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Eastern Potent
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Discussion Starter · #1 · (Edited)
So having been inspired by Blackspine's battle reports and tactics, I have decided to make beastmen my next army! I basically went through and just looked at things I like. Might not be the most competetive thing ever. But I like it. This is my first beastmen list since before their current book. so I greatly appreciate all C&C thanks for your time :)



Beastmen 1500pts.


Beastlord
Heavy armor
Shield
Gnarled hide
Talisman of preservation
Sword of bloodshed
253pts.

Wargor
Heavy armor
Shield
Talisman of endurance
BSB
136pts.

Bray Shaman
Level 2
Lore of Shadows
Staff of Darkoth
160pts.


20 Gors
Full command
Shield
185pts.

20 Gors
Full command
Shield
185pts.
10 Ungor raiders
Full command
69pts.

Tuskgor Chariot

3 Minotaurs
ADHW
177pts.

15 Bestigors
Full command
Totem of rust
260pts.




Beastlord and Wargor with the Bestigors, Chariot on the flank, Minotaurs on the other. ungor raiders are there because I like the unit, and nothing else really, could ambush them, right now just plan on running them around to be annoying, and pop shots off.

Im actually thinking of taking a Doombull instead of the Beastlord, with a GW, Ramhorn helm, Gnarled hide, HA, and a talisman of preservation. My thinking is that nothing can deal with his level of badassery at this point level. 5 str 8 attacks, 2+ A, and a 4+ ward. Pretty awesome. combined with his Mino unit, there isnt much anyone can do to them
 

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Looks like a pretty decent list! For sure way better than my first beastmen list.
Notes in yellow

Beastmen 1500pts.


Beastlord
Heavy armor
Shield
Gnarled hide
Talisman of preservation
Sword of bloodshed
253pts.
While this is a lot of attacks, I'm not sure that Gnarled Hide is this good for him. Is he 'kill everything! rawr!", or "defensive, and stalwart"? try using "gouge tusks" for Armor piercing, or many limbed fiend for an aditional attack...which would just be an absurd amount of attacks coming your way! Even the +1 initiative would rock. If you're worried about his durability, having a higher Initative would help vs most or invest in some better armor. (ill look into some other builds around the Sword and talisman)

Wargor
Heavy armor
Shield
Talisman of endurance
BSB
136pts.
I'd use the gnarled hide here unless you're going for a tricky defensive combo. Having the Gnarled hide would make it 2+ armor save. Even better is the fact that with gifts of chaos you can STILL USE MAGIC BANNERS. Really nasty when you get down to it.

Bray Shaman
Level 2
Lore of Shadows
Staff of Darkoth
160pts.
I dig the staff. never used it. Looking forward to hearing how it fares for you. For your first game you might want to start with lore of beasts. You don't have to, but Wyssan's wildform (at a +1 ease to cast) makes beastmen into monster men


20 Gors
Full command
Shield
185pts.
Not a bad size, is this the ambushing unit? I'd beef them up to at least 25 and make them AHW. the shields, while sound like they're going to make you last, don't add much to beastmen. Certainly not staying power. With AHW and primal fury, you can punch through many enemies that could normally withstand assaults. *cough cough dwarves*

20 Gors
Full command
Shield
185pts.
bump up to 25 or more if this is the main body
10 Ungor raiders
Full command
69pts.
not sure if FC is nessecary. I only use musicians at a paltry 3 pts. The SB are just extra points on the field. Keep them near your BSB and they won't need their SB. if you're planning on ambushing, you need to have a matching unit of the same unit type (not equipment) on the board to start with

Tuskgor Chariot
great flanking punch. They will also draw fire, saving your minotaurs some hurt

3 Minotaurs
ADHW
177pts.
While I'm not crazy about minotaurs, they can wreck faces in close combat....if they live to make it there. AHW are stupendous, shields are good to ensure they make it to combat...but once they gain frenzy, they lose their parry save.

15 Bestigors
Full command
Totem of rust
260pts.
15 is arguably too weak, but at this point limit, you're in a bind. If you can free up some points, I'd dump them in here and get at least a few more to remove wounds from BEFORE they reach combat. They are ASL, so even then, they'll take a hit or two.
Totem of rust is rad, but for bestigors, it negates their armor too. Better on an unarmored group (gor herd AHW). Try "manbane" or the +1 movement to add to their flanking powers. both fit in the point limit.

