Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Ok, so I am just about ready to start out a beast army. I have played a few games, and I would like to know, how do you deal with the low leadership of beastman units and how do you defend against opposing players magic and shooting? The generally low armor save on many of their units lets them get taken apart. Leadership 7 unless you are playing 2000 points? There must be a trick to it.....oh wise beastmasters tell me your secrets!
Im afraid your just going to have to put up with it mostly. However the best ays to try and get around it are Mark of Undivided, Slannesh or Khorne for those units which are able to have it, and also if you are willing to use a Battle Standard Bearer to help with those break tests.
Apart from that, there isnt really a lot you can do. Units that cant be Marked will suffer when facing a fear causing enemy. Always give your BeastHerds a Foe Render to help them out a little. And ofcourse pray to the dice gods.
Well, you could always field an Exalted Daemon and give him the "unliving idol" demonic gift thus getting a leadership 8 general in your below 2000 points beast army (you can't use the ambush rule, though )
It ain't easy bein' green... :-)
Bah, Deamons! scum lol. In all seriousness its not very beasty, but its always an option.
You could always switch generals all together and go with a mortal lead army, still use the shamen and have beasts as core. Also if you want it still to look beasty, proxy beast models as marauders maybe and use them as core, or model gors in chaos warrior armour. There are some pictures in the conversion forum i think.
Maybe it is just because I am new to beasts, but I do not use the ambush rule anyway. Ambush seems to suffer from the same problem, low leadership. I want my units where they need to be when I need them to be there. And because of that I prefer to have all my units on the board at the beginning of the game. Beast units are fast, and I have found (in my limited experience at playing them) that I am able to outmaneuver just fine without it. Unfortunately I want 2 bray-shamans, they are powerhouses (5 s5 attacks on initiative at t5!).
OK not using ambush is like a dwarf army not using cannons because they misfire. Ambush may not always work. I never count on them, but I make sure that my enemy counts on them.
When I play a 2k game. I put 3 small heards (5 gors / 5 ungors + foe render for LD) and 2 packs of 5 warhounds.
Can't promise that everything shows up, but you'll get at least 1 or 2 back there. It's awesome when 5 show up.
Now you're saying, OMG 5 units and I don't know where they're showing up!?!?!? It's just 245 points, and your enemy is also thinking OMG 5 units!!!!
Just give it a try, don't rule it out simply because of the lowish leadership.
As for getting the beast heards into combat with fear causing units... like Deceiver said, pray to the dice gods. Spawns are your friends when it comes to Tomb Kings and Vampire Counts. Spawns can tie up those big blocks of skellies while you try to charge and charge again :-)
But everything you read here is opinion and play style. Hope we've shed some light on things for ya!
The only games I have played have been at 1000 points, because proxying a 2000 point army when you are just starting out is a bad idea, you wont have enough of an idea of how an army plays yet. In 2000 point I would try a unit or two to ambush, but so far in the handful of games I have played (and won them all) I have not needed any help from ambushing units. I can see their strategic value, sure, I am just saying they aren't necessary. The basic beastman herd is incredibly mobile. Most units that are broken close to a board edge just run off the edge anyway. Rear charges might be nice, but they can't charge on the round they come into play. By turn 2 I am breaking through their lines on average, by turn 3 the game is almost over. Turn 3 is the first turn any of the ambushing units are able to function. Larger games last more round so they may help then, but not in 1000 points.
As I said before I have only played a handful of games, maybe there is something about them I am missing. The way I look at it the point of playing beastmen is not having ambushing units, it is having a bunch of movement 5 skirmishing t4 ws4 models on the board that aren't removed by shooting. Those units are supported by big and nasty hard hitting monsters.