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Hi everyone, here's a list I'm working on for a 1500 pt army. I generally play against dwarves, lizardmen, dark elves and empire. Just friendly games so the army doesn't need to be a powerhouse but an occasional win would be nice. Your input would be greatly appreciated
Lord - DoombullGreat WeaponHeroes -
Armor of Destiny
= 300Bray Shaman - Lvl 2Chalice of Dark RainCore - 39 Gor w/ Addn wpns, Std, Mus = 327
= 20618 Gor w/ Addn wpns, Std, Mus= 159Special - 3 Minotaurs w/ Great Weapons - 189
9 Ungor Raiders = 54
5 Warhounds = 30
5 Ungor Raiders = 301 Razorgor - 55Battle standard w/ horde, doombull with minos, shaman w/ raiders. Warhounds to screen minos. The smaller units of gor and raiders could be used for ambush when the situation is right.
I'm a little concerned about not having a lord level caster but I guess that's the cost of the Doombull. Have one painted so I'd love to give him some use. I considered switching him to a Gorebull and making the shaman a level 3 but I'd lose the leadership which will help the minotaur unit. Im guessing I'll lose at least one of the minotaurs on the first turn of shooting so I'm hoping the chalice and ward save will protect the Doombull long enough to get that bad boy into combat. I'd like the Doombull's armor save to be better but the only real way of doing so would be to give him the gnarled hide instead which I think the bsb really needs.
At 2000 I'm considering the following upgrades:
Please tell me what you think, thanks!
- Add Healing Potion for Doombull
- Add Tuskgor Chariot
- Add unit of 17 Bestigor w/ Std, Mus, banner of discipline
- Add Wargor w/ Heavy Armor, Great Wpn, Ramhorn Helm & Crown of Command (placed w/ Bestigor)
I think you've got a solid start here, though I would swap the unit of Warhounds out for more Raiders. I can't say I like most of the additions you're planning for 2000, though. I would get more Shamans and start looking to use the Shard of the Herdstone, as well as considering another Razorgor. The thing about Minotaurs v. Bestigors is that you usually don't do well when mixing them into the same army - you either pick one or the other, because they both need character support.
That's an unfortunate and a tough choice between Minotaurs and Bestigors, I'll have to think on that one awhile. I know you've mentioned in another post that Bestigors are one of our best troop choices but Id also like to have something a little more than all just normal rank and file foot troops (effective but kinda bland). And if I choose Bestigors I might as well remove the Doombull (one of the few models I have painted). I miss being able to use minotaurs as core with a doombull general.
I've looked at the herdstone but have you experienced difficulty with staying in range of both the herdstone and the enemy troops? Playing an army like dwarves I can pretty much depend on needing to take the fight to them, which seems like it would make staying close to the herdstone difficult.
I've always liked chariots. I know they are less effective in 8th edition, but again its one of the few models I have painted. It usually gets destroyed before it can do too much but it seems to draw a lot of missile fire, which helps protect the rest of my units, similar to razorgors or chaos spawn.
As far as the healing potion, I notice it doesn't get chosen often but it seems like it could be effective with a model like the doombull which has so many wounds to start with.
Thanks again for the input, I'll consider everything and work on a revised list.
I chose Bestigors and I've never looked back. I consider them the best unit in the book. Minotaurs are fragile and expensive, and they NEED more than one character at higher points totals. That's not to say that they're not usable - it's just that they're a limited unit. I'll also point out that with the right gear, a Doombull doesn't need a Minotaur escort - he's more than capable of ripping into units by himself.
The idea behind Herdstone Shamans is to take spells that have a very long range (such as Melkoth's Mystifying Miasma), so your radius of effect is the entire table. You let the Shamans dance around the rock and spam that spell while the infantry goes out and does work.
Chariots can be useful sometimes, but you have to get them in a fight early or use them as artillery bait. Otherwise... meh.
The Healing Potion is an item that doesn't get used much because there are better items in that slot, starting with the Crown of Command and The Other Trickster's Shard. Secondly, the majority of units that would derive use of it (5+ Wound guys, for the most part) usually have some very favorable choices that limit how many points you have left to spend.