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PostPosted: Tue Jun 19, 2012 4:49 am 
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Epic MiniWarGaming Poster, 'nuff said
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Hey guys

So it has been bugging me that people have been disregarding beastmen as of late as a weak army. So much so that i am going out of my way to build a tactics guide to playing Beastmen. I hope to throw away the shroud of crap that surrounds them to reveal one of the most dangerous, rewarding, and tactically enjoyable armies in fantasy.

Special thanks goes to Rangrok1k for the layout and to Zero for his amazing Dark Eldar Guide which inspired me to get back into tactics writing.

Calling the Brayherd: Beastmen Tactics

How This Guide Works

How good is it?

Everything in this guide is given a rating out of 20 and is colour coded to make it easier to tell which units and items are worth taking, and which are not.

GREEN means it is pretty darn snazzy. Your going to want to try and get one of these.

BLUE means it is still pretty snazzy, but not always worth taking.

RED means that it is crap...try to avoid.

Example:

Two items are coloured:
[IIIIIIIIIIIIIIIIIIII] and [IIIIIIIIIIIIIIIIIIII]

Both of these units are good, but as you can see, one of them is better than the other in most situations.

------------------------------

Army-wide Special Rules

Primal Fury
[IIIIIIIIIIIIIIIIIIII]

The bee's knees of Beastmen. Without this, you have a bunch of rubbish units that are over priced and cant do squat. With this, you have an unstoppable force of violence, blood shed and awesome. Basically, your units get Hatred if they pass a leadership test in combat. This is pretty awesome...what is even more awesome is if you pass with double ones. You go from awesome to INSANELY AWESOME as you also gain frenzy. The most basic thing you can do is remember to use primal fury...your going to need it.

Beastmen Ambush
[IIIIIIIIIIIIIIIIIIII]

Many players dislike this rule, and i cant for the life of me think why. Building an army around ambush does not work, relying on ambush does not work...so how do you use it?

Well, I see a lot of people throwing units of 40 gor into ambush, or units of 5 ungor raiders into ambush. Both of these options are stupid. Taking big units will result in them fleeing off the board the moment a leadership test is needed (example TERROR), and units of 5 raiders will do nothing all game...they will struggle to take on even warmachine crew. What i do is take a unit of 20 gor. This unit is super cheap, and has 2 roles.

1) Ambush. These guys come in from the flank and mess things up like bunkers or warmachines. Big enough to be a threat, but not big enough to take on full units.
2) Watchtower. A unit of 20 gor can hold the watchtower for quite some time...so taking a unit in a list gives you security against the scenario AND gives you that option to go into ambush if it doesnt pop up.

------------------------------

Gifts of Chaos

Gifts of chaos are powerful 1 per army upgrades which essentially mutate your characters to make them more powerful in a variety of ways.

Crown of Horns
[IIIIIIIIIIIIIIIIIIII]

An amazingly good upgrade for a stupidly high price...never bother taking this, just pick up the much cheaper Crown of Command from the main rule book.

Slug-Skin
[IIIIIIIIIIIIIIIIIIII]

Another good upgrade that is grossly overpriced. Unless you have a MASSIVE base (chariot or Minotaur) your not going to benefit, and even then the benefits are far to minor to warrant an investment.

Many-Limbed Fiend
[IIIIIIIIIIIIIIIIIIII]

An additional attack at the users base strength. A good upgrade if you are building an offensive character who is not a Doombull. It is rather cheap as well.

Gouge Tusks
[IIIIIIIIIIIIIIIIIIII]

Armour piercing is nice, but really not needed on a character who is strength 5-8 anyway. The benefits are minor, and in my opinion is a waste of points.

Gnarled Hide
[IIIIIIIIIIIIIIIIIIII]

Amazing value for points. It gives your character a 5+ armour save that stacks with suits of armour, helmets and shields...this is what gives us the ability to hit the prodigious 1+ armour save. If you want a killer defense, you want to take this.

Rune of the True Beast
[IIIIIIIIIIIIIIIIIIII]

Monsters, cav, swarms etc. all get negative modifiers to hit the character...it could be useful against bretonnia but other than that, it is wasted points.

Uncanny Senses
[IIIIIIIIIIIIIIIIIIII]

Another situational gift. The additional initiative is nice, and it combos very well with the Always Strikes First sword in the main rule book, but for the most part our characters have high enough initiative to hit before troops and are tough enough not to care about the hits coming there way. If you have the points laying around, then pick it up if you so desire.

Shadow-Hide
[IIIIIIIIIIIIIIIIIIII]
This is an odd one. Basically it makes shooting at your character (not unit) harder. This is good if you have a solo character running around such as a chariot rider or a shaman on a herdstone. Whats more is it is dirt cheap meaning you can pick it up whenever. Not always useful, but the price for what it can do is right, and if you have a character who could benefit then by all means pick this one up.

Conclusion

A lot of crap, a lot of situational and one amazing...always good to flick through the gifts when making your lists, but dont be surprised if you only walk away with the armour boost.

------------------------------

Treasures of the Herdstones

So these are the items unique to the Beastmen...are they any good? Lets find out!

Magic Weapons

Primeval Club
[IIIIIIIIIIIIIIIIIIII]

An interesting weapon that essentially makes you as strong as the enemy is brave...this makes it somewhat powerful against most armies. The draw back is it costs your entire LORDS equipment points...never take it.

Axe of Men
[IIIIIIIIIIIIIIIIIIII]

Again, another interesting weapon. It grants the bearer killing blow, and if you kill an enemy character in a challenge, the bearer and his unit become unbreakable and cause terror. This is a pretty cool weapon, but again it is so wildly over priced it is hard too justify taking it.

Stonecrusher Mace
[IIIIIIIIIIIIIIIIIIII]

Just like the Axe of Men, this Mace is interesting...but ultimately overpriced and thus nearly useless. It grants +3 strength or boosts you to S10 against warmachines, chariots and a whole list of other things such as buildings. It is pretty crazy, but pricey. The plus side is, it does not drop your initiative like a great weapon AND you can combine it with a shield. Interestingly, instead of buying the +3 strength weapon from the main rulebook, you can buy this for the same price and get more benefit. The question is however, when are you going to want to use such a weapon?

Mangleder
[IIIIIIIIIIIIIIIIIIII]

Grants terror and drains leadership...all for a huge price tag! Not worth the investment.

Hunting Spear
[IIIIIIIIIIIIIIIIIIII]

This is a fun little item that can help you deal with some of the tougher things in fantasy. It is classed as a spear in close combat as well as a throwing weapon with a 2ft range...to make it even more appealing it hits like a bolt thrower AND you can move and still throw it. What you need to remember with this item is, it is a thrown weapon AND a bolt thrower. This means you can move and shoot without any penalties AND stand and shoot thanks to quick to fire, however it also inflicts D3 S6 hits and penetrates ranks. Yes we only have BS3, but this is arguably the best bolt thrower in fantasy. If you were to take one, it would probably be wise to stick it on a Wargor or a Shaman. It is one of those items that SHOULD be in every army, but probably wont be for some unknown reason.

Axes of Khorgor
[IIIIIIIIIIIIIIIIIIII]

This is a pretty crap item. It grants +1 attack and rerolls to hit but requires to hands to use. You can get the same effect for half the cost by buying a sword of +1 attack since you have primal fury anyway. The only characters that could benefit are minotaurs and even then, there are much better options.

Steel Claws
[IIIIIIIIIIIIIIIIIIII]

Up to 3 additional attacks that can potentially ignore armour? Yes please! It is a good item on paper as it can deal damage and is rather cheap but the big downside is that it requires 2 hands meaning your sacrificing defense to use something that is very unreliable.

The Brass Cleaver
[IIIIIIIIIIIIIIIIIIII]

Now we are talking. This weapon is dirt cheap and can be used in so many character builds it is not even funny. Basically +1 attack for every enemy in base contact...or in most cases +3 attacks. For less than half the price of the main rule book equivalent, this is a total steal.

Everbleed
[IIIIIIIIIIIIIIIIIIII]

Do you have weighted dice that only ever roll 6's? If not, then ignore this weapon.

------------------------------

Magic Armour

Blade-Blunter Armour
[IIIIIIIIIIIIIIIIIIII]

An ok suit of armour. If you are hit by a magic weapon, on a 2+ it is destroyed. The biggest problem with this suit is that it is rather expensive (can you see a pattern here?) for what it does.

Trollhide
[IIIIIIIIIIIIIIIIIIII]

Another ok suit of armour. For the same price as the above, you get a suit of Light Armour that also confers regeneration, making you somewhat tougher. Again, price lets it down but it can be used in defensive character building, although there are better options.

Blackened Plate
[IIIIIIIIIIIIIIIIIIII]

I like this one. A suit of heavy armour that gives you a 2+ armour save against flaming attacks and confers a 4+ save for your unit. With the increase in flaming attacks in 8th edition, this armour has become much more attractive, although not so much on characters. Slapping it onto something like a Minotaur Bloodkhine will greatly increase sustainability against archers with flaming attacks and warmachines (dwarf cannons, peasant bowmen etc.).

Ramhorn Helm
[IIIIIIIIIIIIIIIIIIII]

I love this item. It makes defensive characters into combat beasts. Every armour save passed = an additional attack at base strength. Now, imagine this on a Doombull with a 1+ rerollable armour save...you are going to kill enemies in their hundreds by the end of the game...all for under 20 points...seriously good item that NEEDS to be used.

------------------------------

Enchanted Items

Shard of the Herdstone
[IIIIIIIIIIIIIIIIIIII]

A pricey item that makes beastmen magic almost unstoppable. This plus a bunch of low level wizards hording around the shard equals endless power dice meaning you have a very powerful magic phase all the time. To make this worth the investment 3 shamans are needed, however anymore than 4 and you are just wasting points.

Horn of the Great Hunt
[IIIIIIIIIIIIIIIIIIII]

A somewhat situation based item. Pricey and can only be carried by Beastlords or Wargors makes it rather hard to recommend, but what it brings to the table can be life saving. Everyone within 36" gets to rampage forward in the magic phase...every turn...whilst you cant get into combat you can certainly reduce how many turns the enemy has shooting at you! Its price and limited availability reduce its must have quality, but if speed is your thing, then you cant go wrong here.

Horn of the First Beast
[IIIIIIIIIIIIIIIIIIII]

Same as before, limited units who can take it and high points cost. What it does however is allow all units within 36" reroll failed primal fury. This is very handy in bigger games where your BSB cant be everywhere at once, but in lower points levels this is somewhat redundant. A possible pick up every now and then maybe.

