Thursday, December 29, 2011

Gorebull Battle Standard Bearer WIP

Here's a WIP of my custom Gorebull BSB for my Beastmen army v.1.

Not really much to say other than he'll get painted and all that jazz soon as I'm able.

Conversion Information:

Ghorgon/Cygor Kit: Skulls, Horns
Minotaur Kit: Minotaur, Banner
Citadel Woods: Tree Trunk
Daemon Prince Plastic Kit: Shoulder Pads, Back Spikes and Leg Guards.

Enjoy!
Also the movement trays you see that the Gorebull is standing on are from Base X of War and they are the Dark Wood Trays that are halfway painted thus far.



Tuesday, December 27, 2011

Deciding on Beastmen Lists for OFCC 2012.

List Decisions for the Beastmen Army for OFCC 2012.

Now that I have collected and committed to playing and painting my Beastmen in the next OFCC, I am honing what list I will take and what is going to fit my playstyle the best and be fun to play. I’ve come up with two lists that I think I will nail down to playtest and build/paint. Based on the performance of last week’s game of Beastmen vs. Daemons, I made some necessary adjustments to both augment some strengths and account for some weaknesses.

2800 Beastmen Roster - The Savage Hunt, Warherd of the Drakwald


Rorg Doombringer, Horned King of the Drakwald (1#, 316 pts)
1 Doombull, 316 pts (Beserk Rage; General; Hand Weapon; Shield; Causes Fear; Frenzy; Stomp)

1 Sword of Swift Slaying
1 Armour of Destiny

The Blood Guard of the Doombringer (3#, 207 pts)
3 Minotaurs, 207 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Extra Hand Weapon; Light Armour; Causes Fear; Extra Attack; Stomp)


Ruld Soulstealer, the Prophet of Ruin (1#, 315 pts) - Lore of Death
1 Great Bray-Shaman, 315 pts (Primal Fury; Level 4 Upgrade; Hand Weapon)
1 The Brass Cleaver
1 Talisman of Preservation
1 Ironcurse Icon


Bane Knights of the Soulstealer (29#, 388 pts)
28 Bestigor Herd, 388 pts (Always Strikes Last; Primal Fury; Musician Mus; Standard Bearer Std; Great Weapon; Heavy Armour)
1 Gouge-Horn (Always Strikes Last; Hand Weapon; Great Weapon; Heavy Armour)
1 Banner of Eternal Flame


Trogar the Render, Harbinger of the Doombringer (1#, 245 pts)
1 Gorebull (Battle Standard Bearer), 245 pts (Always Strikes Last; Beserk Rage; Hand Weapon; Great Weapon; Battle Standard Bearer; Causes Fear; Frenzy; Stomp)
1 Armour of Fortune
1 Gnarled Hide


The Fleshtearers (3#, 177 pts)
3 Minotaurs, 177 pts (Hand Weapon; Extra Hand Weapon; Light Armour; Causes Fear; Extra Attack; Stomp)


Kagaroth the Shadowhorn (1#, 105 pts) - Lore of Shadow
1 Bray-Shaman, 105 pts (Primal Fury; Hand Weapon)
1 Ruby Ring of Ruin
1 Shadow-Hide


The Shadowherd of the Doombringer (29#, 257 pts)
28 Gor Herd, 257 pts (Ambush; Primal Fury; Musician Mus; Standard Bearer Std; Hand Weapon; Extra Hand Weapon; Extra Attack)
1 Foe-Render (Hand Weapon; Extra Hand Weapon; Extra Attack)

Da'Kor, the Bloodbeast of Drakwald (1#, 275 pts)
1 Ghorgon, 275 pts (Beserk Rage; Causes Terror; Frenzy; Immune to Psychology; Large Target; Stubborn; Thunder Stomp)

The Greyhorns, Ravagers of Ruin (20#, 160 pts)
20 Gor Herd, 160 pts (Ambush; Primal Fury; Hand Weapon; Extra Hand Weapon; Extra Attack)


The Spiteful Spears, Thorns of the Drakwald (30#, 195 pts)
29 Ungor Herd, 195 pts (Ambush; Primal Fury; Musician Mus; Standard Bearer Std; Hand Weapon; Spear; Shield)
1 Halfhorn (Hand Weapon; Spear; Shield)


