The Herdstone

Herdstone

1000 pts undivided list

Characters:
Wargor - great weapon - armour of damnation = 94 pts

LVL2 Bray-Shaman - Bray-Staff - dispell scroll - chaos armour = 151 pts

Core:


16 Bestigors - full command - war banner - undivided = 247 pts

Beast Herd: 6 Gors, 8 ungors - music - foerender = 99 pts

Beast Herd: 7 Gors, 11 Ungors - full command = 128 pts

5 Warhounds = 30 pts

Tuskgor Chariot = 85 pts

Tuskgor Chariot = 85 pts

Special:


5 Marauder Horsemen - flails - music = 81 pts

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Total models: 62
4 power dice
3 dispell + 1 dispell scroll

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Basic strategy:

Usually ambush with the hounds, and sometimes ambush the small herd depending on the opponent.

Marauder Horsemen, chariots and bestigors all hit hard so can deal with most threats using combined charges etc...

I'll usually put my wargor in the large beast herd, and if playing an army with cannons or heavens magic (or other character targetting magic), i'll put my shaman in the bestigor herd. Otherwise, he'll be out on his own.

Shaman takes lore of beast hoping for one of the wolf hunts, the crows feast or the bear's anger, along with the oxen stands for the auto rally.

Alternate 1000 pts undivided list

Characters:

Wargor - great weapon - armour of damnation = 94pts

shaman - lvl 2 - staff of darkoth =135pts

Core:

Beast Herd: 8 Gors, 10 ungors - music - standard = 111 pts

Beast Herd: 5 Gors, 5 ungors - foerender = 75pts

Beast Herd: 5 Gors, 5 ungors - foerender = 75pts

Tuskgor Chariot = 85 pts

Tuskgor Chariot = 85 pts

Special:

3 screamers = 99pts

Rare:

3 Dragon Ogres - great weapons - light armour = 237

Basic strategy:
This army hits fast, hard, and with a lot of the army in ambush you can destroy almost any army, from infantry lines to shooting armies. The only real problem is with magic heavy armies, and that is what the screamers are for. They can also eliminate warmachines and hit flanks or take out scouts.

1500 pt Beastmen - Slaaneshi

Characters:

Wargor General - MoS - Armour of Damnation - Great Weapon - Shield

Lvl 2 Brayshaman - MoS- Staff of Darkoth - Dispel Scroll

Lvl 2 Brayshaman - MoCU-  Chaos Armour - Dispel Scroll - Spell Familiar (Lore of Shadow)

Core:

15 Slaangors - full command - War Banner

Beastherd - 10 Gors, 10 Ungors- full command

Beastherd - 10 Gors, 10 Ungors- full command

Tuskgor Chariot

Tuskgor Chariot

5 Warhounds

Special:

5 Chaos Furies


Rare:
Chaos Giant

Basic strategy:

For me this army exemplifies the strengths of the Beasts of Chaos whilst mitigating some of their weaknesses.

CHARACTERS

Key characters have the mark of slaanesh off-setting their poor leadership and giving them access to some killer spells. Generally you can use the wargor either as a free floating character or within the Slaangors to create an uber-hitty unit. The slaaneshi brayshaman works well as an independant character, remaining close to units, but not bothered if they panic or flee. Any spells from the lore of Slaanesh are useful - bear in mind that they should be used to draw your enemy out of position so your other units can catch them at a disadvantage. The staff of Darkoth is essential simply for the potential magic charge. The shadow brayshaman takes more careful use but is as equally potent as his slaaneshi counterpart. The spell familiar gives an additonal spell from the brilliant lore of shadow. Again, any of the spells are useful; free flight move, no armour save magic missile, 6 to hit from shooting, cause fear (and thus are immune to fear) or hit anywhere damage spell that potentially disrupts shooting. Generally, if you don't roll it, I would always take Steed of Shadows, just to get you out of sticky situations.

CORE UNITS

Beastherds - I reckon the fifty-fifty split of gors and ungors is about right, given that I've been told that Gors lap round first in combat. This herd costs a bargain 145 points and generally hits on the charge with 15 attacks, 3 at strength 4. With two you have the tactical flexibility and volume of numbers a beast army needs. They can screen your more valuable units from shooting or, if you want, this list actually allows you to ambush with both beast herds and the warhounds!

