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1x Wargor- GW, HA, Biting Blade- 103 pts
1x Bray-Shaman- Gnared Hide- 90 pts
19 x Gors- AHW, FC- 177 pts
10 x Bestigor-FC- 150 pts
5 x Ungor Raider-Musician- 33 pts
10 x Chaos Warhounds- Scaly Skin- 70 pts
5 x Ungor Raiders- Half Horn- 36 pts
10 x Gors- AHW, Foe-Render- 90 pts
749 pts Total
The main idea is to field small units and take advantage of the ambush ability. I would love to deploy a Gor horde but the point cost isn't worth it considering the size limits. I think it will be atleast decently competitive but of course I would appreciate any advice. Thanks.
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First thing is you cannot use both a great weapon and magical hand weapon (biting blade) together. It is one or the other, and being magical means you will be using your biting blade. I suggest dropping the biting blade, and keeping the great weapon. Its cheaper and will help you out alot more in combat. Sure your striking last but at this points limit 3 S6 attacks are going to hurt alot more.
Give him instead of the biting blade the Ramhorn Helm, and give him the Gnarled Hide from your shaman. Your guy is now S6 with 3 attacks, with a 2+ save, and for every save he makes he can make another attack (at his basic strength of 4). Thats just what i would do with what you have, but you would need to find another 5 pts from somewhere.
Your shaman you might aswell keep naked in a unit, but you also need to decide which lore you want him to take in your list.
Unit wise, i think 5 models, even at this pts level ae too small to be effective. You need at least 10 to make it into combat to be able to disrupt enemy units ad as soon as you loose one they no longer disrupt. I would use units of 10 for war machine hunting but then you have to hope that there are machines to go after, and then you can only expect a 1 in 6 chance of your unit coming up where you want. If your lucky you will roll a side of the table edge near an enemy flank but generaly at this points limit i wouldnt use ambushers. You are best off with more units or larger units.
I certainly wouldnt be taking Bestigor. They are great beastmen, but they are nearly double a gore, and 8th ed is all about numbers of wounds you have available and number of wounds you can cause, the more the better. I would rather take another big unit of gore. Maybe give them Shields for a change to your unit with AHW. Use the points from your ambushing units to boost the sizes to 20-25.
Drop the scaly skin save on your Warhounds. Its not worth it in my opinion. You should sacrifice your dogs as distractions to get your enemy into a position you can charge your large units into them.
Combine the Ungor with bows with the Ungor ambush unit. you might aswell take a unit of 10 if your going to take them. They will last longer, and 10 bows as a stand and shoot reaction is better than 5.
If you have the points slam a Razorgor in the mix. The will mess things up and caue a massive threat to your opponent, drawing the attention from your units if nothing else.
I would have you list look like this:
Wargore = 123pts
Bray Shaman = 77
Additional Hand Weapon (because there were some spare points)
20 Gores = 185
20 Gores = 185
Shields or AHW
10 Ungor Raiders = 63
10 Warhaounds = ##
(would consider 2 units of 5 if 10 doesnt work)
1 Razorgor = ##
Total = 748pts
No doubt there will be some better suggestions but this is what i would do.
Thank you very much for clearing that up. The list gave me some good ideas. Perhaps this would be a better army considering the format.
1 x Wargor- AHW, HA, Gnarled Hide, Ramhorn Helm- 123 pts
1 x Bray Shaman- AHW, Lore (Wild)- 77 pts
29 x Gors- AHW, FC- 337 pts
39 x Ungors- Spears, FC- 249 pts
2 x Razorgor- 110 pts
5 x Chaos Warhounds- 30 pts
Total- 746 pts
Wargor would be bunkered with Gors and the Bray-Shaman with the Ungors. Hounds can run flanks while Razorgors move through the center. Both Gors and Ungors will be in a horde formation to get maximum hits. Use Wild magic specifically for bestial surge. All other spells are just gravy :p
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If I were you, I'd be concerned with your hitting power (mostly the lack of it) - all those Ungors are great for pinning someone down, but the fact of the matter is that you don't have a scary flanker unit to ram into someone's flank, and let me tell you, S3 doesn't spook anybody. I'd consider a unit of 19 Bestigors instead of those Ungors and giving that Wargor a Great Weapon instead of an additional hand weapon.