Malagar the Untamed (1#, 80 pts)
1 Tuskgor Chariot, 80 pts (Primal Fury; Chariot; Swiftstride)
1 Gor Driver (Spear)
1 Bestigor Warrior (Always Strikes Last; Great Weapon)
2 Tuskgor


Jorga the Shattered Axe (1#, 80 pts)
1 Tuskgor Chariot, 80 pts (Primal Fury; Chariot; Swiftstride)
1 Gor Driver (Spear)
1 Bestigor Warrior (Always Strikes Last; Great Weapon)
2 Tuskgor


Total Roster Cost: 2800

The first list emphasizes the use of two units of minotaurs each sporting a character. The BSB and the Doombull champion each unit and provide two major threats to deal with as opposed to one unit of minotaurs. The Great Bray Shaman uses Lore of Death and is in the large Bestigor unit which serves as the anvil for the two minotaur unit hammers. The other Bray Shaman uses the signature spell for Lore of Shadow in order to provide a hex for whatever unit the minotaurs charge. This army is a pincer army that relies on the various high movement units (minotaurs and ghorgon, chariots, etc..) maneuvering to kill a unit a turn with combined charges. The Lore of Death is to hex enemy units and kill the characters located within. Each minotaur unit starts out with 22 and 21 attacks which will increase as the units win more fights. This army relies heavily on Bloodgreed and Lore of Death to accomplish it’s goals while the Gors serve as harassing units or anvils for the special units. This army is more versatile than the other list posted and will force your opponent to pick his targets and split his fire.

The downside so this army is that the Minotaurs can easily lose effectiveness once they start taking casualties, especially from ranged fire. The other downside is the lack of Lore of Beasts in the army which means that the Gors won’t be as effective as I would like them to be.

2800 Pts - Beastmen Roster - The Savage Hunt, Warherd of the Drakwald

Rorg Doombringer, Horned King of the Drakwald (1#, 316 pts)
1 Doombull, 316 pts (Beserk Rage; General; Hand Weapon; Shield; Causes Fear; Frenzy; Stomp)
1 Sword of Swift Slaying
1 Armour of Destiny

The Blood Guard of the Doombringer (7#, 443 pts)
7 Minotaurs, 443 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Extra Hand Weapon; Light Armour; Causes Fear; Extra Attack; Stomp)


Trogar the Render, Harbinger of the Doombringer (1#, 164 pts)
1 Wargor (Battle Standard Bearer), 164 pts (Always Strikes Last; Primal Fury; Hand Weapon; Great Weapon; Battle Standard Bearer)
1 Armour of Fortune
1 Gnarled Hide



Bane Knights of the Soulstealer (29#, 388 pts)
28 Bestigor Herd, 388 pts (Always Strikes Last; Primal Fury; Musician Mus; Standard Bearer Std; Great Weapon; Heavy Armour)
1 Gouge-Horn (Always Strikes Last; Hand Weapon; Great Weapon; Heavy Armour)
1 Banner of Eternal Flame


Kagaroth the Shadowhorn (1#, 80 pts) - Lore of Shadow
1 Bray-Shaman, 80 pts (Primal Fury; Hand Weapon)
1 Shadow-Hide


Ruld Soulstealer, the Prophet of Ruin (1#, 325 pts) - Lore of Death
1 Great Bray-Shaman, 325 pts (Primal Fury; Level 4 Upgrade; Hand Weapon)
1 The Brass Cleaver
1 Jagged Dagger
1 Talisman of Preservation
1 Ironcurse Icon


The Shadowherd of the Doombringer (24#, 217 pts)
23 Gor Herd, 217 pts (Ambush; Primal Fury; Musician Mus; Standard Bearer Std; Hand Weapon; Extra Hand Weapon; Extra Attack)
1 Foe-Render (Hand Weapon; Extra Hand Weapon; Extra Attack)


Da'Kor, the Bloodbeast of Drakwald (1#, 275 pts)
1 Ghorgon, 275 pts (Beserk Rage; Causes Terror; Frenzy; Immune to Psychology; Large Target; Stubborn; Thunder Stomp)


