May 24, 2025, 03:41:57 AM

Author Topic: Beasts of Bogardon - Beastmen Warband  (Read 3892 times)

Offline tordeck

  • Lurker
  • *
  • Posts: 3
Beasts of Bogardon - Beastmen Warband
« on: June 01, 2010, 04:16:35 PM »
My LGS is starting a campaign soon and I intend to be running beasts for it. My current though for the starting list is

Chief - axe x 2, dagger, helm
Shamen - axe, dagger
Bestigor #1 - axe, dagger
Bestigor #2 - axe, dagger
Centigor - axe, dagger

Gors x 3 - axe, dagger
Warhounds x 4

12 models
115 rating

Thoughts?
« Last Edit: June 01, 2010, 05:16:59 PM by tordeck »

Offline Darkson

  • Active Member
  • *
  • Posts: 149
  • Just say "NO" to post counts!
    • ARBBL
Re: Beasts of Bogardon - Beastmen Warband
« Reply #1 on: June 01, 2010, 05:52:23 PM »
Because of the rarity of armour, I'd swap out the axes for maces.

However: http://www.sg.tacticalwargames.net/forum/index.php?topic=1184.0 for advice from someone with more experience than me.
« Last Edit: June 01, 2010, 05:54:40 PM by Darkson »
Galak 3:16 says "There is a point in time that a player really should read the rulebook."
Home of the ARBBL
Those that can't, ref!
Talk Fantasy Football admin - ask if you have any problems.

Offline tordeck

  • Lurker
  • *
  • Posts: 3
Re: Beasts of Bogardon - Beastmen Warband
« Reply #2 on: June 03, 2010, 06:47:22 PM »
Axes are there because of wysiwyg. And as the campaign goes on armour will start showing kitself so I felt they would be useful over the long haul

Offline Claus

  • Warmasterplaytest team
  • Full Member
  • *
  • Posts: 204
Re: Beasts of Bogardon - Beastmen Warband
« Reply #3 on: June 07, 2010, 04:06:59 PM »
Armour might be wellcome later on in the campaign but at the start you need as much mass as you can get but allways to take care not taking to much hounds.

I start list would look like this.:

Chief + Axe + Free Dagger 70Gc
Shamane + Dagger + Free Dagger 47 Gc
Bestigor 1 + Mace + Free Dagger 48 Gc
Bestigor 2 + Mace + Free Dagger 48 Gc
Centigor + Mace + ´Free Dagger 83 Gc
Gor 1 + Mace + Axe 43 Gc
Gor 2 + Axe + Gratis Dagger 40 Gc
Gor 3 + Mace + Gratis Dagger 38 Gc
Ungor 1 + Free Dagger 25
Ungor 2 + Mace + Free Dagger 28
Hund 1 + nix 15 Gc
Hund 2 + nix 15 Gc

The Axes for the Gors are neccessary to get a separate Henchmen group for each of them giving you more chance to receive the "Lad´s got talent" result as you need very fast the 6th Hero.

In total 12 comrads (including hounds) leading to a root test after losing 3 of them which can come quite fast if your oponent can place some lucky missile shots and then you have the Leadership 7 Chief which gives you a 58% chance to pass the test....meaning that the 2nd one will fail....more or less  ::)

The goal for first games is to lose as less Gors and Heroes as possible and to get Experience and the 6th Hero to turn them into close combat killing machines (which they are not at the beginning ....way to easy to kill with missile fire)

That´s my experience and the most often used starting gang from my side.

Regards
Claus

Offline ANSWER_MOD_DABANK

  • Moderator
  • Active Member
  • *
  • Posts: 177
Re: Beasts of Bogardon - Beastmen Warband
« Reply #4 on: June 13, 2010, 08:22:05 PM »
I would look at getting clubs as the criticals for them are quite deadly.