Tuskgor Chariots - you need at least two - mainly because they tend to get shot at a lot. Bear in mind that they need to be used to support other units or need to attack as a pair. I generally run them alongside my beastherds and double team enemy units like that.

Slaangors - I use these to take out big scary things or heavily armoured things (or both in the case of treemen). They're immune to psychology, hit with strngth 6 and have the rank bonus to crack most units/monsters with CR if nothing else. With the wargor in the unit always issue challenges on the charge - anything that survives 3 strength 6 attacks then has to bypass the armour of damnation.

Warhounds - meat shield, but not big enough to scare your other units - I keep them close to the slaangors and/or the wargor.

SPECIALS

Chaos Furies - so many uses - march interdiction, warmachine/lone mage killing, flank charges to cause panic on engaged units. Most smart opponents shoot them ASAP but that buys you time to get the rest of your units into combat.

RARE

Giant - I know people are divided on the giant thing but I love them. Just get them in close for the terror tests and watch the enemy run.

GENERAL STUFF

This army works when its mobile - keep it moving, unruly checks should almost be a moot point because that's where you're going anyway. When you're bringing on you ambushers think about where the points are - yes, its tempting to pop up behind the unit of handgunners but wouldn't it be better to hit those engaged greatswords in the flank and cause them to panic?

2150pts Beastmen - Nurgle

General:

Beastlord of Nurgle - Horn of the Great Hunt, Blade of Blood, Armor of Damnation - 240 pts
Use: In addition to providing a much needed leadership boost this fella is intended to help my ambush go better. Stuck in the front rank of my Pestigor he makes a very dangerous opponent.

Characters:

Bray Shaman, Lvl 2 - Staff of Darkoth, Dispel Scroll - 160 pts
Use: He gets the Lore of Shadow and is deployed in ambush. Between the Staff and a little luck with spells he can go a long way towards improving the effectiveness of the ambush.

Bray Shaman, Lvl 2 - Bray Staff, Dispel Scroll - 141 pts
Use: He deploys on the table in a herd and uses the Lore of Beasts. I always choose to give him The Oxen Stands so that I can flee from charges with less worry about losing units and help break up panic waves.

Core:

19 Pestigor - Full Command - 308 pts
Note: General deploys here

7 Gor/ 10 Ungor Herd - Full command, 2x hand weapons on Gor - 124 pts
Note: Lore of Beasts Shaman deploys here

6 Gor/ 11 Ungor Herd - Foe-Render, Musician, 2x hand weapons on Gor - 91 pts
Note: Lore of Shadows Shaman deploys here, both held in ambush

5 Gor/ 5 Ungor Herd - Foe-Render, Musician, 2x hand weapons on Gor - 80 pts

5 Gor/ 5 Ungor Herd - Foe-Render, Musician, 2x hand weapons on Gor - 80 pts

5 Gor/ 5 Ungor Herd - Foe-Render, Musician, 2x hand weapons on Gor - 80 pts
Note: All three of these little herds deploy in ambush

5 Warhounds - 30 pts

5 Warhounds - 30 pts

Special:

3 Minotaur of Nurgle - Light Armor, 2x hand weapons - 166 pts

3 Minotaur of Nurgle - Light Armor, Great Weapons - 172 pts

3 Nurgling Bases - 120 pts

Rare:

Shaggoth - Light Armor, Great Weapon - 306 pts

Total Army Points: 2148

Total Ambushers: 10 -> 4 herds and 1 shaman deploy in ambush as noted.

Deployment: The Shaggoth and the Pestigor hang out next to eachother and beg people to get slaughtered. Minotaur units on either flank so they can sweep in and negate ranks. Dogs and Nurglings provide a screen and charge bait. The herd with the shaman in it tries to hide from being charged and deploys to support the Minotaur farthest from the Pestigor/Shaggoth.

Tactics: AMBUSH! This list is designed around a solid core and most importantly a successful ambush. Foe-Renders plus the Horn mean all of my herd ambush successfully on Ld 8. The Shaman with the Staff of Darkoth and the Lore of Shadows is amazing at making sure the ambush goes off as well as it can.

