Greetings, dear reader.
It's this time of the year again, where old and forgotten armies are dusted and re-glued and taken to the battlefield. The Belgian T9A scene has been booming lately, with two tournaments per month on average and as many game nights if you're up for it. So it was the right moment to bring something new: a Beast Herds army!
I have had the idea to try out the Beasts for some time now, seeing as I normally avoid shooting and offensive magic anyway. So after finding a good deal online I took the plunge and bought an army, that I'll be trying to touch up and complete over the coming months. With the modelling side of the project decided, I had to come up with a suitable list for tournament play. I did not want to go down the netlist route for various reasons, so I thought I'd try out the army "from scratch" and see where it got me.
You can read all about this journey here: Pack Tactics 2020! MSU musings and list discussion
After playing some test games with various MSU lists, I settled on the following based on the models that I had:
Key points:
- Wildhorn Bunker with Shields: combined with Gnarled Hide you get a very tough block, whose fighting ability is bolstered by the Beastlord.
- Medium-sized Longhorns and Minos; whether this is the ideal size remains to be seen, but so far it has worked ok.
- Magic: instead of trying to render naked beasts more survivable, I decided that my magic would focus on making them killier. Evocation has two spells perfect for the occasion (Spectral Blades and Whispers of the Veil), and the added veil token will help with channel.
- No good targets for cannons and magic targeting single models.
I took the list above to one of the biggest local tournament, the 14th Challenge in Roeselare. The tournament is run by friend and teammate @IHDarklord and has over the years evolved to be a staple in my T9A calendar: good venue, always a good crowd of very strong players, plus barbeque for lunch and excellent local beer to drink.
Here are some short reports for your enjoyment:
Game 1 - Ogre Khans
For the first game I got to play Robin @Haemoglobin and his (WiP) Ogre Khans with a greenskin theme.
This was a difficult game on paper, the Ogres had the range for charges and superior chaff. To have the upper hand, I needed to play first and luckily I got this option (the deployment was Marching Columns and the scenario is Flags, always bad for me).
TURN 1 - Beast Herds
My opponent used the hunters and cats very well to limit how much of his army my Feral Hounds could redirect. I had to settle for both Aurochs (hoping for a failed frenzy) and the Trolleater Hunter. The rest of the army pushed forward, wary of the big block with Swiftstride on the hill. In magic I lowered the Discipline of the left Aurochs to make failing the Frenzy check more probable.
TURN 1 - Ogre Khans
Both of the Frenzy checks were passed, and my opponent elected not to commit the aurochs: the tribesmen to my left spotted the flank of the hounds and charged in, while the free hunter charged into the Mino Conga, hoping to overrun behind my lines.
Turn 1 magic and shooting was not enough to wipe out or panic my unengaged Feral Hounds thanks to Dark Rain, leaving them alive for another turn. The Hunter got Children of Umi cast on him though. In the ensuing combat he killed a minotaur and got 3 wounds back, but I then failed my break test and had to flee: the Hunter rolled high enough to get out of my Razortusk chariot's arc of sight, deep behind my lines. The tribesmen broke the feral hounds on the charge, but failed to catch them in pursuit.
TURN 2 - Beast Herds
With both of my chaff still alive, I could now take some risks: I used my general's block to clear the way (tribesmen and sabertusk sent fleeing), meaning that I had a 10+ with Centaurs into the right Auroch, 11+ with a mino conga and 11+ with my BSB's unit into the same target. If one got in, I'd probably kill the Auroch on the charge, while if two got in I'd have the option for overruns into the trolleater hunter's flank and into the Bruiser bunker flank.
As luck would have it, both the big minotaurs and the Centaurs made it in!
The fleeing hounds rallied… [Read More]
It's this time of the year again, where old and forgotten armies are dusted and re-glued and taken to the battlefield. The Belgian T9A scene has been booming lately, with two tournaments per month on average and as many game nights if you're up for it. So it was the right moment to bring something new: a Beast Herds army!
