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				<title>Beastmen Rare Choices</title>
				<description><![CDATA[ I've been looking at the new Beastman codex, and one area that struck was the Rare choices.  Very hard decision.<br /> <br /> They each cost the same amount, just south of 300 points, and there are 3 monsters to choose from.  All 3 are large terror causers.<br /> <br /> Ghorghon:<br /> <br /> This thing is a straight face beater.  It walks around, moving at 7, and has 6's for stats (<span class="glossaryitem" onmouseover='gp(123);'>str</span>, tough, attacks, wounds).  It's <span class="glossaryitem" onmouseover='gp(149);'>ws</span> 4 and has a variety of special rules to aid in the massacre.  It's stubborn at <span class="glossaryitem" onmouseover='gp(82);'>ld</span> 10 and ITP.<br /> <br /> On the other hand, it's Frenzy and only pursues/massacres 1d6 inches forward.<br /> <br /> Cygor:<br /> <br /> This thing is smaller than a Ghorghon in a couple of ways.  First off, only it's <span class="glossaryitem" onmouseover='gp(123);'>str</span> is 6, the rest of it's fighty stats are 5's.  Next up, it's <span class="glossaryitem" onmouseover='gp(149);'>ws</span> is only 2.  Lastly, although it's also stubborn, it's only <span class="glossaryitem" onmouseover='gp(82);'>ld</span> 8.<br /> <br /> So why is it just as many points as the big one?  A couple of reasons.  First off, not frenzy and it goes <span class="glossaryitem" onmouseover='gp(2);'>3d6</span> on a pursue or overrun.  Also, it's got <span class="glossaryitem" onmouseover='gp(408);'>MR</span> 2.<br /> <br /> Also it gets rerolls (not hatred, just rerolls to hit) vs. guys with ward saves, or magic attacks, or who are wizards, or who have items, or who are undead.<br /> <br /> Also it's a stone thrower.  Misfire is a wound to self, and it can't shoot if it marches, but other than that just a straight up stone thrower.<br /> <br /> So there's 2 choices, and it's quite a hard decision, but it gets better.  The third choice is also really persuasive.<br /> <br /> Jabberslythe:<br /> <br /> The Jabber has a move one higher than the rest, and has a statline of straight 5's, like a Cygor with a lower strength.  It's got a <span class="glossaryitem" onmouseover='gp(149);'>ws</span> of 4 though.  It's big selling point is that it flies.<br /> <br /> So it's a flying rank breaker.  It doesn't fight as hard as an actual dragon, but it's an adequate substitute.  It's also got a cool aura thing.<br /> <br /> The enemy's non ITP units that are in 12" of it have to make <span class="glossaryitem" onmouseover='gp(82);'>ld</span> tests, any point they fail by is a wound for them without an armor save.  Basically it's driving them crazy.  It's also got a tongue attack, but it's just one s 5 shot, not a big deal.<br /> <br /> So we've got 3 good monsters.  You can also take Spawn (regular, get up to 2 for a Rare slot) or a Giant (usual guy, no Marks or special things).<br /> <br /> I'm thinking one Ghorghon, one Cygor.  What about you guys?]]></description>
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				<pubDate><![CDATA[Fri, 22 Jan 2010 15:10:21]]> GMT</pubDate>
				<author><![CDATA[ 40kenthusiast]]></author>
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				<title>Re:Beastmen Rare Choices</title>
				<description><![CDATA[ I would go with the Jabberslythe (wocky) but I qould consider the other 2 as well (equally nastiness) on the safe side I'd buy all 3 as I might roll a number 6 spell for my shaman (the one that summons one of these 3 creatures)]]></description>
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				<pubDate><![CDATA[Fri, 22 Jan 2010 16:03:19]]> GMT</pubDate>
				<author><![CDATA[ GentlemanGuy]]></author>
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				<title>Beastmen Rare Choices</title>
				<description><![CDATA[ <blockquote><div><cite>40kenthusiast wrote:</cite><br /> Ghorghon:<br /> <br /> This thing is a straight face beater.  It walks around, moving at 7, and has 6's for stats (<span class="glossaryitem" onmouseover='gp(123);'>str</span>, tough, attacks, wounds).  It's <span class="glossaryitem" onmouseover='gp(149);'>ws</span> 4 and has a variety of special rules to aid in the massacre.  <b>It's stubborn at <span class="glossaryitem" onmouseover='gp(82);'>ld</span> 10 and ITP.</b><br /> </div></blockquote><br /> That thing just got 100x more functional with stubborn 10.  Does it still do that chomp deal, the 4+ <span class="glossaryitem" onmouseover='gp(527);'>KB</span> that gets it D3 wounds back?  I was thinking that was a great way to have it lose a combat and get run down, but the stubborn changes everything.  M7 is nice too.<br /> <br /> You figure the jabber is worthwhile against non-ItP armies?  Terror + banshee aura are both negated in that case, and the rank-breaking potential is somewhat less frightening against all 5's.  He's naked too, right?  No armor, ward, regen?<br /> <br /> The cygor I really dislike due to its hodge-podge feel - they essentially pilled "anti-X" abilities onto a monster frame, gave it a thrower and called it good - but it does seem to be the only obvious choice of the 3.  Annnnd it's got that anti-wizard effect too, right?  I'd say gorgon + cygor <span class="glossaryitem" onmouseover='gp(264);'>ftw</span>, unless you feel like tool-bagging it with 2 cygors <img src="/s/i/a/813fd55ae283423385e2697b5fbde8c7.gif" border="0"> <br /> <br /> - Salvage]]></description>
