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!
What I want to know is iff it is worth taking a mark on my army general, I like khorne but it is kinda bad for beasts I think (If I have a hero on chariot), tzeentch is it worth it?? I know I would get a lvl 4 wizard for my lord but then everything else is kinda a waste of time, slaanesh immune to phsycology seems good, But i prefer spells that damage people. Nurgle I cause fear but pricey would it work well?? Bad spell list also.
Undived seems the most well round but then again i would like some tzeentch spells whcih means at least one tzeetch unit, so would i be better of with tzeentch then??
So thanks yall for replying (And yes i have only just started beasts today)
Well, first of all I play hordes, so my opinions may be a bit bogus, but here they are anyway
If you are going mostly beasts, then a lot of your stuff will be unmarked, which makes the choice less critical, I think. Personally, I think Nurgle might not be such a bad idea... yes it is expensive, but the extra wound is cute, fear makes you immune to other fear and most importantly of all, a nurgle general would allow you to take nurgle Minotaurs, which I think are uber cool! Monster size dudes with great weapons don't normally have much of a save, but nurgle minos with light armor get 4+ Hmmmm
Plus I think you underestimate the nurgle spell list a bit... not as good as Slanesh, sure, but it's got some sweet spells.
Anyway, just a thought
From personal experience, I think it'd be most beneficial for you to stick with an undivided would be that you should stick with for the army general an undivided beastlord. This allows for maximum flexibility in the rest of your army selection, which for beasts is generally a good thing. One thing always worth noting for BoC is that the majority of your units, apart from a single bestigor unit and certain special/rares will be undivided units at any rate. The advantages of having an undivided champion also allow for the force to be versatile in troop selection as it means you can choose specialists troops from the other marks to fill support roles without limiting yourself to a single mark.
You also mentioned that you wish to include offensive magic, possibly in the form of a tzeentch caster. For this to be the case, just include a screamer choice as a special slot for your force, as nurgle/slaanesh is more beneficial for the bestigors, and horrors/flamers are not particularly effective or justifiably useful for a beasts force. This will allow for a brayshaman to select the mark of tzeentch. Just my oppinion on the matter however, I find beastmen benefit most from the shadow lore as movement spells are invaluably useful, and alot of other force will dominate the magic phase or be able to dispel the best of your own phase, making my choices more defensive in selection.
Of course, the only way for you to truly find what would be best for you, is to make those decisions through gaming experience. Ultimately the army is yours and you have to be happy with whatever models you select for that army. Performance is secondary to me when it comes to my actual selection of models, as I will develop a strategy for a unit that I think looks brilliant and that I really want to paint.
Cheers mate, Taint
Hmmm screamers...I hadn't thought of that do they peform well and whats a good sized unit for them??
Screamers have always performed well in my armies as I am fond of a fast moving yet hard hitting unit such as they provide. Almost all flyer selections in fantasy are beneficial for the army which can field them, as they provide flanking support, deter mages from detaching from blocks of units, for march inhibiting, and warmachine elimination. Also with the new edition of rules, a unit fleeing through an enemy unit over unit strength 5 is destroyed, making their roles in an opponents backfield even more deadly. As such, a unit of 6 as a maximum limit would more then serve this purpose as they can withstand a reasonable amount of damage with their ward save and multi wound profile. As to their effectiveness, of course this depends on the rest of the force selection, although I find them to be well rounded enough to suit my purposes. Hope that helps,
I would imagine screamers in a beasts army would be highly effective. you can either be charging warmachines on turn 2, or doing the fly by on any number of units to a nice effect. not only will the march block enemy units, but you can buzz through them, and if you cause them to panic and they have to flee through you then that's golden!
I've actually chosen to base my army around Minotaurs and horrors currently and feel it will do well. I am considering changing the minotaurs to have the mark of nurgle for a 4+ save, so that would leave my general -doombull- with the mark of undivided instead of MoT.
Don't forget to include those beast herds either, i'm including 1 sizable one of 20 currently, most likely when i have the models i will include 2 units of 20.
40K-Beakies(9-14-4),Guard(4-7-2),Orks(34-12-11). FANTASY-Dwarves(15-6-7),Beasts (14-14-1), Skaven (17-17-10) DoC (6-1-2). CYGNAR (28-15-1)