Top Three Old World Lists for Buckeye Battles GT (2,500)

This is the top three Old World lists for Buckeye Battles GT that took place in the USA on the 29th and 30th of June. It saw 36 players vying to be crowned champion in a 5-game tournament.

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The Top Three Old World Lists

===
Luna Valentine [2496 pts]
Warhammer: The Old World, Kingdom of Bretonnia
===

++ Characters [1237 pts] ++

Duke [401 pts]
Hand weapon
– Lance (if appropriately mounted)
– Heavy armour
– Shield
– Royal Pegasus
– Falcon-horn of Fredemund
– Bedazzling Helm
– Virtue of Heroism

Paladin [241 pts]
Hand weapon
– Lance (if appropriately mounted)
– Heavy armour
– Shield
– The Grail Vow
– Battle Standard Bearer [War Banner]
– Royal Pegasus
– Gauntlet of the Duel
– Gromril Great Helm
– Virtue of Duty

Prophetess [320 pts]
– Hand weapon
– Level 4 Wizard
– Royal Pegasus
– Lore Familiar
– Ogre Blade
– Illusion

The Green Knight [275 pts]
– The Dolorous Blade
– Heavy armour
– Shield
– Barding

++ Core Units [626 pts] ++

10 Peasant Bowmen [50 pts]
Hand weapons
– Longbows
– Unarmoured
– Skirmishers

10 Peasant Bowmen [50 pts]
Hand weapons
– Longbows
– Unarmoured
– Skirmishers

10 Peasant Bowmen [55 pts]
– Hand weapons
– Longbows
– Unarmoured
– Skirmishers
– Standard bearer

6 Mounted Knights of the Realm [165 pts]
Hand weapons
– Lances
– Shields
– Heavy armour
– First Knight (champion)
– Standard bearer
– Musician

6 Mounted Knights of the Realm [165 pts]
Hand weapons
– Lances
– Shields
– Heavy armour
– First Knight (champion)
– Standard bearer
– Musician

5 Mounted Knights of the Realm [141 pts]
Hand weapons
– Lances
– Shields
– Heavy armour
– First Knight (champion)
– Standard bearer
– Musician

++ Special Units [633 pts] ++

5 Pegasus Knights [289 pts]
Hand weapon
– Lances
– Shields
– Heavy armour
– Standard bearer
– Musician

6 Pegasus Knights [344 pts]
Hand weapon
– Lances
– Shields
– Heavy armour
– Standard bearer
– Musician

Luna Valentine: Howdy friends, some notes on the top lists for Buckeye. Note that Buckeye had no comp rules.

Duke on Pegasus– I tried out a pegasus duke again, mainly for the option to get two characters with 2+ armor through Dazzling Helm. Overall I didn’t care for it, he isnt tough enough to face thunder stomping monsters (as he is only monstrous cavalry), he is highly vulnerable to Killing Blow, and his damage potential isn’t enough to solo infantry blocks.

I definitely plan to swap over to a Hippogryph Duke for my next tournaments, to match up against enemy dragons/monsters and also fight against pesky Killing Blow units. One of the main reasons I still run a Duke at all, is to hold the Falcon Horn. Its definitely viable to skip this guy and spend 450 pts on something else, as long as you always bring the horn.

Paladin BSB – Absolute rockstar, he has astounding durability with T5, 2+ reroll 1s/5++, and he brings +3 combat resolution with BSB, War Banner, Vow of Duty. Grail Vow also means he never panics and Stubborn for bad combat rolls. I often run him solo in center field, next to some knights for Lone Character rule, and aim to use ‘Gauntlet of the Duel‘ to force a challenge, denying them any attacks from the front. Combined with the natural combat res, he can be a brutal front threat.

I also like to use him to supplement my Duke against enemy dragon duels, and aim for a combat res flee (especially with a knight or pegasus unit to force Outnumbered 2:1 break tests)

Prophetess: A recent addition, she buffs up the Pegasus unit with The Lady’s Wrath, and brings a terrifying Assailment with the Illusion spell+Ogre blade. Pegasus units often have trouble cracking monsters or armor targets especially if they get stuck in. She tends to solve these problems. She has the ability to voluntarily retire to keep her safe, but she is a very expensive investment. I’m not entirely convinced she is worth an entire pegasus knight unit. She does help a lot with shutting down bound spell spam against certain armies (casket, sisters of the thorn, fireball ring).

Green Knight: A powerful strategic piece, GK is great at assassinating wizards and locking down big monsters. He helps a lot with creating uncertainty in my opponents game plan, and getting into the backlines of shooting heavy armies. He is very expensive and not always reliable (I had two games where he did not appear until turn 4+), but strong enough to warrant taking.

CORE UNITS

Peasant Archers, Skirmishing: These guys are amazing. They exist mostly to protect against enemy shooting (especially the very common elf shooting), but also help to score many scenario points in tournaments. If you layer them up against one another, they can provide soft cover to each other, and are a powerful anti-shooting barrier. Against combat heavy armies, you’re better off leaving these guys in the back.