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				<pubDate><![CDATA[Fri, 22 Jan 2010 17:51:59]]> GMT</pubDate>
				<author><![CDATA[ Boss Salvage]]></author>
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				<title>Beastmen Rare Choices</title>
				<description><![CDATA[ Didnt see the stubborn on the ghorgon.  That might make it worthwhile in my book. <br /> <br /> Frankly I would take the other two.<br /> The cygor can really mess up magic phases, epically undead magic phases with their dice spamming.<br /> <br /> The jabbersythe can kill off medium <span class="glossaryitem" onmouseover='gp(82);'>ld</span> high <span class="glossaryitem" onmouseover='gp(400);'>AS</span> troops which will give most of the beastman army a hard time (think chaos knights).<br /> <br /> Though with stubborn the ghorgon could make the case agains the jabberdude.  The chomp attack is a cool last resort against things such as heralds of khorn.  <br /> The cygor is a must.  Makes the enemy really think about his spells and not throw two dice at that 10+ <span class="glossaryitem" onmouseover='gp(330);'>mm</span> at the end of the phase just because he has nothing better to do.  The stonethrower is cool but it is just gravy as most stonethrowers cant hit much.  ]]></description>
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				<pubDate><![CDATA[Fri, 22 Jan 2010 18:34:46]]> GMT</pubDate>
				<author><![CDATA[ cypher]]></author>
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				<title>Re:Beastmen Rare Choices</title>
				<description><![CDATA[ With just 2 Rare choices I'm currently going Cygor and Ghorghon (both are just big fighting stubborn thingies, the Cygor is a bit weaker but helps with anti-magic.)<br /> <br /> There's also a pervasive theme of Leadership Hax creeping through the codex.  Like:<br /> <br /> A banner that gives the enemy -1 to leadership within 6".<br /> A flying Lord mage who the enemy can't use general's leadership within 6" of.<br /> A spell that does wounds based on the enemy failing a leadership test to everyone in 12" (works even on ITP)<br /> The Jabberslythe<br /> <br /> If I was going with a bunker style magic list I'd bring Jabberslythe or two to forbid the enemy from getting near the bunker, and deal <span class="glossaryitem" onmouseover='gp(82);'>ld</span> damage every round.<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 22 Jan 2010 19:10:24]]> GMT</pubDate>
				<author><![CDATA[ 40kenthusiast]]></author>
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				<title>Beastmen Rare Choices</title>
				<description><![CDATA[ <blockquote><div><cite>cypher wrote:</cite>The stonethrower is cool but it is just gravy as most stonethrowers cant hit much.  </div></blockquote><br /> With the imminent death of partial hits I'd expect that to change, or at least make shots that don't scatter away BRUTAL.<br /> <br /> - Salvage]]></description>
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				<pubDate><![CDATA[Fri, 22 Jan 2010 20:03:09]]> GMT</pubDate>
				<author><![CDATA[ Boss Salvage]]></author>
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				<title>Beastmen Rare Choices</title>
				<description><![CDATA[ At a tournament- Either 2 cygors for the shooting aid, or a cygor and ghorgon.<br /> <br /> Vs undead or daemons you would be crazy to not take 2 jabberslythes and just drop both in the centre rear of the enemy's main line and double team the <span class="glossaryitem" onmouseover='gp(82);'>ld</span> rolls for wounds.]]></description>
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				<pubDate><![CDATA[Fri, 22 Jan 2010 23:30:12]]> GMT</pubDate>
				<author><![CDATA[ Waaagh_Gonads]]></author>
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				<title>Beastmen Rare Choices</title>
				<description><![CDATA[ But if it only works on models that are non-ITP, then it wouldn't affect Daemons or Undead. <br /> <br /> It seems like the first two are good in general, while the Jabber is situational. I'd say bring one of each or bring two Cygors if you don't want to deal with Frenzy. ]]></description>
