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Made in us
Fresh-Faced New User





Way back in time, when Beastmen were first introduced in WFB, I picked up an army box and bunch of random monsters. I've decided to pull them out of the closet and start playing them as my first AoS army (I've never played AoS before).

Here's what I have: 2x Beastlords, 3x Bray Shamans, a Wargor Standard Bearer, 24x Gors, 16x Ungors, 5x Centigors, several Minotaurs, 3x Dragon Ogres, 3x Chaos Trolls, and 3x Chaos Ogres. I also have 10x Warhounds, 10x Furies, and 2x Spawn - but I'd prefer to set these aside for now.

I want to use as many of these models as possible, minimize new purchases (yeah, I know), and come up with something at least a bit competitive.

Some questions:

(1) Are Ungor Raiders a better fit for my list than melee Ungors?
(2) Is the Wargor Standard Bearer worth it? He's basically only buffing the Gors, if I go with Ungor Raiders.
(3) Is sword/board the best loadout for the Gors in my case?

So, here is my initial stab at a list - what do you think?

Doombull - General, Great Axe, Trait: Lord of War, Artefact: Chaos Runeblade
Beastlord - Man-render Great Axe, Artefact: Crown of Conquest
Great Bray Shaman
Great Bray Shaman
20 x Gors - Gor-Blades & Beastshields
20 x Ungor Raiders (split them up?)
3 x Bullgors - Great Axes
3 x Bullgors - Great Axes
3 x Bullgors - Great Axes
3 x Dragon Ogors - Draconic War-glaives
5 x Centigors
3 x Chaos Ogres (not sure how to fit the trolls into this list...)
2 x Chaos Familiars (eh, they feel like list filler, but I have two shamans, so maybe useful?)
1x Ghorgon
Battalions - Bullgor Stampede

Total: 2000/2000

Thanks in advance for any advice!

   
Made in us
Crazed Spirit of the Defiler





I haven't fielded Beastmen proper, but I've used the Warherd before. Excellent choice on the great axes, and in general the Stampede is pretty good, especially with the other little guys running around. I've been wanting some Dragon Ogors, those are underrated I think.

For Matched Play you will need regular Ungors for Battleline units, but for regular games no need to worry about Battleline.

Familiars are good fillers for sorcerers you have, and always nice to bring a snack
   
Made in us
Fresh-Faced New User





Good catch - if I understand correctly, the Raiders aren't Battleline because I lack Brayherd allegiance (which requires every single unit in my army to be Brayherd).

Looks like I misread the Warscroll Builder tool. Hm, back to the drawing board.
   
Made in us
Regular Dakkanaut




I have a friend that plays Brayherds at our local shop. Basically a wildstalker formation, a unit of Bullgors to act as the Hammer, and sometimes Gorothor and some chariots depending on points. The. Breyherd units are exceptionally fast. The Bullgors hit hard. The problem is that they all die in droves, except for the chariots which are awesome tarpits. He when plays the missions he tends to do well, but he usually can't win a straight battle of attrition.

He really tried to make centigors work. However they ended up not pulling their weight, as they seemed to just disintegrate from battle shock.

I love the Dragon Ogre fluff and aesthetic, but they seem to really fall short rule wise.

I love the Ghorgon, and wish my friend would try one, as he needs more hammers in his list.

Lastly I want to thank you. I had completely over looked chaos familiars and what they do. They will help with a puzzle that I have been trying to solve. Brey Shamans have a unique spell that lets them summon chaos monsters. The only thing keeping this from being awesome is the casting value of 9. Balewind vortex would effectively reduce this down to 8, and once per game Sayl can let you cast on 3d6 instead. Add the familiar to the mix and it becomes a much more manageable 7. What can you do with this spell? Summon a Chimera who can breath mortal wounds on lynchpin units back field while your herds close the gap. Or do the same with a Warpfire Dragon and try and suicide it into his still bunched up lines turn 1. These units are additional hammers, and more importantly are units distractions that can be summoned turn 1, and will help but you the turn you need to move into assault. Again, I had completely passed over the familiars. Combined with Sayl and his slingshot, I think we have the beginnings of a list. Breyherds running up with their insane speed, Sayl sling shotted Bullgors, and a summoned monster to the face for insane 1st turn pressure. I like it!

This message was edited 1 time. Last update was at 2017/05/22 12:38:04


 
   
Made in us
Crazed Spirit of the Defiler





Slingshotting Bullgors with great weapons using Sayl's Traitor Mist spell (and buffing them with a Doombull, and a Daemonic Power spell from a mounted Chaos Sorcerer) was super duper killy when I tried that. Not much can survive a unit of 6 doing that, and they really can't fail a charge of 3" if they have an instrument guy.

Ghorgons can be good, but I really hate the decreasing effectiveness as the behemoths take wounds; they become very sad pandas. The Sayl-slingshot would greatly benefit them. The only one who gets better with extra wounds is Skarbrand!

Does conjuring a Chaos monster require Summoning Points like summoning Daemons? I'm pretty wary of that though null-deployment is a good tactic if done well. Haven't tried that yet. I guess if you had a pool of a few different monsters, you could pick a Chimera or Cockatrice or Galrauch!
   
Made in us
Regular Dakkanaut




 Malathrim wrote:
Slingshotting Bullgors with great weapons using Sayl's Traitor Mist spell (and buffing them with a Doombull, and a Daemonic Power spell from a mounted Chaos Sorcerer) was super duper killy when I tried that. Not much can survive a unit of 6 doing that, and they really can't fail a charge of 3" if they have an instrument guy.

Ghorgons can be good, but I really hate the decreasing effectiveness as the behemoths take wounds; they become very sad pandas. The Sayl-slingshot would greatly benefit them. The only one who gets better with extra wounds is Skarbrand!

Does conjuring a Chaos monster require Summoning Points like summoning Daemons? I'm pretty wary of that though null-deployment is a good tactic if done well. Haven't tried that yet. I guess if you had a pool of a few different monsters, you could pick a Chimera or Cockatrice or Galrauch!


Yeah, it works pretty much like summoning demons, including the reserve pool points.

I originally was looking at it from a pure Breyherd perspective. The army lacks punch, but gets access to chaos monsters through summoning. That fills in the lack of punch and mortal wound output. The problem is the lvl 9 to cast. For now you need to look outside the faction to make it work, but hopefully they will address it when they get a book. Either reduce the cost or add bonuses to casting. It's a unique mechanic to them, and it's for ANY chaos monsters. At this point it's jumping through hoops, when you could just as well deploy them. Still, these guys are a pressure army, and summoning a dragon 9 inches away turn one dealing mortal wounds can make them sweat. Plus you will have the Breyherd stuff sprinting at insane speeds, and slingshotted Doombulls. I think that's a decent amount of turn 1 pressure as everything would be in position to assault turn 2 if not even first turn.

My $.02. It's just a different angle to take them with.
   
 
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