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![[Post New]](/s/i/i.gif) 2013/03/16 21:27:15
Subject: What to get to start Beastmen?
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Lone Wolf Sentinel Pilot
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I want to start a Beastmen/Beasts of Chaos army and I wanted to know some good units to make a starting army. Is the battalion good?
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DC:80+S+++GM+B++IPw40k08++D++A+++/hWD346R++T(M)DM+ Successful trades with Tweems, Polonius, Porkuslime, Mark94656, TheCupcakeCowboy, MarshalMathis, and Hahnjoelo
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![[Post New]](/s/i/i.gif) 2013/03/16 21:39:27
Subject: What to get to start Beastmen?
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Gavin Thorpe
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The Battalion is wonderful and should certainly be the first purchase, and probably the second as well. Everything in that box is golden.
This will give you 40 Gor, 20 Bestigor and 20 Ungor. Your best bet is to convert yourself a couple of Shaman and a BSB from the plastics. The remainder of the Gor should really have 2 weapons while the Ungor should probably be kept with Shortbows for now,
As soon as you can afford to, you should probably find yourself 2-3 models for Razorgor. The stock models are both expensive and hideous so I use Juggernauts for mine (Khorne Beastmen ftw).
Essentially every list is built on the strength of Gor, Bestigor and Razorgor, plus enough chaff to choke the battlefield. After this you have a bit more flexibility:
- Beastlords work really nicely, the only issue is that you cannot take a Beastlord, Great Bray and Doombull in the same list.
- Doombulls are death incarnate. Hideously brutal killing machines that can take deathstars to the front and come out the other side. Proper deathstars too, Savage Big 'Uns or Ironguts etc.
- Chariots aren't brilliant, but they fill up Core. Ungor Fighters make decent fodder if taken in large numbers.
- Harpies are delightful. Razorgor Chariots are essentially monsters that trade Thunderstomp for Impact Hits.
- A fun modelling project is to make a Herdstone. Truly a wonderful piece of kit and a cornerstone of many Beast lists.
Things to avoid:
- Minotaurs. Unfortunate because they are cool, but simply overpriced for what you get.
- Centigor. Again, paying too much for not a whole lot.
- The entire Rare section. Ghorgons, Jabbers and Cygor are infamous for being ludicrously overpriced with absolutely no defense mechanics.
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WarOne wrote:
At the very peak of his power, Mat Ward stood at the top echelons of the GW hierarchy, second only to Satan in terms of personal power within the company. |
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![[Post New]](/s/i/i.gif) 2013/03/16 21:43:09
Subject: Re:What to get to start Beastmen?
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Lone Wolf Sentinel Pilot
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So do you think more of a "horde" list works better than say, more elite or bigger monsters?
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DC:80+S+++GM+B++IPw40k08++D++A+++/hWD346R++T(M)DM+ Successful trades with Tweems, Polonius, Porkuslime, Mark94656, TheCupcakeCowboy, MarshalMathis, and Hahnjoelo
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![[Post New]](/s/i/i.gif) 2013/03/16 22:26:24
Subject: What to get to start Beastmen?
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Gavin Thorpe
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A typical Gor is still 8pts and so not really cheap enough to qualify as a horde. I would certainly say that the best lists are built on Gor however because those 8pts go a very long way and give you quite the bargain.
We cannot really pull off an 'elite' army either because we need 25% Core and none of our options are very expensive. Your armies will always have some weight to them simply because we need to fill that requirement and don't really have elite things to fill it with. While you can certainly fill it with Centigor or Chariots, they are simply not as reliable as a similar Core based on Gor.
The real issue with the book is that essentially all of our 'big' stuff suffers from extreme overpricing. Our infantry is fantastic, our magic support absolutely devastating, and we can chaff it up with the best of them. However, big stompy monsters are just not viable with their ridiculous price tags.
A typical army will be based around 2 large blocks: 1 of Gor, the other of Bestigor. We then take enough Ungor, Raiders and Chariots to pad out Core to the minimum 25%, throw in 2-3 Shaman with a Herdstone, and the critical BSB. After that its really adding in more chaff / assassination elements, a few Chariots and perhaps a Doombull to go rampaging. The other units are a bit lacking and rarely seen in a competitive environment.
