1000 Point Beastmen List. Advice? - Warhammer 40K Fantasy
 

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  1. #1
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    1000 Point Beastmen List. Advice?

    Hey guys, just got the army book today and am only starting out in the hobby. I wanted to start with 1000 points as it seems small enough to get to learn the rules better and how to master beastmen. So here is my list, any advice or help would be greatly appreciated.

    Hero - Wargor, Great Weapon, Heavy Armour, Many limbed Fiend, Gouge Tusks, Uncanny Senses.

    Core - 10 Bestigor, Command

    20 Gor, Command

    30 Ungor, Command Excluding Musician, Spears

    Special - Tuskgor Chariot

    3 Minotaurs

    5 Harpies


    Questions i have is - 1) should i bother taking gouging tusks on my wargor as he already has a great weapon so the armour saves my opponent gets will already be reduced significantly?
    2) Should i drop the 10 Bestigor as they are quite pricey for such a low amount of points and replace them with another big block of either Gors or Ungors?
    3) Im thinking i want to upgrade the minotaurs to a hard hitting unit with great weapons and the command group. Or should i just leave them with great weapons.

    I think i have enough models on the field to pose a good threat and hopefully with the rare and specialist choices, such as the minotaurs, chaos spawn, and also a chariot, the enemy will hopefully only get to knock one of these out before my army gets into close combat. The harpies i think are worthwhile for harassing enemy war machines that may try to take out my hard hitters.

    Any advice you guys could offer would be greatly appreciated. Thanks alot.

    DergiB

    Last edited by Dergib; August 3rd, 2010 at 08:20. Reason: Removed points listed as per forum rules.

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  3. #2
    Member Blackspine's Avatar
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    Great list!
    I'd consider knocking off the Spawn in favor of 4 more bestigors, but that is just my playstyle.
    The spawn is unreliable but can really pose a threat and hold flanks fantastically.

    What do the minotaurs have?

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    Thanks The minotaurs are just standard at the moment. Im still thinking of tinkering out a few things here and there, cause id really love for them to have great weapons to be really menacing. The spawn is more there just to try and attract missile fire, and save my minotaurs and chariot from an early trip to the showers. Ive read several other posts saying i should give the gors Additional hand weapons, I could possibly fit this in if i drop the spawn id have 55 points. So with that i could give the 20 Gors additional hand weapons at 1 point per model, and have 35 points left to give the minotaurs Great weapons at 8 points per model. I guess my main concern is that because the bestigor only have 10 models, if they get a few early losses then they are a very expensive unit for a 1000 point game, so im sitting on the fence with whether i should take them out, or add a few more like you say. They certainly are cool looking models though

    Thanks for your reply and advice

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    Senior Member Utsujin's Avatar
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    Unless I missed something, Bestigors are special?
    Why.

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    Ah. Yeah sorry my fault. Well either way thats the current list im running at although ive dropped the spawn and used the points to give the minotaurs great weapons. The remainded im trying to decide whether to go additional hand weapons for the gor or a shield to give them some suvivability. Although with the fast movement the army has i cant see a whole lot of 6+ saves being rolled, and therefore i cant justify the points spent on shields instead of giving them another attack.

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    I'd give them AHW (additional Hand Weapon) over shields any day.
    2 attacks each, plus possible Primal fury beats the snot out of shields.
    I tried a few with shields today. They died just as fast as the ones without, they killed less and lost combat faster.

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    Ah ok cool. Thanks for the tip Black. Atleast we have some physical evidence now lol. So ill drop the spawn, give the gors additional hand weaps and the minotaurs either add hand weaps or great weapons. Might also look at getting them the command group upgrades also. Still got some tinkering to do it appears!!

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    Dergib

    Looks like a reasonable army, as suggested by others I would drop the spawn to increase other units potential and it might be worth adding the musician to the ungor to make them slightly more manuaverable.

    I would be a bit cautious about command groups (especially standards) in small units of infantry as they are worth victory points if captured by the enemy.

    Also a note on the posts you are not allowed to give full cost break downs of equipment and point costs (forum rules). You need to go back and edit your posts to reflect this.

    Regards

    Marc

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    Yep. Edited post as you mentioned Blacknight. Thanks for the advice guys. I still need to do some tinkering and ultimately lay down the final outset to my first 1000 points. But i will keep posting in here as to what im thinking and how the army performs as a whole. Thanks all

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    Latest version of list as follows.

    Wargor, Add hand weap, Heavy armour, Uncanny senses, Ramhorn Helm.

    Core - 20 Gor, Command, Add hand weap.

    30 Ungor - Command, Spears.

    Tuskgor Chariot.

    Special - 3 minotaurs, Add hand weaps.

    10 Bestigor with command

    5 harpies.

    This leaves me some points left to have either 7 hounds or 7 ungor raiders. Not sure which ones im going to have. They will just be used to screen my other units from missile fire. Any tips on which to go for

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