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Post by Long John Silver on Feb 23, 2012 15:26:59 GMT -5
Hero Bray Shaman - level 2 wizard, Shard of the Herdstone
Core 45 Ungor - full command, shields, spears
Core 10 Ungor Raiders - shortbow, hand weapon
____ 505
Core 31 Gor - full command, hand wpn, additional hand wpn
Special 4 Minotaurs
_____ 998
Hero Wargor - Battle standard bearer - The Beast Banner, heavy armour
Core +12 Gor - hand wpn, additional hand wpn (added to other regiment)
_____ 1258
Core +20 Ungor - spear, shield (added to other regiment)
Core 10 Ungor Raiders - shortbow, hand weapon
Core 10 Ungor Raiders - shortbow, hand weapon
_____ 1498
Rare Ghorgon
Lord Beastlord - Axes of Khorgor, Blackened Plate, Many Limbed Fiend
_____ 1998
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Post by Dave, Master of Muppets on Feb 23, 2012 17:50:42 GMT -5
Dont know much about Beastmen Chem..... But it looks like a fairly balanced list in all fairness Best of luck with it ^.^
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Post by flamingkillamajig on Feb 24, 2012 11:51:52 GMT -5
Minotaurs aren't bad but generally you want more than 4 of them. A beastmen player friend i knew online had trouble with beastmen for quite some time as he said most things aren't great for their points except ungors and gors and having big units of them and that beastmen for some reason have trouble taking hits (go figure). At least with the new monsters out maybe that'll be interesting to see. I think the cygor and his stone-throwing power interested me quite a bit. I'd like to see some of their greater beasts in combat and perhaps that melee beast they show on the internet. I think that's the ghorgon in your list actually.
If nothing else at least beastmen pretty much have a racial trait that gives them hatred or possibly infinite hatred if they pass a test each turn.
The small units of ungor raiders should be good against killing small weapons teams and small units at least. It's unfortunate they probably won't get too many hits esp. with crappy shortbows.
It's really a shame beastmen took such a hit to their outflanking powers in the current beastmen army book. I hear it was an army that used that as one of it's main features previously.
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Post by Long John Silver on Feb 25, 2012 8:39:26 GMT -5
The Ungor are only Ld 6, so they are a bit ridiculous, yeah.
The Ghorgon/ Cygor is a beastly giant of a model, but I took the Ghorgon, because, frankly, the Cygor's statline looked RUBBISH in comparison.
Actually I'm not even going to collect this army, but I need a copy of the new Orc & Goblin army book really badly. The only usable army books I own are WoC, BoC and the Empire. The rest are out of date.
Beastmen can now ambush instead of outflank. I think you have to divide your army up into two halves, like Daemons in 40k, and one half is the ambushing force.
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Post by flamingkillamajig on Feb 25, 2012 9:24:00 GMT -5
Yeah but i hear their ambushing ability is worse. Ungors sound terrible but they are basically cannon fodder. Throw up some leaders nearby with a BSB maybe to get their shit straight and you should be fine or not if you want them to flee.
I think i would prefer the cygor myself but only because it's a moving stone thrower and the beastmen normally lack the good shooting that it gives. I don't know all the special rules unfortunately (which monsters seem to be full of) but i would like to find out what special rules the rest of your guys have. I'm pretty sure even that jabberscythe has something good. However i'm not sure it's worth its price. Gotta admit i haven't played against recent beastmen but fighting the new monsters they have would be a real treat. At least it's a change up from the sick ass minotaurs which you need to kill before melee. I enjoy skaven but if it's one thing we lack is good solid fighters. The plague furnace does do a good job as does the hellpit but base armies generally beat rank and file skaven in combat and this game is all about rank and file these days. Who knows steadfast really helps a lot. I just wish it was easier to break a unit and not have them be steadfast. I wonder if steadfast is a blessing or a curse for the game.
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