Stone of Spite
[IIIIIIIIIIIIIIIIIIII]

Tick...tick...tick....BOOM! That sums up this item. Basically you activate it and every arcane item within 18" explodes dealing D6 S4 hits...how awesome is that?!? Great for taking out wizards and such...but risk is that it hurts YOUR wizards as well. A hilarious item that is fun to take ^_^

Skin of Man
[IIIIIIIIIIIIIIIIIIII]

Grants Bray Shamans the ability to scout...not really worth it.

Cacophonous Dirge
[IIIIIIIIIIIIIIIIIIII]

Pointless. People dont tend to take musicians nowadays since they are so expensive. Even if they do, cancelling them out wont make much difference since beastmen either crush everything in their path or they get crushed...tied combats just dont seem to happen.

------------------------------

Talismens

Eye of Night
[IIIIIIIIIIIIIIIIIIII]

A very strange item that is only useful in very specific situations. Sure it grants MR2, but its main use is that it forces miscasts to be rerolled if the enemy is using Life, Light or Heavens. So basically, this item is great for MAYBE dealing with armies like Lizardmen who thrive of such lores. It is very expensive however, and due to its unreliability is not really worth it.

Chalice of Dark Rain
[IIIIIIIIIIIIIIIIIIII]

Against a lot of shooting? You cant go wrong with this. For 1 turn only, all shooting gets -1 to hit or if they dont require a hit dice, then they can only fire on a 4+. This is brilliant for keeping your army alive JUST long enough to get into combat. Combined with movement buffs this item is pretty effective...but not cheap.

------------------------------

Arcane Items

Skull of Rarkos
[IIIIIIIIIIIIIIIIIIII]

Another item that pays for itself the more shamans you have gathered in one area. All shamans within 6" get +1 to cast. Whilst the item is pricey, think of it this way: Upgrading a level 1 wizard, to a level 2 costs 35 points. Do this 3 or 4 times and you spending A LOT of points. Buy this one item, and keep them at level 1 and your saving over 100 points over all...a total steal.

Staff of Darkoth
[IIIIIIIIIIIIIIIIIIII]

Basically a magic missle bound spell...what makes it so special though is that whilst it is low strength, it is high volume. Combined with the soon to be listed Hagtree Fetish and your doing loads of damage. It is very expensive though.

Hagtree Fetish
[IIIIIIIIIIIIIIIIIIII]

Pick a target and you get to reroll to wound in the magic phase...pretty snazzy. The problem is, Beastmen are not really known for damage based magic, they benefit much more from buffs and debuffs. As a result, this item is not always necessary.

Jagged Dagger
[IIIIIIIIIIIIIIIIIIII]

This item is just amazingly effective. Every kill your wizard gets in combat he gets a free power dice to expend whenever he wants. This is great when you consider our shamans are much better in combat than most other armies and we have access to something like the Brass Cleaver and the Savage Beast...this pretty much means your little shaman will be getting 9 attacks a turn at a high strength...so your getting an additional 6-7 power dice a turn...all for under 20 points. This item makes combat shamans better than combat beastlords...

------------------------------

Magic Banners

The Beast Banner
[IIIIIIIIIIIIIIIIIIII]

Our most expensive banner, and arguably our best. This is our ace in the hole, boosting one units Strength. This might seem minor, but S4 Gors are nothing to laugh about. There are some downsides to this item though, it is very expensive but more importantly it makes it very hard for you to protect your BSB due to the lack of armour and the general squishiness of the Wargor. The benefits far out weigh the negatives in my opinion, and it is almost a must take.

Totem of Rust
[IIIIIIIIIIIIIIIIIIII]

A very strange item, all units (friend or foe) get a slight armour debuff, all units in combat with the totem get a stronger armour debuff. Considering most our units lack armour, this item is actually pretty effective since it makes killing units easier. The downside however, it nerfs our characters who are armoured but more importantly the only unit able to take it are Bestigors...and they have armour...so unless you want to slap it on a BSB this item is a bit hit and miss.

Manbane Standard
[IIIIIIIIIIIIIIIIIIII]

A good banner that nerfs enemy leadership...perfect for when you want to break through the enemies lines. Oddly enough, this works REALLY well with Malagor (special character) since he removes the generals leadership buff making it really easy to panic enemies...again unless your willing to put it on a BSB, Bestigors are the only unit capable of taking this.

The Banner of Outrage
[IIIIIIIIIIIIIIIIIIII]

Automatically pass all primal fury tests...but gives the enemy hatred? Not really worth it...however if you face an army like Dark Elves who already have hatred, this banner is actually pretty good since your get all the benefits and none of the negatives!

------------------------------

Lore of the Wild
The much hated Lore of the Wild...lets see if we can salvage anything.

Bestial Surge
[IIIIIIIIIIIIIIIIIIII]

Lets all units within 6" move up to 7" in the magic phase. The problem is, they have to go towards the nearest unit including units they cannot see...meaning they have to wheel as normal etc. It has its uses in the first turn, other than that it becomes pointless. Furthermore, since it is such a short ranged spell, you are going to need multiple wizards to pull it off. Once you factor in the cost of doing that, you may aswell take a Wargor with the Horn of the First Beast.

Viletide
[IIIIIIIIIIIIIIIIIIII]

If this spell was the signature spell, this lore would be amazingly good to spam... unfortunately it is not. A low strength high volume magic missle that combines well with Hagtree Fetish. Perfect for taking out things like cavalry, monsters and chariots.

Devolve
[IIIIIIIIIIIIII]

This spell is so situational it is not even funny...if for some reason multiple enemy units are not within the generals leadership, the BSBs radius and are nerfed by other magic or the Manbane Banner...then MAYBE this spell will do some damage...otherwise it will do nothing at all. Other uses would be to protect your wizard if he is solo around the herdstone since scouts and fast cav tend to be low on the leadership front.

Bray-Scream
[IIIIIIIIIIIIIIIIIIII]

I like this spell. A breathe weapon that deals S3 armour ignoring wounds? Awesome sauce. Bearing in mind it can be used in close combat, this spell alone can destroy a unit of knights very easily...something beastmen tend to struggle against. That said, having a shaman in combat with said knights to do something like this is unlikely making it a bit too situational.

Traitor-Kin
[IIIIIIIIIIIIIIIIIIII]

Again, very situational but very fun to use. All enemies within 12" have their mounts attack them...so cavalry heavy armies like Warriors of Chaos or Bretonnia will be in for a rough ride. Furthermore, chariots take damage and the best part is that even dragons become your best friend. A super fun spell to use, but it is not always going to be effective.

Mantle of Ghorok
[IIIIIIIIIIIIII]

No, no, no and no. This spell can be found in the Lore of Beasts, is much better and doesnt cause your character to slowly kill themselves. Complete crap.

Savage Dominion
[IIIIIIIIIIIIIIIIIIII]

PURE AWESOME SAUCE! You literally summon a free Giant, Jabberslythe or Ghorgon...that is it...considering those beasts almost cost 300 points each, you are getting a real sweet deal (FREEEEEEEE). The downside your shaman cant really do much whilst the beast lives, and you can die from prolonged use so using it on a throw away wizard is probably wise. I love this spell, it is THE reason to take this lore...shame the rest of the lore is pretty meh.

------------------------------

_________________
HammerOfTheEmperor - Common users must take Azeebo in small doses, lest they get overwhelmed by his awesomeness

DrMasenkoSauce - You're the master of 40k. Everything you say in the matter is 100% correct

Rangrok1k - Azeebo...I love you


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PostPosted: Tue Jun 19, 2012 4:50 am 
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Epic MiniWarGaming Poster, 'nuff said
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Joined: Fri Apr 03, 2009 3:28 pm
Posts: 9514
Location: Im on your Terra sitting on your Throne
Lord Choice

Beastlord, Leaders of the Raucous Host
[IIIIIIIIIIIIIIIIIIII]

We start off procedures with the Beastlord. This guy is super strong, super tough, pretty speedy, skilled and most important of all, Ld9. He is the staple of most armies since his prowess in combat can turn the tide of a losing battle and his leadership keeps your army fighting when it goes south, and keeps primal fury going. Whats more is, he is pretty cheap.

Pros
• Hits hard
• Can take a beating
• Leadership 9
• High Weapon Skill
• High Initiative
• Can be kitted out to be really killy, or really defensive
• Pretty cheap for what he brings to the table
• A staple of most Beastmen armies

Cons
• Not as killy or as tough as a Doom Bull
• Pushed down a defensive path due to his importance on the battlefield
• Hard to take in lower points levels due to the importance of other Lords
• Whilst rather killy, most other lords could probably take him on in a scrap

Mundane Equipment

Great Weapon
[IIIIIIIIIIIIIIIIIIII]

A bit of a meh option for the Beastlord. Sure it buffs you to S7, but it reduces your defenses and makes you hit last. For a character so important when fielded, you want to have him with as much protection as possible. Just not worth it.

Additional Hand Weapon
[IIIIIIIIIIIIIIIIIIII]

Another meh option. Whilst it gives you an additional attack, it still limits your defense. On the plus side, it doesn't nerf your initiative so it is not a completely useless option if you really wanted to take it.

Light Armour
[IIIIIIIIIIIIIIIIIIII]

Unless you are seriously low on points, you dont want to take this. A suit of heavy armour is only slightly more expensive and much more attractive when you consider the whole not wanting to die thing...

Heavy Armour
[IIIIIIIIIIIIIIIIIIII]

Unless you are planning on taking a magical suit of armour, this is the armour to take. Combined with other equipment you can easily hit the much sought after 1+ armour save.

Shield
[IIIIIIIIIIIIIIIIIIII]

Almost a must take. The +1 armour save is always welcome on such an important character, and more importantly if you forgo a magic weapon you even get a 6+ parry save.

Tuskgor Chariot
[IIIIIIIIIIIIIIIIIIII]

This option just reeks of meh. Normally, having a fast moving leadership bubble would be good, but it is a very expensive option, it rather fragile and just slaps a big fat bulls eye over your general. Unless you are going for all out fluff, dont bother with this.

Razorgor Chariot
[IIIIIIIIIIIIIIIIIIII]

A better option than the razorgor chariot simply because it is harder to destroy and is much better in combat. It is still not an ideal choice and it is a lot more expensive to take.

Special Rules

Man-bane
[IIIIIIIIIIIIIIIIIIII]

It is an pretty decent special rule since it lets you, and your unit, reroll primal fury. The problem is, it only works against units from the Empire or Bretonnia army books. Furthermore, Primal Fury is a leadership test so a BSB would make this ability somewhat useless. On the plus side, should you ever be against the above armies and without a nearby BSB, your going to be glad you had it!