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				<pubDate><![CDATA[Sat, 23 Jan 2010 01:01:17]]> GMT</pubDate>
				<author><![CDATA[ Vengis]]></author>
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				<title>Re:Beastmen Rare Choices</title>
				<description><![CDATA[ Jabberslythes ability only works on ITP, of course it's not like there are any whole armies with ITP or anything crazy like that <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sat, 23 Jan 2010 02:08:15]]> GMT</pubDate>
				<author><![CDATA[ Mastershake]]></author>
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				<title>Beastmen Rare Choices</title>
				<description><![CDATA[ The Jabber is a flying rank-breaker.  I don't see how that doesn't /end thread.<br /> <br /> The other stuff is super gravy.  Against lists like undead lists, he's going to just power his way through a unit of skeletons.  Against empire and elves, heck even ask a dwarf to take that many tests and they are in a lot of trouble.]]></description>
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				<pubDate><![CDATA[Sat, 23 Jan 2010 03:15:56]]> GMT</pubDate>
				<author><![CDATA[ Ragnar4]]></author>
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				<title>Beastmen Rare Choices</title>
				<description><![CDATA[ Just read the book and realised I'd misread the other thread here earlier today (that had the army summary), Jaberslythes do indeed only work vs non ITP...<br /> <br /> So now I'd go 2 cygors every time.<br /> <br /> Will smash magic.<br /> Add heavy missile fire.<br /> <br /> However it is (probably) appropriately priced at 300pts, unlike the hydra in <span class="glossaryitem" onmouseover='gp(27);'>DE</span> or the hell pit abomination for skaven, or <span class="glossaryitem" onmouseover='gp(15);'>BT</span> for daemons which are 15-25% undercosted.]]></description>
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				<pubDate><![CDATA[Sat, 23 Jan 2010 04:12:27]]> GMT</pubDate>
				<author><![CDATA[ Waaagh_Gonads]]></author>
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				<title>Beastmen Rare Choices</title>
				<description><![CDATA[ The movement spell:<br /> As you mentioned the army is filled with units that cannot take a hit.<br /> Against shooting armies it lets you close in on the enemy faster (usually an entire turn faster with mv5 for most)<br /> Against combat armies you can flank (more units than them) it lets you get into position faster<br /> And it will let you close other armies out quickly and hold them until the ambushing units hit them in the back<br /> <br /> Generally it will be usefull in the first few turns.   Even armies with no shooting facing armies with no shooting want the first turn for the positional benefits it givs in the first two movement phases.  ]]></description>
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				<pubDate><![CDATA[Sun, 24 Jan 2010 08:59:39]]> GMT</pubDate>
				<author><![CDATA[ cypher]]></author>
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				<title>Re:Beastmen Rare Choices</title>
				<description><![CDATA[ I was reading through the dex this past weekend. I think for overall <span class="glossaryitem" onmouseover='gp(19);'>CC</span> effectiveness the Ghorgon is pound for pound the best choice. It has dragon stats with stubborn 10. It can take on block units from the front if needed. It can't fly but still has an overall move of 14 inches. Really good rare choice <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>.  Two of these would be pure nasty. <br /> <br /> On a related note, the wizard that is able to cast the spell where he can bring one of these onto the table = wrongness. That's going to be awesome for the bray-shaman. Can you imagine if youre opponent miscasts and they roll the miscast result of 5-6 where I get to automatically cast one of my own spells. <span class="glossaryitem" onmouseover='gp(84);'>LOL</span>. This is going to be dangerous. 16+ to cast I believe, will be hard even for the opposing player to use power dice to dispel this one.....Nasty.<br /> <br /> My two coppers...]]></description>
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				<pubDate><![CDATA[Mon, 25 Jan 2010 15:46:52]]> GMT</pubDate>
				<author><![CDATA[ Orkimedes]]></author>
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				<title>Re:Beastmen Rare Choices</title>
				<description><![CDATA[ I am still enamored with the Jabberslythe.  Having access to a flying rank breaker is to good to pass up, gives fighting beastman infantry a chance!  While the Cygor is still the more compulsory of the two, I just can't see passing up the flyer.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 25 Jan 2010 15:50:21]]> GMT</pubDate>
				<author><![CDATA[ gardeth]]></author>
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