Thursday, January 27, 2011

Casting about for a fantasy army

So, after a dozen or so games with the Skaven, I have decided they are not for me. I want an army I can rely on, and the wild antics and luck involved with playing Skaven is not my cup of tea. Of course, playing any army in warhammer will entail luck, as it is very dice Dependant, but I want an army who can hang through a few rounds of combat. I am also less enamored of the magic phase than I was. I miscast and killed myself and my army much more than the enemy!

So, I am back to the drawing board. As the campaign is pretty much dead, I can choose another without fear of repercussions. So I am going to go through the entire warhammer roster and eliminate them one by one until my next army is decided!

Beastmen
+Bretonnia
+Daemons of Chaos
+Dark Elves
+Dwarfs
+High Elves
+Lizardmen
+Ogre Kingdoms
+Orcs & Goblins
+Skaven
+The Empire
+Tomb Kings
+Vampire Counts
+Warriors of Chaos
+Wood Elves

Nothing with low leadership.

Beastmen
+Bretonnia
+Daemons of Chaos
+Dark Elves
+Dwarfs
+High Elves
+Lizardmen
+Ogre Kingdoms
+The Empire
+Tomb Kings
+Vampire Counts
+Warriors of Chaos
+Wood Elves

No Gunline armies (or elves):

Beastmen
+Bretonnia
+Daemons of Chaos
+Lizardmen
+Ogre Kingdoms
+The Empire
+Tomb Kings
+Vampire Counts
+Warriors of Chaos

Nothing that other people play consistently:

Beastmen
+The Empire
+Vampire Counts


So I am left with three choices. Any feedback, internets?

6 comments:

  1. Well, the campaign is not quite dead, but rather dreaming for the moment. I say pick either Beastmen, The Empire, or Vampire Counts. ;)

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  2. Beastmen are AWFUL in 8th edition. Ogre Kingdoms are not played and they are pretty flipping awesome. I would say go with VC. You get hordes of guys (zombies OR skeletons), powerful magics, no gunline what so ever.

    VC also have pretty cool character.

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  3. Also, more than half the Beastman range looks like it was designed by Rob Leifield, so, you know, there's that.

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  4. I'm a month late to this discussion, but I figure I'd chime in anyway.

    Beast have great potential, but they have to be built properly. The bottom line here is that some of their units are good, and others are not. Stick with the good units, in ideal configurations, and you're golden.

    The good:
    -All beast characters: Doombulls and Beastlords are money. Their base stat lines are incredible, and their respective abilities (Beastlords pass a Leadership test and gain Hatred, Doombulls get +1 Attack for every round of combat they win) quickly turns them into combat monsters. Incredibly high base Strength and Toughness also keeps them going.

    The Bray Shamans are also very strong. They can call upon Death, Shadow and Beast magic (all strong lores) and their base stat line (especially their Toughness) actually makes them very survivable. They can also access some truly excellent magic items, making for great combinations.

    -Core: Beast Core is quite nice, able to go up against equivalently-costed opponents and do very well. Ungors, the lighter, cheaper Core unit, can be fielded in big mass blocks that hit harder than Clanrats since they get the same re-rolls to hit that Beastlords do. Gors are a step up from Ungors: higher Toughness, higher Weapon Skill, and more offensively oriented with two hand weapons. Throw in cheap, hard-hitting Core chariots and you have a versatile, relatively cheap, fairly hard-fighting core allotment.

    -Special: Bestigors are money. The elite infantry for Beastmen, they're T4 and hit with a re-rollable Strength 6. A very solid choice when fielded in big units. Minotaurs can also be excellent, but I find that you can't half-ass them and expect to do well. Units of 3-4 are simply a no-go... Too fragile to contribute. If you want to put your Minotaurs to use, you'll need about 7 of them, with one or two Minotaur characters to sit in the front rank and reduce the amount of enemy models who can physically allocate attacks against the rest of the Minotaur unit. This is a block that can walk through anything (and I do mean anything) in a few rounds of combat.

    Toss in some Harpies as quick disposable redirectors/warmachine hunters, and you're good to go.

    You can also toss in a Razorgor or two, running as solo choices. They're quick and hard-hitting, so make for great warmachine hunters or flank chargers.

    That's about it for usefulness though. The Rare monsters are simply overpriced for what they do, and you'll need to get your hands dirty doing conversions for them since GW doesn't manufacture any models for them. However, if you stick with the aforementioned choices, with the infantry all fielded in units of 24+, you'll get an army that's fast, hits hard, and has an amazing Primal playstyle to it which is deeply gratifying when you pull it off.

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  5. I'd be happy to discuss Vamp Counts too, providing anyone actually reads any of this... This topic is old enough to possibly be totally irrelevant!

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  6. Not that old. I've recently started Beastmen, and we have a pretty similar view of how they can be played effectively (with the exception that I feel the Cygor is pretty worth it!).

    I think a few people now have suggested Aaron play VC, though I'd still love for someone to get into OK other then myself... I just want to see them fielded :D

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