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Building a Beastman army - help!

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Building a Beastman army - help!

Postby berger15 » Sun Aug 01, 2010 5:08 pm

Hi peeps,

I am stringing together a beastman army, and I would like a little advice. I have decided on a horde of gors at the core of the army, but I am undecided on whether to give them an extra hand weapon for more hurty pain, or to give them shields, giving them at least a modicom of protection with a 6+ armour and ward. Any one fancy throwing their hat in the ring on this one?

thanks
"It is my sacred duty to save your soul from the Dark Gods of Chaos - and I will save your soul, even if you die in the process" - Interrogator Chaplain Asmodai
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Re: Building a Beastman army - help!

Postby mattjgilbert » Sun Aug 01, 2010 6:39 pm

I've not played with or against beastmen so cannot be too specific but I've always felt that an extra attack is better than a 6+ save which is likely to be canceled out anyway. You are then down to 1 in 6 models saving due to parry.

I'd rather have the extra attacks and make the opponent do the saving.
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Re: Building a Beastman army - help!

Postby CheeseNinja » Mon Aug 02, 2010 3:59 pm

I go with extra attacks everytime no matter what the army
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Re: Building a Beastman army - help!

Postby Ogregut » Mon Aug 02, 2010 4:39 pm

Two hand weapons every time. Take the lore of beast for your shamans, cast the default spell and gors become St 4 and T 5 with 2 attacks. Much better than a 6+ save anyday!
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Re: Building a Beastman army - help!

Postby Drax » Mon Aug 02, 2010 10:22 pm

Welcome to the Brayherd!

for normally deployed Gors, i agree with all above.

for ambushing gors, 15 strong with no upgrades save a musician (for reforms etc) 15 means they can take a few wounds and still disrupt, but in truth you don't need them to do the mainstay of the killing, just add to the CR.

i love the Gors, but don't overlook horde Ungors with a Gore/Doombull w/ brass cleaver. if you give him heavy armour and enchanted shield, he gets a respectable save to boot!
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