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after toying with some ideas on Army Builder i've decided to incorporate a beast herd into my mortal list. mainly this unit is going to be a big fat meat wall for LOS blocking since they are so inexpensive.
i was thinking a unit of 24 since it's likely to be shot up. should i get more to buffer shooting panic?
how should i allocate the gors/ungors? i was thinking getting 8 gors with 2nd weapon so that i can arrange ungors to get 2nd rank spear attacks. is this wise or should i get more gors for the toughness?
Two tricks to remember:
1) Always have more ungors than gors.
2) Above 8 Gors and you're wasting points.
Justification for 1 is that no more than 8 gors will ever get into combat, and those are the only guys who can do damage.
Justification for 2 is that if more than 4 gors have died you can't win that combat with a herd alone. Herds are support units, and although they can deal damage, characters and big-hitters get their kills.
So my suggestions are as follows:
a) Use Bray Shamans over mortal sorcerers. They are just plain better, and cheaper to boot.
b) If you want a screening herd go for 5 gors/ 5 ungors and keep it really, really cheap.
If you want a support herd then get 8 gors and 9 ungors with a champion, musician and maybe a standard (17 means 5 to panic)
If you want a battle herd then get 8 gors and 13 ungors (6 to panic) and throw in some characters (bray shaman or wargor)
Beasts of Chaos (4000)
Chaos Marines (3000)
I can agree with those points.
Using these in units of 10 is probably much more effective then using warhounds since they are essentially skirmishers making them harder to hit. I've never used warhounds to screen since they bail so easily.
thanks for the advice.
Only look out for auto-hitting thingies (dwarven organ gun, skaven ratling, spells) but even then the beast herd provides two advantages:
First: missile hit distribution allocates the hits on the measly ungors, leaving your valuable gors longer unscathed
Second: anything shooting (throwing, casting :rolleyes: ) at your beast herd means that your beefier units will be spared from such ranged attrition. And it's not like your opponent can ignore them altogether (even if he has some ranged units hugging a hill or another form of higher ground thus enabling him to see over your screening units) a decent sized gor unit can engage even tougher enemy missile units (for example 10 dwarven crossbows with shields on a hill) and win combat res.
Oh, and anocer nice bonus of incorporating a shaman instead (or in my personal case, additional :shifty: ) of a sorcerer: You get access to the juicy lore of beasts, especially with the Bear's Anger now being the #1 Spell (thus can be always selected)
I've found its always a nice idea to run a nice long line of a beast herd in front of your army. The good part is this blocks line of sight to your units on the same level unless your opponent is elevate. The bad news is this blocks your ability to declare a charge to units as well for unit that are behind the beast herd.
The way to get around this is to use it mainly to keep your force intact on turn 1 and to reduce casaulties. My army consists mostly of minotaurs so it really does help me out as my minotaurs are the bread and butter of my army. The down side is if that beast herd panics and runs through lots of your units you risk losing a lot. However, if your playing Khorne then it really doesn't effect you which is nice.
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)
i my self am working on a beast army right now. i have found through watching beast armys and playing them that having a powerhouse and many smaller units is good. for a few resons.
fist off the powerhouse will walk through any unit it fights.
second having all the smaller units to tie up, that can get you the charge with the power house which is good.
third they are good when you ambush a gun line. because you get and hide behind cover and wait for your army to come in where you need it behind the enemy and then charge them sending them into dis array.
fourth they move fast so even with the smaller units you should be getting the charge which can do damage.
now i have found that 7 gors an 13 ungors is a good sized heard its not gonna get rocked by any thing to strong and it can still hit back. i usually use that size when playing for my support units.
then for my power house i am rocking 10 gors and 20 ungors with two bray shamans a battle standard bearer and a lord in there to make it even more friendly. it kicks so much ass and i have at least one bears anger going off i also use the staff of darkoth to make sure i get the charge. and chariots get smashed by my lord so it laughs at everything in its way.
Last edited by the mad crazy man; March 16th, 2007 at 16:32.
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