Builds

Killer Defense
[IIIIIIIIIIIIIIIIIIII]
Heavy Armour, Shield, Gnarled Hide, Ramhorn Helm, Brass Cleavers, Dawn Stone Uncanny Senses

This guy is not as powerful as the Doombull variants, however it is still a very hard lord to kill, and does a huge amount of damage (packing 8 attacks standard, with the potential of many MANY more with the helm). A good way to keep your lord alive, and deal massive damage. The main downside is the lack of support he gives to his unit since he does not confer stubborn.

Unbreakable Horde
[IIIIIIIIIIIIIIIIIII]
Crown of Command, Ramhorn Helm, Gnarled Hide, Dawn Stone, Heavy Armour, Shield OR Talismen of Protection, Blackened Plate, Crown of Command, Shield

This guy is a total tank in a scrap being almost unkillable and your making any unit stubborn 9-10...brilliant for keeping an important unit going throughout even the toughest fights. Not as killy as other builds but much more effective and in line with what the Beastlord is good at: Keeping your army in line.

Conclusion

An almost must have character. His leadership is so vital you cannot afford not to take one in larger games, unfortunately you have to sacrifice a bit too much in lower points levels to really make him worth it.

------------------------------

Doombull, The Blood Callers, Fathers of Rage
[IIIIIIIIIIIIIIIIIIII]

So now we approach the lair of the Doombull. Unlike the Beastlord, this guy is built for death and destruction. Without any upgrades, this guy can unleash 10 attacks a turn at S6, and even without armour he is hard to kill with his 5 wounds and high toughness. Giving him equipment gives him the power to take out entire armies single handedly. A knowledgeable opponent will know the power of the Doombull, those who are ignorant to Beastmen will be in for a rough ride.

Pros
• Hits harder than just about anything else in the game
• Can take an insane amount of punishment
• High Weapon Skill
• High Initiative
• Pretty cheap for what he brings to the table
• Can easily solo entire armies...even at higher points levels (2000+ points)

Cons
• Sacrificing leadership for pure combat prowess
• Expensive
• Expensive
• Expensive

Mundane Equipment

Great Weapon
[IIIIIIIIIIIIIIIIIIII]

A great option for the Doombull. The key thing to remember with the Doombull is that you cannot have more than 10 attacks on your profile, so boosting his number of attacks is inevitably a waste of points. Boost strength is a much better option since you will be hitting harder...which makes more sense...the downside is that you cant use a shield, which is pretty important in my opinion.

Additional Hand Weapon
[IIIIIIIIIIIIIIIIIIII]

Worthless investment. You dont need to have more attacks on your profile since your always gaining attacks with your natural abilities.

Light Armour
[IIIIIIIIIIIIIIIIIIII]

Unless you are seriously low on points, you dont want to take this. A suit of heavy armour is only slightly more expensive and much more attractive when you consider the whole not wanting to die thing...

Heavy Armour
[IIIIIIIIIIIIIIIIIIII]

Unless you are planning on taking a magical suit of armour, this is the armour to take. Combined with other equipment you can easily hit the much sought after 1+ armour save.

Shield
[IIIIIIIIIIIIIIIIIIII]

Almost a must take. The +1 armour save is always welcome on such an important character, bear in mind that you dont get the 6+ parry save since you are frenzied!

Special Rules

Blood Greed
[IIIIIIIIIIIIIIIIIIII]

Every round of combat you win, you gain an additional attack...whats not to like here. This is what makes the doombull so vicious. Be warned, it also forces you to overrun at only D6" making it very hard to catch fleeing enemies. The plus side of course is that most enemies will be dead long before they run :twisted:

Impact Hits
[IIIIIIIIIIIIIIIIIIII]

D3 impact hits on the charge...who doesnt want up to 3 additional attacks?

Slaughterers Call
[IIIIIIIIIIIIIIIIIIII]
Gives his unit frenzy...not bad, but can result in some awkward situations when you start chasing enemies around the board. That said, having +1 attack is awesome and when you slap him in a unit of minotaurs your just going to have a blast.

Builds

Indestructi-bull (did you see what i did there?)
[IIIIIIIIIIIIIIIIIIII]
Ramhorn Helm, Gnarled Hide, Dawnstone, Other Tricksters Shard, ASF Sword, Heavy Armour, Shield.

1+ Rerollable armour save, every passed armour save grants you a free attack, 7 attacks basic rerolling to hit and always strikes first, enemies have to reroll passed ward saves. This guy will never die, and he will just mince anything he gets his hands on. This doombull against a horde of S3-5 infantry will laugh and kill everything. Clan rats for example would get 20 or so attacks onto this guy, giving him an additional 5-6 attacks a turn not including his standard 7 attacks which increase every turn, his D3 impact hits AND he stomp...put him with a unit of minotaurs and you are taking out crazy amounts of guys a turn without breaking a sweat.

Interesting note, it has been reported that this bull can take on entire armies single handed and win...OnceBitten for example has taken out an entire Daemon army with this guy (something like 2400 points?).

Bull out of Hell
[IIIIIIIIIIIIIIIIIIII]
Flying carpet, Heavy Armour, Shield + anything you want

A strange one, but certainly a good one. A doombull, even without being fully kitted out is a killing machine on par with something like a Bloodthirster. Slap on some wings and throw him against just about anything and watch him hold them up all game or simply slaughter them. Whilst nowhere near as killy as the above build, he is more flexible and can be a real thorn in your opponents side.

Conclusion

When packing the right equipment, the doombull can dish out over 20 attacks a turn and take on entire armies by itself. A great addition to any army that can afford it!

------------------------------

Great Bray-Shaman, Speakers of the Darkling Counsel
[IIIIIIIIIIIIIIIIIIII]

This is probably the most important Lord you can take with beastmen. Beastmen thrive off magic, without it they struggle to compete. Being able to take a plethora of Lores lets you pick between buffs, debuffs and pure damage. Not taking one is almost as bad as not taking a wizard in an undead army...

Pros
• Supports your army better than any other choice
• Can turn a losing battle into a crushing defeat
• Very hard to kill thanks to a unnaturally high toughness
• Able to do massive damage in close combat
• Can generate an insane amount of power dice very quickly
• Decent leadership allows for him to be the general in smaller games
• Cheap enough to take a level 4 wizard at 1000 points (wooo!)
• Surprising amount of attacks for a wizard

Cons
• Winds of magic are fickle
• Additional protection is rather expensive
• Due to his use in lower games, he can seriously limit your army
• Prime target for assassination

Mundane Equipment

Additional Hand Weapon
[IIIIIIIIIIIIIIIIIIII]

Cheap option that gives you an additional attack. May as well take it when you can, but dropping it for something else is certainly viable.

Magic Lores

Lore of the Wild
[IIIIIIIIIIIIIIIIIIII]

Not worth taking on a level 4 since most of the spells are situational or rubbish. Save it for lower level wizards.

Lore of Beasts
[IIIIIIIIIIIIIIIIIIII]

I love this lore simply because it synergises so well with Beastmen. Full of useful buffs and even some hefty attacking spells such as the amber spear. The down side is that it is somewhat more effective on lower level wizards since the signature spell is by far the best, however that does not mean it is not worth taking.

Lore of Shadow
[IIIIIIIIIIIIIIIIIIII]

Another great choice. Instead of making your army stronger, it makes your enemies weaker. In terms of usefulness, this is probably more effective than beasts since its debuffs are so darn strong, its damage spells are game changing and it packs arguably the best buff in the game. Finally, the Lore Attribute can be life saving! Who doesnt want to replace their 'fragile' shaman with a killing machine like the Doombull?

Lore of Death
[IIIIIIIIIIIIIIIIIIII]

A powerful lore in its own right, however i do not feel it is on par with the above 2. The main downside to this lore is the limited range on the spells meaning you are forced to get up in your opponents face if you want to be effective, which might not always be the best thing. It is also the least synergetic of the lores, not really complementing Beastmen as well as other options.

Builds

Font of all Power (any Lore)
[IIIIIIIIIIIIIIIIIIII]
Skull of Rarkos + 5+ Ward Save

Brilliant build when you bring a full coven of 3-4 wizards around a Herdstone as you start to power up everyone and save a lot of points. His own power is also impressive since he is packing +5 to cast. If going for a wizard spam type list, you are going to need one of these guys.

Slaughter House (Lore of Beasts)
[IIIIIIIIIIIIIIIIIIII]
Brass Cleaver, Many-Limbed Fiend, Jagged Dagger + protection of your choice

The idea behind this guy is to deal a lot of damage and gain a ton of power dice very quickly. You are packing 6 attacks basic, and if you cast Savage Beast you are bringing 9 S7 attacks to bear generating roughly 7-8 additional power dice every combat phase. Talk about complete magical dominance! Your level 4 wizard becomes completely self sufficient, allowing him to cast whatever he wants supporting your army and keeps your regular power dice for your other wizards. This is my personal favorite build.

Meals on Wheels (Lore of Beasts)
[IIIIIIIIIIIIIIIIIIII]
Brass Cleaver, Many-Limbed Fiend, Jagged Dagger, Skin of Man, Tuskgor/Razorgor Chariot

Very expensive build, but very powerful. Your shaman starts off behind enemy lines and hits a unit ASAP doing huge damage with impact hits, chariot attacks and more importantly his own attacks. Since the Brass Cleaver does more damage for every enemy in base contact, having a large chariot base really augments your damage output. Of course throwing off Savage Beast whenever possible takes your to the next level. Risky since he is flying solo, but potentially game changing.

Conclusion

Another brilliant choice in the Lord section. Unlike the other 2 choices, you simply cannot function without a Great Bray running around, so taking him is a must. Luckily, he is ideal in 1000 points and gets even better as the point level rises.

------------------------------

_________________
HammerOfTheEmperor - Common users must take Azeebo in small doses, lest they get overwhelmed by his awesomeness

DrMasenkoSauce - You're the master of 40k. Everything you say in the matter is 100% correct

Rangrok1k - Azeebo...I love you


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PostPosted: Tue Jun 19, 2012 4:50 am 
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Hero Choice

Wargor
[IIIIIIIIIIIIIIIIIIII]

The Wargor is an impressive combat character in his own right, with an above average statline and a high toughness. However, his real strength is not in combat, but in his ability to bear the Battle Standard.

Pros
• A fairly impressive statline
• Battle Standard Bearer
• High Leadership

Cons
• For what he brings to the table, he is rather expensive
• Being a battle standard bearer reduces his defenses
• Whilst packing good stats, he will struggle in a one on one scrap
• Somewhat inferior to other hero options
• His price can sky rocket very quickly

Mundane Equipment

Great Weapon
[IIIIIIIIIIIIIIIIIIII]

Unlike his Lord counter part, Great weapons are rather viable. In larger games where your generals influence wont reach your entire army, having a couple wargor hanging around with great weapons can add a real punch. Tough enough to take hits from core troops and strong enough to cut them down in droves. Good weapon for a unit support.

