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post #1 of 16 (permalink) Old 06-20-10, 01:48 PM Thread Starter
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Default Beastmen in 8th

Hi everybody, I'm just curious about what people's thoughts are as far as how the Beastmen will work in 8th edition. How should units be equipped? Are there any units that should be avoided? Which of the new common magic items are helpful for the Beasts?

Thanks for your time guys.

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post #2 of 16 (permalink) Old 06-21-10, 11:44 AM
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You may be able to find some more information on the beastmen as it pertains to the 8th edition over on www.herdstone.com.

I have seen several topics there discussing beastmen. Unfortunately, I cannot link to the posts directly (blocked at work).
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post #3 of 16 (permalink) Old 06-21-10, 12:09 PM
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Gor/Ungor are nice blocker units... but need a good lord close by to up their Ld.
Bestigor are pretty awesome, if they can survive long enough to strike... which I rather doubt.
Minotaurs are almost never going to break and run down an opponent... but who cares, they can just stay in combat, winning round after round getting worse and worse and worse but I kinda doubt they'll be that survivable (but 0+ save gorebulls/doombulls are going to be terrifying sights to behold).
Cygors and Ghorgons are pretty nasty too- stonethrowers are nasty and the ghorgons ability to simply not die will be useful... I dobt their magic is going to do much of anything though... except mebbe to summon an extra monster or 2.

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post #4 of 16 (permalink) Old 06-24-10, 09:26 AM
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I think you have to make very good use of the ambush special rule.

In 7. ed beastmens main concern in my eyes were that their only defence against shooting were their slightly higher toughness, but with all shoot units being able to shoot in more ranks, it might look like they will take even more casualties before they get there.

But then again, being able to strike in extra ranks will make primal fury even better and units of minotaurs are going to be kind of nasty with some extra attacks from the second rank and a free stomp attack.

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post #5 of 16 (permalink) Old 06-24-10, 11:12 AM
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Shooting is now 2 ranks for all units, not just those on hills or shooting at large targets... but most gunlines that I've played tended to get set up on hills regardless, so the amount of shooting coming your way isnt really going to change. The big change is that gunlines are going to be able to spread out more, making it harder to destroy them when you do finally reach them.

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post #6 of 16 (permalink) Old 07-09-10, 03:55 PM
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To my mind, this is how one might build a Beastmen army:

1. Maximalise the number of Bestigors for the pts limit, make sure you give them a Musician and a Standard Bearer. Squads of 20-25 should do the trick, though if you can afford 30 then two 15 man groups might be enough, though the 30-gor mass WILL make people shit themselves.
2. Buy Beastlords/Wargors and preferably at least one Great Bray-Shaman with the Lore of Beast, and if the points allow it, one or two other Shaman with Lore of the Wild and pray for a Devolve. Chalice of the Dark Rain is obligatory, since all you have is your Toughness in most cases. Pop it in the second turn and pray for lots of 4-s on the warmachines. With a bit of luck your force will live long enough to take revenge of the cowardly maggots.
3. Spam Gors in blocks of 40 at best (depending on the pts limit it can be anywhere between 20 and 40) with AHW, Musician and Standard Bearer, preferably so you have an even number of units so half your army can Ambush if you so desire. Having Ungor Raiders is also a good idea, but buying them anything other than a Musician seems to be a waste to me. A bit of shooting is always nice methinks.
4. Comb list so you can buy all the stuff you need.
5. Plug and pray.

Of course this is a Gor type of army that aims to circumvent their lack of saves and high Strength (S6 is great of course but I'm a glutton ) with sheer numbers of models, attacks, Steadfast, flexible battleplans and decent Magic phase. Also not having models for our best Rare choices sucks balls.
I'm not a fan of Minotaur armies, since they're lacking numbers and saves, though admittedly if they get into close combat there'll be problems. But up 'till then I doubt they'll survive. T4 W3 is nice but retarded for a 55 point monster incapable of having a save better than 5+. And you've yet to buy them anything. Seriously, they make Chaos Knights look cheap.