The Greyhorns, Ravagers of Ruin (20#, 160 pts)
20 Gor Herd, 160 pts (Ambush; Primal Fury; Hand Weapon; Extra Hand Weapon; Extra Attack)


The Spiteful Spears, Thorns of the Drakwald (30#, 195 pts)
29 Ungor Herd, 195 pts (Ambush; Primal Fury; Musician Mus; Standard Bearer Std; Hand Weapon; Spear; Shield)
1 Halfhorn (Hand Weapon; Spear; Shield)


Korsk the Feral (1#, 77 pts) - Lore of Beasts
1 Bray-Shaman, 77 pts (Primal Fury; Hand Weapon; Extra Hand Weapon; Extra Attack)


Malagar the Untamed (1#, 80 pts)
1 Tuskgor Chariot, 80 pts (Primal Fury; Chariot; Swiftstride)
1 Gor Driver (Spear)
1 Bestigor Warrior (Always Strikes Last; Great Weapon)
2 Tuskgor


Jorga the Shattered Axe (1#, 80 pts)
1 Tuskgor Chariot, 80 pts (Primal Fury; Chariot; Swiftstride)
1 Gor Driver (Spear)
1 Bestigor Warrior (Always Strikes Last; Great Weapon)
2 Tuskgor


Total Roster Cost: 2800

The second list changes the composition of the army slightly and the method in which it is used. The major change is the shift from a Gorebull BSB to a Wargor BSB. The BSB keeps the same weapons/equipment but the Bestigor unit now has the BSB and a Level 1 Shadow mage while the Gor unit houses the Greater Bray Shaman and the Beast Bray Shaman. The minotaur unit now becomes a unit of 7 plus the doombull for a massive minotaur bus that charges forward and bludgeon’s whatever it hits in tandem with the two chariots and the Bestigors. This army has one additional character in the form of the Beast Bray shaman. This list is also far less subtle in that it is a charge forward and slam into the nearest unit army. The minotaur unit will start off sporting 39 attacks which will increase by 4(front rank only) per round of winning combat (unless some die). The army also gains an additional effective anvil with the Beasts Bray shaman casting Wyssan’s Wildform on the unit of 29 Gors, having a unit of Str 4 and Tough 5 is very difficult to deal with.

The downside to the Wargor BSB list is that the Bestigor unit has two characters in it and the unit of Minotaurs lose 8 attacks right off the bat on the 2nd rank and will continue to lose more attacks the more rounds of combat the army wins.

Of the two lists I have posted, I am unsure which list I will move forward with to playtest. I really like having two units of minotaurs but on the same token I dislike how easily they can be shot up and destroyed. I also really like having my big Gor unit augmented with Wyssan’s Wildform, yet having that will mean that I do not have my two units of minotaurs. I’ll play both lists at least three times to get a good feel for the methodology involved in playing and make my decision.





Tuesday, December 13, 2011

Wood Elf Army Tactica: Fighting Dwarfs - Part 3

Warhammer Fantasy Army Analysis: Dwarfs – Part 3



This final installment of the Dwarf Army Analysis will cover the Rare selections and the characters available in the army book and how a Wood elf player handles them. In the previous posts I have covered the Core and Special selections. I will be doing other armies as well such as Skaven and Lizardmen (those two and dwarves being the most difficult to play against).

The Rare selections in the Dwarf army are absolutely frustrating to a Wood Elf player. They are either warmachines or flying machines. In addition to being warmachines, they are also painfully unique (translate unique into broken and annoying).

Flame Cannon

The Flame Cannon is a holy terror to the Wood Elf army. The Flame Cannon shoots a Flame Template that is Str 5, d3 wounds and has a -2 armor save. Right off the bat it wounds most Wood Elf units on a 2 and negates most of their armor saves. It has the ability to kill an entire unit of Treekin which is no easy feat. The flame template gets placed and an artillery die is rolled to determine the distance. This means that you can not have any units closer than roughly 12 inches away if you plan on charging the Flame Cannon. If you are too close then there is a great chance that you are going to have your unit melted by the Flame Cannon.

