Articles Tagged with “Beast Herds”

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The latest issue of the 9th Scroll is here! You can read all about it in the news.

  • Another offering from the Dark Wilds, the Mierce Gul-Gabrax, or as we say here in 9th Age lands; Longhorns.


    As always with Mierce, you get excellent and very detailed sculpts with a fair bit of character.
    I quite like the decision to give the Gul-Gabrax tusks, makes them look a bit fiercer than just normal 2.5 meters tall, heavily muscles man-goats do...


    Maille detail is fine, not Mierce's best but as good as you'll get in any other manufacturer and still better than you'll get from most.
    All the models were in resin and while there were some flash amd mould lines, there was nothing that would be a challenge to even a amateur modeler.


    This is Aalgar. Say hello Aalgar!
    Good sculpt, if a bit wierd, but then again he is basically the non-command version of sculpted standard bearer, so it's no wonder the stance didn't quite work out.
    I like the fact that he has both fierce tusks and flat herbivorous teeth, makes him a bit more goat-y.
    Again, fine maille supplemented with small plates.


    This is Gongaar (don't blame me! Mierce named them!)
    Good brooding pose. Looks like he's doing the Slow Walk (tm) towards some hapless imperial infantry. He looks mean!
    Bare and nicely muscles shoulders, otherwise mixing plates and maille.


    Another fairly strange pose, Culgaar looks like he can't quite decide what he is doing, I do like his hooked cleaver though.
    A bit troublesome to fit in a unit due to holding his blade so close to the ground, he probably needs to stand on the outside of one of the sides to fit.


    Sraagar is goading his troops forward and would make a quite nice Champion for a unit.



    And lastly Gaalgar would make a excellent Chieftain, or perhaps even a Beastlord? I could also actually see myself putting reins in his hand and putting him on a chariot.
    Very nice heavy armour, the heaviest of the group, quite the pleasure to paint.

    I think most of the Gul-Gabrax would make nice Chieftains and Champions but I would not recommend them for use as Longhorns, especially of your already have GW Bestigors are part of your unit. Why?
    Well, they are kinda.... large


    Gongaar is one of the smaller Gul-Gabrax, and he's still a head taller than a Bestigor


    And Galgaar is just.... really big!
    He'd look awesome as a Champion or a Chieftain but doesn't really fit into a unit.

    However, do not despair as Mierce makes a smaller breed of goatmen called the Gabrax, and I can vouch for that those fit in excellently with the Bestigors that most of us use as our Longhorns. [Read More]


  • Welcome back to another installment on Ammertime podcast.

    We jump right in with Lasse Blichfeldt Andersen, the winner of last weekends 44 person event, The Battle of Copenhagen!

    We talk about his Beast Herds list, how it works and Lasse's mathematical way of thinking about his risks, opportunities and decisions.

    We also go over each of our games at the tournament (Lasse's more than mine) and in the final part of the show we discuss how Lasse thinks he could improve his list!

    The Minotaur Warlord:



    The winning list:

    Lasse's Winning Beast Herd list:
    Minotaur Warlord, beast axe, shield, HA, 4++ og bluffers samt crown of horns
    Minotaur chieftain, BSB, flail, flayed hide, totem
    Chieftain, HA, hardened shield, 6++ crown of autocracy, general
    2 x 10 raiders med scout
    1x 10 raiders
    39 gors, paired, FC, Banner of the Wild
    6 minotaurs, FC, Aether Icon, Paired
    6 razortusks
    2x1 razortusks
    5 gargyles
    2x5 centaurs, paired
    1 Razortusk Chariot

    Some pictures from the event:



    Overall results of the tournament:

    tourneykeeper.net/Singles/TKLeaderboard.aspx?Id=1333

    Magnetic Movement Trays:

    facebook.com/Magnetic-Movement…1554361148188992/?fref=ts [Read More]
  • Game 5 - Greece (Beast Herds, Breakthrough)

    For the fifth round of the ETC, we were paired against Greece. While the greek Warhammer tournament scene had never been that big, during the 8th edition a solid tournament player base had been formed, and these players went on to win Bronze in the 2014 ETC. The team we were facing now consisted of the same players, but with very little 9th Age experience and not exactly in the mood for competitive gaming.


    I got paired against Kostas, who is a Dread Elf veteran player, but was playing Beast Herds this time: to cut a long story short, he offered me the 10-10 from the get-go, to which I declined with the reasoning that I had just travelled 3000km to play 6 games of T9A, and I was getting my 6 games! However, he was very tired (he’s a doctor, too, and had to work until after midnight the night before) and in the end after deployment we agreed on a 13-7 win for the Sylvans* and went on to play a relaxed, yet tactical game. So a win-win for me, I would have hated to sit in the sidelines for this round.


