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TheArborealWalrus

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Everything posted by TheArborealWalrus

  1. No. Definetly not on the ranged. Even the guard come with but a handful (I think it's like 4-6 helmets). Greatswords likewise don't have enough helmeted heads for the unit. The only freeguild kit with enough helmets plus spares are the pistoliers/outriders. Fancy helmets, but they have more than enough. (I believe they come with 10) Of course it's been a year or two since I built mine, so take a pinch of salt, but generally I remember having to scrounge or greenstuff helmets for mine. If you're in the UK, forge world had old marienburg guys uniformly armored. Not sure if they're still an option, but worth considering. Good luck on your project and army! Remember, For Sigmar!
  2. So Here's my theoretical desert themed list: Anvilguard (fits the theme best) 1970pts - hidden agenda The idea behind the battle strategy is that the corsairs with the wizard form a blob around the 40 brick with the chariots as shields. The smaller units either are split off to other objectives or used as additional meat shields. The other monster either joins in or helps elsewhere. The sorceress and blackguard form a second flank with the various cavalry going wherever I feel they needed. The sorceress needs to be close to her goons so she has the no save spray and the sisters are with it to put it where needed. Not necessarily a good list, but usable. I think. Now as for the conversions, the sisters will be riding on magic carpets. The chariots will be sand riders (like from AtLA) with mages pushing wind into the sails. The Black guard will be sultan guard type things. Maybe replace them with other elite units (rules wise)? Either way, the pistoliers and corsairs are raiders and I just like the hydra model, so I won't be doing too much to them except arabifying the handlers. The fleetmaster will be a fancy fellow with a cloak and everything. The sorceress will be either stereotypical sexy dancer type or a mysterious veiled sorceress. Not sure. I'm open to any other suggestions, but I was thinking an arabian nights thing, so lots of magical involvement. Maybe Djiin for demigryphs if I do that. Thanks for looking, For Sigmar!
  3. They are pretty close as far as I can tell. Extra hit vs a rend on 6s technically gives more potential damage to the swords, but 3 ranks from spears could give you more attacks. So the question is more how many do you plan to have and how much effort do you want to put into piling in? 10 mans, swords probably. 20 could go either way, and 30 is probably easier with spears. The actual numbers are only minorly different, so go with what you visually like I'd say. I haven't used the dark elf fellows, but I had swifthawks and the spears are really easy to get all into opponents. Pistoliers are going to be standard horse dudes with spare pistols I have. Is it possible to make freeguild guard ... good? I've tried in the past and they are ... well, they routinely charged in and died. 2s and 4s is pretty good, but the 1 attack per feels like they can't do anything but body block. Corsairs on like those skiffs from avatar the last air bender could be cool. How does one use the aelfs? Dark riders and corsairs seem mixed in purpose to me. What would be a demigryph for the desert? A big lizard? A djin? Giant tigers? I do like the flying carpet idea. I might use that for some of the horse based cavalry leaders. I like the whackyer stuff. Adds character. Perhaps a manticore for the general? ... Blue dragons are from the desert. Arabic legends seem to typically lack large creatures though. That being said, I really like the hydra model, but first I must finish the giants. Don't want to get distracted. Hobby ADD is bad I used it in my other cities army and did reasonably well in a tournament. Wouldn't call it top at anything but spike damage, but it's not bad. The only really usable battalion we have too. (as far as I can tell) Maybe I just didn't have enough demigryphs. (only had 12) I'm not really wanting to make another full cities army out of this, though it does seem to be heading in that direction. Well, I'll just have to change that! Although I get it. It's hard not to touch on arabic or egyptian themes when thinking desert stuff. Copyrights, blah, blah. Thanks for the comments, For Sigmar!
  4. 2 things 1: I was wondering if anyone here has references for an araby or otherwise desert themed cities army? I was building some in conjunction with Sons of behemat. Desert giants extorting protection loot from a desert city when the mess in anvilgard happens and they actually "have" to protect them. I wanted to include some cities units with the army. Enter the rough rider mercenaries. I also plan to put guys "riding" the bigger giants on scaffolding or ropes/nets. Sorry, not super relevant, but I'm excited about the project. I see the city as a sort of "truly" free city. Like you have chaos marauder tribes in the markets with aelfs and sigmar fearing folk. Anybody with things to trade are welcome. A beautiful, chaotic mess. Probably rather corrupt too. The Kharadron would probably love them. I picture it in the realm of fire if that matters. Clichéd, I know. 2: Is there a way to make a small, mostly human army? One that doesn't revolve around shooting? Except maybe pistoliers. I wanted to do around 1000pts for this city. I don't much care what city rules I'd use. Desertifying demigryphs could be cool. Don't know what I'd do for that. I'll probably have 30 odd foot dudes spare from the nets/rigging and the 15-20 cavalry for the rough riders. The idea would be meeting engagements for this force. Not that meeting engagements are really a thing around here, but it fits the smaller points. Basically does anyone have recommendations for what to do with these spare models to make a ... middling competitive list? My area is either super competitive or completely useless at playing. I acknowledge that it's unlikely that anything good can be made out of this, I just wanted advice on how to not be useless. Thanks for reading, For Sigmar!
  5. I was thinking about starting a Sons of Behemat army and wanted to get ideas for conversions. I wanted to stick to the idea of the little giants trying to copy the style of their big brothers. I also like the idea of the giants being from different realms picked up as the tribe made it's way through them. While I did have an idea for a theme, I wanted to get thoughts on how to combine these themes. My initial idea puts them in a vast desert during the events of Morathi, tentatively "allied" with a free city (more like holding them hostage) and "protecting them." The job becomes real when the daughters of Khaine, among others, come knocking. (I also want to make up some allies from this city as a fun side project. Maybe put some on their bases or scaffolding on their bodies?) I was thinking of an araby or perhaps native american theme. Most likely a mixture, leaning into araby. I haven't done a desert basing theme before and was thinking of shrubs and sand dunes for much of the bases. My bigger problem is I'm not sure how to combine, say, a mancrusher from the realm of life with the desert theme. I also kind of wanted to show the tribes journey with their gear. Like they "protected" an ironweld caravan from a khorne attack and take loot from both as spoils and payment. I feel that would probably be pulling the project in too many directions though. It's how I picture the sons working oftentimes, but I feel somewhat limited by the medium. Don't want them to be too busy. As for where the desert is? ... I'm open to suggestions, but was initially leaning into the realm of fire, clichéd as it is. (All the realms are up for grabs, but my initial thoughts are that they start in a tundra in ghur, move through shysh(maybe ulgu?) into chamon, and then linger in ghyran until they are driven out into aqshy.) I will of course be magnetizing the megas which I suspect will be more challenging because of the theming. Oh well, the price of my passion. Thanks for any help on the subject and I look forward to getting to work on this. Cheers! TLDR: I want to have giants from different realms all acting in a sandy desert environment. How do I combine these themes?
