View Full Version : 2000pts new BoC player help please!
willadams33
November 20th, 2007, 14:24
Beastlord - Blade of Blood, Armour of Damnation, Gaze of the Gods, Chariot - 275
Lv 2 Brayshamen - 2x Scroll, braystaff - 166
lv 2 Brayshamen - Scroll, Staff of Darkoth - 160
Wargor of Tzeentch - BSB, Banner of Wrath - 180
Chariot
Chariot
Beatherd - 5 Gor, 5 Ungor, shilds and musician - 75
Beastherd - 12 Gor, 8 Ungor, command, shilds - 159
19 Bestigor - Command, Vitriotic Totum, Mark of Tzeench - 303
5 Warhounds
5 Warhounds
5 Warhounds
4 Minotaurs of Nurgle - Light Armour, Additional Hand Weapons - 213
7 Furies
5 Centigors - Shields, musician - 104
2000
Right, the idea is for the beastlord and another chariot, and the minotaurs and a chariot to pair up, with some the hounds/herds abushing if nessecary. The army should do okay in combat and have a strong magic phase, but what do you think?
Many Thanks,
Will Adams
Phoenix
November 20th, 2007, 17:45
Characters look good, and iirc the Banner of Wrath contains a bound spell, so thats cool. Gaze of the Gods a little risky on your geeral maybe, but its a good save.
Im not so sure about the Tzaangor. Bestigor units in general ive been put off, haviong play tested them on Lorenz, i dont think theyve ever made their points back. they are just too expensive and not armoured enough to get into Combat with a decent unit size left. Id say loose them for a few more Herds.
Considering the minotaurs, im not sure but i read somewhere the other day that the have to have the same Mark as the army general? I wasnt aware of this till i read it on here, and i dont have my army boo to check so youll have to check this one.
As a general afterthought, if you want a list to do okay in combat, and have a strong magic phase (hence controlling the game from there) I think you may be better off running a Tzeentch list. The Shamen are unlikely to do huge amounts of damage with their lores, but the Tzeentch lore can be really nasty. Just something to consider...
DavidWC09
November 24th, 2007, 03:26
I like Deceiver's advice about Tzeentch. I think this list would be fairly easy to take out, at least with the armies I'm familiar playing with. A strong magic phase would really boost your game.
willadams33
November 24th, 2007, 12:57
so you recon give the beastlord the mark of tzeentch and swap the shaemens for wargors of tzeench and swap the mark on the minotaurs?
What other changes would you make to the army, why do you think its easy to deal with?
Phoenix
November 24th, 2007, 15:14
Maybe keep one Shaman as they are so cheap compared to Tzeentch marked Wargors. Possibly even keep both if you think that Shadow or Death could be useful. So long as the BeastLord is lv4 you should have enough power.
Given that your magic is now overpowered as it should be :) i dont think the list will be too easy to beat. I think you could benefit from the addition of 1 kmore large and small Beast herd though, they are so cheap, making them a great way to get numbers on the field.
with 2 smaller herds, th warhouds will be less necessary for ambushing, but possibly keep 2 od#f them as they again are incerdibly cheap.
As i said before i dont really rate Bestigor. Maybe drop them and look at getting a second unit of 4 Minos in there.
frozencore
November 26th, 2007, 10:13
I would advise you to not put your beastlord on a chariot, it makes him an even higher priority target and leaves him without a "look out sir." Giving him the mark instead of your wargor is a better choice as long as you keep him safe inside a large unit of Gor and Ungors. 360 line of sight for those spells is really nasty. I find that just plain old shamans with the lore of beasts work fine and support him well. There are two magic missiles in the lore of beasts, bear's anger can be combined with orange fire for a nasty round of combat or used alone to give the shaman's unit more punch, and there is a spell to rally your troops (helpful with low leadership), and another to stop cavalry from charging (which is the only thing that can outmaneuver you). All in all I think the lore of beats fits in perfectly and compliments a spell-heavy beast army very well.
Tzaangors are awful. You can mark your Minotaurs if your general is tzeentch to get extra dice. Vitrolic totem is also bad considering they have great weapons and won't need help wounding anyway.
2 chariots are fine, but be aware that they will be a little slower than the rest of your army. Run them together and you should see some good use out of them.
I would like to see more beast herds in your list, they are one of the best things about a beast army. They are cheap and add a lot more numbers to your list.
Nurgle minotaurs are very expensive and work best with great weapons rather than two hand weapons. Overall I think your list would benefit from great weapon minotaurs because you lack anything at that high strength level.
I am hot and cold with both centigors and furies. Sometimes I love them and they work great other times they fail miserably and I hate them. I find that furies are not needed in a beast army as it is fast enough with ambush, skirmish, and high movement speed to take out lone wizards (a rarity in 7th) and war machines. I would keep the centigors as they add the speed range that beast armies are lacking in. They work well when used in conjunction with great weapon minotaurs for taking out knights, and...well that combo is scary against anything. I find their lack of armor disturbing.
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