    *Looking at his army list, that’s exactly what I was predicting I’d get: we’d exchange combat units in a chess-like match, then I’d score the Breakthrough scenario for a small win.

    Pre-game:


    I got Luminous Bolts and Phoenix Rises for my Druid and Insect swarm and Beast within for my Matriarch.

    We traded deployments for a while, then I dropped everything to force my opponent to get the first turn: that is perfect against vanguarding chariots, since it denies first turn charges to the Beasts player, plus the Dark Rain would have a smaller effect on my shooting.






    I won’t be doing a turn-by-turn since I have no pictures of this match, but I did some diagrams and will comment on them so that you see how it went.

    EARLY GAME


    Turn 1 the Beast Herds pushed forward in force, and Kostas surprised me with the Briar Beasts appearing inside the forest on his turn 1 (I thought it was from turn 2 onwards). Bad start for me, since these 3 were too close to the Sylvan Archers for my liking.


    I got some early charges off: Wild Huntsmen and Bladedancers to the left into the Centaurs with a centaur character, resulting in a dead unit of centaurs, a dead unit of wild huntsmen and 4 victorious bladedancers pursuing. The Kestrels also went into one of the chariots, killed it and overran into a second one.

    Unfortunately, the shooting and magic phase were not that effective, and all 3 briar beasts were alive on turn 2. They went into the Sylvan Archers, killed them with ease and overran over to the left side of the board, where they’d spend all game. (One was killed later on by some Bladedancers though)



    During the early game, my magic managed to soften up the rightmost unit of centaurs, enough for my Wild Huntsmen to blow through them. They did get a chariot in the face for their trouble, though, and died.


    LATE GAME


    A big moment was around turn 4, when the two minotaurs were close to my Thicket Beasts and Forest Guard. I sacrificed the Briar Maidens (bait and flee off the table) to get the regenerating minotaur warlord to charge my Flaming Thicket beasts, but my plans were thwarted when the remaining centaurs with BSB and general managed to land a charge into the Thickets’ flank from 19 inches away. The ensuing combat saw the thicket beasts quickly lose some models (the centaurs had Thunderous charge and the +1 Attack/AP totem) but the survivors held, and with the help of some rear charging Kestrels the result was a bloodbath: all of the thicket beasts died, the thicket shepherd had 2 wounds remaining and the kestrels died too. But in return, the enemy centaurs, bsb and general were all gone!


    In the closing steps of the game, I fed my druid to one of the minotaur warlords, and the thicket shepherd took one for the team and got charged by the regenerating minotaur. In the end, this allowed my Dryad Matriarch to finish off the Regenerating Warlord with a couple of Insect swarms.

    When the dust cleared, the only things left alive were a wounded Minotaur Warlord, a chariot and 2 Briar Beasts for the Beast Herds, versus the Forest Guard, the Dryads, the Matriarch and the unit of scoring Heath Riders, conveniently placed inside my opponent’s deployment zone.



    With around 2000 points lost per side, the game ended up a draw, and the Sylvan Elves held the secondary objective, for the final result of 13-7.


    Sylvan Elf victory!


    Aftermath:



    This was by far the most fun game of the ETC for me. Kostas is a very good general, and he played his army cleverly. With the ‘official score’ out of the way, we were both more relaxed and shoved models into combat as we’d do in a friendly game. But he still taught me a couple of things, and his movement was flawless.

    A pity that the Greek team’s soul wasn’t into this, but that’s to be expected after several years of «hardcore» tournament gaming by the same people. They did give us good games, and are great guys all around.


    We… [Read More]


  • Game 3 - Serbia (Beast Herds, Breakthrough)

    For the third round, we got paired against Serbia! My teammates had already told me stories about how cool and nice guys the Serbs are, and they were all pretty thrilled we’d be getting to play fun opponents.


    I got paired against @operatkovic ‘s Beast Herds, a matchup which I had rated as “good”. Beast herds lack long range support to threaten my combat units, and every match where my squishy elves get into combat unscathed is a good match in my book!


    We’d be playing Breakthrough, a scenario which can go either way against Beast Herds due to their Ambushers.



    operatkovic wrote:


    Looking at Djordje’s list, he had a decent firebase with 2 Stone Throwers, the Impaler, and 23 throwing axe Centaurs (s4). He also had the ubiquitous Dark Rain and a couple of heavily armoured Minotaur Warlords.




    Pre-game:

    My matriarch got Beast Within and Transformation, while the Druid got Luminous Bolts and Phoenix Rises. (I would have liked having either the Unforging or the Redwood shaft)

    After trading a couple of deployments, my opponent dropped his entire army and forced me to go first, securing the last turn for scoring purposes as well as ensuring that my shooting would have a -2 penalty due to the Dark Rain.





    The prime targets here were the Cyclops and the scoring centaurs. The overall plan was to kill the scorers, and keep some units in my backline to deal with the ambushers when
    they arrive. Minotaurs would have to be redirected.