  6. I took a variant of my more normal/numerous beasts list against the giants. I forget the mission but there were 4 objectives the opponent's are worth 3 and yours are 1. I had an artifact that I forgot about. Oops. Set up: There was a hill on either side of our diagonal deployment creating a canyon esque thing in the center. A forest sat on both our sides and there was a small ruin on my center. I put the herdstone on the line with the attendent sacrifices and shaman The smaller raider units made a screen with an ungor unit and the cygor on the line. Behind them on the center right were the bestigor units and the second shaman. On the left was the bulls and the center had the beastlord with spawn. The big 30 blocks and an ungor unit ambushed. He put single giants on both his objectives and left the other on the right. The mass of the army stared us down the "canyon" My raiders pushed up the wall a little bit. Turn 1: I decided that I wanted them to get in range of my spells and herdstone aura and had him go first. He used 2 command points and had the 6 mancrushers run 6 and re-roll charges. The singles stayed put. Even the one not on an objective. He charged straight down the center and smashed into my line. 10 raiders and the sacrificial ungors died with 11 wounds on the cygor. For those who don't know warstomper tribes get +1 damage against 10 or more model units and + 2 damage against 20 or more models. Uh oh. In return we did 2 wounds. My turn I moved the right chaff with a bestigor block to grab the right objective. The other bestigors went for the right hand giant group. The bulls went for the other and both giant units got hit with the tauros. My opponent was bemoaning his recklessness at this point. I dropped both 30 bricks on the left to take that objective. The raiders did 9 of 12 wounds to the giant and 3 were taken from the right hand one. We charged the invaders and I spent my command points giving the bestigor + 1 attack and re-roll 1s. The lord got the other + 1 attack. (the bulls were out of range) The bulls whiffed and did 5 wounds to the giants. The bestigor felled 1 while the beast lord killed another. In return the bestigor and bulls died. Turn 2: My opponent won the roll off and went. I was pretty much dead at this point. The giants (except the unmolested one moved in on the nearest units. The 3 block grabbed my objective by the herdstone. Rocks did 3 wounds to my beast lord. The ungor raiders were charged by their heavily wounded prey and the chaff surrounding my right all died. (10 raiders and 10 ungor). The 30 raiders were wiped out by the heavily wounded giant.(in battleshock) Granted he rolled a little hot, but oof. He killed 19 of them for 2 wounds from the shivs. My beastlord dispatched the last giant from the unit only to be ascended by his falling corpse. (he died) My turn I took his objective and killed the 1 wound giant. Hoping to criple it I charged the mega gargant and did ... 10 wounds. Not terrible, but nowhere good enough. I didn't even bracket him. He wiped the bestigor and the centigor that tried to help and we called it. I had no physical way of killing him off my objective while 1 giant could sweep my 30 gors off of his. Nevermind his mega which could have gone back to take it. I made some mistakes but I definitely need more heavy hitting in this list. Alas I wanted bestigor and the gor herd. Oh well. I think I could have done it against a different tribe that didn't specialize in horde breaking. At the end I had 29 gor, 10 summoned ungor, 5 centigor, 2 shamans, 2 chaos spawn and a 1 wound cygor. Not gone, but nothing that could do the 12 wounds needed to take an objective from him. Against another army I could have still pulled out a win, but not here. Back to the crazed white board. I hope you fund this informative, For Morghur!
  7. So, I thought I should explain something, since you're using Khorne allegiance, Grashnak would be the ally, not the Khorne units. Not a big distinction, but vaguely important. Also, like what Popisdead said, You have not 1, but 2 sources of negative spell casting, both of which are vital to the Khorne allegiance's success. So spells are very difficult to cast now that we don't get to "turn on" the portal. As for the 190pts, slaughterpriests are some of your only ranged options (without needing line of sight too) and can boost stuff. Screening is extremely important for Khorne which is a counter charge army (mostly). The final form (for now) of my beasts of Khorne list had 2 layers of chaff. It also had 8 drops, so yeah. Fast movers help too. Centigors or chariots are both good choices, although one is faster vs hittier. I love wrathmongers, but they up your drops drastically. Something important to know, is that none of the command traits and artifacts can be taken by beasts heroes with the sole exceptions of those in your slaughterhost. So picking your slaughterhost is picking what artifact/command trait you get more than anything else. That's why I went with Skullfiends. +2 attacks on the doombull isn't bad. Plus the mortals get the same thing as the battalion ability, meaning I have to remember less stuff! That being said, pick whatever you feel helps you most. My general philosophy with my Khorne is very similar to Beasts. Chaff them up then hit them with hammers. While the 6 man block of bulls is good for deathstar buffing, they're an easy target for shooting. If your opponents don't know about the danger of buffed up bulls, then they will soon. Even a little shooting will potentially cripple a bull unit. Bestigors are good, but usually outrun your buffing units, especially wrathmongers. Remember to activate the battalion ability in the hero phase to get those sweet sweet re-rolls to wound. I've made more in depth looks at beast units and slaughterhost interactions in the Khorne allegiance elsewhere, and don't really want to go over them again. Popisdead is once again right, I'd say go look for those posts in the Khorne allegiance. Others might have talked about it since I moved here, but I doubt it. The Khorne forum loves it's bloodthirsters. To be fair they're beautiful models. Regardless, I wish you luck! So I've done other "What should be done with the army posts, but I've got a new idea. Brayherd are already fast right? What if the distinction was this? Gors get 2 attacks and wound on 3s, re-roll to hit rolls with 2 weapons(because re-rolling 1s is mostly worthless vs +1 save option) and flat +1 save with shields. They and the rest of the smaller brayherd get faster. Maybe it's a 7" move and the command stuff boosts it too, Like banner does +1 run and charge, or maybe just +1 movement. The horn is run and charge (I'd like to throw another +1 in, but that'd be too much for one item) They keep the 1 wound and are more kamikaze berserkers then trash chaff. The bestigor instead of the move buffs get More front line infantry buffs from their command. Still run and charge horns, but the banner does bravery stuff or otherwise boosts them as brayherd hitters. They'd be the brayherd hammers. Fast enough to keep up, but hit like a motorized kart. Maybe hit on 3s? Make them in line with almost every other elite infantry? Of course points shifts, but that's not what I'm here to babble about. I would personally not want to be a fyreslayer clone. Even if we're infinitely faster, I think that would make us OP. Fast fyreslayers? Terrifying. Bestigor need to keep their 4+ saves I'd say. They're squishy enough with just that. I'm personally against 2 wound gors, but tzaangors set a strange precedent. We have ostensibly the same type of models with different wound characteristics. It would help to differentiate them from ungors though. All in all, we're in a weird place. It will be interesting to see what GW does with us in the campaign supplement. Good luck to us all, and may the great devolver bless us! For Morghur!