The goal with this army is to completely swarm the enemy from all sides and give him too many targets. It generates a truely disgusting number of flank and rear charges when things work well.

The biggest liability is that the Pestigor and Shaggoth draw a LOT of attention prior to the ambush. Keeping them alive by deflecting charges with warhounds is key, as is keeping the Pesti's safe from shooting. If the Shaggoth gets cannoned into oblivion, at least it wasn't my general!

THE SHOCK TEAM


Exalted Daemon - MoK, Axe of Khorne, Soul Hunger
12 Flesh Founds
4 Dragon Ogres - great weapons, light armour

THE REARGUARD:
Beastlord - MoK, great weapon, Armour of Damnation, The Bloodhunt Horn
Wargor - MoK, battle standard, heavy armour, Pelt of the Dark Young, The Dark Heart
13 Khorngor
Tuskgor Chariot
Bloodbeast

THE AMBUSHERS:
Beastherd - 7 gor (2 hand weapons), 5 ungor, musician, foe render
Beastherd - 7 gor (2 hand weapons), 5 ungor, musician, foe render
Beastherd - 7 gor (2 hand weapons), 5 ungor, musician, foe render
5 Chaos Hounds

THE SCREEN:
Beastherd - 7 gor (shields), 7 ungor, musician
5 Chaos Hounds
5 Chaos Hounds

The unit of bestigor is the most important unit. It contains the battle standard and general, has +D3" charge, generates 3 dispell dice and has Magic Resistance 1. It should be well screened and protected/supported by the chariot and spawn.

The shock team should advance up one flank and charge in turn 3. Be careful with the frenzied daemons. Being fast cavalry and a flyer it should be fairly easy to avoid them being baited too easily. Screen with chaos hounds. Move close to the enemy to set up the charge in turn 2. Your opponent will get at least one turn of shooting at your shock team. The flesh hounds and Dragon Ogres have 12 and 16 wounds repectively, so should be ok, just be careful with the exalted daemon. Remember that the flesh hounds have magic resistance 2. Bring on the ambush opposite your chargers to surround him, or to threaten his artillery.

Don't get too hasty with the rearguard, it should be used to protect your shock-team's flank and keep your opponent surrounded.

In turn 3 charge with the shock team. They have very high unit strength (24 for the flesh hounds, 12 for the DOs) and all cause fear. You are aiming to break him on the charge and over-run to avoid counter charges. If your ambushers can charge from the rear this may be useful. Either way, he is surrounded. Use hounds, herds, spawn, and chariot to block/bait opponents counter charges if necessary.

If all has gone well, you should have destroyed a lot of his army and disabled any war machines by turn three. Set up another charge and repeat. If the Khornegor don't see combat until turn 4 then you have done well and should be able to mop up easily.

The ratio of screeners to ambushers will vary from opponent to opponent. Against fast, hard opponents it is better to have more troops in the rearguard as they are vulnerable to a heavy charge. Keep the rearguard together, protecting each other. Use the Beastherds and hounds to bait and trap opponents. Use everything at your disposal (quite a lot) to avoid the opponent charging your three main units (DOs, flesh-hounds, Khornegor).

Two Armies

Beastlord: MOS-great hunt horn-AOD-GW @186 points
General. Kept cheap with no magic weapon, but I can't really think of any fitting one anyways. GW for the essential but especially feared strength of 7-chariots will and should keep clear. The great hunt is to make my ambush, or atleast some of it work. This is relatively essential as my list lacks major speed and so will play alot like the ogres, i think. AOD should be enough to keep him alive long enough to sound the horn, as will the slaangors he is in providing him some crucial CR to overwhelm the one-hit sacrificial hunter some people include in their army to kill him.MOS is to fit the fluff for the rest of the army and to give some protection from terror-causers early in the game.

Shaman: lvl 2-MOS-scroll-spell familiar-braystaff @ 170 points
He is there for providing some magic power having access to the all-so great slaaneshi lore and a spell familiar for another spell. The scroll, is desperately needed in my army due to only having a meager 4DD. Braystaff was included for the obvious bonus it gives. Staying close to or in one of the mainstay herds.