Additional Hand Weapon
[IIIIIIIIIIIIIIIIIIII]

Unlike the great weapon, this is probably not the best way to kit out your Wargor. The extra attack is nice, however your strength is not that impressive so your damage output is not that great.

Light Armour
[IIIIIIIIIIIIIIIIIIII]

Unless you are seriously low on points, you dont want to take this. A suit of heavy armour is only slightly more expensive and much more attractive when you consider the whole not wanting to die thing...

Heavy Armour
[IIIIIIIIIIIIIIIIIIII]

Your going to want to take a suit of this, otherwise your going to die somewhat quickly...and likely painfully.

Shield
[IIIIIIIIIIIIIIIIIIII]

Almost a must take. The +1 armour save is always welcome on such an important character, and more importantly if you forgo a magic weapon you even get a 6+ parry save.

Tuskgor Chariot
[IIIIIIIIIIIIIIIIIIII]

This option just reeks of meh. Normally, having a fast moving BSB bubble would be good, but it is a very expensive option, it rather fragile and just slaps a big fat bulls eye over your BSB. Unless you are going for all out fluff, dont bother with this.

Razorgor Chariot
[IIIIIIIIIIIIIIIIIIII]

A better option than the razorgor chariot simply because it is harder to destroy and is much better in combat. It is still not an ideal choice and it is a lot more expensive to take.

Special Rules

Man-bane
[IIIIIIIIIIIIIIIIIIII]

It is an pretty decent special rule since it lets you, and your unit, reroll primal fury. The problem is, it only works against units from the Empire or Bretonnia army books. Furthermore, Primal Fury is a leadership test so a BSB would make this ability somewhat useless. On the plus side, should you ever be against the above armies and without a nearby BSB, your going to be glad you had it!

Builds

Banner Bearer
[IIIIIIIIIIIIIIIIIIII]
Battle Standard Bearer, Armour of Silvered Steel + 5 point magic weapon OR Battle Standard Bearer, Any Magic Banner, Heavy Armour, Shield

Every army NEEDS a BSB somewhere since you need that reroll to keep your army fighting and to keep the primal fury flowing. How you build your BSB is up to you, opting for a magic banner reduces your defense however can greatly enhance a units ability (Beast Banner for example). Going for a mundane banner and magic equipment allows you to combine effective defense and even pack a cheap magic weapon to deal with ethereal units (always nice to have just in case!)


Horny Gor
[IIIIIIIIIIIIIIIIIIII]
Horn of the First Beast OR Horn of the Great Hunt, Heavy armour and shield

Whilst not an optimal build, it can greatly benefit your army by allowing your army to move forward with unparalleled speed, or even get your primal fury going. The problem is, he is not needed until you get well into the 2000 point range, and even then it is an expensive choice to go for. Very situational indeed.

Reassuring Presence
[IIIIIIIIIIIIIIIIIIII]
Heavy Armour, Great Weapon

As cheap as your going to get. Somewhat tough and somewhat hard hitting. His real strength is keeping your army together when your general is not in range. Again, only needed in larger games.

Conclusion

Your only really going to need 1 Wargor until you hit the higher points levels since he is just a bit to expensive to spam.

------------------------------

Gorebull
[IIIIIIIIIIIIIIIIIIII]

The Gorebull is pretty much a somewhat tame Doombull. It's greatest weakness is that is really eats up hero allocation and does not give much in return. That said, he is still very strong, very tough and gets a lot of attacks. His greatest strength however is that he can be a BSB...and a darn tough one at that!

Pros
• A very impressive statline for a hero
• Probably the toughest BSB in fantasy
• Unlike most heroes/BSB, this guy can really do a ton of damage
• Whilst not as good as their lord counterparts, can be built for insane damage
• Like all heroes, very easy to attain a 1+ save making him EVEN tougher

Cons
• As expensive as some lords
• Terrible leadership
• Almost completely nonviable in smaller games
• Eats up Hero choices
• You may as well just get a Doombull...


Great Weapon
[IIIIIIIIIIIIIIIIIIII]

A great option for the Gorebull. The key thing to remember with the Gorebull is that you cannot have more than 10 attacks on your profile, so boosting his number of attacks is inevitably a waste of points. Boost strength is a much better option since you will be hitting harder...which makes more sense...the downside is that you cant use a shield, which is pretty important in my opinion.

Additional Hand Weapon
[IIIIIIIIIIIIIIIIIIII]

Worthless investment. You dont need to have more attacks on your profile since your always gaining attacks with your natural abilities.

Light Armour
[IIIIIIIIIIIIIIIIIIII]

Unless you are seriously low on points, you dont want to take this. A suit of heavy armour is only slightly more expensive and much more attractive when you consider the whole not wanting to die thing...

Heavy Armour
[IIIIIIIIIIIIIIIIIIII]

Unless you are planning on taking a magical suit of armour, this is the armour to take. Combined with other equipment you can easily hit the much sought after 1+ armour save.

Shield
[IIIIIIIIIIIIIIIIIIII]

Almost a must take. The +1 armour save is always welcome on such an important character, bear in mind that you dont get the 6+ parry save since you are frenzied!

Special Rules

Blood Greed
[IIIIIIIIIIIIIIIIIIII]

Every round of combat you win, you gain an additional attack...whats not to like here. This is what makes the doombull so vicious. Be warned, it also forces you to overrun at only D6" making it very hard to catch fleeing enemies. The plus side of course is that most enemies will be dead long before they run :twisted:

Impact Hits
[IIIIIIIIIIIIIIIIIIII]

D3 impact hits on the charge...who doesnt want up to 3 additional attacks?

Slaughterers Call
[IIIIIIIIIIIIIIIIIIII]
Gives his unit frenzy...not bad, but can result in some awkward situations when you start chasing enemies around the board. That said, having +1 attack is awesome and when you slap him in a unit of minotaurs your just going to have a blast.

Builds

BSB (bet you were thinking of a witty title aye?)
[IIIIIIIIIIIIIIIIIIII]
Battle Standard Bearer, Armour of Silvered Steel, Iron Curse Icon

If you are going to take a Gorebull, you are probably going to want to make him a bsb. As a result you are going to want to make him REALLY hard to kill. As a result a 2+ save and 6+ ward for your unit when hit by warmachines is probably the best all round build.

General
[IIIIIIIIIIIIIIIIIIII]
Gnarled Hide, Ramhorn Helm, Heavy Armour, Shield, The Other Tricksters Shard, any 5 point magic item

This is a build ONLY used in smaller games (1000 points). This will likely be your only character and he is built entirely for combat. The downside is of course he is a terrible general. On the plus side, he is hard to kill (unlike most generals at this level), can do a lot of damage and packs a high armour save which grants him more attacks. Just to add insult to injury he also forces ward saves to be rerolled and even the means to deal with annoying ethereal units (which are becoming more common).

------------------------------

Bray-Shaman
[IIIIIIIIIIIIIIIIIIII]

Your typical hero level wizard, the Bray-Shaman is able to reliably cast low level magic. Ideal for spamming signature spells, you can very easily justify taking 2-4 of these guys around a herdstone!

Pros
• Cheap
• Access to 3 great lores of magic
• Surprisingly good in close combat.............for a wizard
• Tougher than most wizards since he packs T4

Cons
• Single wizards tend to be ineffective in comparison to spamming
• Requires a level 4 to reach full potential
• Winds of magic are fickle
• Additional protection is rather expensive

Mundane Equipment

Additional Hand Weapon
[IIIIIIIIIIIIIIIIIIII]

Cheap option that gives you an additional attack. May as well take it when you can, but dropping it for something else is certainly viable.

Magic Lores

Lore of the Wild
[IIIIIIIIIIIIIIIIIIII]

Could be worth it on a single wizard since you COULD roll a 6 when generating spells, and the sig spell is somewhat decent to have. An almost useless lore if you are hording around a stone!

Lore of Beasts
[IIIIIIIIIIIIIIIIIIII]

I love this lore simply because it synergises so well with Beastmen. Full of useful buffs and even some hefty attacking spells such as the amber spear. The perfect lore for lower level wizards since the signature spell is by far the best spell going.

Lore of Shadow
[IIIIIIIIIIIIIIIIIIII]

Another great choice. Instead of making your army stronger, it makes your enemies weaker. In terms of usefulness, this is probably more effective than beasts since its debuffs are so darn strong, its damage spells are game changing and it packs arguably the best buff in the game. Finally, the Lore Attribute can be life saving! Who doesnt want to replace their 'fragile' shaman with a killing machine like the Doombull?

Lore of Death
[IIIIIIIIIIIIIIIIIIII]

A powerful lore in its own right, however i do not feel it is on par with the above 2. The main downside to this lore is the limited range on the spells meaning you are forced to get up in your opponents face if you want to be effective, which might not always be the best thing. It is also the least synergetic of the lores, not really complementing Beastmen as well as other options.

Conclusion

Great hero choice, but best used when spammed out. With them surrounding a stone, you can really support your army with very little effort.

------------------------------

_________________
HammerOfTheEmperor - Common users must take Azeebo in small doses, lest they get overwhelmed by his awesomeness

DrMasenkoSauce - You're the master of 40k. Everything you say in the matter is 100% correct

Rangrok1k - Azeebo...I love you


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PostPosted: Tue Jun 19, 2012 4:51 am 
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Epic MiniWarGaming Poster, 'nuff said
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Joined: Fri Apr 03, 2009 3:28 pm
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Location: Im on your Terra sitting on your Throne
Core Choice

Gor Herd
[IIIIIIIIIIIIIIIIIIII]

The main bulk of the beastmen army. Big, brutal and tough describe these horned monstrosities. Despite lack any armour, these guys can pack a real punch in combat thanks to Primal Fury and a bunch of attacks. You cant build a beastmen army without at least one unit of these guys!

Pros
• Lots of attacks
• Above average statline
• Cheap command options
• Toughness 4
• Fast moving
• Amazing with magic support
• Decent leadership (for Beastmen that is)
• Small units are great for ambush!

Cons
• Not exactly cheap
• No armour
• Only Strength 3
• Low initiative
• Despite decent leadership, they still need babysitting by characters

Mundane Equipment

Additional Hand Weapon
[IIIIIIIIIIIIIIIIIIII]

Almost a must have upgrade. The additional attack in close combat turn these from a good unit, to a great one. Packing 40 attacks in horde formation is nothing to scoff at! Easy upgrade to lose if your short on points.