If I had realized Buckeye had no comp rules, I probably would have brought 4-5 of these.

Knights of the Realm:
They’re very okay, expect very little from them. Best used to combo charge with other units for a little extra combat res, or to help a character crush a weak infantry unit. One of their best uses is pushing up in the middle (about 10-15″ away), and then fleeing incoming charges to split up an opponents line. Just remember to mark that you lose the Lady’s Blessing when you do this!

SPECIAL UNITS:

Pegasus Knights: Ah, what a wonderful unit. 360 charge direction and 20″ fly march is very hard to most armies to deal with. Far more fragile than you might imagine, and even a full flank charge with 5+ pegasus is probably not enough to crack monsters. Where they shine is constantly marching to right outside enemy charge arcs on the flank, and putting pressure on every unit around them. From there, aim for sandiwching charges or picking off weaker units first.

If you charge these in the front against most elites, you will lose. If you leave them out to be shot 2+ turns by elf shooting, you will lose. Avoid those traps and you will win. Be patient and setup winning charges (something where you should have a +3 combat res advantage on average, and no chance for the enemy to counter charge with another unit on their turn)

Counter charge also makes it possible to aggressively bully out small units, as long as you stay out of their minimum move range.

===
Shannon Powell [2500 pts]
Warhammer: The Old World, Ogre Kingdoms
===

++ Characters [735 pts] ++

Slaughtermaster [345 pts]
Hand weapon
– Level 4 Wizard
– General
– Halfling Cookbook
– Ruby Ring of Ruin
– Biting Blade
– Beastkiller
– Battle Magic

Bruiser [390 pts]
Great weapon
– Light armour
– Battle Standard Bearer [Cannibal Totem]
– Thundertusk
– Armour of Meteoric Iron
– Talisman of Protection
– Deathcheater

++ Core Units [630 pts] ++

7 Iron Guts [333 pts]
Hand Weapons
– Great Weapons
– Heavy Armour
– Look-out Gnoblar (Standard bearer)
– Veteran
– Gutlord [Daemon-Slayer Scars]
– Standard bearer
– Bellower (musician)

3 Ogre Bulls [99 pts]
Hand weapon
– Light armour
– Crusher (champion)

3 Ogre Bulls [99 pts]
Hand weapon
– Light armour
– Crusher (champion)

3 Ogre Bulls [99 pts]
Hand weapon
– Light armour
– Crusher (champion)

++ Special Units [735 pts] ++

Ironblaster [185 pts]
Cannon of the Sky-titans
– Hand weapons

Ironblaster [185 pts]
Cannon of the Sky-titans
– Hand weapons

4 Mournfang Cavalry [365 pts]
Ironfist
– Heavy armour
– Crusher (champion) [Daemon-Slayer Scars]
– Standard bearer [Razor Standard]
– Bellower (musician)

++ Rare Units [400 pts] ++

Giant [200 pts]
Giant’s club
– Light armour (Calloused hide)

Giant [200 pts]
Giant’s club
– Light armour (Calloused hide)

Luna Valentine: Pretty standard ogres. The terror scars adds some extra leadership threat when he charges. The Bull units were all deployed 1×3 in marching formation for redirecting. The lack of a traditional General means a lot of units are relying on leadership 7 to get them through terror/restraint tests, or rerolling 7’s for panic. The giants are a nice anchor early/mid game, though they tend to run out of wounds by late game.

The Bruiser BSB uses a clever combination of items+banners to get a reliable triple 5+ save, which made it quite durable to cannons/high quality attacks. The two cannons and wizard run solo, can be a substantial threat over 6 turns. Mournfangs absolutely slap, and are definitely the highlight of the list (along with the obligatory double iron blasters).

===
Vampire Counts [2588 pts]
Warhammer: The Old World, Vampire Counts
===

++ Characters [1249 pts] ++

Master Necromancer [425 pts]
Hand weapon
– Level 4 Wizard
– General
– Mortis Engine
– Sceptre Of De Noirot
– Crown Of The Damned
– Necromancy

Necromantic Acolyte [120 pts]
Hand weapon
– Level 2 Wizard
– On foot
– Ruby Ring of Ruin
– Necromancy

Vampire Thrall [170 pts]
Lance (when mounted)
– No armour
– Battle Standard Bearer
– Nightmare
– Biting Blade
– Charmed Shield
– The Accursed Armour
– Dark Magic

Wight Lord [44 pts]
Great Weapon
– Heavy armour
– On foot

Vampire Count [490 pts]
Hand weapon
– No armour
– Zombie Dragon
– Sword Of Kings
– Talisman of Protection
– Dark Acolyte
– Dark Magic