  8. Perhaps I should have said, I had played goat spam and got bored, so I switched to my whacky drogre/bull list until I wanted to switch it up again. I chose nothing but minotaurs (admittedly half were mantic ogres waiting for dragon bodies, but still) and minotaur accessories. I have 1 ghorgon and 1 cygor, so no monster spam for me. Would it be better with buffed up monsters behind ungors? Yes. Will I be doing that? No. I may not have the unending tide of ungors for a full tourney list, but I feel the 40 raiders and 30 normals are enough for now. (ironically I have more blood reavers than that, *sigh*) Should I get more ungors? Maybe. Although, 10 of them are literal prisoners for the herd stone so... Regardless, I had just wanted to try out a pure minotaur army. Did not work and wasn't terribly fun, although against Tzeentch shooting, what is? I feel the call of Khorne allegiance again but I'm going to run a list based off an army in total war warhammer next. Hopefully fun. We'll see. Might switch allegiances after. I do like turning into a chaos spawn though. It's just fun. Unfortunately neither units are wizards, so no bonus vs them from cygor. I kind of want to use one in the marauding beastherd for when you randomly get the double hit. Destiny dice are indeed very powerful. There are 2 buffs to hit in our book. Only 1 is a direct +1. The shadepire warband has a unique spell to give +1 vs a targeted unit. It's a spell which I think casts on a 7, so not super reliable. The other improvement available is the khorne battalion for re-rolls of 1. Not as good, but easier to achieve. (friendly within 9") Gavespawn give + attacks and haven't been faq'ed to not do it repeatedly. Bullgors are considered one of the most deadly units in the game in my area. My 6 man blocks attract all enemy fire possible. This is from when I ran them out of Khorne where +1 to hit and up to +2 attacks are fairly easily acquired. Even still with the above buffs (only +1 attack) a 6 bull brick killed a mega gargant in one go. Never underestimate the beef! That being said, they need a re-work. They don't feel like the literal ton and a half of murder dropping on you that they should be. (*images from total war bulldozing entire regiments*) Obviously points increase with it, but the stat brick is bad. Some big 'ol charge bonus and a re-work of the allegiance ability for them. I talked about it in more depth in another post with possible ideas (for the whole army too). Cheers, for Morghur!
  9. Yes, I had another battle. My minotaurs vs Tzeentch. Battle for the pass. Realm of beasts. There were scenery rules, but they didn't do anything significant. I had the same list as before, but I replaced half the big bull shield unit with 10 bestigors and upgrading the cygor to a gorgon. I was also using Darkwalkers instead of gavespawn. The battle: It was fast and brutal. I dropped both ghorgons, 6 greatweapon bulls, and a doom bull center with 3 bull shield/ greatweapon groups on the flanks. There was the general (who I thought gave a +1 to charge, he doesn't), a 6 bull greatweapon unit and the bestigors in ambush. My opponent clung to the center as though the very touch of my ambushing minotaurs was death. Big boys on flanks, shootstar in the center. I made him go first so I wouldn't be immediately shot. He continued to hug the center as he took the middle objectives and he managed to get 2 flamers in range to kill 2 bulls from the big greatweapon unit. I used a command point to not worry about more casualties. My ambushers popped up with a new batch of ungors on the flanks. The bulls by the giant and the bestigor threatening his back. I moved up and charged Archaon with the doombull and both ghorgons. Or I should say tried. 2 double 1s and a 5 with only 1 re-roll did not result in the decapitating strike I wanted. Still, a ghorgon got in, so it should do something right? Wrong. -1 to be hit (stupid tzeentch daemon rule - grumble) and re-rolling 6s with a 3+ save resulted in 1 mortal wound going through. Total. In response he slayr of kings'ed my ghorgon. Not that his normal attacks wouldn't have been enough. I could have gotten the bull unit in (they made their charge) but I didn't want to "hand him free damage'. *sigh* Turn 2: He won the roll off and went. Archy moved towards my 4 man bull unit while the giant went for the 6 on the side. The flamer ball stood there and nuked my poor 6 bull unit, killing 4 with 2 of them. The others killed 2 more from the 4 bull unit. The giant impact hit the bulls off the table and Archaon charged the right flank, leaving 1 shield bull on 1 wound. He stuck around. My turn I grabbed his unguarded home objective and both center ones back. The general moved on the exposed flamer blob with the 3 greatweapon bull unit. The rest of my army tried to prevent Archy from taking my base. The ungors grabbed the side objectives (1 freshly summoned). I made my charges and was set up to rip the heart out of his army. I'd drag in Archaon, but it would be worth it to kill the flamers. I swung and ... missed everything. 2 hits, no wounds. Mortals on 5s, nothing. It's fine though, the general was in, he'd ... whiff entirely too. *frustrated sigh* Archy wiped the bull unit. Turn 3: He won roll of and moved his 1 free flamer unit home while his big boys went for my remnants. The general took all the shooting of his tied up flamers to die (with 4 wounds left no less) and the 3 flamers annihilated the bestigor. Archy charged the ghorgon and ungors on the left while the giant hit the doombull. All of my guys died, but in a surprise move the ghorgon did 11 wounds to Archaon, while he was at a -2 to be hit, re-rolling 6s. Damn, didn't expect that. I was up by a lot of points but had 3 units left on the table. 3 squishy units. I forgot to mention my opponent was using the tome of eyes as a 2 inch base enhancer. It's how he reached both my 2 units. Although I realized while typing this he couldn't just move it wherever he wanted after a move. Counts as a part of your base. Movement restrictions apply. Whoops. Net result, I killed nothing for the loss of my entire army. Feels bad man. I'd ask for advice, but I've beaten the net tzeentch list with my beasts of khorne, so I know what to do. (I know this isn't the net list)The bulls just don't have the zoning to get them. Or hit rolls. I almost want to go back to my boK, but I'm sticking around. Want to try a list based on total war warhammer beastmen next. Probably terrible, but I want a bit of everything (except thunderscorn). The hiding in the smaller guys doesn't work here though ... hmmm ... Oh well, I hope you enjoyed, and remember, For Morghur!
