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Made in cn
Blackclad Wayfarer





From England. Living in Shanghai

So I now have 2 games of WFB under my belt, A 1k game (which I won) and a 2k game (which I lost). After reading through some of the tactics articles I came up with the idea of trying to dominate the magic phase. Here's the list:

Great Bray shaman
Level 4
Scroll of Shielding
Chalice of dark rain
(Lore of Death)

290

Bray Shaman
Level 2
Dispel scroll
(Lore of Beasts)

135

Bray shaman
Level 2
Sceptre of stability
Obsidian amulet
(Lore of Shadow)

155

Wargor
Pelt of the Shadowgave
Shield

160

30 gors
AHW
Full command

265

30 gors
AHW
Full command

265

20 ungors
Full command

115

20 ungors
Full command

115

Cygor

275

Giant

225

So the basic idea is to cripple enemy characters early (especially magic users) with death spells and later on buff and cripple key enemy units which should help control challenges. 1 block of gors ambushes, giant prevents assaults that are unfavourable. Cygor hopefully lobs rocks and gives enemy mages something to think about. I'm still not sold on the ungors. I may exchange them for fast units of chaos warhounds that can tie up the enemy early and prevent some shooting, though I'm not sure that would fit the theme. My army is essentially one big block that wins the day with everything providing distractions. Having hounds in their face too early means they could counter my large unit on many fronts if the warhounds dissapear.

While creating the list I was thinking about several things:

- How do I deal with hordes? - Use beasts and shadow magic to get the advantage and win combats more quickly.
- How do I deal with gunlines - Lots of items that reduce shooting efficiency.
- How do I deal with "herohammer" style players - Death magic should be able to deal with even the most powerful characters.

Now I'm sure there are some weaknesses and I would like some feedback on how to improve the list if possible.


Automatically Appended Next Post:
Ok, no replies. I have been thinking about changing my lis anyway to more completely dominate the magic phase and to include some more hard-hitting units.

So the new list looks like this:

L: Level 4 Great Bray shaman, shard of the herdstone, chalice of dark ruin. Lore of Death

H: Level 2 Bray shaman, Dispel scroll. Lore of Beasts
H: Level 2 Bray shaman, Sceptre of stability, Obsidian amulet. Lore of Shadows
H: Wargor, BSB, Pelt of the Shadowgave

C: 30 gors, full command, AHW
C: 20 gors, full command, AHW
C: 10 ungor raiders.

S: 4 Razorgors

R: Giant
R: cygor

The difference isn't huge, but the Razorgors can intercept threats with the Giant. The slightly different items help boost my magic phase more, though at the cost of slightly less defence. Ambushing unit isn't so big. Easier to manoevre and not so devastating if I roll a 1 when they come in.



This message was edited 1 time. Last update was at 2010/07/29 08:26:36


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Made in au
Imperial Agent Provocateur






Good list, as its fairly similar to mine

Consider a Kamakazi-Shaman. They're really fun! A bray shaman on RazorGor Chariot with Skin of Man can scout 12" away from enemy and instantly let loose with attack spells, or if you loose out with spell rolls, Instant Razorgor charge!

It messes with your opponent big time!

Keep in mind the range of your attack spells, since you have a shard, you'll want to place it behind your line. But if your shamans are back generating power dice, they're also most likely out of attack spell range (as usually the battle occurs closer to your enemys deployment zone as Gors have superior movement compared to most other troops)

Personally, I'd down grade the Bray shamans to lvl 1 and make them both have Lore of Beasts (remember the -1 to casting roles on friendly beasty units) and constantly buffer my troops with Wssyans Wildform. I'd then mount the Great Bray on a Razorgor and give him Lore of Shadow. If your constantly buffering your troops, and hexing his troops, big heroes wont matter if their entire unit flees cause of the pounding you gave them. Oh and Okrams MindRazor is insane! In your case you could have a 30 gor unit of S8, T5 gors! most likely stubborn with rerolls!

ANyway just my opinion.

cheers

Australian based commission painter
Check out a https://www.instagram.com/brushbro.studios or email brushbro.studios@gmail.com 
   
Made in us
Fresh-Faced New User



Southern California

Just something i thought of as i play the horde armie you believe to have a handle on, all the major hordes when i think of them (O&G, Skaven and Empire kinda, and WoC marauder hordes) most of these armies have high magic resistance. Take for instance in my O&G list i will always have more dispel dice than you do power dice unless you roll 5,6 or 6,6. So maybe adding a couple more units to possibly outflank larger horde units may be a huge upgrade to the list.
   
Made in au
Imperial Agent Provocateur






@Warboss, hey not sure what bonuses you exactly get to your dispel dice, but shard of the herdstone gives you an extra power dice for each caster, 3 in his case. how many bonus dispel dice do you get specific to Orcs and Goblins?

Australian based commission painter
Check out a https://www.instagram.com/brushbro.studios or email brushbro.studios@gmail.com 
   
Made in cn
Blackclad Wayfarer





From England. Living in Shanghai

As far as I'm aware the shard of the herdstone can only be destroyed by things that can affect arcane items. I think it should be placed in the front of my deployment zone giving me some range from which to cast from.

I do like the level 2's as it gives me some leverage when choosing spells. Perhaps a level 1 beast mage since I only really need the signature spell from there...The others have to be level 2 or higher to get the most out of them.

The uber unit isn't actually designed to get into combat. It's there to cripple the enemy at range and then finish the job up close and personal IF the opportunity is there. I have other units for the cc and I don't really want the mages in close combat until the late stages of the game.

I will be playtesting on tuesday so will see how it fares.

Thanks for the replies so far.

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Made in us
Fresh-Faced New User



Southern California

@Zarkin: i get +3 dispell for Morks Spirit Totem, its my BSB that gives me DD equal to the ranks in the unit, ie my 10X5 night gobbo unit gives me 3DD, and then staff of sneaky stealing you lose on PD and i gain one DD. I end up with +4DD and ur at -1PD.
   
Made in cn
Blackclad Wayfarer





From England. Living in Shanghai

Then shard of the herdstone kicks in and I get an additional 3 PD meaning we are almost equal. Depends on the quality of the rolls I suppose.

Anyway, no-one plays orcs and goblins where we are so it's not actually something I have to worry about. We have another beastman player, a bretonnian, dwarves, ogres and dark elves. TBH it's the dwarves that frighten me the most.

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