++ Core Units [719 pts] ++

6 Dire Wolves [48 pts]
Claws and Fangs (Hand weapons)

6 Dire Wolves [48 pts]
Claws and Fangs (Hand weapons)

27 Grave Guard [457 pts]
Great weapons (replace shields)
– Heavy armour
– Shield
– Drilled (0-1 per 1000pts)
– Implacable Defence (0-1 per 1000pts)
– Seneschal
– Standard bearer [Standard Of Hellish Vigour]

26 Zombies [83 pts]
Hand weapon
– Standard bearer

26 Zombies [83 pts]
Hand weapon
– Standard bearer

++ Rare Units [620 pts] ++

7 Blood Knights [415 pts]
Hand weapons
– Lances
– Iron-Shod Hooves
– Full plate armour
– Shield
– Barding
– Drilled
– Kastellan [Lord Of The Night]
– Standard bearer [Drakenhof Banner]
– Musician

Terrorgheist [205 pts]
Filth-encrusted talons
– Rancid Maw
– Calloused hide (light armour)

Peter Holland: Although this is list is showing as over the points limit, we can’t be certain that there wasn’t some error when copying this list onto New Recruit, or whether if this is the list submitted, whether it was caught by the TO and changed before the tournament began.


Luna Valentine:  Unfortunately, I haven’t had the pleasure to play with Ryan yet, so these are guesses. He was able to leapfrog Phil after Phil and I had our draw game 5.

Mortis Necro- Screams, 18″ bubble of +1 move is nutty. Double invocation scepter and the 4++ crown makes it insanely durable, though the stupidity checks mean it will probably hang close to the BSB (or sit behind zombies and not worry about stupidity moves)

Vamp on Zombie Dragon- Sword of kings for extra kb potential and 5++ for durability. Personally, I think the sword is overrated and would prefer a lance/ogre blade. Dark Acolyte for extra regen potential.

Vamp BSB– this dude assumedly hangs with the blood knights. +1 toughness armor is good, but it seems wasted on a t4 thrall, especially hanging in an already strong unit.

Wight Lord– barebones, obviously there to unlock grave guard core

I don’t love the grave guard infantry, but with Banner of Hellish Vigour (reserve move) they can at least push up on their own. I would guess he has them away from the Mortis, being an anchor for the other side?

The rest of the list is pretty standard, a mega block of blood knights and a Terrorgheist. The blood knights are very hard to shift with traditional attacks, and with four invocations of Nehek in the list & 5+++ from Drakenhof, they can tank through most lists. Folks who aren’t ready for the counter charge potential and insane durability will lose very badly.

This seems like a list that might struggle against some monster mash TK or Brett flying circus, but it definitely earned a top 3 spot, and was very nicely painted!

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Final Tournament Placings

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2 thoughts on “Top Three Old World Lists for Buckeye Battles GT (2,500)”

  1. Your list is wrong. Here is Ryan’s list
    New Recruit has bad point values
    ===
    Ryan Boaz [2500 pts]
    Warhammer: The Old World, Vampire Counts
    ===

    ++ Characters [1249 pts] ++

    Master Necromancer [425 pts]
    – Hand weapon
    – Level 4 Wizard
    – General
    – Mortis Engine
    – Sceptre Of De Noirot
    – Crown Of The Damned
    – Necromancy

    Necromantic Acolyte [120 pts]
    – Hand weapon
    – Level 2 Wizard
    – On foot
    – Ruby Ring of Ruin
    – Necromancy

    Vampire Count [490 pts]
    – Hand weapon
    – No armour
    – Zombie Dragon
    – Sword Of Kings
    – Talisman of Protection
    – Dark Acolyte
    – Dark Magic

    Vampire Thrall [170 pts]
    – Lance (when mounted)
    – No armour
    – Battle Standard Bearer
    – Nightmare
    – Charmed Shield
    – The Accursed Armour
    – Biting Blade
    – Dark Magic

    Wight Lord [44 pts]
    – Great Weapon
    – Heavy armour
    – On foot

    ++ Core Units [638 pts] ++

    6 Dire Wolves [48 pts]
    – Claws and Fangs (Hand weapons)

    6 Dire Wolves [48 pts]
    – Claws and Fangs (Hand weapons)

    27 Grave Guard [376 pts]
    – Great weapons (replace shields)
    – Heavy armour
    – Shield
    – Seneschal
    – Standard bearer [Standard Of Hellish Vigour]

    26 Zombies [83 pts]
    – Hand weapon
    – Standard bearer

    26 Zombies [83 pts]
    – Hand weapon
    – Standard bearer

    ++ Rare Units [613 pts] ++

    7 Blood Knights [408 pts]
    – Hand weapons
    – Lances
    – Iron-Shod Hooves
    – Full Plate Armour
    – Shield
    – Barding
    – Drilled
    – Kastellan [Lord Of The Night]
    – Standard bearer [Drakenhof Banner]

    Terrorgheist [205 pts]
    – Filth-encrusted talons
    – Rancid Maw
    – Calloused Hide (light armor)

    1. Thank you! Yeah, I was sure there was something wrong with the list on New Recruit but just couldn’t work it out.

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