Oh, and Lore of the Wild is bad. Like, arguably-the-worst-Lore-in-the-game bad. I'd go for either Shadows or Beasts, which both have awesome signature spells.
I agree. Despite the Razorgor you still need a hitty block. I was comming at it from a dwarfs point of view where you can pretty much rely on dwarf blocks as you can take GWs on them. You may need to break the bank to field a unit of 20 Bestigor but they are worth it in the long run.
For now consider proxying the rest of the unit if you dont have the models, and if you intend later on to increase the size to 20+, think about using scenery as unit fillers.
Take a GW. Your striking last in most cases unless against other GW users with a lower Initiative, but the damage bonus you get is imense. You should use this guy when you have to to take out enemy characters and generals, and they will all have (generaly) high armour saves and an average of T4. So chance are against other characters (as you dont have amazing WS) you will be hitting on 4s so 50% of the time with 3 attacks. Generaly your expecting to get 2 in which case you need to wound.
Now with an additional hand weapon your still S4 but you get an extra attack. Your still hitting just as often on 4s at 50% of the time, so your still onl looking at 2 attacks in most cases getting through (as with the GW). Now when you come to wound you are only S4 so once again your looking at 4s on your dice whihc means once again, 50% of your attacks will wound, so at this point you should wound with 1 attack. A GW on the other hand makes you S6, and rolling to Wound on 2s, that means 83% of the time you will wound with each attack.
Then comes armour saves. A good character can expect at least a 3+ armour save, so you need to bring this down as much as possible with the strength modifier of your weapon. S4 from your additional hand weapon will reduce his armour by a factor of 1, so his 3+ save becomes a 4+ save. and with all 4s he has 50% chance of saving that wound. S6 will reduce his save by factore of 3, meaning his 3+ save becomes a save of just 6+. Thats an 83% chance he will fail the save. Anything less than a 3+ save and he will get no armour save at all from your GW.
If he has a shield then he will get a 6+ ward (parry save) which cant be altered but theres nothing which can be done about that.
But thats why you should take a GW, and get a good number of them in your army through Bestigor. Dont worry about magic banners etc on the unit for now, just take them with FC.
Thank you all for the advice. I'm probably going to stick with a block of 30 gors, 19 bestigor, wargor, bray shaman, and a razorgor. But just for kicks, I came up with a Mino list. Wanted some input in case I upgrade to a bigger army.
1 x Wargor - Great Weapon - 89 points
40 x Ungors - FC - 215 points
6 x Minotaurs - AHW, Musician - 364 points
1 x Tuskgor Chariot - 80 points
Total 748 points
Wargor sits in the chariot. Basically the Ungors act as a tarpit while Minos flank and hack the enemy to bits. Its a little rough and would really shine at a higher point level with some serious upgrades but this is a tentative list at best.
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The Wargor can't sit in the Chariot unless you but it for him as an upgrade. Either way, I'm not a fan of the list - Minotaurs are a touch fragile, and Bloodgreed can really come back to bite you if your opponent wins the chaff war.
Last edited by rothgar13; January 11th, 2012 at 02:57.
Agreed on all fronts. It was just an idea I was kicking around. I have come up with my final list though.
1 x Wargor- GW, HA, Dragon Helm- 103 pts
1 x Bray Shaman- AHW, (shadow)- 77 pts
19 x Bestigor- FC - 258 pts
29 x Gors- AHW, FC- 257 pts
1 x Razorgor 55 pts
Total 750 pts
I like the idea of a horde of gors running up the field with a unit of Bestigors to flank. Razorgor is there for obvious reasons. After reading through the available lores I like the debuffing capabilities in shadow. Since Beastmen are pretty middle of the road stat-wise it would be advantageous to bring other units down to my level.
I AM SOMEBODY!!!
That's a good list. I approve.