  10. Had an hour and a half game vs Sons of Behemat. 2,000pts, Total Commitment. We fought in the realm of chamon (metal) which would later prove pivotal. May or may not have been being assaulted by the actual Behemat as his breath nearly destroyed the table. (We did this and a sudden wind storm hit. Died down fortunately, although a minotaur broke. Fixed him up after) I imagine this battle with both armies seeing the other as a tasty snack and going in. My list: 1990 pts Beasts of Chaos (warherd) - Gavespawn: Honestly I knew this list was probably a terrible idea. 32 models against mightier makes rightier? I'd only take objectives from their cold dead hands, so I went with gvespawn over the traditional darkwalkers. List tailoring? Eh, a little. I just wanted minotaurs as a break from my drogor/bull list. Still fun, but I wanted to see about hitting the giants. My opponent's list: ?? pts - Kraken eater tribe Deployment: There was really no terrain to speak of and we were trying for speed hammer, so we didn't roll effect for each terrain piece. (Good thing since Behemat attacked not long into turn 1) On the left my opponent put the gatebreaker with 1 mancrusher hiding out behind a pillar of ice. In the center was the 3 mancrusher unit and the kraken. On the right was a solitary mancrusher. I put the herdstone as center as I could and lined up the shield bulls and the cygor on the go line. They were serving as chaff. The smaller units grabbed the flanks. Behind them were the hitters. On the right was my monster mash (cygor more center) and the 3 bull great weapons. In the center was the spawn, the general and 1 of the 6 man great weapons. The other was on the left with the other doombull. There was a tower in the center on his side that was vaugely in the way (and some barricades that we both ignored). Turn 1/2: I made him go first and he moved his man crushers in range to throw rocks at the 6 man shield unit. He did 3 wounds to one. Oof. That was about it for his turn the megas throw rocks that all did nothing. My turn. I moved up my right flank and threw a rock with the cygor. He missed. My left moved to prevent themselves from being lonshanked and sort of hugged a bit of ruins. (They were the old 40k ruins and didn't really amount to much so I didn't mention them previously) Everything ran and nothing happened. TURN 2: My opponent won the roll off and went. He punted his objective backwards to keep it away from me and huged the edge of his range band and threw more rocks at the same shield unit. 3 bulls died and the megas did 1 wound to a 3 bull unit. I spent a command point to keep my bulls put. The lone mancrusher on the right tried to charge my chaff but failed. (rolled a 4) My turn I moved my right flank to punish the lone giant and moved the center up. The cygor threw his rock and missed. He and he rest of the center couldn't fit in and stayed put. The right got both 3 man units in and obliterated the lone gargant. He did 7 mortal between the 2 units and the ghorgon as he fell (1 of which was healed with blood greed) Turn 3: I won roll off and went first. My right flank moved to assault his 3 man unit and my left held. No reason to push yet I thought (as a rock flew over my head). The center could only get the cygor into the kraken and that was suicide so he threw a rock instead. Surprisingly it hit! Even more of a surprise was that it did 6 damage to the kraken eater! Just surpassed my expectations. The great weapons took out another mancrusher and then one ate it from return hits with one of the shields. They did do 10 wounds to another gargant for 5 mortals from the dead one (split between the units). Everybody passed battleshock. His turn he finally moved forwards. Both megas made for my center, hoping to snag the 2 big great weapon units. Rocks killed a bull and that was about it. The kraken made it into the right hand hammer block with the cygor and the gatebreaker made it into the doombull, central shield unit, and the chaos spawn. The spawn died with a bull from the breaker (fittingly) and the kraken did a total of 2 mortals. Yeah, he did not improve his luck later in the combat phase. The lone mancrusher on the left engaged the chaff and did 2 mortals. He used the realm command and the re-roll 1s command on the kraken. "Those bulls have to die" He promptly managed to get 12 damage through on them, killing 3. So many failed 3+ wounds. In response my bulls fighting the crippled crusher(s) managed a single wound between them all. 1 more and it would have died. *sigh* The giants left only the shield bloodkind standing on 3 wounds. Like their kin the kraken bulls only got a single attack through for 3 damage. The cygor surprised me yet again by doing a wound too! Go get 'em boy! The gatebreaker wiped out everything he touched for 3 wounds on another whiffed attack sequence. I did get another spawn out of it though. Almost as if in vengeance the chaff bulls obliterated the mancrusher but were left with just the bloodkind after it all. I still had the banner in the great weapon unit and opted to not use the command point. Fortunately I didn't roll a 6 or a 5 in the other units. Turn 4: I won the roll off and it was payback time. Everything moved into the massive scrum in the center. The undamaged hammer made for the gatebreaker while the ghorgon, and general moved to hurt the kraken. The lone bull on the left sprinted for my opponent's objective on the left. All my boys made it in. I used the chamon command with the gavespawn to get my great weapon bulls into terrifying levels and went with them first. They were in the herdstone aura for -3 rend and killed the gatebreaker in one go. It was gnarly. In response the kraken tried to kill the general and remaining bulls. He whiffed the damage rolls for the non club and whiffed the hits on the bulls. Both units had 1 wound left. The lone shield bull managed to kill the injured mancrusher and died for his troubles. The other was in range to do 4 wounds to the ghorgon. In total all his assailants left the kraken on 2 wounds left. Turn 5/ End Thoughts: I won the roll off and my opponent conceded. He had 12 wounds between his 2 models and both were in serious danger. This was his second game with the sons so I forgive his mistakes, but I encouraged him to charge me at every opportunity. He didn't. You saw the damage he did (while whiffing) on the charge. He could have made a turn 2 charge but didn't. That was probably his biggest mistake. I think the phrase "Easy to learn, hard to master" describes the sons best. I think I played the bulls about as well as I could with what I had. I know the cygor and even the ghorgon would be better replaced with something else, but I don't have anymore warherd. Plus I like them. Well, I hope you enjoyed the battle report and remeber, For Morghur!!!
  11. I've got a question for my fellow beast lords, so the new sons of Behemat army are cool and all but there are 2 rules that I feel might cause us problems. 1: longshanks - they get to walk over anything less than a shaggoth as though it wasn't there. Not a super big deal, just keep models close enough to prevent their big base from fitting. 2: Mightier makes rightier - they count as lots of models (anywhere from 10 to 30 depending on the details). Between these 2 it will be extremely difficult to keep hold of our objectives, even with advanced screening tactics. So here's my question. How do we take an objective back from a mega gargant? They count as minimum 20 models and they just have to touch the 6 inch zone. Especially when it's possible for a kraken eater to be at -2 to hit (but more likely -1). Never mind that krakens can move the objectives. It just feels like a tough match up for us. We both live and die by our objective control. Thoughts? Cheers for any musings, For Morghur!
  12. Mostly comparable in size. Fit in pretty well. Bestigor form the core of a lot of peoples' lists, so if you want to start, you're in a decent place. They are also just fun/unique models, so the world is your oyster for choice of path. Pardon the lack of actually being done on the bestigor. I haven't really used them since the death of the gorapult. *sigh* Unfortunately you must choose between them when you pick your allegiance. I'm not familiar with the keyword restrictions of hedonite artifacts, but it's quite possible that your beasts might not be able to use them. (for example DAEMON artifacts can't go with BEASTS OF CHAOS heroes ect) I also dig the new slaangor model too. Might make a good beast hero (or slaanesh hero counting as a beast) Cool stuff. For Morghuur!