I recommend slaying this warmachine with magic namely: Amber Spear or Dweller’s Below. You have to be exceptionally careful when you engage Dwarf warmachines because if the Dwarf player has enhanced his warmachines (cannons,grudge throwers/etc..) their attacks are considered magical.  This is an exceptionally annoying issue when they take "Rune of Burning" because suddenly the Wood Elves have to deal with magical and flaming attacks which negate the Forest Spirit Ward Save.  If you plan on charging the Flame Cannon, you will need to probably use Eagles or Wild Riders since they have a high movement and swift stride rule.

Organ Gun

The Organ Gun is the most frustrating warmachine in the current game. The Organ Gun has a 24” range that is Str 5 and has a -3 armor save. The most annoying thing is that the Organ Gun automatically hits and does not need to roll. Unless you are lucky and the Organ Gun misfires you will be taking an artillery die worth of hits. The issue is that this really prevents you from taking advantage of the Waywatchers and Skirmishers rules and pushes the Wood Elf player’s advance back until they can appropriately deal with the Organ Gun. I have a lot of issues trying to take out Organ guns since I can’t land close and enjoy the minimum range rules like the Cannons and the Grudge Thrower. You really have to move within range and nuke it with spells like Amber Spear or Dweller’s Below. Shooting at a T7 model is difficult to be effective with but it’s a rather less painful method of dealing with the Organ Guns. Sometimes you get lucky and can overrun into an Organ Gun but for the most part they inflict their toll before being killed. Unlike other units and models in this army, there is no really good method to deal with this model since you have to be in its range to land your main offensive spells for Life/Beasts Lore.

Due to the high toughness of warmachines, I rarely recommend shooting them with regular archery fire since you will need a 6 to wound rather than a 3 or a 4 in close combat. You need to fully utilize your warmachine hunters appropriately when fighting Dwarfs. This means your have to keep your Eagles out of the line of fire and hide them in terrain appropriately and know when to charge. You don’t want to land a charge only to have your entire flank disintegrate because you left it unsupported. Sometimes however, there really isn’t another option and firing at the Organ fun works.

Gyrocopter

The Gyrocopter functions as a flying monster for all purposes and functions as such. The Gyrocopter has a Flame template attack at Strength 3 and has a -1 to armor save. The main concern that the Gyrocopter causes is the ability to wipe out an archer unit. I rarely see a Gyrocopter on the field and if I do I will do my best to drop it out of the sky before it can reach near my line. I will generally move my Glade Guard into short range so that I only need 5’s to wound it or have my Wild Riders in range to charge the model from the flank or rear. Otherwise I would try to hit it with Treekin or high toughness models with a decent Strength.

The next section will contain the characters of the Dwarf Army. Most of the heroes and lords in the Dwarf army are included inside a unit and are generally the same as most other characters.

Dwarf Lord/Thane

The Dwarf Lord and Thane generally are placed within a unit such as Hammerers or Ironbreakers. A Dwarf Lord can be mounted upon Shieldbearers (read: mount) that can fight alongside him, but the real issue is when either the Lord or Thane has an Oathstone. The Oathstone is a royal pain for the Wood Elf army. The Oathstone when invoked makes the unit immobile but also it no longer has flanks or rear. The lack of flank or rear means that the dwarfs in the unit can do their full attacks from any side and you don’t have your standard combat resolution that you normally would receive from the flank or rear. Since it is a rarity to see a Dwarf Thane/Lord outside a unit, the chances of Waywatcher slaying them is very remote. The main problem that you will face with a Dwarf Lord is when they join a unit of Hammerers and the unit becomes not only Stubborn but also Immune to Psychology. Then you face a synergistic combo that makes a tough unit even tougher.

Rune Lord/Runesmith
 The Runelord/smiths are the holy priests in the Dwarf army. They function much in the same way as the Warrior Priests in Empire in that they grant additional dice. If the Runelord/smith take the Anvil of Doom then they are given an additional dispel die and now have access to casting “runes”. The big attack that the Runelord can unleash is a Wrath and Ruin rune that affects d3 units for 2d6 Strength 4 hits. This generally will kill a unit or severely deplete one of them. Then I don’t normally have an issue dealing with the Runelord/smiths, especially if they are on an Anvil. If a Runelord is on an anvil, then I can generally Killing Blow the Runelord off the Anvil of Doom with the Waywatchers/General.

