2150 Beastmen List - Warhammer 40K Fantasy
 

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  1. #1
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    Beast Lord
    mark of tzeentch
    Armor of Damnnation/Shield
    Slaughterers Blade
    Goretooth
    total= 320

    Wargor (BS
    Mark of tzeentch
    Staff of Darkoth
    Heavy Armor
    Pelt of Dark Young
    total=209

    CORE UNITS

    Herd
    ( Gor Extra Hand
    (7) Ungor Spear
    Musician
    total=90

    Herd
    ( Gor Extra Hand
    (7) Ungor Spear
    Musician
    total=90

    Herd
    ( Gor Extra Hand
    (7) Ungor Spear
    Musician
    total=90

    Herd
    ( Gor Extra Hand
    (7) Ungor Spear
    Musician
    total=90

    Herd
    ( Gor Extra Hand
    (7) Ungor Spear
    Musician
    Foe Render
    total=102

    Herd
    (8 Gor Extra Hand
    (7) Ungor Spear
    Musician
    Foe Render
    total=102

    These two herds will ambush which is why they have a foerender for his ld of 7


    Tuskagor Chariot=85

    Tuskagor Chariot= 85

    (5) warhounds= 30

    (5) warhounds= 30

    (5) warhounds= 30

    (5) warhounds= 30


    SPECIAL UNITS

    (3) Mino
    Great/Light
    Mark of tzeentch
    total= 167

    (3) Mino
    Great/Light
    Mark of tzeentch
    total= 167

    RARE UNITS

    (3) Dragon Ogres
    Great/Light
    total=210

    Giant= 205

    Power dice = 10

    Dispel dice = 5

    Tactics: I plan to use MSU and my movement advantages to out manuaver most everyone so the fights happen on my terms.

    Warhounds are for screens and to use them for charge bait which they can accept or flee to set up counter charges.

    Beast herds galore -- I like these alot they are highly manuaverable resistant to shooting with a 360 degree movement and cannot be flanked unless in combat already. i use these to hold my beefy characters, screen, and tar pit for mino/ogre/giant counter charges.

    Ambushing!! Why i love Beastmen. I plan to ambush the two herds with foerenders as stated and depending on the enemy and its amount of back line wizzies/ artillery Ill ambush 2 of the warhound units as well.

    Final Comments: I plan to fully covert the entire army to look like werewolves. Ive got a simple plan to green stuff on more fur and make a mold of an appropriate wolf snout to transplant over the goat snouts. I may also find some clawed arms for my gors, maybe harpy or furie arms? to represent two hand weapons. Also my ungors will look mostly human with maybe small fangs and rampant body hair to represent their not fully changed.

    Minos as well are just elder werewolves, but i dunno about the giant? can he be feral, like he was bitten? maybe ill model a bite mark on his leg and some claws.


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  3. #2
    Keeper of Records and Ale King Ulrik Flamebeard's Avatar
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    1372 (x8)

    Well all in all the army looks good, but a few things:

    The wargor wouldn't he better with chaos armour? The pelt really only gives him magic resistance of one (which isn't that useful). And with the CA your saveing pts to spend somewhere else.

    Maybe think about adding a shaman, and giving the BSB a banner, the beast banner would be a big help in combat.

    If your going to have those ambushing unit why not think about a wargor with the horn of the hunt or the dark heart. The horn will almost gurantee you'll get you ambushers when you want or the heart will allow you to charge from that extra few inches away.

    Also I would give a couple of herds (maybe the ambushers) a standard bearer. This will help in combat and could be that extra pt between winning and losing. Why not give one unit of Mino's two hand weapons? Most armies core units only have T3, so unless your going upagainst heavy armoured units or Dwarfs I would go with the extra attacks (also would a BloodKine be useful?)

    Other than this the army looks good, I hope this helped.

  4. #3
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    first off thank you for your comments, some of them I will look into adding.

    I especially like the idea of the mino squad with extra hand weapons and trying to fit in the dark heart or horn. Im thinking the heart would be a nice suprise on those times when i need a charge and i may be an inch off.

    I think ill try and fit a shaman too, the beast spells that auto rally and extra movement may come in handy.

  5. #4
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    Just something I picked up at the local store is that for the ambushing units I would recommending giving them a standard so they have a +1 combat resolution and they will have a harder time running.
    <a href="http://www.liquidgeneration.com" target="_blank"><img src="http://www.liquidgeneration.com/quiz...nake.jpg" border="0"></a>

  6. #5
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    the only way to get that standard is with a BSb and your BSB is best used protecting your main lines who are going to come under fire.

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    Originally posted by orius@Jan 4 2004, 14:18
    the only way to get that standard is with a BSb and your BSB is best used protecting your main lines who are going to come under fire.
    No, I ment to add a standard into the beastherds which costs 10 points and also since you have so many warhounds why not use Morghur, Master of Skulls in order to transform all of your hounds into Spawns?
    <a href="http://www.liquidgeneration.com" target="_blank"><img src="http://www.liquidgeneration.com/quiz...nake.jpg" border="0"></a>

  8. #7
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    oh!1 i agree about the standards, my ambush herds have full comands now but i cut them down to 5 gors 5 ungors.

    Morg is cool but first i dont like special characters and second i dont like anything that is random or hit or miss. I like to count on my stuff doing what I want it to.

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