I have had the idea to try out the Beasts for some time now, seeing as I normally avoid shooting and offensive magic anyway. So after finding a good deal online I took the plunge and bought an army, that I'll be trying to touch up and complete over the coming months. With the modelling side of the project decided, I had to come up with a suitable list for tournament play. I did not want to go down the netlist route for various reasons, so I thought I'd try out the army "from scratch" and see where it got me.
You can read all about this journey here: Pack Tactics 2020! MSU musings and list discussion
After playing some test games with various MSU lists, I settled on the following based on the models that I had:
SmithF wrote:
CHARACTERS:
Beastlord, General, GW, Destiny's Call, Blessed Inscriptions, Crown of Horns, Dragonfire Gem
Minotaur Chieftain, BSB, Greater Totem Bearer, HA, Shield, Willow's Ward, Talisman of Shielding, Eye of Dominance
Soothsayer, Adept (Evocation), Dark Rain
CORE:
2 x 8 Feral Hounds
25 Wildhorns, Shields, Full Command, Banner of Speed, Gnarled Hide Totem
30 Mongrel Herd, Spears, Full Command, Banner of the Wild Herd
SPECIAL:
18 Longhorns, Musician, Champion, Blooded Horn Totem
2 x 10 Longhorns, Ambush
2 x 5 Centaurs, Lances
5 Minotaurs, Paired Weapons, Musician, Champion, Blackwing Totem
2 x 3 Minotaurs, GW
1 Razortusk Chariot
- Wildhorn Bunker with Shields: combined with Gnarled Hide you get a very tough block, whose fighting ability is bolstered by the Beastlord.
- Medium-sized Longhorns and Minos; whether this is the ideal size remains to be seen, but so far it has worked ok.
- Magic: instead of trying to render naked beasts more survivable, I decided that my magic would focus on making them killier. Evocation has two spells perfect for the occasion (Spectral Blades and Whispers of the Veil), and the added veil token will help with channel.
- No good targets for cannons and magic targeting single models.
I took the list above to one of the biggest local tournament, the 14th Challenge in Roeselare. The tournament is run by friend and teammate @IHDarklord and has over the years evolved to be a staple in my T9A calendar: good venue, always a good crowd of very strong players, plus barbeque for lunch and excellent local beer to drink.
Here are some short reports for your enjoyment:
Game 1 - Ogre Khans
For the first game I got to play Robin @Haemoglobin and his (WiP) Ogre Khans with a greenskin theme.
This was a difficult game on paper, the Ogres had the range for charges and superior chaff. To have the upper hand, I needed to play first and luckily I got this option (the deployment was Marching Columns and the scenario is Flags, always bad for me).
TURN 1 - Beast Herds
My opponent used the hunters and cats very well to limit how much of his army my Feral Hounds could redirect. I had to settle for both Aurochs (hoping for a failed frenzy) and the Trolleater Hunter. The rest of the army pushed forward, wary of the big block with Swiftstride on the hill. In magic I lowered the Discipline of the left Aurochs to make failing the Frenzy check more probable.
TURN 1 - Ogre Khans
Both of the Frenzy checks were passed, and my opponent elected not to commit the aurochs: the tribesmen to my left spotted the flank of the hounds and charged in, while the free hunter charged into the Mino Conga, hoping to overrun behind my lines.
Turn 1 magic and shooting was not enough to wipe out or panic my unengaged Feral Hounds thanks to Dark Rain, leaving them alive for another turn. The Hunter got Children of Umi cast on him though. In the ensuing combat he killed a minotaur and got 3 wounds back, but I then failed my break test and had to flee: the Hunter rolled high enough to get out of my Razortusk chariot's arc of sight, deep behind my lines. The tribesmen broke the feral hounds on the charge, but failed to catch them in pursuit.
TURN 2 - Beast Herds
With both of my chaff still alive, I could now take some risks: I used my general's block to clear the way (tribesmen and sabertusk sent fleeing), meaning that I had a 10+ with Centaurs into the right Auroch, 11+ with a mino conga and 11+ with my BSB's unit into the same target. If one got in, I'd probably kill the Auroch on the charge, while if two got in I'd have the option for overruns into the trolleater hunter's flank and into the Bruiser bunker flank.
As luck would have it, both the big minotaurs and the Centaurs made it in!
The fleeing hounds rallied… [Read More]