Daemon/Dragon Slayer

The Daemon/Dragon Slayer is the least dangerous of all the heroes since he has be placed either alone or in a unit of Slayers. You want to avoid him in close combat since he is easily slain due to lack of armor save and is very vulnerable to missile fire.

Dwarf Engineer

So because the Dwarf warmachines were not annoying enough, the Dwarf army has access to Master and normal Engineers. The Engineers provide augments to their warmachines by allowing them to use their Ballistic skill when firing, re-roll artillery dice, and reroll the Misfire result. The Master Engineer can also entrench his warmachines and grant it hard cover. Overall the Engineer pops up often enough to make the already excellent warmachines in the Dwarf army even more remarkable.

The primary method in dealing with characters in the Dwarf army is patience. You have to decide which characters are the most important to slay and impact the army. I generally stick to this type of methodology:

1. Kill the Runesmith off the Anvil of Doom

2. Look to kill the General, his LD of 10 and that will reduce the 10 to a 9 throughout the army.

3. If a Master Engineer is available and away form his unit then you will want to assassinate him as soon as possible and remove his augment ability from the warmachines.

The Dwarf Army is an extremely tough opponent for the Wood Elf army because not only do the Dwarfs have access to numerous flaming attack options, units with good armor saves, and overall impossible to break Leadership; but because the Dwarfs have access to unmatched shooting. The trick to defeating a Dwarf army is to properly prioritize what unit is going to need to die first and out maneuvering the Dwarfs to get the best position and focus firing your targets.
I hope this series of army evaluations have been helpful to a few Wood Elf players who combat Dwarfs. I will be continuing this series with Lizardmen and Skaven in the future.

Thanks!







Monday, December 12, 2011

Wood Elf Army Tactica: Fighting Dwarfs - Part 2

Warhammer Fantasy Army Analysis: Dwarfs – Part 2
This is the next installment of the Dwarf army analysis where I will be discussing how to handle the Special selections of the Dwarf army. Once again the purposes of these articles are to demonstrate how I handle Dwarf army units using the Wood Elf army.

Dwarf Hammerers

The Dwarf Hammerers unit is a very tough unit to deal with; they function very similar to the Wood Elf unit the Eternal Guard. I generally see this unit in blocks of 20 to 25 (sometimes 30 in bigger games) since they cost as much as an Eternal Guard. They sport a Weapon Skill of 5, Strength and Toughness of 4, a Leadership of 9 and have the Stubborn and Bodyguard special rule. Should they be joined by a Dwarf Lord (model with Royal Blood) then they become Immune to Psychology.

I have seen this unit used primarily as a Dwarf Lord delivery system into close combat. I have found since the unit is Toughness 4 and have armor save of 5+ (provided they use Great Weapons which they almost always do), I can easily outmaneuver this unit and shoot it from the flanks which will hopefully reduce their number since Strength 4 bows will wound on 4’s and reduce their Armor Save to 6+.

Since this unit can take a runic banner, I attempt to avoid getting into close combat with it until I am certain that I can overwhelm it and defeat it in a single charge. The last thing you want to do is get bogged down into combat with a bunch of Weapon Skill 5 Strength 6 dwarf hammerers that are both Stubborn LD10 and Immune to Psychology. Should a Lord be included in the unit then the main advantage that the close combat units of the Wood Elf army have which is Fear/Terror does not matter and the attacker is forced to strike on 4’s rather than 3’s.

This unit is perhaps one of the most difficult units to deal with for the Wood elf army unless you synergize your attack by getting a flank/rear charge off and have Lore of Life Flesh to Stone/Throne of Vines augment. If you are able to augment the unit with the appropriate buffs then the Strength 6 Great Weapons will still need 6’s to wound and if you cast the Damage shield spell it will go off before any attacks are resolved. Also, if you can score a rear charge with Wild Riders, you can not only negate the armor save of 5+ with their spears but it’s a serious hammer in their back. It also does not hurt to attempt Dwellers Below or an Amber Spear against this unit. I do not recommend however attempting to engage this unit with Eternal Guard or Dryads (at least ones that are not augmented by Wyssan’s Wildform or Flesh to Stone) since these two units lack the staying power against the Great Weapons.