Shield
[IIIIIIIIIIIIIIIIIIII]

Really not worth it. The added 6+/6+ save is nice and all, but it is hardly going to make a difference. This unit is not an anvil, so trying to make them one when you have cheaper options available is just a waste of time.

Command
[IIIIIIIIIIIIIIIIIIII]

You are going to want to go full command on most units. The standard gives you that extra umph in combat, the musician makes you more mobile and since gor are perfect for holding characters, champions are almost must have to deter enemy characters. To make things better, full command is 5 points cheaper than newer army books.

Builds

Unrelenting Fury
[IIIIIIIIIIIIIIIIIIII]
30-50 Gor, Additional Hand Weapons, Full Command

Brilliant way to run gor. Basically run up, hit things and you reap the benefits. Having multiple units of gor kitted out like this forms the backbone of your army.

Sneaky Gor
[IIIIIIIIIIIIIIIIIIII]
20 Gor

This unit has 2 roles, in 5/6 games they should be ambushing and taking on warmachines and archers. In the Watchtower scenario these are perfect for holding the tower since they are tough and brave enough to hold it for a round or 2 before the real army arrives. Rarely seen, and i cant understand why.

Conclusion

I love gor. They form the backbone of your army, they are brilliant at mincing other core choices and are perfect candidates for magical buffs. Whilst a little bit pricey, they are very reliable.

------------------------------

Ungor Herd
[IIIIIIIIIIIIIIIIIIII]

Ungor are the chaff of the beastmen army. Not particularly brave, not strong, not tough and not skilled. What they have going for them is numbers. Being cheaper than Gor, Ungor are perfect for tanking an enemy so long as you have leadership somewhere nearby and preferably a BSB. But are Ungor worth taking over their bigger, more brutish cousins?

Pros
• Cheap
• Average statline
• Cheap command options
• Access to spears
• Fast moving
• Good for holding dangerous units at bay
• Small units are good at ambushing
• Come with shields as standard granting a 6+/6+ save

Cons
• Despite being cheap...they really aren't all that cheap...
• Lousy armour...
• Below average leadership
• Low initiative
• They need constant babysitting by characters
• For just a few more points you can get Gor
• Chances of them doing anything but die is slim at best

Mundane Equipment

Spears
[IIIIIIIIIIIIIIIIIIII]

Meh...some people love spears for some reason...almost as if they expect their Ungor to actually kill something in combat. If spears are your thing, go for it. But if you are somewhat sane, you would be wise to avoid these and simply take unupgraded Ungor or better yet, Gor.

Command
[IIIIIIIIIIIIIIIIIIII]

You are going to want to go full command on most units. The standard gives you that extra sustainability in combat, the musician makes you more mobile. To make things better, full command is a lot cheaper than newer army books. If anything, drop the champion if your low on points.

Builds

Ungor-lious Beast-herds (Yeah...I just did a Tarentino reference)
[IIIIIIIIIIIIIIIIIIII]
50 Ungor, Full Command

If you absolutely must take Ungor, then this is the way to go. Nothing special, just a block of 50 Ungor with shields running up and tying things up for as long as they can. For the best results, you are going to want to have a nearby general or BSB.

Cowardly Ambush
[IIIIIIIIIIIIIIIIIIII]
20 Ungor, Musician

This is ONLY worth it if you are going with a block of Ungor anyway. The same principles that were behind the Gor ambushing tactics apply here only this is cheaper. Downsides are a light breeze can make you run away and you are not as good in combat. If you are running some Ungor anyway, having a unit of these can certainly help you deal with annoying threats.

Conclusion

As you may have guessed from my tone, i dont really like Ungor, but I can see how they can be used effectively. Personally, I would rather just run some Gor hordes and go for the fast moving damage they provide rather than the cowardly defense these guys bring to the table.

------------------------------

Ungor Raiders
[IIIIIIIIIIIIIIIIIIII]

Welcome to our first...and only ranged unit. These guys are somewhat effective at what they do, but nothing else. The main problem people have with them, is them not using them right. I will try to explain what i mean as we go on.

Pros
• Access to the shooting phase
• Skirmishers
• Brilliant protecting your flanks
• Chaff hunters
• Pin cushion!
• Cheap

Cons
• Fragile
• Not fast enough to be used for redirection
• Rubbish leadership
• Short ranged weaponry

Musician
[IIIIIIIIIIIIIIIIIIII]

If want to take these guys in units of 10, you must take this. The added mobility is really nice.

Special Abilities

Skirmishers
[IIIIIIIIIIIIIIIIIIII]

A brilliant ability that adds so much to this unit. Sure it has its downsides in close combat, but having these guys in close combat is a death sentence anyway (not always a bad thing!). The plus side of course, is that you are harder to hit at a range and you can march and shoot. This is HUGE since the range of your weapons is pretty short, you are essentially adding 10" to your range for a -1 to hit when you come to shoot.

Builds

Flank Protectors
[IIIIIIIIIIIIIIIIIIII]
5-10 Raiders, Musician

Having multiple units of these guys running around on your flanks to protect your units from charges etc. is both invaluable and annoying for your opponents. To top it off, 10 guys are enough to actually do some damage to chaff like fast cav! Whilst raiders are not that great on the table since they dont really do much...what they can do can certainly help the main army. Just an example, an average unit of fast cav is 5 strong. They move up, you fire your 10 guys hitting 5, wounding 2.5 they are not useless in game and they could flee...considering the price of fast cav you have just got your unit cost back for very little effort. What else can your little unit of 10 do? Take on monsters. Sure they dont do much damage, but every 6 you roll to wound is a wound your main line doesnt have to deal with...which can be huge. Have a few units popping shots off at a giant and it will go down without a fight. Keeping your flanks safe is a double edged sword. On the one hand you can throw your unit forwards and stop things like chariots, but on the other hand you are giving up a pretty pricey unit. Whats more is, you are pretty slow compared to other redirection units such as Harpies. Finally, if you flee or are destroyed to close to your lines can be DEVASTATING to the rest of your army making positioning huge. All this said, you are going to want at least 4 units of 5 ungor units in most lists. Boost the units to 10 if you want more staying power, but 5 is cheap and whilst having less hitting power, excels in redirection and being chaff.

Ambush!
[IIIIIIIIIIIIIIIIIII]
10 Raiders, Musician

This can work, but it is not overly effective. Compared to things like Gor, who can ambush in and do some real damage if left unchecked. Raiders dont really have the damage to do anything at range, but what they can do is take on things like Warmachines. The biggest mistake people make when running raiders is taking units of 5...they dont have the damage to take on these things. A unit of 10 is perfect. I still feel Gor or even regular Ungor can do this better, they are the cheapest option and if you already have some raiders running around, it is not hard to thrown in some ambushing raiders.

Screen
[IIIIIIIIIIIIIIIIIII]
5-10 Raiders

Beastmen have many weaknesses, the biggest being lack of armour. One of the cheapest ways of keeping your units alive is to not get shot before you get into combat. This is where raiders come into play. Shooting through ANY unit, grants a -2 to hit modifier as if they were in hard cover. Covering your 250 point unit with a 30 point unit is certainly worth the investment. Also remember, if they shoot your raiders they get a -1 since you still a skirmisher AND you dont really care if they die. Lets do some basic math stuff here, lets say a unit of 10 bog standard bowmen shoot at your gor who are screened. They would likely get -1 for long range, -2 for hard cover, they likely had to move so thats another -1 and lets say you popped the Chalice of Dark Rain for another -1. That is a total of -5. Your standard bowmen has BS3, they are now hitting on 9+, or in other words a double 6 just to hit. If it happens to be multishot (for whatever reason) the shot is impossible. Handy to have indeed.

Conclusion

People tend not to like these guys...and that is usually because they are using minimum units and using them for the wrong reasons. In my opinion they add something to the army that no other unit can do and they are invaluable in a good scrap. Ambushing decent sized units can be game changing, and using them to screen is just a must. So not taking them in my opinion is a bit of a mistake.

------------------------------

Tuskgor Chariot
[IIIIIIIIIIIIIIIIIII]

We are one of the few armies that have access to CORE chariots...and what makes it all sweeter is that our chariots are some of the best in game. Packing A LOT of damage on the charge, being super cheap, somewhat durable and even benefit from primal fury, these guys are a must include in any Beastmen army!

Pros
• Loads of damage potential
• Brilliant for running down the flanks
• Effective monster hunters
• PRIMAL FURY!!
• Lots of attacks
• Cheap
• Strong on the charge
• Pretty tough

Cons
• After the first round of combat, you are going to do next to no damage
• You cant take on units solo
• A bit slow...

Tactics

Since they have no upgrades and no build other than running solo, i thought i would just include some basic tactical advice when running chariots. First off, remember these guys do MASSIVE damage on the charge. When you combine the impact hits, the steeds attacks, the gor attacks and the bestigor attacks you can really lay down the pain especially with primal fury effecting everyone (including the tuskgor!). What you are going to want to do is use this huge damage to take on things like Fast Cav, regular cav, some heavy cav, monsters, solo's, small units, scouts, archers etc. You can decimate these units by your self, and you certainly should! What you don't want to do is hit a big block of infantry since you will do some damage initially but you will eventually be destroyed or broken in combat...neither of which are good things. Luckily, with support these guys can really help the fight. Having a unit of Gor hitting the front supported by a chariot can really tip a combat in your favor.

Whilst i said not to tackle big units, it actually can be beneficial to do so in certain situations. Since you are tough and have a bunch of wounds with a decent armour save, tying units up for a round or 2 can mean the difference between victory and defeat.

Any beastmen army should run at least 2 chariots, one on each flank. However more can be viable. Having more than 3 or 4 is not really worth it however...we are not tomb kings remember.

Conclusion

Brilliant! You are going to need a few of these guys without a doubt!

------------------------------

Chaos War Hounds
[IIIIIIIIIIIIIIIIIIII]

I really like what these guys do, but what i dont like is that other units can do what they do, but better. They are good redirection units, and good throw away chaff like units but other than that they are pretty worthless...whats more is they have TERRIBLE leadership, and since they flee so easily it can quite easily lead to a chain reaction through the rest of your force.

Pros
• Decent statline
• Somewhat cheap
• Good for redirection
• Good for screening
• Warmachine hunters

Cons
• A lot of units do their job better
• surprisingly slow
• Terrible leadership
• If badly placed, could lead to a game changing leadership chain reaction
• Have no damage potential

Mundane Equipment

Right, i am not going to go into much detail over the upgrades these guys can take. Basically you can give them a 6+ armour save, which is worthless and you can give them poison attacks which again is worthless since they dont get enough attacks. Taking these double the cost of a unit, which is totally not worth it, AVOID.

