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Hi, im new to Warhammer fantasy so can you tell me how I could improve on this army.
Wargor Morgor Tombhoof- 70
shield, great axe and heavy armour
*goes with beastherd claw
tuskgor chariot horn - 85
tuskgor chariot hoof - 85
beastherd tooth - 151
12 gors - 2 axes, 8 ungors - spears, full command
beastherd claw - 147
12 gors - 2 axes, 7 ungors - spears, full command
beastherd maw - 121
12 gors - 2 axes, 8 ungors - spears,musician
*the ambush force
18 khorngors - Hell's axes - 340
mark of khorne, great axes, full command, war banner
TOTAL = 999pts.
Any help is welcomed,
- the doomed1
Well, I don't play Beasts of Chaos, but there are a few tips that I can give (after having played against them).
1:- Give your Wargor a magical weapon if you're facing Vampire Counts
2:- Some Minotaurs would be useful, especially against giants and other large beasties.
3:- Give at least a standard to Beastherd Maw, it will help greatly.
4:- Other than that, looks good.
Beastherd maws gonna ambush and its main target is to rear charge while the enemy units are facing the other 2 herds and khorngor. ive read through the main rules now and it looks a good idea. If i free up some points i will. The minotaurs look like a good idea though. Why does my wargor need a magic weapo though?
For your Wargor, a magic weapon is good against most armies, but why not the Horn of the Great Hunt ? This should almost garantee that your ambushing unit come on when you want them to. Also the two chariots are good but as they are faster they will hit the enemy before your main units, unsupported these will lose. Why no drop one and add a warhound unit, this way you could charge forward get it into combat, and have the warhound come in on the flank via Ambush. Thsy will negate rank and you will help in breaking the unit.
Other than this not bad list, hope I've helped.
ill add these for my 1500pt list. But still - why does my wargor need a magic item?
any more help?
hey! your character needs a magic weapon to give him extra power in combat, wargors are not excellent with just a great weapon but if you still want the properties of a great weapon give him the slaughterers blade and chaos armour, then he is more likely to last longer in combat!
Thanks - ill add that in 1,500pts.
Magic weapons are useful for two main reasons:
1. Make the character even harsher in HtH
2. Ethereals. You'll actually be able to hit them back without resorting to just ranks and standard.
Thanks - i woz wondering about the magic wpn thing!
(I might be pushin it here)
I don't know much about Beastmen but magic weapons are good because they can hit etheral it is annoying on the turn you charge to have an etheral high elf mage that you can't hurt but were relying on killing cause otherwise you will be flanked.
Also it makes your character pretty much harder your units
don't really have great armour so make sure that only there champion can attack back A.K.A kill em all.
To be honest I think your great weapon is a good idea but magic weapons would be better. Just my opinion though.