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WarOne wrote:
At the very peak of his power, Mat Ward stood at the top echelons of the GW hierarchy, second only to Satan in terms of personal power within the company. |
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![[Post New]](/s/i/i.gif) 2013/03/16 22:33:24
Subject: Re:What to get to start Beastmen?
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Lone Wolf Sentinel Pilot
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I think I understand how the army works. I'm probably going to get a battleforce or two, a doombull, and a bray shaman
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DC:80+S+++GM+B++IPw40k08++D++A+++/hWD346R++T(M)DM+ Successful trades with Tweems, Polonius, Porkuslime, Mark94656, TheCupcakeCowboy, MarshalMathis, and Hahnjoelo
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![[Post New]](/s/i/i.gif) 2013/03/17 09:31:55
Subject: Re:What to get to start Beastmen?
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Mad Gyrocopter Pilot
Scotland
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if you do take chariots run them in pairs on a flank. Worst case scenario they take your enemies attention from your more important units. if they don't deal with them you have the chance for some nice flank charges, Otherwise i agree with whats already been listed. Sadly centigors and minotaurs are sub bar as things stand. Have fun with the Ghorgon and Jabberslyth though! Even with their price I find them useful in 1500+ point games.
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This message was edited 2 times. Last update was at 2013/03/17 09:33:57
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![[Post New]](/s/i/i.gif) 2013/03/17 16:30:11
Subject: What to get to start Beastmen?
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Regular Dakkanaut
Minnesota
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How many beastigors do I need? is 40 plenty? 50?
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40k: Nids, Orks, Guard, GSC
AOS: Vampires, Beastmen, Ogres, Dwarves
WarmaHordes: Menoth, Legion, Skorne, Convergence
Dropzone Commander: All 5
Infinity: Combined Army
Malifaux: Arcanists, Neverborn, Guild
Dark Age: Forsaken
Flames of War: Germany |
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![[Post New]](/s/i/i.gif) 2013/03/17 17:07:11
Subject: What to get to start Beastmen?
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Sinister Shapeshifter
The Lair of Vengeance....Poole.
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For a basic, decent, beastmen list, you need 50 gor, a level 4, 2 level 1 shadow mages, stubborn beastlord, 206 BSB, 30 bestigor, and chaff.
Beastmen chaff is best taken in pairs, apart from ungor raiders, who should be taken in about 4 units.
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![[Post New]](/s/i/i.gif) 2013/03/17 17:27:21
Subject: What to get to start Beastmen?
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Crafty Bray Shaman
NOVA
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I don't leave home without thirty bestigors.
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![[Post New]](/s/i/i.gif) 2013/03/19 03:09:44
Subject: Re:What to get to start Beastmen?
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Aspirant Tech-Adept
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Lexx wrote:if you do take chariots run them in pairs on a flank.
Have fun with the Ghorgon and Jabberslyth though! Even with their price I find them useful in 1500+ point games.
Be careful running two chariots close to one another because if one is destroyed the other will likely panic and run away.
I dont agree with the ghorgon and jabber, I would never take either one of those models, they are just easy vp for your opponent and are horribly over-costed.
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![[Post New]](/s/i/i.gif) 2013/03/19 19:16:57
Subject: Re:What to get to start Beastmen?
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Paingiver
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So basically 3 battalions, this gives you a big ole unit of 50 gor, 30 bestigor, 4 units of 5 raiders, you will have 10 ungor left over to start a 40-50 man ungor block down the road and 10 gor for converting centigor or chariots as you want more diversity in the army. Also grab a box of chaos spawn and a box of orc boars or the bitz on ebay and make at least 3 single razorgor, maybe save the rest for scratch building chariots, you can also make the 2 chaos spawn but will never use them. Also harpies are nice, get 5 of the finecasted ones or buy some tyranid gargoyal wings and a box of deamonettes, those leftover ungor also ghouls make good harpies, 1 unit of 5 is fine but a 2nd unit of 5 could be useful. Get yours lords and heroes, Dark Emissary works great, the new plastic GBS kit, a necromancer with a beast head on it works well on a 25mm base, make a BSB and buy a beastlord I got the 2h one and chopped down a weapon and gave him a shield, make a herdstone, made mine with polystyrene foam on some plastic card and start learning the army. When you get bored and want to expand go with building that ungor block, minotaurs, make those chariots, make more razorgor for razorgor chariots or one big ole unit of razorgor low LD but a very fast unit that with Wyssans is hitting at S6 on the charge and T6 like a unit of dragons almost, I don't advise it for competitive play but have seen them used to success but add a rare a Ghorgon or Jabber.
