Reps to Reiko. I just love ideas like this, and I've seen some great stuff so far too, thus I feel inclined to participate. I'll weigh in for the Beastmen.
MOVEMENT Great
MAGIC Average
COMBAT Good
SHOOTING Horrible
MOVEMENT One of the fastest , if not THE fastest, armies in the game, with the lowest movement rate in the army being 5, and the average being 6, Beastmen start off on a good hoof (see what I did there) towards being at the top of the movement food chain. In addition, our Centigor are M8, our Cygor, Razorgor and Gorgon are M7, we have not one but two flying units and have Chariots as both core AND special. And to finally round things out, our lore's main spell allows us to move a further D6+1'' inthe magic phase as well, we have an item wich does the same but affects all my units within a whopping 36'', and 3 of our core units can ambush, potentially showing up right in our enemie's deployment zone!
Magic Not much to gush about here. We have a few decent tricks up our furry sleeves, most noteworthy is probably the Cygor. A walking, wizard eating, stone throwing monster, able to chuck a monolith onto a scorcerers head and splat him, in addition, any casters within 24'' take Ld. tests, and upon failing treat all failed spells as miscasts, a great magic denial beast. We can also bring herd stones, wich give all of our Bray shamans within 6'' of it, an extra power dice, not too shabby. Other than this, our lore of the wild is rather dissapointing, although one spell allows us to bring in an extra monster at no cost, and we also get the Lores of beasts,shadow, and death to work with a well. Not much else though.
COMBAT Overall, good. Minotaurs, S6 great wepon Bestigors, and Gorgons and Giants are our obvious heavy hitters, but the fact that were so fast is what really helps, allowing us to pick and choose our fights. our Gors are a bit pricey for their stats, but WS4 I3 T4, coupled with an extra hand weapon can be potent in big blocks. Combine that with our 'Primal Fury' rule wich gives us 'Hatred' upon passing a Ld. test in combat, and 'Hatred' as well as 'Frenzy' if we roll snake eyes, and our humble core can surprise even the best of 'em (getting 'Hatred' every turn is nasty prospect for the enemy). What keeps Beastmen from being great in combat IMHO, os lack of atacks. Our troops simply aren't scrappy enough, none of our core does more than one attack per model base, and at 8 pts. a Gor, thats a little underwhelming to say the least. Our characters pack a pretty decent punch though, and really bolster the line (or kick them into place).
SHOOTING Scraping the bottom of the S*** barrel with this phase. Not including spells, and one shooty magic item, we have 3 units that can shoot. One fires BS3 short bows, one is thrown wepons, and finally there is the stone throwing Cygor mentioned earlier. Needless to say, the Beastmen aren't the shooting man's army (wich is a good thing in my opinion). There is little else to say other than, it's our weak phase. We do get some okay shooting denial however in the form of the afore mentioned blitzy nature of the Beastmen, but also in a handy little item called the 'Chalice of dark rain'. Only useable once, this item can ruin your opponent's shooting phase,(especially those all important early game ones) by causing a global -1 to hit modifier on BS, and only allowing war machines to fire ona 4+ for a turn. Decently priced as well, for such a clutch item.
Well that about does 'er. If this thread weren't just on phases per se, I would add that Durability/Survivablility, would be another key touch point to consider, as passive stats like armor, Ld. and toughness can play just as important role as active ones. Oh well, food for thought for another tactica I suppose. Thanks amillion for the posts guys, keep 'em coming.


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