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If one is combining the two army books (AKA taking beasts as specials in a mortal army), does one then have access to all Beast items, characters, etc? Also, how much intermixing between the books can there be?
Could I, for instance give Beast items to my Mortal Heroes (and vice versa)? Could I attach Beast heroes to Mortal units? And how does this work for Beast items that say "For Shamans only"? I know that the word "Shaman" is only used as a cooler way to say "magic-user", but does this unwittingly exclude Mortal/Daemon sorcerors (aka non-shamans) from "Shamans only" items?
And finally, does anyone have any cool inter-army combo's that they find work really well? the Beasts in general seem to offer some great stuff, like speed, skirmishers, ambushing, etc., that Mortals would otherwise lack.
EDIT: Another question, to add to this stack of questions: if you take beasts as specials in a Mortals army, can they still ambush? I don't have the Beasts book, but someone just told me that they lose the ambush rule if they don't have a Beast for the General.
Last edited by Abraham Lincoln; January 2nd, 2007 at 17:54.
Tyranids: 2500 pts
Imperial Guard: 1000 pts
Witch Hunters: 1000 pts
Well, some items are labeled "for beastmen only" and those can only be given to beast characters.
All others can be given to mortal heroes also, unless other restrictions hinder it, like specific marks required or models on foot only and vice versa (but note that beastmen don't have access to the category "enchanted items")
For the shaman restriction: there is only one item with this prerequisite and and the wording is in german and english quite exact (as a braystaff it's a shaman thingie anyways) so no extra armour bonus for your mortal sorcerers (but you could mount them on steed if you fancy it)
And daemons can only take demonic gifts anyways.
Attaching beast heroes to mortal units or the other way round is simply forbidden, like with demonic units.
For your Ambush question: the general has to have the ambush special rule (and thus being a beastmen character) to employ the ambush
Thanks for the help, Orkbert. This is sounding very promising, I think I'll have to get me a BoC book soon! Too bad about losing the Ambush rule, though.
Does anyone use Beasts in their Mortals army to good effect? I'd like to hear from experienced players about what units compliment Mortal lists well.
So far I've gathered that Minotaurs are really good, as speedy, nasty, bloodgreedy fellows, although they lack resilience. I'm also thinking that Gor herds would be good to add some fast, cheap skirmishers to our otherwise expensive and sluggish army. Any other good additions? I'm particularly interested in Chaos Ogres and Dragon Ogres, they both appear to fill a "very durable, but not very killy" role, which might be a role already filled by knights and warriors... can anyone tell me how these guys pan out?
Tyranids: 2500 pts
Imperial Guard: 1000 pts
Witch Hunters: 1000 pts
Well, since I play infantry-heavy, the better movement of the gors comes in quite handy; also, due to their skirmisher formation they avoid some of the threats of enemy shooting: -1 to hit for the enemy's ranged attacks, templates cover less models and so on (only auto-hit gizmos like the dwarven organ gun or the skaven's gatling are quite dangerous)
Plus, ranged attacks first hit the ungors (cheap and expendable) leaving more of your gors for reaching CC (and unless pitching them against enemy elite units they perform fairly well)
Admittedly, them being unruly means that once in a while they move where you don't want them now, but that's not too much of a drawback.
And, of course I field them to ge a unit in which I can put a beastmen Character:
Either a tzeentch-marked beastlord if I want a cheaper way to bring the staff of change into the game (saving more than a hundred points compared to a chaos lord)
Or a bray shaman with the lore of beasts. Since the Bear's Anger now can be cast on other models on foot within 12" this is a very nasty combination with chaos champions (or lords) within reach, especially if you can combine it with the Orange fire of Transition
As for Chaos Ogres (I don't have Dragon Ogres so I can't say about them), an interesting gimmick is that unlike Ogre Kingdom orgres you can equip Chaos Ogres with heavy armor, handweapon&shield, making them very sturdy in close combat.
Granted, they usually have no rank bonus (especially with now having to be 5 models per rank) so they're preferrably used in combination with other units.
The other equipment option, great weapons is also very useful. They have a low enough initiative to that after a charge they often enough strike last anyways, so not much lost there either.
And their movement rate ain't too bad (especially for my infantry horde)
Just remember to keep an elite choice free for a unit of gargoyles (*hint*)
I am very fond of adding beasts to my mortals list. As far as characters go, I don't too often add beasts characters unless I need heavy magic. I take a great bray shaman, as he is 55 points cheaper than an exalted sorcerer, and provides the same role. As I field a purely Slaaneshi army, the MoS counters his pitiful leadership, and purchasing chaos armor from the armory makes up for his normal lack of armor. Viola, save 45 points on a lvl4 caster.
I am very fond of Dragon Ogres as well. I usually field 3 with GWs, and use them as shock troops against things with WS3, and flankers against most else. If I have lots of magic, enrapturing spasms followed by a charge from Dogers will crush *anything*. Dogers are also fast, able to keep up with your knights, cause fear, (which is always fun), and can smash apart chariots and anything else with high armor.
I field chaos ogres at times as well. They are a cheaper version of my Dragon Ogres, and I usually only include them if I am strapped for points. Heavy armor and shield grants you with surprisingly durable troops, and their speed is a boost over chaos warriors and marauders. They still cause fear, but the lack of an extra WS, S, W, and especially movement, (3d6 pursue is wonderful), makes me often take Dogers over regular Ogres. Although Ogres with a 3+ save in combat is a very fun surprise for enemies who are used to them falling to massed S3 hits.
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