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 Arach's Ultimate Beast Herd Tactica!, Very Long!
CountArach
Posted: Jan 2 2006, 08:16 PM


Unofficial Daggoth-baiter


Group: Daemon Prince
Posts: 6,208
Member No.: 873
Joined: 5-September 05



Greetings fellow beasts. A thought has occurred to me of late, and that is that I haven’t read a tactica that describes the use of our best core unit, the Beast Herd. I am also on school holidays at the moment, and the two ideas sort of complimented each other, so I set myself to work.
Now I want to stress that this tactica is by no means exhaustive, but it is merely a compilation of what myself and many other beast players have found out. It is a guide for the newer player, but I hope that the more experienced may learn a thing or two as well.
So anyway, on with the show!

The Ultimate Beast Herd Tactica!

Herd Basics

So what exactly is the beast herd? It is a deadly combination of two types of models, the gors and their weedier cousins the ungors. But you already knew that.
Now the rules for them are interesting and allow for some truly nasty combinations and manoeuvres. Essentially the raiders rule is what allows this. They count as skirmishers, meaning 360o Line of Sight (LOS from now on), and they align to the enemy in combat. However, normally they wouldn’t get a rank bonus in combat, but the beauty of the raiders rule is that we get a maximum two. Meaning that we have a unit capable of a static +4 combat resolution with a 360o charge arc and LOS. Now combine that with the fact that skirmishers ignore terrain penalties, and suddenly we can assault flanks and protected areas where the enemy are at their weakest.
Mob rule is another rule that herds have that is really brilliant. It means that characters and command go to the front of a unit, then gors and then ungors. This is particularly useful with Khorne characters, but I’ll get into that later.
However remember that you MUST have a quarter of your unit in charge range of the enemy unit in order to charge them. As a general rule if my unit of 17 is all mobbed up around the centre model, then I would generally guess if the front model is about 8 or so inches from the nearest enemy. This means that there is a very small likelihood that I am out.
And on one last note, I haven’t heard of many ways to stop unruly. Pretty much the only way I see is to screen the more important herd from the enemy with a raider herd (explained later), and then hope that the raider herd doesn’t fail as well! This would work because you won’t go your full movement forward, as you have to go around the herd in front of you first to get there. However, I am always open to any suggestions.
Also remember that your herds suffer from an incredibly low leadership, so basically try to keep them near the general against undead, and don’t expect them to hang around when the going gets tough.

Herd Sizes

The very first thing that you must remember about Beast Herds, or any low leadership unit for that matter, is to keep to the min-max numbers. These are any numbers that are 1 above the threshold for a panic test for 25% lost from shooting or magic. Panic test are scored when a unit loses 25% of itself. Now take the number 13 for example. It is a min-max number. 3 is not enough for a panic test as that is less than 25%, however they need to kill 4 of you. This lets you stay cheap, but also effective. The usual numbers are 13, 17 and 21.
Another thing to remember with min-maxing and beasts is that it means that we need a higher number of men in charge range of the enemy. This however, is not usually a problem as our men move very quickly and manoeuvrability.
Another often forgotten thing is that most enemy units are 5 wide on 20mm bases. This means that we have to line up 6 wide in combat where possible. So if we want 2 ranks, we need a minimum of 16 models. That is why I usually use units of 17, as it is the nearest min-maxing number. That said, many people have success with units of 21, but I will go into unit sizes later, as they are dependant on the role you wan the unit to take.

EDIT: We had a discussion about general sizes here... I suggest looking down about half way for Daggoth's comments:
http://s2.invisionfree.com/herdstone/index...?showtopic=5631

Equipment
Generally for me equipment has always been a very easy option, take 2 hand weapons on the gors. They essentially act as armour, because if you charge an enemy and kill even one more, that is one less attack back, hence a lower chance of the enemy killing your guys. IMO shields are only worthwhile if you have to defend. A standard beast army would probably be playing a light infantry skirmish style where you hit and run, melt into terrain and generally ambush the enemy. None of this requires defence.
Now I don’t give ungors shields, and nor do most people. As it is they are only 4 points, so that means that for every 4 shielded ungors you have, you could get 5 unshielded ones. Now this may not sound like much, but it can save you several points. Remember that you should try to stick to the basic min-max numbers of 13, 17, 21, etc, etc. Now 7 gors and 10 ungors with shields would cost you 10 more points than a unit without shields. Add up a few of these herds and suddenly you can afford a warhound unit for screening and baiting, or holding table quarters. Or you could get your general crown of horns or armour of damnation. But the point is that shields are a waste of points I think. Remember that if 6 shots wound, you should only save one with the shields, meaning that you still take a panic if you have 17 or so.
Come to think of it, not many units are going to wound 6 times against a beast herd with the skirmish rule meaning –1 to hit, and if they did they would almost certainly be S4+, meaning that you wasted your points on those shields.
Another possible situation that I could see would be your herd being pinned down in combat with an exposed rear. In this case your ungors could shield up and use their 5+ armour save in combat, but if the enemy has S4+, you are gone anyway, and a lot of units fall into that category. But usually herds are cheap anyway, so even then you are just throwing points at you enemy for them to take. Also if you are rear charged, you’ve lost the combat anyway usually.