Shadowshaman-lvl 2-staff of darkoth @ 135 points
He will probably ambush, and quicken up the ambush using shadowmagic and the staff of darkoth. He will be used as a support to either fly himself or the beastlord out of danger or into enemy chariots.

Shaman: lvl 2 MOS-scroll @ 155 points
More magic support....Also so I definitely get some good MOS spells, and in a mainstay herd.

9:8 gor/ungor herd with mus+champ @ 120 points
9:8 gor/ungor herd with mus+champ @ 120 points
They are my mainstay herds. A shaman goes in both-or atleaststays near them so he can't be targetted. They didn't get standards as they should be mostly supported by something on the flank anyways and it just gives easy 200VP's if unruly goes wrong....For something new and a big suprise I could ambush one of these herds-that should scare them. They go left and right to the slaangors screening them or giving some LOS to the other side-depends on # of enemies shooters.

6:6 gor/ungor herd with mus+champ @ 91 points
6-the slaanesh magic number, what a coincidence .This herd is obviously to ambush. mus and champ to increase chances of coming on board or rallying or winning in unlucky ties.

17 slaangors with fc and warbanner @ 279 points
Will be lined up in 4x4 + 2 (so if 2 die I still have max. rank bonus.) It is the main-mainstay unit. The champion is to avoid blood dragons, oldbloods and chaos lords to verse the beastlord in the first few turns and later on...standard is for combat res.

tuskgor chariot @ 85 points
tuskgor chariot @ 85 points
They work in a pair to make mince-meat out of enemy units Not much more to say-will be flanked by the hounds. Will be on right flank-next to the slaangors

5 hounds @ 30 points
5 hounds @ 30 points
Used to divert, draw out frenziers etc. Probably won't screen or ambush because of too many bad ld checks. will also stay near the chariots-fast moving units help each other out!


3 Minos with GWs and MOS@ 158 points
Some flank punch-support and another thing to shoot at....
Mos because they have to.

Giant @ 205 points
I love big terror causers-not only do they cause terror but they scare the heck out of opponents and they waste all of their missiles on them -idiots! He will pretty much work alone being ld 10 stubborn that should be no prob.

slaaneshi spawn @ 75 points
slaaneshi spawn @ 75 points
both on the same left flank to attract missiles and soak up enemy units. Slaanesh to increase their speed and potential scariness.

1999 points
8PD and 5DD+2 scrolls (that should be enough for the first few turns considering that my ambush could take care of some power dice....)







from the Southern Gates of Chaos,
theDarkGeneral
Chaos Undivided
forever
Follower of the Dark 4


1x Doombull: Khorne(289pts)
*General, Heavy Armor, Shield
*Black Maul


3x Minotaurs: Khorne(183pts)
*Great Weapons


3x Minotaurs: Khorne(183pts)
*Great Weapons


3x Minotaurs: Khorne(183pts)
*Great Weapons


8x Chaos Furies: Undivided(120pts)
*Fly, Daemonic


8x Centigors: (187pts)
*Light Armor, Shields, Spears
*Full Command


8x Centigors: (187pts)
*Light Armor, Shields, Spears
*Full Command


8x Centigors: (1987pts)
*Light Armor, Shields, Spears
*Full Command


3x Dragon Ogres: (237pts)
*Light Armor, Great Weapons


3x Dragon Ogres: (237pts)
*Light Armor, Great Weapons



Total Points: 1,993pts
Casting Dice: 2
Dispel Dice: 6



I use the Furies to take out any nasty Warmachines such as Hellblasters, Skull Chukkas, Hellcannons, etc. or to flush out hidden models like Fanatics. The Dragon Ogres each run up the far sides of the table, with a unit of Centigors on the inside of them. The spare unit of Centigors heads towards the weaker side of the table to help collapse it sooner. The Minotaur units prettty much split the table up, trying to send the Additional Hand Weapon unit against low/no Armor Save models. The Doombull joins whichever unit is directly facing a major threat, it's his job to take it down. As the Dragon Ogres teamed with the Centigors conquer both far Flanks of the table, the Minotaurs tie up the rest of the enemies army setting it up for a Sweeping Motion from both sides of the table.

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