As a general rule however, I would reduce this unit with ranged attacks/spells before committing one of my
heavy infantry/monstrous infantry units into charging it from the flank or rear.

Dwarf Miners

The Dwarf Miners unit is an interesting unit because it essentially has the Ambush rule and it’s not a unit I see on the table very often. I find this very odd since the Dwarf Miners serve as a fairly decent Warmachine hunting unit. This unit shares the stat line with Dwarf Warriors and can be handled relatively in the same method. You need to be wary of their Blasting Charges because S6 Flaming attacks can hurt your Treekin or Treeman.

Dwarf Ironbreakers

The Ironbreakers are the heavily armored infantry of the Dwarf army. They sport the same stat line as the Hammerers but they have a 3+ armor save since they use a hand weapon and shield. I have found that Dwarf players will use a large unit of Ironbreakers as the backbone of their army, the anvil that their enemies can be crushed against. This unit can be deceptive to engage, a Wood Elf general may decide that since the Dwarf Ironbreakers only have Strength of 4 and no Great Weapons that perhaps the light infantry would be the best opponents to engage.

I avoid getting into close combat with the Ironbreakers if any at all possible. I have had a lot of success using Waywatchers that ignore armor saves with Killing Blow (or I use my Scout Highborn with the Bow of Loren/Arcane Bodkins combo in the Waywatchers unit) to whittle down the unit then engage it with augmented Treekin (Wyssan’s Wildform or Flesh to Stone) or attempt to blast it apart with Amber Spear or Dwellers Below. If you are able to get a flank charge or rear charge against this unit, then they will generally fold after a round or two. They are not stubborn like the Hammerers and while they have gromril armor you can still generally reduce their save to a 6+.

Dwarf Slayers

The Dwarf Slayers could possibly be the most annoying and horribly frustrating unit in the game to get locked into combat with. The Dwarf Slayers share the same stat line as the Dwarf Warrior except for the Leadership of 10. The stat line is where all semblance of similarity ends. The Dwarf Slayer is one of the most annoying offensive models ever, the Slayer rule means that they will always equal the toughness of the creature they are fighting up to Strength 6. They can switch between Two Hand Weapons or a Great Weapon. Slayers can upgrade to any number of unit champions and the worse part of all, the entire unit is Unbreakable. No matter how many wounds you do to the unit they do not break. The Slayer unit can easily cut through Treekin, Treemen and any other high toughness unit in the game with very little trouble.

The Slayer unit is not a unit that you will want to engage in close combat, the lack of armor means that they are easy prey to ranged combat. Typically I would focus fire on one unit and attempt to Dweller’s Below or Amber Spear the unit. I would not engage the unit in close combat unless I was able to minimize the amount of attacks the Slayers would output by getting a flank or rear charge off on this unit and even then I’d only use Wild Riders or Dryads to kill.

Dwarf Bolt Throwers/Grudge Thrower/Cannon

The Special selection warmachines in the Dwarf army are your standard annoying warmachines that you will encounter in 8th edition. The most annoying aspects of the warmachines are that they can be “inscribed” with runes to give them additional strength, armor piercing and most importantly flaming. Each of these warmachines has the capacity to one shot a Treeman if the rune of flaming is given to the model which can absolutely ruin your day. I always attempt to slay the warmachines using the following units/options.

1. Great Eagles (provided they don’t get shot out of the sky) and Heroes on Great Eagles.

2. Wild Riders/Dryads work wonderfully against warmachines.

3. Amber Spear/Dweller’s Below/Magic Missile spells (including Ruby Ring of Ruin)

4. Treeman – if you are able to break through with a Treeman into your opponent’s backfield, you will be able to wreck havoc on his warmachines.

5. You can attempt to kill the warmachine using ranged attacks but in every instance you’ll be needing a 6 to wound and that’s a difficult option based on other units at/around the warmachines.

