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Beast Herd:
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The largest benefit of the Beast Herd seems to be mobilitly. These guys get around! Since they benefit from
the rules for skirmishers, terrain impedes them minimally, and they can't be march blockec. With 2 attacks each
for the Gors with 2 Hand Weapons, and Ungors with spears in the 2nd rank, they get a decent amount of attacks
as well. They can't stand up against a large ranked unit of troops with even minimal armor, but against light
troops, skirmishers, warmachines, and anything similar these guys are great. Their major downfalls are low
Leadership (as with the rest of the army), no armor, and not negating ranks. No armor means that they are
not the least bit resilient, and casualties pile up fast. Not negating ranks due to having to follow
skirmish rules is very unfortunate. It means that you cannot take full advantage of the mobility
of the unit by getting around enemies and really whomping on them. None-the-less these guys are still a
decent choice, and are always included in my lists for the sweet models and the fluff.
You really can't expect too much out of these guys. From experience I can safely say that you should never
give them a banner. That's almost a guaranteed 100 extra VP's for your opponent. I have been fielding them
rather successfully in regiments of 6 Gors, 10 Ungors, with musician and Foe-Render. You just have to realize
beforehand that they are a throw-away unit. They're great at screening other units that you don't want shot up,
running around the sides to annoy the enemy and maybe take out his warmachines, and many other small but useful
tasks. Keep that in mind, and you'll be pleased with the Herds!
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Bestigor:
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These guys seem great on paper. As a Dwarf player one of the big lessons learned was that large ranked units
are what will win you the game. Due to that, at 2,150 points I field these boys in a regiment of 23, with a
MoSlaanesh. I then throw the BSB in with them with a War Banner, and it's a rare day that they let me down.
I have to recommend these guys, but only if fielded in a big nasty regiment. It's a pity that their armor
cannot be upgraded to Chaos Armor, I think a 4+ AS would make all the difference for these boys.
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Tuskgor Chariot:
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Talk about a monster! On the charge this baby lays down D6 + 1 impact hits, as well as 4 other attacks:
1 Str 6, 2 Str 5, and 1 Str 4! That's potentional for 11 high strength hits. Very impressive considering
it's very affordable pricetag. The only real important thing to remember is to screen it from those
cannons. There's nothing worst than having your chariot blown up on turn 1, before it even gets to move!
Remember this during the terrain deployment phase, and set up forests and buildings accordingly.
Some of the best uses I've found for these is charging in conjunction with another unit, such as a Beast
Herd, or for taking out skirmishers and warmachines. Once you learn how to screen the chariots, and combine
the charge, you'll have great luck with them!
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Warhounds of Chaos:
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I am half convinced that this is one of the most worthless units in the game. I know that isn't true,
but it so very often seems that way. Low Toughness and Leadership is a nasty combination for a unit that
has speed enough to get out alone amongst your enemies flanks and rear. You can never ever count on
these guys making a Leadership test, that includes for Ambushing. Just count on them to run from the
slightest noise, and show up randomly on Ambush. That said, they are dirt cheap, and make a great
distractionary unit. Those 2 facts are their saving grace. The only intelligent way to use them is to
not count on them for any plan. If somehow they end up where you want them to, then consider yourself
blessed.
The hounds definitely fall into the throw-away class, but don't forget about them! If you can keep them
screened enough all game to have US 6 at the end, they're great for making a last turn grab at a table
quarter.
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