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Thus, After having thus successively taken each member of the community in its powerful grasp and fashioned him at will, the supreme power then extends its arm over the whole community. It covers the surface of society with a network of small complicated rules, minute and uniform, through which the most original minds and the most energetic characters cannot penetrate, to rise above the crowd. The will of man is not shattered, but softened, bent, and guided; men are seldom forced by it to act, but they are constantly restrained from acting. Such a power does not destroy, but it prevents existence; it does not tyrannize, but it compresses, enervates, extinguishes, and stupefies a people, till each nation is reduced to nothing better than a flock of timid and industrious animals, of which the government is the shepherd
-Alexis de Tocqueville. |
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![[Post New]](/s/i/i.gif) 2013/03/19 22:46:39
Subject: What to get to start Beastmen?
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Drakhun
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I found ungors extremely useful as chaff, the more the merrier. If you use the Kazak you can literally cover all sides of the board with crappy blocks of chaff. Sure they'll die or run away in a turn or two, but everything firing at them is not firing on the Bestigors which need to try and get to combat with as many hands as possible.
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DS:90-S+G+++M++B-IPw40k03+D+A++/fWD-R++T(T)DM+
Warmachine MKIII record 39W/0D/6L
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![[Post New]](/s/i/i.gif) 2013/03/19 23:42:58
Subject: Re:What to get to start Beastmen?
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Nimble Mounted Yeoman
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JWhex wrote: Lexx wrote:if you do take chariots run them in pairs on a flank.
Have fun with the Ghorgon and Jabberslyth though! Even with their price I find them useful in 1500+ point games.
Be careful running two chariots close to one another because if one is destroyed the other will likely panic and run away.
I dont agree with the ghorgon and jabber, I would never take either one of those models, they are just easy vp for your opponent and are horribly over-costed.
YMMV. I purchased a cygor recently and as well as loving the fluff and model having a catapult that re-rolls to hit mages can be pretty darn usefull.
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May your chest inspire the hopes and dreams of millions.
May your arm girth frighten the elderly, slow moving adults and very small children.
May your gains be plentiful.
Go forth and LIFT.
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![[Post New]](/s/i/i.gif) 2013/03/24 01:57:30
Subject: Re:What to get to start Beastmen?
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Mad Gyrocopter Pilot
Scotland
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brentyboi wrote:JWhex wrote: Lexx wrote:if you do take chariots run them in pairs on a flank.
Have fun with the Ghorgon and Jabberslyth though! Even with their price I find them useful in 1500+ point games.
Be careful running two chariots close to one another because if one is destroyed the other will likely panic and run away.
I dont agree with the ghorgon and jabber, I would never take either one of those models, they are just easy vp for your opponent and are horribly over-costed.
YMMV. I purchased a cygor recently and as well as loving the fluff and model having a catapult that re-rolls to hit mages can be pretty darn usefull.
Usually I don't care if the chariot leftover is going to run away or not. It's more about being a distraction whilst more important units advance. If they can kill a warmachine, distract a block of infantry or something big for a turn or two or get a flank charge on a unit in combat then all the better. Also on the large beasts. Your area might have different foes I guess than I usually end up fighting. Plus the people I tend to fight against usually have 2-3 terrain pieces to offer cover for the big monsters trying to get into combat. Which I admit helps a ton when there's artillery on the board.
Cygor I always seem to have terrible luck with misfires and him killing himself in some embarrassing fashion. But good going if you are having it better with one.
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This message was edited 3 times. Last update was at 2013/03/24 01:59:21
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![[Post New]](/s/i/i.gif) 2013/03/24 03:01:58
Subject: What to get to start Beastmen?
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Stubborn Hammerer
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I would suggest getting some Minotaurs. They will be important in just about any army list. Also a Bray Shaman or two, as you can really get powerful magic with Beastmen and a Herdstone. I like the Chariot lists also, and have seen ones with hordes of Gor work well.
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This message was edited 2 times. Last update was at 2013/03/24 03:04:39
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