Builds

There are no builds, basically you run a unit of 5, maybe multiple units of 5 with no upgrades. The idea is to hunt warmachines, redirect and generally wreck havock. The problem with these guys is that they are so darn slow. Being movement 7, not being flying, not being fast cav etc. makes them REALLY clunky and as a result super slow. They can work, but you have really have better options in the form of harpies and ungor raiders (who count towards your minimum core...unlike these guys!)

Conclusion

I dont like them. Whilst they COULD be good if they were the only option for this role, the simple fact of the matter is they are in a highly contested role, and they simply cannot compete.


------------------------------

_________________
HammerOfTheEmperor - Common users must take Azeebo in small doses, lest they get overwhelmed by his awesomeness

DrMasenkoSauce - You're the master of 40k. Everything you say in the matter is 100% correct

Rangrok1k - Azeebo...I love you


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PostPosted: Tue Jun 19, 2012 4:52 am 
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Epic MiniWarGaming Poster, 'nuff said
User avatar

Joined: Fri Apr 03, 2009 3:28 pm
Posts: 9514
Location: Im on your Terra sitting on your Throne
Special Choice

Minotaurs
[IIIIIIIIIIIIIIIIIIII]

These guys are loved and hated by all. Some people swear by the amount of damage they inflict, packing 10 attacks each once blood starts to flow whilst others find them to situational. Lets see what these lads can do!

Pros
• Pretty darn strong
• Insane amount of attacks
• Once they get on a roll, it is impossible to stop them
• Pretty good statline
• Multiple wounds
• High movement speed
• Impact hits
• Stomp

Cons
• No armour
• Really....REALLY expensive
• Really low leadership
• Pretty low initiative
• You are going to need to invest A LOT of points to make them worth it
• Until they get a few frenzy markers, they are pretty easy to knock down
• Surprisingly fragile due to T4
• Each dead minotaur has a major impact on the units effectiveness

Mundane Equipment

Additional Hand Weapons
[IIIIIIIIIIIIIIIIIIII]

A decent option for your minotaurs for a decent price. Grants +1 attack is great and all, but since you are going to need multiple ranks of minotaurs and each rank past the first can only max out at 3 attacks. This means you are spending points and not reaping the benefits.

Great Weapons
[IIIIIIIIIIIIIIIIIIII]

A pretty expensive upgrade that boosts your already strong S5 bulls to S7. Sure you are striking last, but being I3 means you are probably going to be striking last against a lot of opponents. The biggest advantage is that even the back ranks benefit from them, but you do pay a premium for it.

Shields
[IIIIIIIIIIIIIIIIIIII]

The worst option, but not by far. This gives you a +1 to your armour save (5+ woo!) and even a parry save of 6+. The biggest issue with this is that once you get Frenzied (which is going to happen turn 2...) you lose your parry save. To make things worse, that 5+ armour save is not going be saving you from many hits. Probably best to avoid this one.

Special Rules

Blood Greed
[IIIIIIIIIIIIIIIIIIII]

Every round of combat you win, you gain an additional attack...whats not to like here. This is what makes minotaurs so vicious. Be warned, it also forces you to overrun at only D6" making it very hard to catch fleeing enemies. The plus side of course is that most enemies will be dead long before they run :twisted:

Builds

Minobus
[IIIIIIIIIIIIIIIIIIII]
Doombull, Gorebull BSB, Gorebull, 9 Minotaur, Full Command, Bloodkhine with Blackened Plate

This unit is STUPIDLY expensive but also insanely powerful. As deathstar units go, not much is going to dent this mass of muscle. On the charge you are getting up to 47 attacks, and that is before you add in any upgrades to your characters. If you start throwing on upgrades you are nearing the 60 attack mark. Then, lets not forget you are getting 4 more attacks every round of combat you win. If you have some more points left over, you can even throw in my minotaurs to make a horde and then your attacks will almost hit 80 all at S5-8 depending on unit upgrades. As you can imagine, this is just stupidly powerful and will destroy anything that comes its way. But as i said, it is stupidly expensive coming in at over 1000 points fully kitted out...or in other words you are going to need at least 2000 points to run it legally. That said, the minobus death star is insanely popular in the tournament scene, almost on par with Herdstone spam...if you want something stupidly powerful, stupidly expensive and that can be destroyed with a level 6 spell and be dragged around by its nose with blood greed, give it a shot. It is a lot of fun!

Infantry Mincer
[IIIIIIIIIIIIIIIIIIII]
4-8 Minotaur, Additional Hand Weapons, full command (situational)

A brilliant way to tear up infantry. Depending on the size of the unit, you are going to want to run in 1 or 2 ranks. I would recommend running 1 rank if running 4-6, and 2 ranks if you go above. The idea size is probably 5-6 in 1 rank, this will net you a hefty 37 attacks in the charge, with an additional 6 attacks each round of combat assuming you dont lose a minotaur in combat. Whilst expensive, it can do some serious damage quickly. Also, when combined with Shadow Magic you are going significantly increase their output and reduce the damage taken. It is very possible to wipe a unit out before it gets to attack when supported this way. The biggest downside is that a unit of gor easily go beyond this level of killing, kill more reliably and be significantly cheaper. Like all minotaur builds, it is hard hitting but really squishy.

Cavalry Crusher
[IIIIIIIIIIIIIIIIIIII]
4-8 Minotaur, Great Weapons, full command (situational)

Less attacks per model and always strikes last makes this already squishy unit even more squishy. The plus side you are hitting harder than anything else in the game packing a whopping S7 attack. This is enough to flatten even the heaviest cavalry without breaking a sweat, assuming you dont get cut down before you get to swing. Like the infantry mincer build, you can get a much more reliable unit in the form of Bestigor who are S6, but pack a better armour save and are almost 6x cheaper per model...which also means you are getting more attacks using bestigor for the same price! Not good...To top it all off, you do not benefit from magic as well as other builds since you cant drop your initiative low enough for you to hit first...a decent build, but very much inferior to other choices.

Conclusion

I like these guys, but they do have some glaring weaknesses. If they EVER lose combat they are going to be running. Luckily the damage they do is so insane that they should not be losing combat anytime soon. One of the best infantry grinders in the game, able to cut down hordes of infantry like they were nothing. Be warned, if you are not going big, then go home. Finally try to avoid them till 2000+ points since they tend to be a massive points sink until then, seriously reducing your armies effectiveness.

------------------------------

Centigors
[IIIIIIIIIIIIIIIIIIII]

Centigor are one of our stranger unit entries. This is our only real cavalry option, and boy is it an odd one. Half man, half horse, half goat thing...yes these guys come with 3 halves (they are so strange they defy even the laws of mathematics). Packing a stellar statline, the best armour save in the book and one of the fastest moving units we can take, these guys have the potential to be fantastic...but are they?

Pros
• Compared to our other options, they are actually really cheap
• Brilliant stat line for the most part
• 4+ Armour save is not what you would expect from Beastmen
• They hit hard...VERY hard
• They are pretty nimble
• Ranged options in the form of throwing axes
• Can be taken as Core
• Amazingly powerful Special Character upgrade
• Loads of attacks
• Can build an entire MSU army out of these guys
• they go to battle completed off their heads on ale

Cons
• Despite T4 and Armour 4, they are hardly hard to kill
• INITIATIVE 2!
• Unless you are going MSU, you are going to need a lot of these guys
• They are not the easiest unit to use

Mundane Equipment

Throwing Axes
[IIIIIIIIIIIIIIIIIIII]

Whilst throwing axes are good (S5 ranged attacks ftw) the low BS of the Centigor combined with other ranged penalties is really going to hurt your effectiveness unless you bring a lot of Centigor in a unit. The upgrade is also pretty pricey. It has its uses, such as throwing off some shooting when you cant charge, but whether or not it is worth the points is for you to decide.

Great Weapons
[IIIIIIIIIIIIIIIIIIII]

In combat, Centigors use spears and shields. Taking the Great Weapons seems to be a good option at first, since your low initiative means your rarely going to be hitting first so packing that additional strength is always good. The down side is you lose your shield, making your easier to kill, the upgrade is rather pricey and you might lose the benefit of your Drunken special rule.

Special Rules

Drunken
[IIIIIIIIIIIIIIIIIIII]

This rule is very fluffy, but not actually that useful 2/3 of the time. At the start of the game you roll a D6 and consult the Drunken table. This could give your unit +2 initiative (VERY handy), Stubborn or Rerolls to Primal Fury at the cost of a movement point. A fun little rule, but only the initiative bonus is worth it in my opinion.

Gorehoof
[IIIIIIIIIIIIIIIIIIII]

The champion is handy to have, but not really needed. The +1 attack is certainly nice, especially in smaller units but if you are short on points, you can easily cut this upgrade.

Musician
[IIIIIIIIIIIIIIIIIIII]
If you run these guys, you absolutely MUST take a musician. Without it, you are far to sluggish to get around the flanks. It can also help in a scrap. For the price, it should be an auto include.

Standard Bearer
[IIIIIIIIIIIIIIIIIIII]

No. Just no. This is an expensive upgrade, and is completely worthless on this kind of unit. You are literally giving your opponent free points. Leave this at home.

Ghorros Warhoof, Sire of a Thousand Young
[IIIIIIIIIIIIIIIIIIII]

This guy is an absolute beast. He is a Champion upgrade...a really expensive champion upgrade (almost 160 points!) but damn is he a good one. Packing +1 Weapon Skill, Strength, Wounds, Initiative and Leadership as well as +2 attacks, this guy can really bring the pain...and thats without looking at his other additions. The unit that takes Ghorros gains +1 WS, which is HUGE since they go from WS4 to 5...this means your hitting nearly everything on a 3+ rerollable. If he should die, your entire army gains +1 leadership when rolling primal fury which is also rather nice...although you probably dont want your expensive champion to die. Finally, his equipment is what really sets him apart. Mansmasher is his weapon, and boy is it a good one. Basically, this weapon inflicts D3 wounds. Considering his high strength and high number of attacks he is an amazingly effective monster hunter and the bane of monstrous infantry. Very nice. Finally, to add to the units survivability he grants them all MR2. Basically, if you take centigor you are going to want Ghorros running around with the biggest baddest unit you have...oh and did i mention he makes all Centigor Core?

Builds

MSU
[IIIIIIIIIIIIIIIIIIII]
Multiple units of 5 Centigor with Musician

These guys are the most common load out for the humble Centigor. Lots of small units designed for support charges where attacks back are minimal, and their high strength and high volume of attacks is maximized. The problem is, this is still a very expensive unit that is very easily neutered by light magic and shooting.