  13. I love the idea! I was going to proxy it for shiggles until I realized that my opponents likely would not have much fun with it beyond seeing 16 "cocatrice" on the field. On average (assuming they're all in range) 8d6 mortal wounds as the birds try to play keep away? Sounds like Tzeentch shooting to me. I still think it's hilarious, but won't be trying it like I thought to do. That being said, go for it! That's pretty cool. I'd like it if they did a more full release of slaanesh beastmen, but I think we're going to get that chaos dwarf/elf treatment. GW will point and say "See! They exist!" and that will be the end of it. Admittedly I'm disillusioned about Beasts getting any toys. They don't love us anymore! *goat sobbing* When the Morathi book comes out I want there to be cool new stuff beyond the 2 heroes, but I think if there were they'd come in the box set like with that nurgle vs stormcast box. That pessimism being said, Please give slaanesh based Tzaangor enlightened equivalent! On a separate note, that slaangor is a long boi! He looks like he's 2 times the height of the others if he wasn't crouching. Could just be the artwork, could just be tall, oorrrr ... could be slaanesh minotaur, err excuse me, slaanesh bullgor. Still, cool stuff. For Morghur!
  14. I love it, but my brain hurts even thinking about it. Truly an idea blessed by Morghur! I like the idea of making a mega ghorgon or a mega shaggoth as the warstomper. I've only got 1 of each so I haven't tried 4 ghorgons/cygors. I think it'd be fun though. Enough to be an annoyance. The artifacts aren't the same at all (you'll have a minimum of 2), there are slight differences on wording for blood tithe and prayers. The slaughterhosts and battalions are only in the latest book plus some significant warscroll changes. There's enough that you couldn't run it for a tournament, but it combined with 1d4 chan should let you practice with mates. They'd probably be your best guide until you can get the book or are willing to wait for Khorne's next update. Blood tithe either summons or activates abilities. Summoning is in no way essential. (except in certain builds) Over the years I've only summoned like a dozen times and it's only won me a game ... twice I think. I recommend flesh hounds for their unbind and re-roll charges. Maybe a hero if you run out on those missions that require them. - - - I think if you click on a profile and then hit "view activity" it should be easier to find the relevant posts. Cheers, for Morghur!
  15. I was running them out of the blades of khorne allegiance. The buffs are beautiful on bullgors. If you go far back enough in the blades of Khorne thread I have battle reports and lists for my khorne allegiance army. Positives: 1 - Slaughter priests can cast their prayers onto the beast men. +1 hit, +1 save, ... the others don't really do much, but ignore battleshock is one. 2 - +1 attack from bloodsecrator and +1 attack from wrathmongers available. Alas no other heroes buff us. The +2 attacks from the skulltakers mortal legion (or whatever they're called) is likewise good on a doombull. 3 - Blood tithe is amazing. Pile in during hero phase, free move, charge, make all your units pile in and attack when they die. Now imagine doing that stuff during either player's hero phase. Bonkers. I won so many games because of blood tithes. You can also summon with them too, but I rarely did that. 4 - All these stack with the battalion ability. Re-roll hits of 1 if with friends, and once per game re-roll wounds. Used properly, you can rip out an opponent's heart with that. (I know, I've done it!) This can make one unit of bulls capable of killing damn near anything. 3 bulls with these buffs wiped 6 kurnoth hunters before. All stacked it's: 3+ re rolling 1s, 3+ re-roll all, -2, 3D. You could even add +1 to wound if you want to waste a command point on the doombull. 5 - the MSU we like, khorne loves too. We use many similar tactics. The battalion also likes MSU. Negatives: 1 - No rend modifiers. Whatever is on the scroll is what you get. 2 - Reliance on components. A 4+ to get that lovely prayer off. You can re-roll it if you're in range of the altar, but it's a big roll. You have to keep wholly in range of your attack buffers who are slower than us. (they have to run to keep up) as well as other units from the battalion. 3 - No ancient rules and spawn sillyness. Their attacks do not stack. +2 is your max. More consistent, but somewhat limiting. I personally play gavespawn as though it's been updated and don't stack more than 1 attack per unit, so it's automatically better for me. Making spawn when you die is also just fun. 4 - Battline is awkward. You either use gors (and discover the joy of a max buffed gor squad merking an unsuspecting hero) or you up your drops even further with khorne battleline. This can be mitigated by using a khorne mortal battalion to get most of your support pieces, but then you're paying for another battalion. 5 - Ungors and other support pieces are allies. Spell casting is basically non-existent and there is only the artifact tied to the faction to put on your beasts heroes. 6 - No ambush. The psychological impact of the threat is massive. I'd rate them as overall better at getting the best out of your bullgors, but less so on our faster units. I liked to take 2 allied ungor raider units to double layer my chaff. Gavespawn only has CP attacks, the herdstone, and ambushing. Khorne will kill better over the course of the entire game vs the spike damage of dumping all CP into + attacks. Can it still work? Absolutely. Do I think it's better? No, not really. I love my beasts of khorne, I'm mostly just trying to switch things up a bit after using them for so long. Still fun though. I recognize these models, but don't remember where from. I wanted to try these guys out, but I'm already working on my drogors and ungors. I thought of using them like a mobile castle of pain, camping on objectives. The foot guys seem worth it for 100pts. Might proxy in for a test run. Having fought 15 enlightened on discs regularly back in their hayday I feel the points increase was justified. I'd probably drop them 10 points (maybe), but they were stupid. I also fought their ranged kin during 1.0. *shudders* Too many tzeentch armies.