    TURN 1 – Sylvan Elves



    Knowing I’d get the first turn, I vanguarded my Kestrels forward, giving my left unit the possibility to get into the backline out of sight of the cyclops to the left. The right kestrels took advantage of the Gargoyles’ positioning in front of the minotaur Warlord to advance and get into position to threaten the scoring units on the following turn.

    The Briar Maidens did an outflanking maneuver, getting in range to pepper the cyclops with poisoned darts. Finally, the dancers and Thicket beasts moved forward, to limit the options of the minotaurs and the centaurs.


    In the magic phase the Luminous bolts were dispelled, leaving an opening for the Curse of the Wild on the Sober Centaurs. The briar maidens put three wounds on the cyclops, despite the Dark Rain, while the Sylvan Archers managed to kill 2 centaurs from the sober unit! A good start for the Sylvans!




    TURN 1 – Beast Herds


    With no charges available, the beastmen redeployed. Gargoyles went in front of the thicket beasts, for some double flee antics, while the drunk centaurs scaled the hill, in close support of their sober brethren. One of the minotaur lords joined the sober centaurs, while the other moved up near the thicket beasts. The Mino BSB stayed near the hill, within range of the entire army, practically.


    Magic saw the +d3 movement totem cast on the sober centaurs, the rest getting dispelled.

    In the shooting phase the cyclops didn’t hit anything, but the Impaler made up for it, killing 4 Bladedancers from the right unit with a flank shot (who knew that bolt throwers can now penetrate ranks of skirmishers?).






    TURN 2 – Sylvan Elves


    Following my battle plan, I declared charges on the scoring centaurs: the leftmost kestrels rear charged the centaurs on the hill, while the right ones frontally charged the unit next to the field. The rightmost bladedancers fell upon the first harpy unit, which held. But this didn’t give a solution to the minotaur/sober centaur issue, which is why I shoved the Forest Guard forward, with the rest of the army adopting a crescent-like formation around them; if the Beasts charged, they’d have to weather some countercharges.


    I got a big magic phase, which allowed me to cast Luminous bolts twice on the Sober centaurs, pulling out the scroll. This left me with enough dice to cast Curse of the Wild on them again!


    Two more wounds went through on the Cyclops to the left, leaving him with a single wound left. The Sylvan Archers shot at the other cyclops and managed to wound him once.

    Close combat was a mixed bag: the left kestrels beat the drunk centaurs on the hill without getting any damage back, and ran them down in pursuit.… [Read More]
  • Wow! Can you believe it, Buckeye Battles 2016 has come and gone! Buckeye Battles is a 100 man that has been going on for the last 10 years event located in Deleware OHand this year made the change to 9th age. Long time listeners of Ohiohammer would remember that we have described it as "A place where everyone knows your name, and they are always glad you came." To check out more info on Buckeye Battles see their website:

    http://buckeyebattles.com/

    In this episode: Andrew and Bill talk about their experiences! Andrew also gets the opporunity to talk to lead BB TO - Jeff Parkhurst, 40K Lead Organizer - Joe Elverson, and the host of Model Citizen and long time tournament organizer - Allen Blount!

    If you are interested in checking out the full results, look here:

    warscore.net/event/334/view.html

    Or you'll have to listen to the podcast. For a sneak peak of who won Overall:

    As always, please let us know what you thought of the show by emailing us at ohiohammer2011@gmail.com, on twitter @ohiohammer2011 or by posting a review of our episode on Itunes.

    If you enjoy the show, tell others about it and check out our other shows that are part of the Ohiohammer Network (Countercharge, Countercharge Xtra, Xtra Points, and Model Citizen).

    Lastly don't forget to check out our miniatures convention - OhCon!


    OH 82 - Buckeye Battles 2016! [Read More]

  • Hello, Hello, Hello, Andrew is back today with OnceBitten360! Oncebitten of Youtube fame is a long time Beast Herd player and you can find his channel here: Oncebitten360


    Oncebitten and Andrew don't do a full review, rather they do a high level of the Beast Herd 1.0 release - only covering some favorites and disappointments. This is part of a series of Xtra Points Episodes where Andrew will be covering rules and highlights from all the 1.0 books, while the Prime Casts take care of full book/army reviews.


    If you enjoy the show, tell others about it and check out our other shows that are part of the Ohiohammer Network (Countercharge, Countercharge Xtra, Xtra Points, and Model Citizen).


    Lastly don't forget to check out our miniatures convention - OhCon!

    XP 126 - First Look at Beast Herds with Oncebitten360! [Read More]

  • With a new army-book arriving, it’s time to take a close look to Beast Herds in 9th. I didn’t have the opportunity to playtest yet, but studying the book gives quite a good outlook on the opportunities in future battles.