Go Big or Go Home
[IIIIIIIIIIIIIIIIIIII]
14+ Centigor, Full Command, Ghorros Warhoof

This unit is really hard hitting and has the numbers to take a few hits and still hit back like a tonne of bricks. Formation wise, you are looking 7x2 for maximum attacks and still breaking ranks. This is still a support based unit, but can also hunt monsters, monstrous infantry and hit a unit head on and stick around for a bit. All that said, this unit is jaw droppingly expensive and requires you to build an army around it to be effective.

Conclusion

A good unit that can really work if you build an army around them, but they are very expensive and very fragile which is their greatest weakness. The true definition of glass hammer.

------------------------------

Harpies
[IIIIIIIIIIIIIIIIIIII]

Harpies are our super fast multi purpose missiles. Coming with a good statline and a low price, you cannot afford not to take at least 2 units of these.

Pros
• Really...REALLY cheap
• Really...REALLY fast
• The masters of redirection
• Nothing takes out warmachines quite like them
• brilliant statline for the price you pay
• Good enough to hand other fast units like great eagles and fast cav
• Loads of attacks

Cons
• No armour
• Low strength
• Low Toughness

Special Abilities

Scout

[IIIIIIIIIIIIIIIIIIII]

A great ability that is reasonably priced but not always useful. Harpies are super fast anyway, so they are striking the enemy turn 2 at the latest, making scout somewhat redundant. It has its uses if you want to get behind the enemy faster and begin redirecting ASAP but honestly, it just is not needed in my opinion.

Builds

Air To Ground Missile
[IIIIIIIIIIIIIIIIIIII]
5 harpies

This is the only way to run Harpies. This unit is so versatile that you cannot afford not to bring them. If the enemy has warmachines, these will mince it in seconds so long as it is not an Ogre (in which case, leave that to the Razorgor). If they dont, then perfect! They are perfect redirectors keeping your units safe and defending your flanks. Fly them forwards, put them at a whacky angle and watch as enemy units are rendered useless for a turn as they beat on a 55 point unit and not on the flanks of your 500 point gor horde :twisted:

Conclusion

You really need to take them...no question about it.

------------------------------

Bestigor Herd
[IIIIIIIIIIIIIIIIIIII]

Bestigor are the Elite of the Elite. These guys get the best weapons, the best training (if you can call it that) and the best armour. They are an immovable force of utter destruction able to flatten just about anything very reliably. Like minotuar, they get more powerful as the game goes on. More importantly, unlike minotaur they are amazingly well priced (as in 5x cheaper than minotaur, 2x as effective).

Pros
• Strength 6 means you are eating infantry and heavy cavalry alike
• High Weapons Skill
• High Toughness
• High Leadership
• Heavy Armour
• They become more powerful as the game goes on
• PRIMAL FURY!
• Cheap
• Can take magic banners

Cons
• Only 1 attack per model
• They need a character to grant Stubborn to the unit
• Even with Heavy Armour, they are not exactly hard to kill
• You are going to need 30-40 of them to be effective
• Always strikes last

Command
[IIIIIIIIIIIIIIIIIIII]

You are going to want to take the Full Command option. The champion keeps your characters safe and gives you an extra attack. The musician adds mobility and the standard can be magic. You just need to bring it.

Special Rules

Despoilers

[IIIIIIIIIIIIIIIIIIII]

Brilliant special rule that can really start to snowball. Everytime you wipe a unit out, you get an additional +1 combat res for the rest of the game. The more you kill, the easier it is to kill things...which makes it easier to kill even more things etc. etc. Whilst it doesnt always come into play, it is a very nice rule to have rolling in the background.

Builds

HORDE

[IIIIIIIIIIIIIIIIIIII]
30-40 Bestigor, Full Command, Stubborn Crown Character

This is my personal favorite build. You have to lose 10 models before you start losing attacks, meaning in most situations you are packing 31 S6 attacks rerolls to hit and on the odd occasion you are packing 41 attacks. The unit should never lose combat, but if it ever did, you are stubborn 8-10 depending on the character you harbour. This is your big hitter and boy does it hit hard!

Mini Horde
[IIIIIIIIIIIIIIIIIIII]
25-35 Bestigor, Full Command

Not built for as much attack, but cheaper and a bit more defensive. The unit should be getting 5 ranks and either 5-7 wide. It is a nice sized unit, but i would still rather go all out with the horde for the big hit.

Small Games
[IIIIIIIIIIIIIIIIIIII]
14 Bestigor
7x2 formation designed for flank attacks. The unit is really cheap, hits hard and is perfect for smaller games. Bigger games are not really suited for this kind of unit though.

Conclusion

A brilliant unit that is both cheap, strong and tough. You cant go wrong with a unit of bestigor rampaging through your enemies lines!

------------------------------

Razorgor
[IIIIIIIIIIIIIIIIIIII]

Razorgor...oh how i love thee. Sure your model is ugly and overpriced but without you...well...Beastmen would just not function as well as it should. Thats right folks, Razorgor are the future. They are the Beastmen equivalent of the Sabertusk...and anyone who plays Ogres knows just how useful they are. For a VERY small asking price you get a S6 T5 W3 A4 model...in other words you are getting a Pork Rocket. Yes it may sound like some kind of rude joke, but these pigs are super deadly rockets of awesome.

Pros
• 4 s6 attacks AND a stomp! What is not to like!
• T5 means you can take the hits
• W3 means you can take the hits...repeatedly
• minimum unit size of 1 !!!!
• Super cheap for what they can do
• You can call them pork rockets...
• Super versatile in both offense and defense

Cons
• No armour save
• NO PRIMAL FURY!
• Low initiative

Tactics

You want 3 of these pigs in your army AT ALL TIMES. There is absolutely no excuse not to. For less than 60 points a pop, you get 1x3 suicidal anti hero bombs. You see a BSB? Throw a razorgor at it. You see a wizard hero or lord? Razorgor it. The best part is, these targets tend to hide in bunkers, meaning these units wont be able to kill your pigs before they attack back, which means their character is as good as dead. Oh, and due to the base size you can easily get 2 razorgor in base contact giving you 6 wounds to burn through and 8 S6 attacks. Now wizard or BSB is going to survive that. When you are not flying towards the enemy, you are fantastic at redirecting, holding things up and generally being a pain in the bottom. With T5 you are really hard to shift, and even 1 razorgor can hold up units for a round or 2, and can EASILY take on other chaff units like fast cav making them super dangerous on the defensive as well. You are also great at monster hunting. 3 Razorgor charging a Hell Pit has a good chance of killing it, or at least beating it so close to death that it is useless for the rest of the game...for about half the cost. Brilliant. What you NEVER want to do is take more than 3 units of 1. You might think taking 3 units of 2 is good since you have more wounds and each unit can wipe out a character with ease. The down side to this is, they immediatly become a priority target, meaning 1 will likely die before they get into combat which is not good...but your other razorgor is likely going to run off the board. Units of 1 will do.

Conclusion

You NEED to bring these guys. They are as MUST HAVE as Harpies. Beastmen have the best chaff in the game...and this guy proves it. Super cheap chaff that can kill a dragon...cant really complain with that can you?

------------------------------

Razorgor Chariot
[IIIIIIIIIIIIIIIIIIII]

What happens when you get a chariot and stick a Razorgor on it? You get the best chariot in the game. This guy comes in with A LOT of S5-6 attacks, is insanely hard to kill with T5 W5 4+ armour and most of all, the entire model gets PRIMAL FURY...which is just awesome. If you want something that can really pack a punch, these guys are for you.

Pros
• 5 S6 attacks, 1 S5 attack, D6 S5 Impact Hits...ouch
• T5 means you can take the hits
• W5 means you can take the hits...repeatedly
• They can really lay down the hurt
• Super versatile in both offense and defense

Cons
• Pricey, coming in at just under 150 points
• Can almost take 2 Tuskgor chariots for the price of 1
• Not really a throw away unit
• Not so good in prolonged combats

Tactics

Think of this as a super chariot. It can do everything a Tuskgor chariot can do, only better. Basically, this is a copy and paste of the Tuskgor entry, with a few additions:

First off, remember these guys do MASSIVE damage on the charge. When you combine the impact hits, the steeds attacks, the gor attacks and the bestigor attacks you can really lay down the pain especially with primal fury effecting everyone (including the Razorgor!). What you are going to want to do is use this huge damage to take on things like Fast Cav, regular cav, some heavy cav, monsters, solo's, small units, scouts, archers etc. You can decimate these units by your self, and you certainly should! What you don't want to do is hit a big block of infantry since you will do some damage initially but you will eventually be destroyed or broken in combat...neither of which are good things. Luckily, with support these guys can really help the fight. Having a unit of Gor hitting the front supported by a chariot can really tip a combat in your favor.

Conclusion

If you want a more reliable chariot than the Tuskgor, then go with the Razorgor. Just remember they are expensive and eat into our heavily contested SPECIAL allotment.

_________________
HammerOfTheEmperor - Common users must take Azeebo in small doses, lest they get overwhelmed by his awesomeness

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PostPosted: Tue Jun 19, 2012 4:53 am 
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Rare Choice

Ghorgon
[IIIIIIIIIIIIIIIIIIII]

So we start our Rares with the Ghorgon. The Ghorgon is a four armed minotaur of death. Starting with a whopping 7 attacks and D6 Thunder Stomps at S6 this guy can lay down the hurt...and like all minotaur he gets more powerful as the game progresses.

Pros
  • High Movement
  • Great Statline with S, T and W all at 6
  • Lots of Attacks
  • Stubborn 10 is brilliant
  • High Weapon Skill and Initiative for a Monsters
  • The ability to regenerate wounds by eating the enemy
  • Gets more powerful as the game goes on
  • Can potentially survive in combat indefinably
  • Immune to Psychology
  • Causes Terror

Cons
  • No saves...at all
  • Regenerating wounds is risky since you get ONE attack to kill someone
  • Cannon Balls are your bane
  • Concentrated fire power will take you out
  • A few lucky rolls from the enemy will see you dead
  • Poison!
  • Over priced, being 50 points more than a giant
  • Eating someone to regain wounds means you will lose combat, thus losing your frenzy stacks

Special Rules

Blood Greed
[IIIIIIIIIIIIIIIIIIII]


Just like a Minotaur, you Ghorgon is going to get more attacks as the game goes on. This is brilliant, making him much more powerful. The downside is actually none existent since the Ghorgon will likely never get the chance to overrun thanks to Steadfast, and will have to resort to killing them all off mercilessly...whats not to like :twisted:

Swallow Whole
[IIIIIIIIIIIIIIIIIIII]

You exchange all your attacks for a single attack at Initiative 1. This attack causes Killing Blow on a 4+. Not a bad attack, but since it is only ONE attack, you are going to lose combat thus lose all your frenzy. Since you strike at Initiative 1, there is also a chance you will die before you reap the benefits in the next rule.

