Saturday, August 7, 2010

I had a battle vs a vampire counts army, you can check out hte report here : http://z2.invisionfree.com/herdstone/index.php?showtopic=20773

Monday, July 26, 2010

Sorry for no piccies recently, i will try and get some up. what i do have however is a link to a battle report where the beasts are victorious and drink deep in the blood of the defeated orges!!

http://z2.invisionfree.com/herdstone/index.php?showtopic=20664

Tuesday, July 20, 2010

8th Edition

As 8 edition was released not so long ago i thought i could talk a little about it and how it concerns my Beasties.

Magic.
Magic was overhauled totally, rolling 2d6 for winds of magic, and having a dice roll like that giving the highist of the 2 dice as dispell dice it makes having the herdstone shard (+1 dice for every caster nearby) and a few levels 2s plus a level 4 a no brainer if you want some good magic.

I have been running a couple lists including 3/4 casters which in my testing is overkill, indeed you get alot of dice but i found you run out of power dice before all the casters have a turn so in the future i may just be running a max of 2/3 shamens.
The next big thing about Magic is the lores, with a +1 to cast spells fromthe lore of beasts onto any unit from the beastmen army the augment spells are golden, a level 4 with the skull of rarkos casting the signiture spell (+1S +1T, which can stack) gets a massive +6 to the casting roll.
The other lores are also very good but i wont talk about them.

Stepping up and striking in Initative order.
Stepping up allows for units to always fight so long as the unit has modles left which is great for everyone and i wouldnt say its particuly more so for beastmen, maybe a little but not a huge boost over the other armies, however Fighting in I order is a mixed plate for beastmen with a very average I of 3 for mostthe army they come in the middle of the fight not to great but it could be worse so that is ok for me.

Random charge distance.
most of the time it works out to be about the same distance as before sometimes shorter sometimes longer it ok for a desperate man to charge a large unit at something very far away and hope for double 6s :P.

Now one of the best things to happen for Beastmen, Physcology:

No more testing to charge fear causers, rerolling all LD tests on within BSB range(<3),
no autobreaking from being outnumbered by fear causers and having more ranks than your enemy makes you steadfast(stubborn) which makes anvil units actully functional instead of letting them charge you and hoping the fluff enough attacks not to crash through you.

Common magic items.
there is a listof common magic items that ever army except dwarf and demons are allowed which deperatly filled a hole the beastmen were lacking in

There are alot of other changes but i think these ones are the highlights for beastmen.

P.S. im hoping to upload some images tomorrow of my Gors and possibly of my terrain pieces ive made (a river, waterfall, and a entrance to an underground liar). Untill tomorrow, toodles

Sunday, June 27, 2010

Beastlord / Ungor






Hey guys long time since my last post. long story short lots of work = little play, but now ive got some time and im having a 3 weeks holiday from work starting next week (although the first week ill be in england) but after that i should be able to get lots done.

So for now ill up load some pics of my beastlord/ ungor

Friday, April 23, 2010

Ok now for the core choices, to list them i ran: 4 units of 5 ungor raiders all with music, 2 units of 5 warhounds. 20 gors with extra hand weps. and 10 gors with XHW.
i took 4 units of the raiders so i could deploy 2 of them in ambush and use 2 as screens. the warhounds were there to add some speed and utillity to the army.
The smaller unit of gors went into ambush and the larger unit was there to bunker the BSB and act as a infantry block(Static combat resolution, out numbering banner ect ect ect).

The core choices i took was to keep points down a bit and to try and strengthen some of the limiting factors if hte rest of the army, i have no other large blocks to reply on and so the gors were espcially handy in that area, i had no other unit as fast as the hounds. and the skirmishing ungor-archers were just to diverse in there roll i couldnt not take them.
I wasnt relying on any of my core units to kill anything or hold anything up. none of them had any kind of save, but that they had was utillity i could use the hounds in tandem with the minotaurs for compensate for the 1D6 overrun/pursuit i could use the ungor raiders as fantastic screens for more vunerable troops at -1 to shoot for skirmish and the fact that in order to force a panic test you will reduce them to under US5 so what ever there screening will not need to take a panich test them selfs if the ungors panic through them.