The primary issue with Warmachines in the Dwarf army is that they can not be ignored. You can not sit back in your deployment zone and shoot, shoot, shoot because the Cannons, Bolt Throwers and Grudge Throwers are going to template/cannonball/bolt your units to death. The warmachines have to absolutely be dealt with as soon as possible. One way to protect some of your best units is to get into combat with the right unit and be protected in close combat. I tend to shield my Treeman against Cannon Fire with one of my Heroes with the Stone of Crystal Mere on his Eagle. Also, if you can swing your Great Eagles around to where they force your Dwarf opponent to split his fire, you’ve saved yourself some template worry for at least 1-2 turns. I will also tend to keep my archers in woods to prevent cannon balls from hitting them as well as any other obstacle that will serve as a barrier. The bolt thrower is also easy to avoid by going into hard cover and forcing the -2 to hit, especially at long range so that they have a -3.

All in all, that is the breakdown for the Special selections for the Dwarf Army and how I as a Wood Elf player deal with them. Of all the special units – warmachines aside, the most difficult to deal with is a tie between the Slayers and the Hammerers. Stubborn and Unbreakable are extremely annoying when you are attempting to cause panic tests from ranged shooting.

Things to remember with the Special selections of the Dwarf army are that they are weak on the flanks/rear, granted they are still Dwarfs but if you can win combats and cause those break tests when you properly utilize charges. The Wood Elf army has such a high mobility that there should be very little issue maneuvering into position. Don’t forget a flier as well; a rear charge even with a Great Eagle is enough to cause concern to a Dwarf player if his flank is exposed. The Special selections get even more perilous to handle when they are augmented by characters, but I’ll discuss that in the next post about the Dwarf army.

The next installment will concern the Rare selections and the characters in the Dwarf army.

Hope this is helpful to you all, thank you for reading.

I'll be doing an evaluation of the Wood Elf army book based on how I use the units in some of our up and coming episodes of The Deployment Zone podcast.

Friday, December 9, 2011

From the Workbench - Ghorgons and Eagle Riders WIP

This week's From the Workbench is going to display the two assembled and converted Wood Elf Nobles/Spellweavers on Great Eagles and a comparison of a 3rd party Ghorgon and the new Games Workshop multi-kit.

The first few images are of what will be used as a Wood Elf Noble on a Great Eagle.  This has been a fairly effective model on the battlefield and I am very pleased I decided to include it in my lists.  I purchased another Eagle from Coolminiornot.com and the Games Workshop Wood Elf Noble with Bow.  I cut away/filed off the tree trunk the Wood Elf leans on then pinned him to the saddle of the eagle.

Next up I assembled and painted the Elf Sorceress on a Giant Owl model from Coolminiornot.com.  I have been using her as my Spellweaver on an Eagle in my 3k games but I think I may shift to putting my Spellweaver back in the unit of Eternal Guard and use this model as another Noble with an Always Strikes First "staff".  I've has a lot more success using Eagles and Heroes rather than the lone Spellweaver on her owl.
Here she is painted with and without the flash and also with her buddy the unpainted Noble on an Eagle.



Lastly we come to my dilemma.  I wanted to use a Ghorgon in my list so badly but didn't want to kitbash one.  After months of searching online I found a 3rd party sculpt that I liked and that also looked like the image in the Beastman army book.  Then on Dec. 3rd, Games Workshop releases the new Ghorgon/Cygor plastic kits and I of course pick up 2 because it's plastic crack and I'm an addict.

Now I've got a problem...which one do I use?  Do I use the new GW Ghorgon or do I continue to use my $90 resin Ghorgon?  Do I use one of them as unit filler or attempt to figure out how to use 2 in a 2800 point list?  

I really, really like the new Games Workshop plastic monster so this sucks!  Either way, here are some images of both of them so that folks can see the size and quality comparison.


Lastly, the plastic kit also included a very large menhir stone that I can use in either my Wood Elf army as a nice unit filler or as a Herdstone for my Beastmen army. 

Thanks and feel free to leave comments and/or recommendations on which model to use.