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Post by GingerGutz on Feb 19, 2024 16:16:49 GMT
Got plans for a 4 person friendly round robin next month (ogres, brets and tkings), we agreed on 1500 points due to wanting to enjoy playing some good ol' square based fun and none of us are planning on being very competitive. So I was hoping to get some feedback on the following list, any obvious issues or changes I should look into? Any advice is much appreciated.
++ Characters [542 pts] ++ Beastlord [226 pts] (Hand weapon, Heavy armour, Shield, General, On foot, Bedazzling Helm, Biting Blade, Gouge-tusks) Wargor [136 pts] (Hand weapon, Heavy armour, Shield, Battle Standard Bearer, On foot, Slug-skin) Bray-Shaman [180 pts] (Braystaff, Level 2 Wizard, On foot, Dispel Scroll, Hagtree Fetish, Pelt of Midnight, Daemonology) ++ Core Units [556 pts] ++ 5 Chaos Warhounds [35 pts] (Claws and Fangs (counts as a hand weapon), Vanguard) 20 Gor Herds [207 pts] (Additional hand weapons, Ambushers, True-horn, Standard bearer [Vitriolic Totem], Musician) 20 Gor Herds [157 pts] (Shields, Great weapon on True-horn, True-horn, Standard bearer, Musician) 20 Gor Herds [157 pts] (Shields, Great weapon on True-horn, True-horn, Standard bearer, Musician) ++ Special Units [401 pts] ++ 3 Minotaur Herds [165 pts] (Hand weapon, Light armour, Ambushers, 3 Additional hand weapon, Bloodkine) 2 Dragon Ogres [118 pts] (Additional hand weapons, Light armour) 2 Dragon Ogres [118 pts] (Additional hand weapons, Light armour) --- Created with "Old World Builder" [https://old-world-builder.com]
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Post by stuartyalec on Feb 23, 2024 16:03:58 GMT
At this point level, I think a naked level 4 shaman will probably outbeat a tooled up level 2. If you have a level 4 and they have level 2s you will have an advantage on the magic phase. When it's 2d6 vs 2d6 that extra 2 wizard level really helps. Gouge tusks and biting Blade looks a good combo I like it but arguably is it needed when with a basic hand Weapon you can get-2 from foe render if you're under primal fury? That alone could save 45pts. A build I quite like the look of for a couple points less is- Shield, The Blackened Plate, Talisman Of Protection, Gnarled Hide, Muscular Monstrosity. This gives a 2+/5++ and 3++ vs flaming. S6 and -2 ap under foe render. But overall looks like a good list. Great to see the gw on the unit champs, always a must have I'd think. Would of liked to see Heavy Armour and maybe shartak on the dragon ogres,making them a bit harder to kill and an extra attack for 7pts is good on them. I like great weapons too, s7 and decent ap means you can threaten high toughness or heavy armoured cav etc. Anyways, these are just some ideas that may/may not help, but its food for thought
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Post by markdienekes on Feb 26, 2024 15:18:20 GMT
I would probably bring a level 3 at this level, with the hagtree fetish, as you've already equipped, along with the ruby ring of ruin. I'd probably drop the dispell scroll. You should get those dragon ogres operating together with a shartak (3 and 1 champ). Drop the biting blade on your lord, as his free hand weapon will bring -2ap with foe render. Bulk out your gors to two 25 man units, and drop one for perhaps a good old tuskgor chariot and some ungor archer skirmishers... And if you cna afford it, a razorgor.
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Post by lordofskullpass on Feb 26, 2024 17:08:46 GMT
The first thing I'd say is that it is never worth it to take Shields on Gors - if Gors could benefit from Foe-Render than it would be a worthy trade-off to swap a bonus attack for AP -1, but they don't have that rule and thus all you're getting is a 6+ save, which a fair few things will still ignore. It's always best to give Gors the +1 attack from AHW builds. Additionally as a chaff unit I'd rather take one Razorgor than five Chaos Warhounds - a Razorgor is capable of actually doing some damage if it can get into combat, and it doesn't cause any Panic tests when it dies because it's treated as having Unit Strength 1, whereas 5 Chaos Warhounds will. True, we are more resilient to Panic than most down to the Mark of Chaos Undivided, but I'd still rather not risk losing a Gor unit to Panic if possible, especially thanks to a unit with such poor damage capabilities as Warhounds. Razorgors are certainly the best chaff we have access to now, then Ungors with Bows (OK, can be a nuisance with their shooting attack but like Warhounds not capable of damaging the enemy unit as they go down and can cause Panic), with Warhounds last. Good choice of Slug Skin on the Wargor BSB, though I'd also give him a Magic Standard - either the Vitriolic Totem to go with whichever unit he joins (with your Gor unit having a different banner - Totem of Rust is golden for them), or the Manbane Standard to make it easier to break the enemy (which we will need to do regularly as we can't fight wars of attrition). As others have said, if you want to boost your Beastlord's AP capability, it's in many ways better just to leave him with a standard hand weapon and shield, as most of the time he'll get AP -2 from Foe-Render anyway. This will then allow you to spend the Magic Item points on something extra to boost his durability, like everyone's favourite the Talisman of Protection. If you do want a Magic Weapon, however, trade the Biting Blade for one that boosts his Strength as well as combining any AP with Gouge Tusks - the Sword of Might, for instance, would give you the same AP value as a standard HW&S build, plus +1 Strength to take him up to Strength 6, for the same points cost as the Biting Blade. Bear in mind also you still have room for another Mutation - as you're going for a Shield build then I'd recommend Gnarled Hide to take your armour save down to 3+. Hope that helps
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