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Team Adam
January 21st, 2009, 03:40
Good day folks! Iv'e read quite a few posts and that tactica was especially helpful thanks for everyone who contributed.

So I've tried this list out just once and it was actually doing pretty good! The Slannesh Spell that makes the enemy go wherever you want was particularily devastating to the Bretonion Knights! We had to call it a draw though.... We played a 2 v 2, 2000 Point Team Game, the end of turn two took about 4 1/2 hours!

Just wondering if anyone had any suggestions.

LORD
Lvl. 4 Great Bray-Shaman (350 Points)
MoS and Staff of Darkoth
Also rides in his stylish Tuskgor Chariot

HEROES
Wargor (68 Points)
GW and Hvy Arm

(2) Lvl. 2 Bray-Shaman (272 Points)
MoS and Braystaff

CORE
Second Tuskor Chariot(85 Points)

(3) Units of Ambushing Warhounds (90 Points)
Units of (5) - More for kicks and intimidation than anything

(2) Units of Ambushing Beastherds (150 Points)
(5) Gor w/ two HW
(5) Ungor
(1) Foe-Render

(2) Units of Beastherds (280 Points) - The Heroes are in these two units
(11) Gor w/ two HW
(7) Ungor

SPECIAL
(6) Centigor (102 Points)

(2) Units of Minotaurs (368 Points)
(4) Each w/ GW

RARE
(3) Dragon Ogres (237)
GW and LA

I'd appreciate any tips, thanks guys.

Team Adam
January 28th, 2009, 02:12
Boo! My Army got crushed by the empire!

As soon as I faced a foe with good magic defense this list tanked!

Ah well, back to my doombull army for now.

Phoenix
February 4th, 2009, 19:35
Yeah, if you have a Great shaman, then its probably a good idea to run 2 (or maybe even 3) hero shamen too, really max out on the magic. Besides, a Bray with Bears Anger beats a normal Wargor anyway :) 4 castings of that spell would be schweet lol.


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