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Old June 4th, 2009, 17:56   #101 (permalink)
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Ok, ill look into those things. Restrictions similar to the Bestigor one may be good for Fury and Hunt Gors... The main problem was that i didn't want Beasts to get too much access to flyers easily...

T4 on the Huntgor, fair enough. I may just make these their own Beast rather than skilled Gor.

The Spawn are simply based off the original version. Cheaper too! And pretty much the same. In general, Unbreakable is very handy in an army vulnerable to Ld tests etc.

Chariot S5 T5 W4 is pretty standard... Look at Orc chariots. TK light chariots have 4, 4, 3 which is ok as they can be used in units. Ill consider dropping to T4 though.


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Old June 4th, 2009, 18:17   #102 (permalink)
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I think spawns are perfect, i tend to build my army and have extra 60-80 pts left, so i always add one. Huntgors i think our fine, friends hate them. And i think we all thought a beast chariot having 5T and 4W is what made my friends and i think they were a little to good because most people would be crippled from impact hits, and even locked in combat they were kicking butt.
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Old June 5th, 2009, 13:10   #103 (permalink)
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Couple of changes:

- Centigor can now hve Chaos Armour for +3pts/model, but lose their Fast Cavalry special rule.


- Furygor and Huntgor have been given the subrule:
* An army cannot include more Fury/Hunt gor units then Beast Herds.


- Furygor mark of the beast now costs +2pts/model
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Old June 5th, 2009, 20:27   #104 (permalink)
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looks good, ill test on sunday against Lizardmen, BOC, and ty and fit in a 3rd game against ogres, ill post what happens
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Old June 7th, 2009, 22:58   #105 (permalink)
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i did a playtest of a 500 point border patrol game using the following list against a high elf shooty army of 2 repeater bolt throwers, a unit of 11 lothern sea guard with
standard and musician and a commander with dragon armour, sheild and a
sword of might which he used to skewer the wargor in a challenge before he
could even kill anything... pesky pointy-eared tree-hugger...

wargor, chaos armour, greatweapon
8 gors (2x hand weapon), 12 ungors, foe-render and standard
10 gors (2x hand weapon), 5 ungors, standard
5 beasthounds
5 beasthounds
3minotaurs

The smaller beastherd was panicked on turn one and, failing to rally, fled
off the board, as did a unit of warhounds! Everything else advanced through the hailstorm of arrows and although the minotaurs got shot to bits, they were a good enough distraction to charge the seaguard on turn 3 with the wargor's larger
beastherd who had only lost 2 ungors, as well as a unit of 5 beasthounds.

The wargor then missed with all his three strangth 6 great weapon arttacks and proceeded to get butchered in a challenge by the elf commander despite his toughness and chaos armour! Then to top it all off, between 4 gors with two hand weapons and two beasthounds they managed just a single wound which was saved, losing two gors to the seaguard's spears. With the wargor's higher leadership gone both units fled, the beastherd being caught from behind by the fleet elves and the hounds eating a hail of bolt thrower missiles the turn after to be wiped out.

All in all, if the wargor had beaten the elf commander and the gors hadn't
picked up their foam swords that morning the combat could easily have
turned and that would have been the game, with the two bolt throwers right
there on the hill as well. Pretty balanced if you ask me!

However, I think to fully playtest you'd have to take a 2000 point force with a
centilord, huntgor, bestigor and the flying ones to see how it worked.

Last edited by waddywoos; June 7th, 2009 at 23:09. Reason: forgot photos!
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Old June 7th, 2009, 23:49   #106 (permalink)
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okay, i have a couple of suggestions:

the toughness 5 on the chariot be reduced to 4, but there is a slight points decrease, to 75 or 70.

The huntgors are essentially more expensive gors with improved ballistic skill (same as an elf!) and the option to take a bow, which is REALLY useful. But compare them to highelf archers. They have worse strength and toughness and cost more (okay they have higher leadership etc but you get my point). They need to be increased to 10 points each, as well as having only weapon skill 3 to reflect that they train for ranged combat, not exclusively for chopping anything that moves like the gors.
Also, maybe increasing the points cost of a foe-piercer to 12, as that upgrade give him a higher BS than an elf, plus that leadership is SO important!

