Welcome to Librarium Online!
So it looks like we have threads to describe how to defeats Lizards, High Elves & Skaven, and i am sure when Tomb Kings get their new book, a thread will show up for that as well. I do not make list specifically tailored to beating one race or another per se, but I do employ different tactics in an attempt to defeat whichever enemy I face.
One item that I use consistently is the Doom Totem. -1 to leadership can be more powerful than it appears, especially when you have a Hellcannon shooting and causing an additional -1. In conjunction with this I am consistently casting Pandemonium to keep them from using their generals leadership. Primal Fury can be a tough nut to crack, but with enough luck, I can send these fury boys packing...
5000 pts of WoC, 5000 pts of Orcs and now 3000 pts of Ogres...What was I thinking ????
Local player is running a really nasty setup that I haven't really figured out how to beat yet. Restrictions are ETC'ish: Setup is something like:
Beastlord with crown of command and som stuff (5+ws and a pointy stick of some description)
Level 4 with shadow
BSB with banner that gives +1 str to unit
Level 1 with shadow (for miasma)
Level 2 with beasts (for wildform mostly)
got the herdstone on one of 'em to get exstra dice
A large unit of gors with a/w, fc, lord and bsb in in here. So, now these guys are str and t 4 (before wildform)
2 x harpies (no scout)
2 x 1 razorgors
1 x 6 razorgors
a normal chariot
a semi-large group of bestigors
a semilarge group of ungors
a small group of ungor raiders
Now, he's got enough units to decide where and when we fight, you can't stop all of his magic (he'll on average have 10 dice) so he'll either have wildform on, making his gors str and t 5, or he will have debuffed your units so that he can beat them anyway and his units hits like a truck with re-rolls from primal fury.
The main counter I've come up with so far (haven't tried it yet) is a hellcannon and a sorcerer with lore of death to kill his stubborn lord and perhaps his bsb
erm iv never really had any problems with beastmen
i remember the 1st time i played them and it was like my 4th game of fantasy, i thought i was going to get slaughtered but it was an easy win
for taking out minotaurs use khorne warriors with halberds. if they are 3 wide then you will get at least 6 guys in base contact. that 24 attacks hitting on 3's wounding on 3's. thats 16 hits with 11/12 wounds. that 3 or 4 dead and you get a 6+ save against there attacks back. if they have 6 left then thats 18 attacks. 9 hit. 6 wound. 5 dead then they get stomp so may be 7 dead
so yea they are not that good.
Beast gors tbh seem like the best unit in the army book but use marauders with great weapons and they should do the job as they get 1 gor for every 2 marauders
the rest our warriors or knights can deal with easily
as for characters
the doom bull is awesome and is probably best avoided if possible, failing that a chaos lord with mark of tzeentch, talisman of preservation and ogre blade should do the trick
lore of shadows is very good but then again most spells are remains in play so you can dispell them in your turn, just make sure you dispell the signature spell as that is until his next magic phase. you can also try assassinating him with marauder cav with flails as he has no armour. 7 marauders 5 wide shld do however if he has a ward save then the plan wld probably backfire a bit
anyway im not tat impressed with beastmen however im thinking of doom them next as i love theer fluff
Last edited by jgascoine011; May 6th, 2011 at 00:22.
Try a Tzeench Lord on Disc, with Preservation, Crown of Command, Halberd, Dragon helm. Maybe even add Stream or Word of Agony.
Charge his Horde head on, keep challenging an killing the things he throws at you.
Your lord will not go anywhere with stubborn ld9. Eventually you kill the last of his characters.
Meanwhile maneuver some Knights or a Warrior unit in his flank and charge them whenever you feel like it. Preferably after you take out a important character.
With this set up, you spend less than 400 points to keep half of his army busy.
So you have more free, to take on the rest of his army.
[QUOTE=jgascoine011;1824920] anyway im not tat impressed with beastmen however im thinking of doom them next as i love theer fluff[ /QUOTE]
Nor was I, 'til I met someone with a solid build who's a good player at the same time Faced him a few times before with his beastmen, but never anything that caused me any headaches
Edit: Has to be said though, I was facing his beastmen using my dark elves, not warriors, so in a fight, I'd feel more confident with WoC, especially with ETC-restrictions on dark elf shooting and magic
Last edited by Zarb; May 6th, 2011 at 18:18.
looking at that guys list your main problem seems to be him using alot of magic
this means he has no doom bull which i think is a good thing
anyway try a lvl 4 shaddow with infernal puppet and a lvl 2 tzeentch on disk with dispell scroll and 3rd eye
therefore shaddow magic forces him to use up his power dice in his magic phase and hopefully he will fail to dispell 1 of them so he cant use his lvl 4 mage
as for his big unit of gors
take marauders but dont give them anything
take like 30 of them with standard and musicain, and go 5 wide and 6 deep
put in 3 exaulted hero's. 1 with ogre balde, enchanted shield and favour of the gods. 1 with the axe of khorne and chamred shield and a bsb with talisman of preservation and flail.
challange with ur bsb and the rest of the guys do the killing to build up combat res. he can only attack 2 of ur marauders and so u shld have enough combat res to force his guys to flee as they wont be steadfast.
just throw all shaddow magic onto his unit to drop is WS3 and strength, remember if he dispells it 1st time use ur 3rd eye guy to cast it again
the main probelm though with that setup with the marauders is that any1 with life magic will just go dwellers below which wld suck as the whole unit wld fall apart
but as he is beastmen he doesnt get such spells so it shld wrk just fine
Last edited by jgascoine011; May 6th, 2011 at 19:53.
I'd say no, the books says "if he uses this ability, he can't cast any of his own spells this turn". Don't really see why it should be exempt from this
nononono u are missing my point here i think
ur sorcerer lord casts say withering but he dispels it so then u use ur lvl 2 with 3rd eye to cast withering again (assuming ur opponent has withering)
but as both of u will have shaddow sorcerers then you will be able to cast the same spell twice just with different wizards
so yea i think this setup wld be pretty cool