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				<title>3100 p. beastmen</title>
				<description><![CDATA[ I'm going to try to field a more killy army of beastmen, so you're not going to find any ambushers or ungors in this one.<br /> <br /> Lords:<br /> Great Bray shaman <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 4<br /> -dispel scroll                     260<br /> <br /> Doombull<br /> -armour of destiny<br /> -enchanted shield<br /> -ramhorn helm<br /> -sword of might                335<br /> <br /> Heroes:<br /> <br /> Ghorros Warhoof              155<br /> <br /> Wargor<br /> -<span class="glossaryitem" onmouseover='gp(174);'>bsb</span> + the Beast Banner<br /> -Gnarled hide<br /> -Heavy armour<br /> -AHW                             206<br /> <br /> Gorebull<br /> -Heavy armour <br /> -Hunting spear                 218<br /> <br /> Core:<br /> <br /> 3 Tuskgor chariots            240<br /> <br /> 40 Gors <br /> -AHW + cmnd                 345<br /> <br /> 9 Centigors<br /> -musician<br /> -standard bearer              286<br /> <br /> Special:<br /> <br /> 2*5 Minotaurs<br /> -musician<br /> -standard bearer<br /> -AHW                            325 (650)<br /> <br /> 30 Bestigors<br /> -cmnd<br /> -Banner of Discipline         405<br /> <br /> Total:                           3100<br /> <br /> I imagine that the Shaman (as the general) goes with the bestigors giving them <span class="glossaryitem" onmouseover='gp(82);'>ld</span> 9, it should make their primal fury a sure thing, from there he will boost the gor unit with the lore of beast signature spell.<br /> the wargor <span class="glossaryitem" onmouseover='gp(174);'>bsb</span> goes in the unit of gors. the doom and gorebull each take a unit of minotaurs, working together with either chariots or centigors on the flanks, the gorebull unit will be fielded closest to the general helping the unit to control its frenzy. I been wanting to try throwing axes on the centigors for a while, mainly because it's a nice surprice if they were charged, I'm probably going to regret taking them but I want to see how it plays. The plan is to hold the middle, and win the flanks. ]]></description>
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				<pubDate><![CDATA[Mon, 3 Jan 2011 16:04:56]]> GMT</pubDate>
				<author><![CDATA[ snapsepaven]]></author>
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				<title>Re:3100 p. beastmen</title>
				<description><![CDATA[ You cant give a character 2 items from the same listing. So no armour of destiny and enchanted shield and ramhorn. I would give him the slug skin blessing as it means all enemies in base contact receive a strength 3 hit before combatants roll to hit. And because he has a larger base that means more hits and hopefully more combat res in your favour. Otherwise it looks an interesting mix of units and abilities. Lots of choppy units and fast moving ones in the same mix. Lots of momentum and the ability to do well/hinder enemies in the magic phase should be interesting. Please keep us posted on how the centigors perform. I want these guys to work but they seem a big risk for their points cost.]]></description>
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				<pubDate><![CDATA[Mon, 3 Jan 2011 16:10:26]]> GMT</pubDate>
				<author><![CDATA[ Lexx]]></author>
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				<title>3100 p. beastmen</title>
				<description><![CDATA[ you're right, supose I could give him gouge-tusks/rune of the true beast, should he encounter a monster. or I could give the mage the channelling staff.<br /> you're right about the centigors, they do fairly well when flanking, however they are a bit lacking compared to other cavalry.]]></description>
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				<pubDate><![CDATA[Mon, 3 Jan 2011 17:33:01]]> GMT</pubDate>
				<author><![CDATA[ snapsepaven]]></author>
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				<title>Re:3100 p. beastmen</title>
				<description><![CDATA[ Gouge tusks, heavy armour, ramhorn helm and dawnstone will let your doombull absolutely wreck in close combat regardless what hes armed with. If you give him a  shield he basically gets a decent rerollable save that when he makes it ( more often than not will ) he gets an extra attack back at the unit that tried to wound him. If you want to be extra nasty give slugskin for extra close combat attacks on base contact enemies. He'll be able to crank out over 10 wounds a turn if you roll well. And if you feel like it give him a healing potion so he can regain some lost wounds and start all over again later in the game ( And watch you opponent weep as those wounds he luckily got on your doombull have been restored to full again with luck ).<br /> <br /> Good to know about centigors. If they they were a few points cheaper or got throwing axes as standard it would make me want to get more of them. But when the options them or more core/minotaurs I unfortunately would choose the latter as things stand.]]></description>
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				<pubDate><![CDATA[Mon, 3 Jan 2011 23:37:27]]> GMT</pubDate>
				<author><![CDATA[ Lexx]]></author>
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				<title>3100 p. beastmen</title>
				<description><![CDATA[ I have had some succes with the centigors, having them work together with the minotaurs. People seems reluctant to face away from your minotaurs, and might open up for a surprice flank, helping the minotaurs to get some quick extra attacks. <br /> That being said I don't think I have ever taken centigors without  includeing Ghorros, the +1 <span class="glossaryitem" onmouseover='gp(149);'>ws</span> 5+ magic resistence  is a nice edge, beside the Mansmasher does wonders against carecters.<br /> I think I'll try out that doombull build you suggest.  ]]></description>
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				<pubDate><![CDATA[Tue, 4 Jan 2011 15:57:36]]> GMT</pubDate>
				<author><![CDATA[ snapsepaven]]></author>
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