Well thats it, next time i will be doing The special choices

Wednesday, April 21, 2010

Ok peeps, i would like to talk about my army composition i used in my first battle.
For the character choices i went with 2 bray shamens both level 2 with the staff of darkoth(bound MM, 5 d6 S1 ) and something else :O. and a wargor BSB for my heros, i used a wargor because i had the model and needed to shave some points off, i would prefer to use a gorebull because he gives frenzy to his unit(hello anti fear/panic/terror tests) and its a pretty nasty killing machin as is, and it cannot be "killing blow"ed.
and a doombull as my lord as it is very very killy, i gave the beast axes of khorgor(+1A and rerolls on hit) and trollhide (regen) which is quite a potent combination as he hasa bucket load of attacks that can reroll and he gains attacks as he wins more combats making so much synergy with the axes.
thats it for now, ill post about the core choices a bit later.

Wednesday, April 14, 2010

Hey guys sorry its been a while, but i have a battle report of my very first match with my Beasties instead of posting it here i decided to post it on a forum i read alot (dont post much on though)
Link: http://z2.invisionfree.com/herdstone/index.php?showtopic=19643

please leave any comments about hte battle if you want, i know i made a few mistakes but i hadnt had a battle in a while and meh im human :P
any way soon ill post my army list in detail with a bit of description why i took what i did
hope you enjoy it :)

Sunday, March 28, 2010

The beastmen dwellings







ive been crazy busy with work, birthday and the such so i havent gotten any more painting done :O, please forgive me, how ever i can bring you some pics of the scenary ive been making from scratch. if any one would like a break down of excatly how i made each piece, please just P.M. or sometihng :D as a breif explanation. the flocked hill was done with "gips" a plaster type mixture. the tree(which to become part of an interchangable forest) was done with a small wooden stick, like a cocktail stick with a bag tie( a flimsy metal strip used to tie on its self to seal bags :P) and some green stuff(moddling putty), static grass and paint.

The lake was very easy to do, it invloved carboard, PVA glue, small rocks and paint :D.
i am getting 5 days off work for easter. in which time i will hopefully be able to get in a couple games with my new beastmen. i havent quite decided whether to go heavy magic or heavy on fighting characters, but i will try to get another post up about my possible army lists, items combos and my general tactics.

Wednesday, March 17, 2010

The beast herd

The beast herd started off small, only a handfull of gors, a few minotaurs and several powerfull beast individuals. Gore-hide the gorbull joined up with Gar-thak the wargor, they gathered some more beasts to there braying call, 2 shamens were dragged into doing there savage rituals for Gar-thak and Gore-hide.
As the herd started gaining some numbers they came across a small band of orcs and the beastmen couldnt hold back there bloodlust and charged forth felling a great many orc before the other green skins ran away leaving there fellow orcs to be eaten over a fire back at the herdstone.


So far my army only consists of 10 ungor raiders, 3 minotaurs, 2 bray shamens, and beastlord/wargor and a doombull/gorebull. i am currently in the midst of converting my orc wyvren into a jabberslyth and im contemplating whether or not to get another giant kit to convert into a cygor.
I have played a test match agaisnt myself, only a small 1000 point game, it was only to try and test out my army see what glaring fflaws i had and to try and purchase the fixs :D. although the beasts won it was only a minor victory and i really dis like the 2 bray shamens, as there was no place for them to bunker in and hte lore of wild needs ytou to be very close to be effective, currently im thinking about either dropping one shamen and getting more minotaurs or an additional gorebull.

Monday, March 15, 2010




mino train!

there my Doombull is up and running, and to follow are some pics of my minos

First beastmen order

my first order of beastmen came through a few weeks ago, it consisted of 1 Doombull, beastlord with GW, 2 bray shamens, 1 box of ungor which i made into raiders, and a box of minotaurs which i made with AHW.
all the models are mad eand based in choas black. but im managed to paint my doombull to finish and about 90% done with the minos, bray shammies are black, so are the raiders but ive staryted work with th eGW beastlord who i have mounted onto 2 rocks as the pose he is making just needed some xtra modeling.
i will try to get some pics up of the doombull shortly

The begining

So i have started this blog to try and keep a diary of my Beastmen for warhammer fantasy, i will be uploading images of my paintjobs, battle reports, conversions and just generall warhammer stuff.
i already own a medium sized orcs and goblins army, however ive only recently started collecting beastmen and i wanted to start this blog off fresh with my beastmen