  16. A (hopefully) quick battle report for y'all. No real scenario, basically battle for the pass but sideways and without the annoying deployment zones. I got 1 spell off the entire game so I'll mostly ignore my half of the hero phase. Also assume that with the beginning of the phase move I generally just moved towards him. The List: 2,000pts, Gavespawn, no extra command point, 4 drops, 38 models, 159 wounds My opponent was running tzeentch mortals list. It's not a competitive list, but he's been trying to get a kairic based list to work since tzeentch first came out. He was very unhappy when his shrines didn't help the acolytes anymore. He also doesn't play a lot, so he forgot lots of things (don't tell him I said that) but I let him go back and do them. 5 or 6 drops. So the battlefield was barricades and 3 dense tree stands(impassible because we didn't want to deal with it) one in center with corridors created by the other 2. I set up in the center leaning more towards my left with my herdstone similarly placed. He set up the lord of change, the enlightened, an acolyte blob, and a fatemaster to oppose them. On my right was a crusher ogor unit ... and not much else. The rest of his army was over there. (I also put my gors in ambush) Turn1: I got to choose who went first, and knowing his reliance of letting me closer to be annihilated, I made him go first. He moved forward enough to threaten the objectives and couldn't do much else. In return I rushed forwards as fast as I could. My bulls were center and left while the ogors screened in front as best they could. In a round of either mediocre or glorious charges, the gors popped in and tied his right hand acolytes down (traded a casualty) and the hand weapons ogors with the shaggoth made it into the fatemaster and the left hand acolytes. 10 acolytes died and 3 wounds to the fatemaster for 2 wounds on the ogors and 1 on the shaggoth. Turn 2: My opponent won the roll off and went next. The hero phase saw between the shooting and magic did 6 wounds to the shaggoth, left the ogors with 1 wound left and killed the gors. He moved his forces up and shot my right hand ogors and killed 2 of them. The last hand weapon ogor was shot to death. He charged (at my recommendation) the bullgors on the left in the hopes of wiping them out. Unfortunaately due to poor positioning his fatemasters weren't in range to give them the re-rolls and they did 2 wounds total. Oof. 7 acolytes, all the enlightened, and the shaggoth died that phase too (no spawn, boo!). 2 fatemasters charged the central ogors and did 4 wounds for 2 in return. My turn The center bulls moved with a doombull to get the the acolyte flank while the left moved in to kill the lord of change. Both bulls made it to their target and the left bulls wiffed hard. Hitting on 5s hurt, but come on! 4 damage total to the big bird for 2 dead bulls. The shaggoth charged the fatemasters to ignore thier +2 to their save if you don't fly or are a monster. He managed to kill one of them and save the ogor on 1 wound (for now). The bulls on the right took 2 wounds for a total of 31 casuaties between the two units of acolytes. Bulls are so swingy! 4 bulls killed the 20 while the bloodkind killed 11 from the other unit. (he got 4 mortals in that lot, but still) Ridiculous. The remaining right hand fatemaster took 3 wounds from the doombull as well. Turn 3: I won roll off and it was basically game over. With not much beyond his lord of change and a few acolytes left he was out of the running. He could have hurt me if he won it, but I don't think it would have saved him. We called it. I remember it feeling a lot closer than this though ... Did he win the roll off? Either way, he conceded at the end of this turn. BoC victory. I have a good feel for this army I think. Everything worked as expected (except the bulls who did as they pleased) and no real surprises for me. I recomended that my opponent switch out one of the fatemasters for 2 brimstone horrors units to screen for his precious acolytes. My area seems to not like screening. I tell them to do it, but few do. I think they'll help his game plan a lot. I don't have an answer to screens so it could be rough for me. I thus far have just thrown my disposable ogors at the screen to wipe it out and die, which worked against both my other tzeentch opponent and during the slaves battle. We'll see. Well, I hope you enjoyed this report, For Moghur!
  17. I used the beastmen in khorne for a very long time and 100% agree that they synergize well. Everything about the battalion stacks with khorne's buffs into a weapon of terror. The same chaffing strategy for boc works in khorne. Gets blood tithe too. If they could use the same prayer multiple times they'd be exceptionally powerful. The minotaurs are big sponges for all the + attack buffs and to hit buffs. You can add up to 2 additional attacks to them. Outside of being another hero, what is the beastlord doing for you? Also curious which slaughter host you're using. Either way, Good luck and welcome aboard! That's good! I love the models, I'd just like to use them for something other than chaff. Make them actually dangerous, or at least have different stats from ungors. It won't come back, but I miss my gorapult. bloodsecrator + shaman + run & charge = 6+7+d6 + 2d6 +4 movement and charge. Yes, that's 15 + 3d6 threat range. You could do it to centigors too. 21 + d6 plus charge. Hilarious stuff. R.I.P. So many interesting ways to take Morghur. I'd like to see it happen. A monster shaggoth or just a new shaggoth model would be epic. If the goblins can have an epic goblin hero, I think they can pull a named bull or beastlord out of their hat if they want to. Ooh! It's not going to happen, but what about a named character for each? Morghur for gavespawn, some sneaky bull or lord for darkwalkers, and a monster shaggoth leading allherd. A large percentage of the book needs a re-work. Put bullgors and dragon ogres on a similar scale to the mawtribes. Obviously they need to be different, but they need the help. Gors should be noticeably better than ungors, Useable command abilities on the hero's warscrolls. All the combat heroes need an upgrade. Maybe they all jump up a tier (from mildly threatening to dangerous for example) although we'd probably lose the gavespawn artifact from it. More variety in viable lists would be good. ... Alright, I'm done. Got it out of my system. I went into my suggestions for allegiance abilities a few pages ago , so I don't feel like repeating myself. Regardless, good thoughts! For Morghur!
  18. So it's 2 handed axes, like an axe wielded with 2 hands. If I wanted to have them be defensive I'd go with the shields. I would never personally go with the 2 hand axes. Re-roll 1s is not really worth the other benefits available. They are my beatsticks so they have the big damage (also what they're modeled with) It is a list unlike any other I've seen. It's fast enough for alpha but doesn't hit hard enough for iron jaws. You have to kill your opponent's army to win objectives. If all the bulls go down you're generally doomed. It's this delicate dance of mass violence. I did use the "die slowly" strategy against my daughters opponent, so it is possible. The khorne battalion abilities are really nice too. When that mass charge hits, getting the re-roll wounds is nice. Unfortunately chaos knights are on smaller bases than dragon ogors. They're on the same bases as skullcrushers (juggernaughts) Regardless of that, I say try it! I'd be interested to hear how your darkwalkers variant works out. For Morghur!
