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Kazimer

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Posts posted by Kazimer

  1. 24 minutes ago, Dolomedes said:

    I think 10 man units is the way forward now. What's the math looking like on a 30 man with +1 to hit?

    With no +1 to hit it works out the exact same as original reroll hit Ungors, 10ish wounds per 30. With a +1 to hit, that bumps to 13ish. The +1 to wound maths them out THE EXACT SAME as before only now the damage buff doesnt go away until 10 models where previously it got worse over time until it disappeared at 20. Overall Ungor raiders have been net buffed from 2.0, still not super amazing but theyre useable

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  2. I plan on running a block of 40 ungor raiders for bowmen, and im looking for a shield wall in front of them. Should I go with Chaos Warriors or Gors with shields? The gors provide more bodies and wounds while the warriors have the ability to shrug mortal wounds, so its really a toss up to me. Im either running 10 warriors or 30 gors, both 200 points either way.

  3. 3 hours ago, peasant said:

    I want to try a full beast of chaos  khorne lista with 3 x 10 gors for battleline, and a lot of bullgors and 1 doombull and 1 ghorgon

    It might work, but often times ive found that Bestigors just outright do better than Gors in every single situation.  However, you could probably make it work! Just dont actually use your Gors for charging in, use them for objectives.

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  4. The Flock is actually not best used as a leadership debuff, but instead as a moving wall. What you can do with it, is place it in front of your own guys (say your herdstone Shaman or your bowmen) and when need be, just move up to the flock to make it fly away, further up the board to keep protecting you from charges.

    I'd say the Gors are fine, but weak overall. You're better off going for some Ungors, or a Chariot. It's unfortunate, but their best use is literally just to shield wall against other aggressive armies, due to their shields being really good. 10 wounds and a 4+ for 70 points is very efficient, but their melee is pretty awful.

    Leadership mods in AoS do work, and they can work to hilarious effect vs elite armies like Ogors.

     

    And lastly, do watch out about Bullgors. They hit like a ton of bricks, but they die just as fast. You'll find that's the case for a lot of your army, actually. In my games, i've won based purely on the fact that Beasts can hold objectives really early, and really well. They don't slaughter as well as Khorne, they aren't as resilient as Nurgle, and they don't do hordes as well as Skaven. Play to your strengths, which primarily is your raw speed.

  5. I've got a small collection of Skaven and im looking into starting to flesh it out into a full 2k list. Just for fun, no tournaments.

    Would Moulder be a viable choice? It seems like Skyre and Pestilen get all the toys, while the other 3 languish. Especially Escher and Moulder. Would it be better off going just for a generic 'Skaventide' army and just avoid Clans entirely? I'll note that I really don't own much /besides/ Moulder at the moment. 60 Clanrats, some ogres, some packmasters, a hell pit abomination and a handful of other misc. stuff from the Isle of Blood box.

  6. If you take the Tzeentch battalion, all your Beastmen that keyword on top of all the buffs. By doing this, it lets you use the DoT book, with units from BoC. This is used pretty often for Slaanesh and Khorne, but is just fine for the other two gods too.

  7. 5 minutes ago, Thalassic Monstrosity said:

    May I ask what these drops I keep hearing about are? I know nothing about playing other than the rules.

    Its refering to deployment. Whoever finishes deploying first goes first, so people use battalions as a way to reduce the amount of things to deploy. A battalion "drops" all at once, so if you have your entire army inside of 2 battalions, you have a "2 drop army", and have a far better chance of going first.

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  8. 29 minutes ago, decker_cky said:

    7+ to charge is a 60/40 proposition (58.33%, to be precise). With a reroll, there's an 82.6% chance of successful charge. 

    I think you want a chimera on the table to start in anything but allherd, to be honest. Darkwalkers can teleport to charge for a command point, and Gavespawn can give it an extra attack on each of 4 profiles with the command ability near a spawn. 

    How is it 60? 7 is exactly half on a 2d6 roll, and in AoS its not as if you have that inch like in 40k, its half an inch meaning you gotta roll exactly the distance.

  9. Firm debates aside, are Chimeras good? They seem like a gigantic glass cannon. Are they better off being summoned around turn 2-3 with Allherd since their +2 charge effectively makes it 50/50? Or should I utilize their 12" fly to get into combat  on turn 2 (turn 1 if I go second and my opponent moves up the board) at the risk of ranged and magic blowing it away?

  10. I think summoning can be given a point value, and the choices in thr summoning chart have an obvious curve to them. Mind you, some things in the same slots are cheaper than others but that certainly doesnt make them the better choice.

    AoS is different from 40k where points are a lot less fine and finnicky and the placement of models and general tactics of the movement phase are far more important compared to the importance of list building and the shooting phase of 40k. Im not saying youre comparing the 2, but people who try to pin down things like this usually are.

  11. It makes sense to me, tbh. These aren't generics, this is a named character within a warband, so his alliegence is more obvious. That being said, it makes me sad that this will be our literally ONLY named character in the army after the great gutting we got.

  12. Ghorgons are serviceable, Cygors are swingy. Useless against an army with no wizards, and pretty good when there are. In my experience BoC are a horde army. You CAN go for the dragon ogers or minotaurs but it wont function very well without lots of bestigors and/or ungors.

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