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 List help - 2k
Oddren
Posted: Apr 24 2012, 06:13 PM


Ungor


Group: Members
Posts: 13
Member No.: 5,388
Joined: 24-April 12



Lords - 494 pts.

- Beastlord with Heavy Armor, Shield, Crown of Command, Sword of Might,
Ramhorn Helm, Gnarled Hide (1+ AS with ability to reflect hits, Stubborn)

- Great Bray Shaman, Lvl 4 with Lore of Beasts, Hagtree fetish

Heroes - 486 pts.

- Bray Shaman, Lvl 2, Dispel scroll, lore of the wild
- Bray Shaman, Lvl 2, Shard of the Herdstone, lore of the wild
- Wargor, BSB, Beast banner, Gouge Tusks, Heavy Armor, Shield

Core - 500 pts.

- 20 x Gors, FC, AHW
- 30x Gors, FC, AHW (BSB and great shaman here)
- 5x Ungor Raiders (Shaman here)
- 5x Ungor Raiders (Shaman here)

Special - 505 pts.

- 25x Bestigors, FC, Wailing Banner, Many limbed fiend (lord here)
- 1x Razorgor
- 1x Razorgor

---- Main strategy
30 Gors are the middle force, their flanks are protected by a razorgor and other 20 gors. Other razorgor will be the flanker with bestigors. Since bestigors have GW I dont want them to be hit with massive numbers. I might use 20 gors as ambushers tho if I see warmachines on the field. I choose lore of the wild as main lore cause I believe Viletide will be pita with hagtree fetish.

So enlight me please for I know it has many flaws, its my first list.

This post has been edited by Oddren on Apr 24 2012, 06:26 PM
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Billy Ocean
Posted: Apr 24 2012, 06:33 PM


Doombull


Group: Members
Posts: 618
Member No.: 5,331
Joined: 14-March 12



Combine the gors. 1 horde is much more powerful than two smaller units, and I think 50 is the perfect number for gors.

Swap lore of the wild for lore of shadows on the two herdstone shamans - wild is pretty bad and doesnt have the range to be effective on herdstone shamans who will hide way in the back. Just take the shadows signature spell and cast repeatedly - that is the tried and tested herdstone tactic. I think you can lose a level on one or both the herdstone shamans - you need the points to bump up the bestigors to 30 at least.

As for the characters... Not sure the ramhorn build is too effective on the beatslord... because of his small base size none of the opposing models will be forced to put their attacks onto him. And those who are strong enough to cut through the armor will put all their attacks on him. I would prefer a ward save. And one for the lvl 4 wizard too! Although it may be hard to sqeeeze both into the points allowance.


--------------------
"Chance favors only the prepared mind" - Louis Pasteur
"There's a whole forum of people who love little plastic goat-monsters as much as you?" - the wife
Best new member 2012 - thanks guys!

The Immigrant Herd: Army Lists, Army Diary
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Oddren
Posted: Apr 24 2012, 08:27 PM


Ungor


Group: Members
Posts: 13
Member No.: 5,388
Joined: 24-April 12



wouldnt it worth a shot 5d6 S1 and 3d6 S2 re-rollable hits ?
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Billy Ocean
Posted: Apr 24 2012, 08:58 PM


Doombull


Group: Members
Posts: 618
Member No.: 5,331
Joined: 14-March 12



Between those two spells you would only average about 10 kills per magic phase against T3 and 8 againts T4 even with the reroll. Thats assuming they have no armor, neither is dispelled and you are in range with the herdstone shamans which is no guarantee. Those guys will be way back in your deployment zone. These kind of magic missiles just lack the killing power of the big-kid damage spells like dwellers. I think our magic phase is best used for buffing and debuffing - a couple of miasmas per turn can help you survive heavy shooting and boost your combat performance no-end.


--------------------
"Chance favors only the prepared mind" - Louis Pasteur
"There's a whole forum of people who love little plastic goat-monsters as much as you?" - the wife
Best new member 2012 - thanks guys!

The Immigrant Herd: Army Lists, Army Diary
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Billy Ocean
Posted: Apr 25 2012, 02:10 AM


Doombull


Group: Members
Posts: 618
Member No.: 5,331
Joined: 14-March 12



... But unless you are about to go to a tournament or something then I encourage you to experiment with the different magic laws and unit builds and you will soon discover what works/what you enjoy. biggrin.gif


--------------------
"Chance favors only the prepared mind" - Louis Pasteur
"There's a whole forum of people who love little plastic goat-monsters as much as you?" - the wife
Best new member 2012 - thanks guys!

The Immigrant Herd: Army Lists, Army Diary
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Oddren
Posted: Apr 25 2012, 09:33 AM


Ungor


Group: Members
Posts: 13
Member No.: 5,388
Joined: 24-April 12



So I changed it a bit thanks to Billy Ocean,

Lords - 493 pts.

- Beastlord (Armor of fortune, Gnarled Hide, Shield, Crown of Command, Biting Blade - 2+ AS, 5+ WS, AP plus magic attacks in case of etherals)
- Great Bray Shaman (Lvl 3 Beast, Talisman of Preservation, Ironcurse Icon - had to drop his level by one for giving him WS, and now he gives a slight protection to his unit against war machines)

Heroes - 431 pts.

- Bray Shaman (Lvl 1 Shadow, Dispel Scroll)
- Bray Shaman (Lvl 1 Shadow, Shard of the Herdstone)
- Wargor (BSB, Heavy Armor, Shield, Gouge Tusks, Beast Banner)

Core - 515 pts.

55 x Gors (FC, AHW) - (BSB and GBS goes here)
5 x Ungor Raiders (BS goes here)
5 x Ungor Raiders (BS goes here)

Special - 550 pts.

30 x Bestigors (FC, Wailing Banner) - (Lord goes here)
1 x Razorgor
1 x Razorgor

---Main Strategy Line

Same as the first one, still I dont want my bestigors to be butchered by high attacks and high initiative. Thank you for highlighting my error on wild shamans sitting on a stone. If there is a bretonnian army comes up I will swap my beast shaman to wild one, since he will be in the Gor unit he will find his way easily to the knights and hurt them with no armor save spells like bray scream.

I believe lore of the wild would be perfect against vampires, since they have many ethereal units now with no proper AS and low T, Viletide will be hard on them.

So what do you think?

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Oddren
Posted: Apr 25 2012, 10:08 AM


Ungor


Group: Members
Posts: 13
Member No.: 5,388
Joined: 24-April 12



If I go up to 2.5k what would you suggest?

Our rare party always seems indestructable but so fragile in the field. I remeber I read Chaos Spawn is the best choice for the rare slot since they are pretty tuff and harder to kill. I fail to see why.

So if I go up to 2,5 k shall I take a giant (monster etc.) or buff some more gors and add 10 centigors with Ghorros to strengthen the flankers?
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Billy Ocean
Posted: Apr 26 2012, 12:42 AM


Doombull


Group: Members
Posts: 618
Member No.: 5,331
Joined: 14-March 12



In a competitive list I would use the new points to solidify what you have rather than adding much more new stuff. Fully kitting out the Lord characters will cost another 75ish pts, I would add 10 more bestigor which will be 120. Your new core points could go on a nice big 40man ungor tarpit to hold the center while your fighty hordes smash the flanks. That would leave enough points for another herdstone shaman or some harpies.

But sure, when playing just for fun why not break out the ghorgon!


--------------------
"Chance favors only the prepared mind" - Louis Pasteur
"There's a whole forum of people who love little plastic goat-monsters as much as you?" - the wife
Best new member 2012 - thanks guys!

The Immigrant Herd: Army Lists, Army Diary
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