  19. So here's a battle report. We played border war. I was against a "mid tier compettitive" tzeentch army. (according to him, I don't know personally)Probably on the lower end of that, but he mostly wanted to use the tzeentch endless spells he had just painted. I'm still trying out the all chunky boys army. Had 2 games I didn't write up (because these are a lot of effort and I don't remember everything). 1 vs Slaves to darkness and one vs daughters of khaine. Won both, the daughters game was close though. Neither opponent had a maximum competitiveness army. I'm going to be more casual in my reporting of this as I'm mostly doing this as a break from my serious writing. Also because I like contributing. ... as I look at my list, I realize that I forgot the mutating gnarlblade on the doombull. ... Whoops. My List: 2,000pts, Gavespawn, no extra command point, 4 drops, 38 models, 159 wounds My opponent's list: 2,000?pts, 14 drops, the something conflagration host. Most of his spells were damage dealing except the scribes (who gave a reroll to cast out) and the changeling who had the daemon respawn spell. Setup: A village, we both had 3 buildings on our sides creating lanes. The center was pretty barren barring a few fences we mostly ignored. I set up my ogors as a screen in front, one crusher unit was on the left with the general and 1/2 of my bull contingent (including gnarly). In the center was the other crusher, the herdstone, and the 2 weapon ogors. Behind them was the other 1/2 of my bulls, the shaggoth, and the spawn. The right was sparcely populated with just the glaive unit. My gors were in ambush. My opponent had his acolytes watching for gors on the back line while the blues screened on the scrimmage line. The thamaturge held the left. The scribes hid behind a building while all of the other heroes hid behind the two units of blues in the center. We were in the realm of fire, but it had no impact on our game. Much like all the terrain's rules. We were kind of light on terrain. (my opponent also stuck the changeling in the corner by the glaives.) Turn 1: Most of his spells were damaging so I made him go first. He threw the thamaturge and his screen to grab the left objective while the right had the chariot and 2 blue units on it. He thought the thamaturge was a demon to hand out the -1 to be hit, but no such luck. My turn and I moved up my ogors to tie him down. The central doombull was sent to deal with the changeling. I then hit his left with the tauros which did 4 to the blues and 3 to the thamaturge. The center failed all their charges (most were in the realm of 3-4 inches) (although some ogors switched left with the horn) and the glaives grabbed a blue horror unit but dragged in the herald. The left barely got both crusher units in and the shaggoth into the hero. 8 blues went on the right for 3 wounds on thee unit. The blues were entirely wiped out on the left and the thamaturge was saved by destiny dice. In return he took all but one of my shaggoth's wounds. Score: 5-3 in tzeentch's favor. Turn 2: I won roll off and took it as I would have been in worse shape from his spells than my tauros hitting me. He managed to roll 2 1s for it' effects so it didn't kill my general. None of my spells went off. I hit the thamaturge with the bulls, smacked the center with the freed crusher unit and the hand weapons while the right got the central shaggoth. I wasn't thinking of my personal objective (just the herd stone there) and left it undefended. Some blues died on the right for the wounded ogor, the center was a massive whiff fest with like 6 dead blues and the left was a shielded shaggoth and a dead thamaturge. The doombull also made his charge on the changeling and ripped him in half. My opponent's turn saw my general ascend into spawndom (dead), 5 dead bulls from the central unit and a smattering of wounds elsewhere. He moved up the acolytes and jumped his general onto my objective. In combat handfuls of blues/brims were killed, but nothing huge. I think l wiped one of the units on the right. Either way, the score was 12 - 6 in tzeentch's favor. Turn 3: I won the roll off again (good for me) and took the turn. My spells didn't work, I did move the gnarl bull back to crump the herald and summoned an ungor mob to back him up. Net result was the left being cleared, the right got hit hard, killing all but one from the horrors after battleshock, the central unit, despite it's -2 to be hit was looking very thread bare. Between the gnarlbull and the ungors, the herald died. My opponent's spells were pretty deadly and killed 4 ogors in the center. He moved the scribes forward and summoned flamers who failed to do any shooting damage to the gnarlbull. They did kill 5 ungor and beat the gnarlbull to death after charging. For the first time one of my heroes didn't ascend! *Gasp!* He failed to kill enough ungors though so I kept the objective. Score was 13- 11 in tzeentch's favor. Turn 4: I won roll off (again) and went. I charged the left hand bulls into kairos with the remaining 2 2 weapon ogors, the last crusher unit charged the blue scribes and the flamers with the remaining shaggoth. The glaives just held their objective. In combat Kairos got killed alongside the curseling and 9 acolytes by the two units. The dual weapons did a surprising amount of damage to Kairos. With only the scribes and no real way of getting more summoning points my opponent conceded. Final score: 13 -20 in beast's favor Take Away: 1- Don't leave your home objective. 2 - Remember the ambushing gors. This is the 3rd time I forgot them. Maybe have them babysitting? The paranoia from ambushes is nice though. 3 - Glaives don't feel worth it at all. Anytime the hand weapons get a rend they wreck face (so far). I have consistently been disappointed in the glaives' performance. I might switch them to more crushers. Not sure. 4- The strategy seems sound, tie down with ogors, then snap opponent's army like popsicle stick with bulls. Definite weakness against alpha strikes though. If this had been the real competitive tzeentch I'd have died by turn 2. Less vulnerable to melee alpha, but still would be bad. Not sure what to do about that if I wanted to fight the competitive crowd. Well, I hope you enjoyed this report, For Morghur!!
  20. I personally wouldn't want some weird excuse to bring back characters from the world that was. Morghur has a good reason, but only the brass bull guy has any legitimate reason to come back (and there's reasons why he wouldn't too. Plus he sounds more like a blades of khorne hero rather than Beasts. Maybe give him both keywords so he can go in both?) Either way, more new heroes would be cool. The big kahuna leading the faction in the realmscape wars. A character like that for each faction would be cool. (in general ... although I wouldn't be opposed to a bull, shaggoth, and gor named hero) *insert perpetual desire for new centigors, shaggoths, and a centigor hero here* Maybe something not dissimilar to fabius bile? Like he randomly buffs beasts and debuffs enemies in a fairly big aura? The good chart and bad chart so to speak. Not a high save, but maybe a 4++ to all damage? Or healing. Or both. Hopefully a level 2 + caster and a fairly chunky profile. With all that I'd say minimum 340pts with a more likely 560 or something like that. Depending it could be as much as 700pts. Hopefully not though. All depends on his stats. Fittingly, For Morghur!!
  21. In my line of work CAD is computer aided drafting. Used to design ... well lots of things. Could be miniatures, could be the parts for a factory floor. I hadn't realised they had been using that tech back then. It makes sense now with their digitally sculpted minis. Cool. For Morghur!