Strength From Flesh
[IIIIIIIIIIIIIIIIIIII]

Each time the Ghorgon gets a kill with Killing Blow it regains D3 wounds. There is nothing to not like about that. Against the right enemy, you could be sustaining your self throughout the entire game. WS3 opponents are your best bet.

Tactics

The Ghorgon has a few ways to be used. The most independent tactic is to run forward and grind down infantry. With his high number of attacks, he can really shred through infantry like they were nothing. When he starts losing wounds, eat someone and then continue. Remember being Stubborn 10 makes you very hard to shift. In fact it is the most reliable thing in the entire book! This allows him to work without babysitting. A benefit of the Meat Grinder is that you are also holding the enemy up. This then lets you maneuver knowing your lines are safe etc.

Support charging is another way of utilizing your Ghorgons talents. A ghorgon on the flank is recieving less attacks, resulting in lower chances of being wounded. This lets him work his magic and kill 16 (max) enemies a turn whilst your frontal assault reaps the benefits. If it all goes wrong and your frontal unit flees, you Stubborn 10 Ghorgon is going to hold, and prevent the enemy from overrunning...so he is also a handy safety net.

Conclusion

I like the Ghorgon. Yes he is rather fragile, yes he is rather expensive but what he brings to the army is something rarely found in Beastmen, and that is reliability. You know he probably going to hold to his last breathe, you know he is going to go down fighting like a champ and you know that he is a threat to your enemy. I would not say he is a MUST TAKE choice, none of the Beastmen Rares are like that, but the model is GORGEOUS, he is a fun choice to bring, and he is certainly going to wreck some havoc! As a side note, these guys work best in pairs, so take 2 for maximum effectiveness (or 3 if you use Savage Dominion).

------------------------------

Cygor
[IIIIIIIIIIIIIIIIIIII]

The Cygor is a rock lobbing wizard scaring beast of a monster. Packing a decent statline for a monster, he can handle himself in a scrap, and when he is not duking it out he is throwing huge rocks at people. It is a shame he is plagued with some serious design flaws that limit what he can really do, but lets have a look at him.

Pros
  • Our only warmachine
  • Decent Statline
  • Stubborn 8
  • Fair few attacks
  • Magic Resistance 2
  • Terror
  • Immune to Psychology
  • Can potentially nerf wizard

Cons
  • REALLY expensive
  • Very situational
  • Throwing rocks can kill you
  • No saves unless targeted by magic
  • His special abilities are largely useless due to Generals and BSB's
  • For the same cost, you could get a Ghorgon...

Special Abilities

Ghostsight
[IIIIIIIIIIIIIIIIIIII]

This actually is his best ability. Any Undead, Wizard, enemy with magic equipment or a Ward Save gives this guy rerolls to hit in close combat. This makes him rather effective against a lot of enemies when duking it out. Think about this for a second, what can this work against? The answer is nearly everything. Hand Weapon and Shield infantry all have ward saves, Daemons all have ward saves, a unit with a magic banner that grants the unit an effect all count as having magic equipment (FAQ), units who have very specific ward saves, like the Rune of Grungi that only works with shooting is STILL a ward save, thus you get rerolls to hit. Finally, things like the Iron Curse icon, also give a specific ward save...so you get those rerolls again. It is a very strange ability to have, but it is a welcome one... especially with WS2! There is no downside.

Hurl Attack
[IIIIIIIIIIIIIIIIIIII]

This is the main selling point to the Cygor, the fact he is a Stone Thrower. There are a few advantages he gains, that other Warmachines dont get, for example he can move and still throw rocks at things (not march), and that he has no minimum distance, so he can target enemies at close range. He can also throw every turn regardless of a misfire...the downside is that a misfire wounds you. When you are already fragile, you are going to kick yourself when you inevitably drop a rock on your head. Finally, 300 points is far too expensive for a bloomin' Stone Thrower!

Soul-eater
[IIIIIIIIIIIIIIIIIIII]

Meh...this ability just reeks of meh. Wizards with 24" take a leadership test, if they fail any spells they fail to cast cause a miscast. Honestly, this is just crap. 24" is not that long really, leadership tests are rarely going to fail due to BSB's and Generals being nearby and nobody fails to cast spells nowadays unless it is in Storm of Magic or they are really pushing for the Dreaded 13th. It is so situation it is just not worth writing home about.

Tactics

You have 2 ways of running the Cygor. The first is staying out of harms way and throwing rocks across the board. Whilst it is only S3(9) it can still do some heavy damage to units like Humans, Skaven, Goblins, Daemons etc. And since a good throw will net you 21 hits, you can actually do a lot of damage this way. A cygor will never get his points back doing this though, and you could damage your self with a misfire. This is the safest way to run one.

The other way is to have him as a moving firing platform who will eventually get into combat. You simply move forwards, throw rocks and then charge. You can net 11 kills a turn, you will likely get rerolls to hit and you are pretty tough against your basic infantry. Due to your reduced toughness, try to avoid S4 opponents in combat. This also means you are closer to enemy wizards so your Soul-Eater special rule MIGHT one day come into play...although i would not count on it.

Conclusion

My least favorite of the Beastmen Rares simply because he is too expensive for what he brings to the table. Yes all the rares are overpriced, but to me, none feel more so than the Cygor. If you want a more dominant shooting phase, then a Cygor is you best bet of course, and like always they work best in pairs.

------------------------------

Jabberslythe
[IIIIIIIIIIIIIIIIIIII]

Easily the most interesting Monster in the Beastmen list, the Jabberslythe brings fast moving chaff destroying power to the table like no other. Whilst his rules are situational and he is the most fragile of all the Monsters we have access to, he is probably one of the best.

Pros
  • Being able to fly makes him a very serious threat
  • Even if he is unable to fly due to a special rule, his base movement is very impressive
  • His statline is mostly impressive, with a high WS BS and A value
  • Terror
  • Immune to Psychology
  • Poison Attacks
  • interesting special rules
  • Even in death he can cause some serious hurt

Cons
  • Only S5 T5 W5
  • His abilities are rather situational
  • He is very fragile
  • Overpriced for what he brings to the table
  • Some units are flat out immune to what he brings
  • Some ARMIES are flat out immune to what he brings

Special Rules

Aura of Madness
[IIIIIIIIIIIIIIIIIIII]

This is the main selling point of the Jabbeslythe. Every unit within 12" of the Jabberslythe at the beginning of the Beastmen magic phase takes a leadership test and takes wounds equal to how much he failed by. This is mostly useless against hordes, but what it is good against is chaff and war machines. This makes his prime targets fast cav, war beasts and war machines since he can really on the hurt. He is esspecially effective against Ogre Kingdoms, since small units of low leadership models are common (Mournfang for example). The main downside is that the General and BSB can make this rule most pointless, but more importantly things immune to psychology are flat out immune to it! This means 3 entire armies are complete immune...not good.

Slythey Tongue
[IIIIIIIIIIIIIIIIIIII]

A bit of a pointless ability. A S5 shooting attack...and that is it. Sure you have a BS of 4, but it is not going to anything against most things. I guess it could be handy at putting the last wound on a monster, or taking out a small unit who lost some guys to the Aura. A nice addition...but if this helped increase the price of the thing, i would rather it not be here!

Spurting Bile Blood
[IIIIIIIIIIIIIIIIIIII]

A true double edged sword. In combat, every wound you take returns a S5 hit on the enemy. Some cheese is here of course, as you can wound the enemy more times than the number of wounds you have meaning overkill is a bad thing for them. Of course, the biggest downside to this ability is that you have to take damage for it take effect...and beastmen have no way of recovering lost wounds.

Tactics

He has 1 real tactic, and that is just clearing out the chaff. 8th is won by the one who uses their chaff the best, if you are killing them before they can cause damage you are one step ahead. He is also good on the flanks since he does get a fair few attacks albeit only a S5.

Conclusion

I like this guy. He is really situational, but can certainly be a help on the flanks by clearing out the chaff. One of the few rares that dont really need 2 to function so that does kind of make him the cheapest so far.

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PostPosted: Tue Jun 19, 2012 4:53 am 
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SPECIAL CHARACTERS TO COME

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HammerOfTheEmperor - Common users must take Azeebo in small doses, lest they get overwhelmed by his awesomeness

DrMasenkoSauce - You're the master of 40k. Everything you say in the matter is 100% correct

Rangrok1k - Azeebo...I love you


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PostPosted: Sat Jun 30, 2012 7:03 am 
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Dearest Azeebo,

I command thee to finish this tactica! It has given me a sudden inspiration on joining the (f)Bray...aha see what I did there?

This is such a great, in depth and honest tactica. I like the fact you have pros and cons to everything, discussing decent builds and stuff. I think any and all tactic articles for an army *should* follow this layout. Well done sir! Now...back to work! I want to know if the big stuff is worth it lol

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PostPosted: Sat Jun 30, 2012 1:36 pm 
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Thank you for your kind words. I was beginning to think people did not like it considering you are the only poster!

I will give you a quick heads up, the big things are probably not worth it...do i care? NO! Have you seen those models?!?! They are gorgeous! haha, in all seriousness though ,they are all over priced, but i honestly think they are ok. I am planning a tripple Ghorgon list at 2250-2500 points...this is ilegal of course...unless you take SAVAGE DOMINION! I have 2 legal ghorgons then 1 ghorgon who comes back everytime he dies :twisted:

I will get back to work this weekend and have the entire tactica finshed, just because you have been so kind ^_^

Also...i loved the pun :P It is almost as cheesey as my Indestructi-Bull :P

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PostPosted: Sat Jun 30, 2012 1:45 pm 
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Awesome.

Do you think you could also get into concepts of building effective lists per point level, or at the very least a brief tactics on how one should approach beast men list building.

This is a great series as is, but it still offers difficulty in deciding what to bring to a battle.

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PostPosted: Sat Jun 30, 2012 2:33 pm 
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It shall be done ^_^

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PostPosted: Sat Jun 30, 2012 10:13 pm 
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Awesome lil guide again! love how you take all this time to share/compile all your info to help all the wargamers!

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PostPosted: Sun Jul 01, 2012 4:13 am 
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If it helps people, then i am all for doing it. It is fun as well...strangely enough.

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PostPosted: Sun Jul 01, 2012 5:29 am 
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UPDATE:

Added the Ghorgon to the Rare section

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PostPosted: Sun Jul 01, 2012 7:55 am 
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UPDATE

Added Cygor

Added Jabberslythe

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