    1. Basic description – first impression


    Many players might still have the 7th ed Beastmen–book in mind, which made Beast-armies consisting of big blocks of infantry, hard to manoeuvre in narrow terrain and, biggest drawback of all, gave very few options to vary the army.

    The first thing that stands out in the current version is, that the changes to the army have obviously been made with focus on giving Beast Herds a unique character of cunning, vicious forest-sneakers, waiting for the right moment to make a brutal assault.

    This hasn’t been achieved by building a new army from the ground, but by introducing a lot of clever little alterations.

    2. Units


    So far, no new units have been introduced. Instead, the existing and sometimes overpriced or completely useless choices have been fixed.

    Only new thing is the Centaur-Lord, a hero-choice, making your Centaurs core units if used as the armies general.

    3. Development of army-character


    In past, I always wondered why there was no advantage at all for the Beasties to fight in their very own terrain, the dense woods of the old world. By the generous use of the special rule Strider (forest), this lack of logic has finally been fixed. From now on, basically every single unit in the army is equipped with that special rule, allowing the Herd to march, pass dangerous terrain tests and keep their rank bonus while fighting within the woods.

    Consequently, an army living and fighting in the woods isn’t expected to fight knightly in open battle. Instead, Wildhorns, Longhorns and Mongrels got the special rule pack tactics, giving them swiftstride when charging the flank or rear of an enemy unit.

    Another nice addition to the character of Beast Herds is the special rule Sleeper, which was given to the Briar Beasts. This nasty little trick allows you to awake the unit at the start of an friendly remaining moves sub-phase within a wood.

    You can imagine the terror caused by some creepy thing awakening in the back of your militia-patrol, when you are out to clean the darkness of the woods near your village from the things inside.

    Another important change is the introduction of totems, which allow your Wild- and Longhorns to specialize for certain tasks.

    There are the following totems:


    • Gnarled hide totem: protection against close combat attacks

    • Blooded horn totem: additional attacks plus armour piercing

    • Clouded eye totem: protection against shooting and magic

    • Black wing totem: increasing initiative and charge range


    There are two magical items which should be mentioned when looking at the army's character:

    First, the Seed of the dark forest allows you to place a single forest before the battle within 12 ‘’ of the bearer and after vanguarding units have been moved. Designing the battlefield in your favour can definitely confuse your opponents plans to some degree.

    Another fine thing is the Pillager icon: units consisting completely of Razortusks or chariots gain vanguard, increasing the mobility of your herd even more.



    4. Conclusion


    After going through the book, I definitely expect Beast Herds to offer some different ways of playing the army than those we knew from the past. Some of the biggest weak points have been eradicated, without strengthening the army undirected.

    Instead, the weaknesses match the army’s background, so the herd still has some big issues with low/ not existing armour-saves and of course their low morale.

    Their now increased mobility allows the general, to avoid close combat as long as needed to bring your main units into position for a coordinated killing blow. Compassing of enemy units and attempting to launch attacks to the flank will be the way to go for my first battles.

    Also, specializing of own units regarding their purpose on battlefield seems an attractive option to adapt to an opponent’s army.
    This book is surely an enormous step into the right direction, I am really looking forward to command a guerillia-like force of tribesmen. The whole army, which was torn appart in the past by removing dragon-ogres and their formation special rules, is now back with a ruleset, which is in my opinion the best so far for the Beastmen-armies over the last 15 years.
    Feel free to comment and let me know your thoughts, discussion on Beast Herd topics is highly appreciated by me.

    Kjell [Read More]
  • It is time for another Battle Report!

    Another battle against @Berghofer /6Knightmare9. This time, Hamfist Bumwrecka tries his luck with an all-out Common Orc Fluff army - DA KOMMON TRIBE. How will this Warlord cope with the general absence of Gobbos?



    As always - feel free to leave comments here, on my blog, or on my Youtube channel, and I will respond as quickly as possible :) [Read More]
  • Here I quickly go over some of the armies and units that were present at the small tournament we had here in my area. A majority of us players believe that many of the armies are at a very reasonable power level. Most of the armies felt very balanced. We all agreed that the elf-armies were probably a little bit on the powerful side. Just lots of rules and versatile units that work towards their benefit.
    Overall the tournament was a complete blast. We all love the rules, the game, and the playability of so many different list-styles. We particularly love the secondary objectives which brings a whole new level to being a competent general and list-builder.

    [Read More]
  • I am hosting the first 9th Age tournament in my area (that I am aware of) at my home.
    6 players, 6 different armies, 3 games, secondary objectives, and one game of each kind of deployment.

    In this video I go over the 6 lists that were sent in. Let me know what you guys think of the lists. Who do you think has the best chance to win it all?
    Sylvan Elves
    Highborn Elves
    Undying Dynasties
    Vampire Covenant
    Orcs & Goblins
    Beast Herds

    [Read More]