I was just playing around - and for a 500 point army (not border patrol) you can have:

wargor, chaos armour + great weapon, fur of sharrgu 80 pts
5 gors, 5 ungors 55 pts
5 gors, 5 ungors 55 pts
shaggoth, great weapon 310 pts
total: 500 pts

pretty amusing to try!!
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Old June 8th, 2009, 00:42   #107 (permalink)
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Quote:
Originally Posted by waddywoos View Post
The huntgors are essentially more expensive gors with improved ballistic skill (same as an elf!) and the option to take a bow, which is REALLY useful. But compare them to highelf archers. They have worse strength and toughness and cost more (okay they have higher leadership etc but you get my point). They need to be increased to 10 points each, as well as having only weapon skill 3 to reflect that they train for ranged combat, not exclusively for chopping anything that moves like the gors.
Also, maybe increasing the points cost of a foe-piercer to 12, as that upgrade give him a higher BS than an elf, plus that leadership is SO important!
I will definitely look into things here. The initial idea i had for huntgors was that they were ranged troops. However giving them a decent WS also means they can fight skilfully in combat. Hence also the poisoned CC weapons. Basically (currently) they are trained for general skilled fighting.
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Old June 8th, 2009, 08:23   #108 (permalink)
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yeah okay, just remember to compare their stats with that of a high elf (higher toughness and strength) and then compare the points cost. a high elf archer is really not very good at combat (yay S3 attacks lol) and costs more points, as well as not being able to skirmish etc.

We just have to make sure people don't think the selections are beardy in anyway, because in the end we're asking them to let us use homemade rules to play them with so if they get annoyed with something they dont' think is right its kinda our duty to fix it or we won't be able to use tham again! haha.

I'm still dying to try out that 500 pts army with a shaggoth though... unless it went against the High elf shooty army i used last time I have a feeling it'll be pretty much unstoppable!

one thing on the list i've been wondering about - if I gave my wargor the slaughterer's blade magic item, everytime he killed a goblin and rolled a 4+ would he get another wound? so if he attacked 3 times and killed 3 his wound stat would go up to 5?? or is it just to regain his original amount of wounds? thanks

Last edited by waddywoos; June 8th, 2009 at 08:28. Reason: adding a question
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Old June 8th, 2009, 08:40   #109 (permalink)
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Quote:
Originally Posted by waddywoos View Post
one thing on the list i've been wondering about - if I gave my wargor the slaughterer's blade magic item, everytime he killed a goblin and rolled a 4+ would he get another wound? so if he attacked 3 times and killed 3 his wound stat would go up to 5??
Thats the idea! Basically, many of the BoC magic weapons seemed un-usable (noone ever seemed to take them). In general, weak heroes are kept cheap (Goblins, Beasts, etc) whereas hard uys get pimped (Chaos, Vamps, etc). I wanted to provide a few options to change that. This weapon may seem amazing at first, but remember that he will be attacking with a base statline.
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Old June 8th, 2009, 09:36   #110 (permalink)
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oh i don't know.... if you give me the option to mount the beastlord on a tuskgor or a slave eagle/chimera i'm taking the boncrusher fang mace and charging a unit of empire knights.... whats that? 4 knights died and you have no fight back? I win by 2? hahahaha take your leadership test and be run down you can do it to the wargor too.

Its essentially just making him into a shaggoth with less attacks - they don't get an armoursave and you're wounding on two's!!

I just playtested the shaggoth 500 point force - just wiped the floor against two units of bretonnians the beastherds just fled and stranded the knights, and the shaggoth ate them all with some help from the wargor this will be my new army... hehe. i'm going out to the GW store now - to buy a beastherd and if they have a shaggoth i might not be able to restrain myself!!

one thing - have you constructed a shaggoth? I'm assuming they're metal so would I need to use pins at any point?

thanks
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