It's tough to fit both Minotaurs AND bestigors in this point limit without short changing your core. If you can, my hat's off to you. they are both fun to play, but be aware that minotaurs will draw every gun, arrow, bolt, spell under the sun at them. They might as well have 'ahnold' yelling 'kill me i'm here'.
...ok, the minotaurs are way more fun.




Beastlord and Wargor with the Bestigors, Chariot on the flank, Minotaurs on the other. ungor raiders are there because I like the unit, and nothing else really, could ambush them, right now just plan on running them around to be annoying, and pop shots off.

Im actually thinking of taking a Doombull instead of the Beastlord, with a GW, Ramhorn helm, Gnarled hide, HA, and a talisman of preservation. My thinking is that nothing can deal with his level of badassery at this point level. 5 str 8 attacks, 2+ A, and a 4+ ward. Pretty awesome. combined with his Mino unit, there isnt much anyone can do to them
that's similar to my favorite build. I'd ditch the GW and give him something more devious. AHW would mean a lot of attacks. The GW is nice for str hits, but will ASL and what at this lvl has that much armor?...although I do love the idea that if someone doesn't beat his armor, he gets an instant wack at them.
*talisman is very nice....but pricey*
 

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Before I forget,
look into the "Chalice of dark rain".
it works wonders on turn 2 (or three if your opponent is being a sob)
denying any gunlines their shooting works wonders. Your toughness should help on the rest of it.
 

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Eastern Potent
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Discussion Starter · #4 ·
Ok, so taking into account what you said, I present a revised list!

Beastmen 1500pts.


Doombull 235pts.
ADHW
Ramhorn Helm
Talisman of Preservation
Gnarled hide
Heavy Armour
330pts.

I love this guy, 6 str 6 attacks, and for every passed AS I get to whip out another str 6 attacks. Win. Well protected as well to make sure he makes it to the enemy to smack face.

Wargor
Heavy armor
Shield
Talisman of endurance
BSB
136pts.

Couldn’t pass up gnarled hide on the Doombull

Bray Shaman
Level 2
Lore of Beasts
Staff of Darkoth
160pts.


25 Gors
Full command
ADHW
225pts.

25 Gors
Full command
ADHW
225pts.
Followed your suggestion on these guys

Tuskgor Chariot

3 Minotaurs
ADHW
177pts.

Agreed on the arrow/shot magnets, so decided another 9 wounds wouldn’t hurt

3 Minotaurs
ADHW
177pts.
See above!
 

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Dark Knight
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very good blance list good amout for everything and rember Minotaurs get 3 sopport attacks each :p and l whould not put the Doombull in the unit as the Minotaurs can lose combat and he will get chop down with the rest of the unit.
 

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Honestly, it's a toss up for the previous point and this.
put the doombull in the Minos and they HAVE frenzy. They will get an extra attack, enabling them to WIN the first round of combat and gain another attack. Making it (i'm not 100% offhand) 6 attacks at str 5. wowzer
hopefully into someone's flank.
*edit*
with the 4+ ward save the mino gives, i'd add him to a unit. Really get the points out of that talisman and protect a valuable asset.


I like that you went full minotaur rather than trying to do two things at once.

Doombulls /gorebulls are nice due to frenzy and d3 impact hits. That alone can make combat for you. However frenzy and primal fury don't stack, so doombull can actually hurt some of your units...

Good luck man! it looks nasty for 1500
 

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Discussion Starter · #7 ·
Honestly, it's a toss up for the previous point and this.
put the doombull in the Minos and they HAVE frenzy. They will get an extra attack, enabling them to WIN the first round of combat and gain another attack. Making it (i'm not 100% offhand) 6 attacks at str 5. wowzer
hopefully into someone's flank.

I like that you went full minotaur rather than trying to do two things at once.

Doombulls /gorebulls are nice due to frenzy and d3 impact hits. That alone can make combat for you. However frenzy and primal fury don't stack, so doombull can actually hurt some of your units...

