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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
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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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