wounds/toughness/armor save to make sure they don't get shot to pieces by less than a full artillary assault. And hey, even if they do get completely shot up, your ironguts, bulls, tyrant and butchers have more than enough back bone to pick up the slack.
For a variation of that, try cutting out a butcher in favor a gorger for some anti-warmachine power, or throw in a unit of yhetees to give you some faster flankers.
Edit: Oh, and if you really wanted to protect the unit of Bull Rhinox Riders, give them the banner that lets them pawn magic spells cast onto them onto another friendly unit with 6", this way your bulls can deal with any of the big nasty spells of doom.
ok, thanks
i guess i'll play 2500 and get the bull rhinox upgrade, a gorger and maybe some leadbelchers in there