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post #7 of 16 (permalink) Old 07-12-10, 05:02 PM
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Ungor raiders have become my favorite unit! I've been using 4 units of 10 with musician (63 points!)). That way I can ambush with two of the units and use the other two to screen my advancing units (deploy them in 1 rank for maximum coverage). With a 50% chance of arrival on Turn 1 on a flank or rear, you can really disrupt a gunline. You can't charge the turn of arrival, but you can shoot (sort of). You can't believe the consternation it can cause to have even 1 of these units can cause. Especially in Dwarfs. Granted, it takes 5s to wound them, but their shooty units only have a 5+ save at best. If you only kill 1, that's 1 less shot at your approaching army. And on turn 2 you can charge a war machine crew. Granted you won't likely break them, but you'll probably keep them from shooting for a turn (you have a good chance of winning against humans).
As for the screen, once your battle line gets within a reasonable charge range, you can charge with the screen to clear a path for your shock troops to charge in. If you lose the screen, so what. It's not like it's a major loss of points.

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post #8 of 16 (permalink) Old 07-13-10, 11:50 PM
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The Beastman book has some nasty combos in it and IMO is far stronger this edition than last....of course with it being released recently that would make sense lol

a few combos i want to try:

Great Bray Shaman on Razorgor chariot with Brass Cleaver, Slugskin and Jagged dagger

This is a bitch if you can hit the right unit. Give him death magic to snipe any characters that could cause you problems and then ram him home. D6+1 S5 impact hits, every model in base contact (probably 4) takes a S3 hit, +4 attacks from brass cleaver to give him 6 S4 attacks and then 4 S6 attacks from the razorgor. oh and a S3 attack from the gor lol. The best bit? every model killed is a power dice in your magic phase. this bitch, along with the death "free dice on a 5+" means your shaman can dominate a magic phase without breaking a sweat

or alternatively use lore of beasts and laugh as a cygor wanders on in the enemy backlines and starts to own face. why would you NOT want a free monster?

Slugtongue is essential. My God if ANY beastman player leaves home without him they need their head checked. lvl2 shaman with poisoned attacks and regen? nice. 50% chance of doing wounds on almost every enemy unit BEFORE THE BATTLE BEGINS- hell yeh! and no armour saves allowed will make knights cry

Gorebull is your BSB, easily the most survivable and can be a combat monster still

Harpies are win against any warmachine on the table, 2A each at I5 makes warmachine heavy armies cry. and cheap enough to be expendible

Razorgor are better than minotaurs IMO. For exactly the same points cost you get a harder hitting, faster and tougher unit. Minos can work, but you end up spending more points to do a job the pigs can do. yes you lose bloodgreed but the pigs are used to hit enemies you have already hit with gors/ungors to wipe them from the board

cygors are win, ItP+stubborn+stone thrower+extra pressure on enemy wizards is great

chariots rock with bestial surge, hit em hard with the rest o the army

jabbers are stil nasty but for my money go with the cygor

fill remaining points with gorebulls, gors and ungor skirmishers. enjoy

A little bit annoyed to come back to HO and find I've lost close to 200 rep.....
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post #9 of 16 (permalink) Old 07-14-10, 01:24 AM
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Nice Shaman combo. I was looking for something to lead my 'chariot strike force'.

Shhhh... don't tell about slugtounge. I'm hoping that many people are caught off guard by him. Just his starting ability is worth it. having that and a fast hitting team can wreak havoc on high armor opponents w/ low wounds ( empire, brets, maaaaybe chaos)


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post #10 of 16 (permalink) Old 07-14-10, 11:25 AM
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I think that the best part about the Razorgors is their psychological effect on the opponent. Imagine a Brett player's face when Pumbaa and his mates steamroll his Grail Knights who got a little too stuck in that mass of Gors. Oink-oink, nom-nom!

The worst part of the Jabber is that I've no idea how its supposed to look like. The Cygor is nice but hes a little flimsy, though I'm bound to build one at least. My money goes for the Ghorgons though, I've no idea whats your problem with them. They're too damn choppy and resilient to be ignored if you ask me.

Oh and Slugtongue does look strong but still not broken (which is a rarity to me, being used to 40K ). And not unaffordable either. Though I'd take him only if I have another Shaman with Chalice of the Dark Rain, because thats even more obligatory methinks.

The fool, the coward, and the ignorant proclaim that the warp is a realm of unknowable peril and indescribable terror, that it is the hell of countless ancient myths and legends. This is a lie, told by those whose authority is based on lies, to keep the masses terrified of the unknown. The warp is limitless power and its secrets are infinite; it is knowledge and strength, life and death, and the untapped potential to make and remake worlds. It takes only the discipline and the will to shape it; those who lack that clarity of purpose are liable to be shaped by it instead.

- Ahzek Ahriman of the Thousand Sons
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