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 2500 bigs, Ghorgon and Cygor army
wisetiger7
Posted: Aug 8 2012, 09:58 PM


Ungor


Group: Members
Posts: 16
Member No.: 5,452
Joined: 18-June 12



This is my build for a tournament this Saturday.
Beastmen 2,500 points

Beastlord – heavy armor, shield, Gnarled Hide, Uncanny Senses, Many-Limbed Fiend, Ramhorn Helm, Brass Cleaver

Great Bray-Shaman – Level 4 Lore of Beasts, additional hand weapon, Hagtree Fetish, Ruby Ring of Ruin

Wargor – BSB, heavy armor, shield, Chalice of Dark Rain, Ironcurse Icon

Bray-Shaman – Level 1 Lore of Beasts, additional hand weapon, Staff of Darkoth
Bray-Shaman – Level 1 Lore of Shadow, Dispel Scroll
Bray-Shaman – Level 1 Lore of Shadow, Shard of the Herdstone

48 x Gor Herd – FC, shields
1 x Tuskgor Chariot
1 x Tuskgor Chariot
5 x Chaos Warhounds
5 x Chaos Warhounds

20 x Bestigor Herd – FC, Banner of Eternal Flame

1 x Ghorgon

1 x Cygor

I will start with the Wargor, Great Bray-Shaman, and the Beast Bray-Shaman in the Gor unit that will be 5 wide, so the Wargor will be in the second rank. The two casters should have 3 or 4 range spells to make the best use of Hagtree. I may have the Beastlord in there too, or with the Bestigors, whichever needs magical attacks more, depending on deployment. The two Shadow Bray-Shamans will be hiding behind the herdstone. 48" hex Miasma can be cast anywhere from there.

The Beastlord has my favorite build. It gives him 6 Attacks plus 1 for every model in base contact, a 1+ Armor Save, and an additional Attack for every wound he saves. The +1 initiative from Uncanny Senses lets him keep up with the other lord level fighters.

The Bestigors will attack anything big or flammable/w regen. The Tuskgor Chariots and Ghorgon will be combo charging and the warhounds will be on misdirect/ warmachine hunt/ provide cover duty.

I decided to go with a Cygor instead of a second Ghorgon (as I usually run two Ghorgons) because I wanted to try it out. I like the versatility of it. The fact that I can hide it (kind of) behind the herdstone and lob things like a stone thrower, or I can run it up the front lines and make enemy wizards take a leadership to cast during its magic phase. I also like the MR2 on it, giving it a little protection, where the Ghorgon has none.

Obviously this is more of a fun list, as most never take the rare’s because of the high cost and fragileness of them. But I have had good luck with them, and use them well in combo charges with chariots. I Chalice first turn so I can get them into combat before the cannons hit.

What do you think?

wise.
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Billy Ocean
Posted: Aug 8 2012, 10:18 PM


Doombull


Group: Members
Posts: 621
Member No.: 5,331
Joined: 14-March 12



Beastlord: If you are going to use this build, you want to give him the dawnstone for rerolls. I would be prepared to lose many limbed fiend if necessary to include this.
GBS: seeing as you want him to go walkabouts with your unit, he needs a ward. Badly.
Chaff: you should try and fit some harpies. As you are taking rares you want to hit war machines fast.
Rares: I would definitely prefer 2 ghorgons. MR2 is not really protection, because its not really magic thats the biggest threat to them. War machines will be their downfall. That, or Skinks laugh.gif. But if you wanna try the cygor, thats up to you.

This post has been edited by Billy Ocean on Aug 8 2012, 10:22 PM


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"Chance favors only the prepared mind" - Louis Pasteur
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zorbron
Posted: Aug 8 2012, 11:10 PM


Ungor


Group: Members
Posts: 18
Member No.: 5,527
Joined: 3-August 12



id go for two cygors and bomb their units with stone thrower attacks but trying to stay away from their war machines as well.
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rothgar13
Posted: Aug 8 2012, 11:39 PM


Beastly Beastlord


Group: Members
Posts: 2,718
Member No.: 4,917
Joined: 2-July 11



I would definitely advise against the Cygor - at least the Ghorgon can fight. As noted above, your Shaman seems like he's oriented toward fighting, but he has no actual fighting gear. You should remedy that, ASAP (let the Scroll caddy have the Ruby Ring).


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"The best defense is a good offense." -Gen. George S. Patton

Rothgar's Ramhorns (7/30/2011-present): W 41 / D 3 / L 34 ; Battle Reports; Army Diary

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D4RTHM00
Posted: Aug 9 2012, 08:15 PM


Ungor


Group: Members
Posts: 14
Member No.: 5,436
Joined: 1-June 12



Your large gor unit has shields instead of AHW. The shield might give you a 6+ save against enemy shooting and attacks, and a parry save in CC. If you roll unimaginably well, then go for it. If you don't have loaded dice, then use AHW.
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wisetiger7
Posted: Aug 10 2012, 04:24 PM


Ungor


Group: Members
Posts: 16
Member No.: 5,452
Joined: 18-June 12



QUOTE (D4RTHM00 @ Aug 9 2012, 08:15 PM)
Your large gor unit has shields instead of AHW. The shield might give you a 6+ save against enemy shooting and attacks, and a parry save in CC. If you roll unimaginably well, then go for it. If you don't have loaded dice, then use AHW.

The reason I did this was because my lvl2 mage and the BSB will be in the front with the command, so there will only be three more attacks by pumping 48 points into additional hand weapons. That is why I went for shields. It is something the whole unit will benefit from, not just the front three.
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