  22. So I think everyone is forgetting something. Our book was basically the first one to get a terrain feature and one of (if not the first) of the books to have faction rules that did anything mentionable. Before us the best faction ability was various death armies' 6+ shrug. (I think Nurgle was out at that time, but they're rather on par with us, mostly (their units' warscrolls got buffs *sigh* ). So I guess the point is the problem is less a lack of love for the faction and more we're old and don't have either the better units (dok ) or versatile special rules (khorne (I know they got a new codex, but I've never had any trouble competing with them even against the "more powerful books")) enough to keep up. Ours was an experiment and now we're waiting in the back for our love again. I think ambush needs to be more flexible. Make it on a 2+ they listen and come out if you want them to each turn they're in ambush. This gives the chaotic nature of the beasts a little shine (and a slight nerf) but boosts it so it feels like you get them when YOU want them. Almost like an ambush. Warherd ... their faction ability is bad. Healing is nice, but it's not enough. Some "on the charge" bonus would be an excellent call. Not an ogre repeat either. I'm thinking give them that re-roll hit rolls ability (primal fury) to make up for their bad hit roll. Heck, maybe make that a universal special rule. In which case the healing might be enough. Dragon ogres ability is nice and cool, but doesn't feel fluffy. Goes faster because of storm? Kind of silly. I'd like something that would make them feel more capable of being a standalone army if you wanted to. Not sure what ... AOE lightning? A powerful once per game effect? Healing fits the fluff, maybe a natural allegiance heal? Like a passive or once per game one? I'm just spitballing here. What are your thoughts? (of course they could just boost our warscrolls, but we want to be given a reason to use them in both our army and others. It's a balancing act because you are balancing for 5 armies not 1 with this book) Also a new shaggoth would be amazing! I'm a big fan of the look of the new dragon ogres, but I would really prefer if they went the way of the skullcrushers. $100 for 6. big investment, big reward. I've found 3d prints of armanite destroyers that look like they'd work except I'm pretty sure they're cavalry sized rather than dragon ogre sized. Haven't had the spare $$ to be willing to get some yet. https://www.etsy.com/listing/847714383/armanite-destroyer-3d-printed-resin?ga_order=most_relevant&ga_search_type=all&ga_view_type=gallery&ga_search_query=armanite+destroyer&ref=sr_gallery-1-5&organic_search_click=1&pro=1 Another local hobby guru gave me these mierce mini ogres that have weird toddler legs to convert into dragon ogres. Remove the weird baby legs and off they go ... once I get the lizard part. Yes, the "collector item" syndrome. An eternal problem. Darkwalkers isn't a terrible idea. It'd help the entire army hit them all at once. I'm not sure they'd have the juice to actually take the enemy out though. Certainly scare them, but this army NEEDS to crush its foes. It doesn't have the numbers to take objectives by anything but force. That's why I went with gavespawn. The command point ability has seen the big minotaur blocks wipe out entire enemy flanks. I'm not even cheesing it. I play it as a one per unit ability in anticipation of the nerf. (plus one of the only guys with a table would probably be very upset if I did spam it) Spawning spawns is also fun and helpful. Darkwalkers is something to consider though, I'm just more versed in Khorne wave tactics. Just as my opponent feels like he's gotten the ogres under control and thinks he'll win, the bulls hit and obliterate his weakened line. (thus far that's how it's gone) ... I'm rambling at this point ... Cheers! For Morghur!
  23. I rather like gors as a screen, but then I had a khorne list I called "the gorapult" back when bloodstokers could buff our units. There are things that gors are better at. 1: living. better bravery and better saves. 2: screening. their base sizes are a service in this regard. Unfortunately there are areas they're worse in. 1: damage. between base size and having the exact same weapon profile, they're harder to use then ungors. 2: pt cost. 10 points isn't much in the grand scheme of things but when you're looking for sacrifices the better survivability and bigger base make them worse for it. When you want something to purely die, ungors are better. Which considering usual brayherd strategy, means it's usually them. 3: $ cost. Gors are in a seperate box often ignored in stores, where the ungors come in the start collecting. This has most people having 20 ungor/bestigor vs having to go looking to find gors. These very same units are also the ones competing with gors for space. 4: battalion slots. Now I could be mistaken, (I don't feel like fishing out my book right now) but I believe ungors are often given their own slot in most battalions. Certainly in desolating beastherd at least. Usually its ungor raiders vs ungors, where the gors are competing with other main line units like bulls, bestigor, or dragon ogres. Those units are (pretty) good. The competition for our gors is stiff. I feel the unimpressive stats, easier acquisition of the ungors, and harder battalion space makes the reasonable gors get left behind. All of our stuff needs a rework , but gors are in need of more help. But enough negativity, end on a good note! They're nice looking models considering chaos marauders came out not too long before them. I dig most of their vibe. Hope that helps! For Morghur!
  24. Maddpainting is right. It depends on the play style you're going for, but hard and fast rule would be : The 10 man blocks move forwards to chaff lanes and be in your opponent's way. the big bricks you'll have to think about what you're fighting and what you want out of them. More hard/fast rules: 1: If your opponent doesn't have shooting/alpha strike to reach them leaving them on the board behind a screen might be better than ambushing. Move up behind the smaller units and fire. Our army is fast enough to reach out and touch opponents first turn in melee. Shooting very important targets will be easy. 2: If you're scared of an alpha strike on your tiny goats ambush them. They'll be safe first turn and probably will be able to help. If you need that squishy hero (4+ or less) to die, the raider blob is good for the task. Desolating beastherd will be very useful here. 3: Sometimes you NEED that objective. 40 bodies are 40 bodies. Don't expect them to survive hits but at least for a turn, that objective is yours. Hey, having fun is an important objective too! I was actually thinking of using a bunch of ogres I had acquired recently to play around with an all warherd list. The bulls with shields make for pretty decent tar pits and if there are enough bad guys then you will be basically immune to battleshock. Anybody who has fought blight kings knows what it will be like getting rid of them. Gavespawn or darkwalkers are best for bulls. You might be able to get millage out of the basic stuff, but I like having something that I can spend command points on rather than the mostly useless doombull command. Not sure if you want any list advice, but Salyx is mostly right. I would personally not take the tzaangor shaman over the normal one on the grounds of not having any endless spells to take advantage of his potion with. The normal shaman is fast enough to keep up with bulls. The three chaos spawn are fun, but not going to be much more help than one spawn. (sad but true. If there was a way to give them rend and/or boost their stats they could be terrifying) Another doombull (who can later become a spawn) wouldn't be a bad call. From my own personal experience I wouldn't recommend a unit of 9 bulls. Except under extraordinary circumstances a good portion of them won't see combat. I'm not familiar with the warherd battalion so I don't know if you can split them up into more units. Depending on how many units are in the battalion, I'd say to split the shield boys to give you more screening and take those three off of the 9 man into another unit. You could also use the 160pts to get 3 more bulls. If you don't have that many slots I'd say split the 3 off and then make another 6 man. That does leave you with not a lot of heroes to become spawn though ... Up to you. If you follow my advice, you'll have 160pts to play with. A good number of options with those points. Cheers! For Morghur!!
  25. 1: 3 on hand is enough for most games. I've only ran out of my pool of 3 spawn once. You also don't have to go with the very pricy gw spawn. I've used a dnd grick alpha from those little boxes you see in most (american at least) game stores. Much cheaper (6 bucks and came with a baby) and lets you explore other model ranges. Although the GW one does come with a lot of spare mutations, so it's not totally a bad deal. 2: Centigor are my prefered as you can put them somewhere out of the way and they can then reach half way across the board next turn. They are also decent on damage when drunk. Cocatrice's shooting attack is what I'd take it for if I was taking it. That gamble on d6 mortal wounds. 3: So the battalion's size typically allows us to pick who goes first or second which should not be underestimated. If you plan around using the battalion ability it's definitely worth it on top of all the normal benefits of a battalion. That being said, when I used my brayherd army I had it not really come up. When it did, it was devastating. Although, that was with bullgors, so it depends on what you're doing with your list. Raider blobs ambushing can do some work with the battalion ability. Being dependent on the territories in the mission to get a benefit can be bad though. There's a handful of missions that you won't get any real chance to use it. So, in summary: It's good if you care about command points, first turn order and artifacts but there are enough strings attached to the ability that it's understandable if you don't want it. Happy hunting, For Morghur!
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