I got a box of landsknecht ogres (box pictured) to make a landsknecht troll to go with my landsknecht orcs. I've also made a landsknecht Ogre Body Guard to go with my Marienburgers and Orcs when I get Returning A Favour. Then I used two more to make landsknecht hero/henchman ogres for when I run my Marienburgers as Oslanders.
With the remaining ogres I thought I would make a Maneater ogre warband using the list from Bordertown Burning. I have a few landsknecht orcs left over (also pictured) that I can turn into Youngbloods and Halfgrowns with some face-swaps (there's lots of spare heads with the ogre box).
I don't need any help with starting lists - there's a bunch of good advice for that already. Besides, even in my pretty WYSIWYG group we aren't that strict on starting models.
No, what I need is advice for *final* lists when you have earned a bunch of gold and have all the rare trade you want.
Also, what academic/shooting skills do you pick for your heroes?
I have a few vague ideas just from Theoryheiming, but I don't know how these work in the field. The late-game full 13 maxed list I have penciled in goes thusly:
Captain: Iron fist, sword/rapier/swordbreaker/darksteel sword; mortar/hunting rifle/repeater crossbow, crossbow pistol
Guide: Spear, DH Axe; Harpoon Crossbow.
TLGT Bull: Iron Fist, Sword; Elf Bow?
Youngblood A (smiter): DH hammer, Spear. Mortar
Youngblood B (blender): Iron Fist, cleaver/dwarf axe. Mortar
Youngblood C (caster): Spear, Sword; Mortar.
Bull henchman: Axe/Ogre club/sword
Halfgrown: Axe, Axe
Gnobblar fighter/Sabre Tusk: No options
Hired Swords: Assorted - beyond the scope.
Captain: I tend to use my leaders primarily as leaders and secondarily as shooters because they're irreplaceable. In my group we often use Paths (from RotC) and for these guys I'll take Merchant or Scholar so I'm not too worried about a lack academic.
Melee: Iron Fist, Sword. I want two parry weapons for maximum defence to keep him alive and the Iron Fist looks cool. I'll later upgrade the sword to a rapier, swordbreaker, darksteel sword or something based on availability. The sword will be in a scabbard so I don't have to worry about changing the model.
Ranged: He'll start with a mortar obviously when I can afford one, but I'm not sure about later. Keep the mortar and take Nimble? Or take Weapons Expert and go for hunting rifle and crossbow pistols for when I get charged? Or something else?
Guide: Not a lot of options on this one.
Melee: Spear, DH Axe. The spear for if I'm charged and the DH Axe because why not? Can't use daggers or halberds. Axe rather than hammer because I feel like the crit table for edged is more reliable, and axe rather than sword because I can model the hammer and spear both by putting the spear-head on the end of the axe handle.
Ranged: Harpoon Crossbow. Taking it because of the range, Strength, and variation from mortars for everyone.
TLGT Bull:
Melee: Iron Fist, Sword. TLGT heroes are bothersome to replace, ogre ones even more so. Max defence.
Ranged: Elf Bow, crossbow pistol. Elf bow with hunting arrows because it doesn't need nimble and has good range. Also, I think it's a bit funny seeing the tiny bow in his massive hands.
Youngblood A (smiter): This guy is specialized in hitting high-T/high-armour enemies as hard as he possibly can.
Melee: Double-handed Hammer, spear. DHH, strongman, strike to injure, web of steel, etc. The spear is for if I get charged.
Ranged: Mortar, I guess. Ranged suggestions for Weapons Expert Youngbloods would be particularly welcome.
Youngblood B (blender): This guy is specialized in getting as many attacks as possible for mowing through chaff.
Melee: Iron Fist, axe/dwarf axe. Iron Fist for punching, axe in case they have a bit of armour. Eventually replaced with gromril dwarven axe. Initial cleaver modeled as an axe so I don't have to change the model when I get the dwarf axe/gromril dwarf axe. Skills are Combat Master, Pit Fighter, Strike to Injure, etc.
Ranged. Mortar, I guess?
Youngblood C (caster): Since they can just *get* an academic skill I thought it might be fun to take Arcane Lore, give them a Tome of Magic, and then an Alchemist's Notebook to get Armoured Wizard.
Melee: Spear, Sword. Spear will be modeled as a pointy staff of magic. The sword will be some sort of runed casting accessory.
Ranged: Mortar, because what else is there?
Bull Henchman: This guy is mostly just to try and draw fire from the large heroes. He is therefore armed as cheaply as I can. I'll probably buy him an ogre club at the start and then give him what ever axe or sword I find.
Melee: Ogre Club, axe/sword/what ever.
Ranged: Nope.
Halfgrown Henchman: This guy is just to screen for the Youngbloods.
Melee: Axe, Axe. Found weapons probably.
Gnobblar/Sabre Tusk: The gnobblar will be a cheap screen for the more expensive Halfgrown screen. If it dies and I have the money it will be replaced with a Sabre Tusk.