Good luck man! it looks nasty for 1500

thanks a lot for the comments both of you, and the help Blackspine, much appreciated!! :biggrin:
 

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Dark Knight
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Honestly, it's a toss up for the previous point and this.
put the doombull in the Minos and they HAVE frenzy. They will get an extra attack, enabling them to WIN the first round of combat and gain another attack. Making it (i'm not 100% offhand) 6 attacks at str 5. wowzer
hopefully into someone's flank.
*edit*
with the 4+ ward save the mino gives, i'd add him to a unit. Really get the points out of that talisman and protect a valuable asset.
l agree and if you hit someone in the flank you will kill them all l be only worried about people with High I that will kill the unit before you get your attacks like some HE units (Dam you White lions) or WoC warriors with Hal from what l rember (might not be right) Minos had low I?
 

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Discussion Starter · #9 ·
Yeah Minos have lower I, but if that becomes a problem I just take the gift to boost my Doombulls I, making him I6, so he can eat 6-7 people before I start to take wounds.
 

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Dark Knight
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yea that does help l know its not the same but my troll unit was attack by a WL unit after it killed the HE spearmen unit sadly 2 trolls died from the 1st strike GW mange to only kill 3 WL before the unit was wipe out :( they may have won if the toll king was there but who knows :p
 

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Minos have a decent I. I believe it's 4.
Never the less, the IMPACT hits will shake enough wounds out to make it worth it....the impact hits become even more potent vs low T armies.
Ie: high elves.
Impact hits are really a big part of the beastman arsenal. and the more I look at minotaurs, the more I like them...especially if we can keep that 4 ward from the talisman on them .
(insert maniacal laughter)
if a 4 wide unit of minotaurs (one being doombull/gorebull) can get off a flank charge, that's 4-6 impact hits right there (d3 on doombull/gorebull). That alone at str 5-6 will knock the wind out of some armies. If even half that wound, that's going to help a TON with combat resolution and break the unit....hopefully. Then the gors can run them down...not the hungry hungry hippos...i mean minos

side note: while i understand the absurdly overpowered "ASF/ reroll " crud the High elves get, it's the ASF on GW that is just complete bulls**t to me.
I have no idea how that's going on and this is the reason that I detest the elves.
"oh hey don't mind us, we're just better than you!"

If I know I'm facing elves, I will not play friendly. I will go to smash their immortal teeth into the curb and make a necklace out of them.
 

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If I know I'm facing elves, I will not play friendly. I will go to smash their immortal teeth into the curb and make a necklace out of them.
l am with you on that all the way! :eek:k:
 

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Great.
now I just opened the box of minotaurs and am putting together the three with AHW.
you guys are killing me.

I also just updated my blog with pics of the painted minotaurs. I used natural lighting and it came out pretty bad, so I'll do more tomorrow with diffused light. Here's the link.

Now you goons have me wondering if I can have an army with 1 doombull and 2 gorebulls roaming around. 1 as BSB a second with minotaur...gaaa....
 

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I definitely think you should put the Doombull into your army, it may have a chance of hurting your army, but it would be amazing for your combat, and it could totally help you win the game. :)
 

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Try to give the DoomBull the Brass Cleaver, it gives an extra attack for every enemy in base contact, becuase he has a big base, this willl be like 4 enemies in base contact, meaning he has 5(his base attacks)+4(Brass Cleaver)+1(Frenzy)=10 Attacks!!
 

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Minos have a decent I. I believe it's 4.
Never the less, the IMPACT hits will shake enough wounds out to make it worth it....the impact hits become even more potent vs low T armies.
Ie: high elves.
Impact hits are really a big part of the beastman arsenal. and the more I look at minotaurs, the more I like them...especially if we can keep that 4 ward from the talisman on them .
(insert maniacal laughter)
if a 4 wide unit of minotaurs (one being doombull/gorebull) can get off a flank charge, that's 4-6 impact hits right there (d3 on doombull/gorebull). That alone at str 5-6 will knock the wind out of some armies. If even half that wound, that's going to help a TON with combat resolution and break the unit....hopefully. Then the gors can run them down...not the hungry hungry hippos...i mean minos

side note: while i understand the absurdly overpowered "ASF/ reroll " crud the High elves get, it's the ASF on GW that is just complete bulls**t to me.
I have no idea how that's going on and this is the reason that I detest the elves.
"oh hey don't mind us, we're just better than you!"

If I know I'm facing elves, I will not play friendly. I will go to smash their immortal teeth into the curb and make a necklace out of them.
Is this good enough?

No, its not good enough- massive overuse of smilies is just irritating, please dont do it... more then 2-3 in a row is pretty iffy, 30+ is just plain unacceptable.
- T/S
 
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