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		<title><![CDATA[Latest posts for the thread "First post and a Beastmen Army list for your perusal."]]></title>
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				<title>First post and a Beastmen Army list for your perusal.</title>
				<description><![CDATA[ Beasts of Chaos Army<br /> <br /> 2000 Points<br /> <br /> Lord: Doombull Heavy armour  + The Steel Claws  + Gouge Tusks  + Uncanny senses  - 307<br /> <br /> Hero’s  - 270<br /> Bray Shaman  + level 2 –  dispel Scroll - 135<br /> Bray Shaman  + level 2 –  115<br /> <br /> Core - 769<br /> 25 x Ungor with Command Group and spears <br /> 25 x Ungor with Command Group and spears <br /> 20 x Gor’s with Command Group, Extra hand weapons <br /> 20 x Gor’s with Command Group, Extra hand weapons <br /> <br /> Specials - 718<br /> 6 x Minotaur with Command Group + extra hand weapons = 359<br /> 6 x Minotaur with Command Group + extra hand weapons = 359<br /> 1975 (+ a banner or two to make up the points)<br /> <br /> Any thoughts and criticisim is most welcome.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 31 Aug 2010 20:49:13]]> GMT</pubDate>
				<author><![CDATA[ sharlin648]]></author>
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				<title>First post and a Beastmen Army list for your perusal.</title>
				<description><![CDATA[ First off I would recommend losing individual point values. It violates certain rules on Dakka. <br /> <br /> As to the list, first off you need to choose a lore for your shamans. It's not chosen before each game, but with the list you write. I would suggest beasts and shadow, but beast + beast can work too. <br /> <br /> You need a <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>. Minotaur heroes have very weak <span class="glossaryitem" onmouseover='gp(82);'>LD</span> so the re-rolls will help a lot. Maybe lose 1 group of ungors to make the points. I would actually consider dropping the ungors altogether so you can max out your gor units. 20 just doesn't cut it nowadays. 30 seems to be good for non-horde and 40-50 for horde. <br /> <br /> With so many gors it may even be worth cutting back on minotaurs too. 1 group of 6 may be enough. If possible I would try to fit in a monster or 2 purely for their damage output. Jabberslythes are really nice since they can get to war machine crew turn 2 and can hit the flanks and rear so easily it's just stupid. <br /> <br /> I'm surprised to see you haven't taken gnarled hide. it's by far one of the best upgrades we can get for our lords/heroes. And the sword of swift slaying is great on a minotaur with uncanny senses. Ramhorn helm is also a great addition. <br /> <br /> So the list I would have in mind for you would look something like this:<br /> <br /> L: Doombull, Gnarled hide, Uncanny senses, Ramhorn helm, Heavy armour, Shield, Sword of Swift slaying, Dawnstone<br /> <br /> H: Gorebull, <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, Armour of Fortune<br /> H: Bray shaman, Dispel Scroll, Level 2, Lore of Beasts<br /> H: Bray shaman, Level 2, Lore of Shadow<br /> <br /> C: 30 gors, full command, AHW<br /> C: 29 gors, full command, AHW<br /> <br /> S: 6 minotaurs, full command, AHW<br /> <br /> R: Jabberslythe<br />    <br /> Comes in at just under 2k. The Doombull is now a close combat powerhouse with a 1+ re-rollable save. Any save he makes causes him to strike back at S6. Add into that he always strikes first at I6, meaning a lot of characters are gonna be turned to mush before they get to hit him. This is actually my favourite build (minus the +1 I which I usually give to my <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> just in case I come up against Purple Sun or Pit of shades).<br /> <br /> You have 2 anvil units with which to tie up the enemy until you can send your minotaurs in on the flanks to cause massive damage. Jabberslythe can also hit flanks or rear, or even go war machine hunting. You also have a nice array of spells with which to buff yourself and debuff your opponents making combats that much easier. <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Oh, and Welcome to Dakka.]]></description>
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				<pubDate><![CDATA[Wed, 1 Sep 2010 04:14:18]]> GMT</pubDate>
				<author><![CDATA[ Lukus83]]></author>
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				<title>Re:First post and a Beastmen Army list for your perusal.</title>
				<description><![CDATA[ Welcome to dakka. <br /> <br /> I like the list. Its unusual but looks fun. Lots of bodies on the table, combat character and magic defense are all covered. These are musts for beastmen. Though lukus83s list is a nice variation on it. Ramhorn on a doombul is hilarious. Especially when he gets 2 chances to make armour saves. Meaning more attacks back on the enemy! This guy alone can chew apart rank and file units. With 5 minotaurs they can stand a chance taking down anything. You might want to try fitting a wargor standard bearer in to maximize primal fury results and stopping those ungors from running off the table at first signs of trouble. Definitely agree on dropping something somewhere. As your units will need to be bulkier. Especially if shooting is heavy in the battle. <br /> <br /> Best of luck with your herd!]]></description>
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				<pubDate><![CDATA[Thu, 2 Sep 2010 20:55:07]]> GMT</pubDate>
				<author><![CDATA[ Lexx]]></author>
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				<title>First post and a Beastmen Army list for your perusal.</title>
				<description><![CDATA[ For the Minotaurs, is additional hand weapon worth the points?  If you run 3x2, a max of 3 attacks can be made as part of the supporting attack.  Better is take the <span class="glossaryitem" onmouseover='gp(50);'>GW</span> & have all the attacks at S6.  I'm not sold on the command group either - my old 6th ed Minotaurs did a fine job without the extra points invested in command.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 2 Sep 2010 21:30:16]]> GMT</pubDate>
				<author><![CDATA[ RanTheCid]]></author>
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