Battle Herds
A battle herd is any beast herd that is supposed to do just that, battle with the enemy. These are your bread and butter units that should be the majority of herds in your army. I for example use four of these. In a fight herds are actually a really good unit with a nice stat line, but as I said earlier, remember that you should try a hit and run approach, and don’t overestimate your units. They may be good, but not that good.

Numbers
First of all I would like to mention the gor to ungor unit sizes. If you look at the majority of top-notch beast armies, you will notice that almost all of them would have more ungors than gors, and there are several reasons for this. The main ones are:
1. Ungors will save you 3 points per model
2. Seeing as ungors are so cheap, you can afford to field larger units, and as such can avoid more panic tests (see above)
3. In a protracted combat, or if you are charged, then the ungor spears can become really useful. Seeing as you are six wide so often, these guys can add 6 attacks, which I wouldn’t complain about.
4. Another thing that comes with being cheaper is that we can have larger units that will keep their rank bonus for longer, thus helping us against enemy Rank and File.
5. Larger units intimidate your enemy more.
Also think about this. 4 herds of 10 Gors, 7 Ungors with full command costs 532 points, but 4 herds of 7Gors, 10 ungors costs 496 points. This is a saving of 36 points, which is always useful and your herds really miss out on nothing.
As I said earlier, try to stick to min-maxing numbers. 17 is the most commonly picked, and I suggest either getting 7 gors, 10 ungors or 8 gors and 9 ungors. With units of 21, another common number I suggest 8 Gors, 13 Ungors or 9 and 12.
Just remember not to take this overboard; you still need at least 6 Gors to ensure that you can still fight to full effectiveness. That is why I suggest 7 or 8, so that you can afford a casualty or two, and still fight well.

Command
For battle herds the command you pick will largely determine the role they play. I say always get a champion, except at low points, when a wargor provides the unit with the valuable leadership, and then you can use the spare 20 points on something useful. A musician is a must in any low leadership unit (or simply any unit I think). But the big question is the standard.
The thing you have to remember about herds is that in a front on fight with anything decent, they will lose. By decent I mean WS4 with a decent (4+ or so) armour save, as we suddenly can’t use our massed attacks so effectively. So if we have a standard we stand a slightly better chance, but would still probably lose. Now if we lose, we will probably run due to low leadership. This hands over 100 vps to our enemy. A herd of 7 and 10, with champ and muso costs 114 pts, and will hand over that to the enemy, making it really cheap and effective. Now if we add in the standard we only cost 10 more, but hand over 224 vps, which is quite hefty.
The only times I take a standard is when I am escorting a non-BSB character (BSB’s count as standard bearers anyway, so there is no need to add another one to my herd). This is because your characters are expensive, so you need to ensure that you take every possible measure to escort them. Also if you add a fighty character to your unit, then you are probably good enough to beat a decent enemy front on, so you should make sure that you beat the enemy unit thoroughly so that you can avoid an ongoing confrontation, and also they can’t then attack the flank so that they can kill your character and nab some easy vps.
Now I always make my lists with a tournament list in mind (has to stand up to all comers), but if you are tailoring it to fighting undead, I suggest more banners. You will beat them more consistently without them, but killing that one extra man is always useful, and one skeleton with light armour and shield is the same as the banner costs.
EDIT: Here is a discussion about how large a herd should be before giving it a standard: http://s2.invisionfree.com/herdstone/index...?showtopic=5444

Uses
There are many uses for a battle herd; the most common one I find is to ambush with them. In this case a standard is not worth it for several reasons. The main ones are:
1. If you charge the enemy rear you won’t need them, and you should probably be trying to support a front charge anyway, which may have a standard. Seeing as there is no cumulative bonus for standards, 2 is a waste.
2. To beat war machine crews (the most common use), you won’t need it…ever!
3. Easy vps for any heavy cavalry the enemy has left lurking behind (some people have tried this on me). The tip with these guys is to ambush out of their charge ranges or charge arcs. Ambush next to them, so that they can’t march away, then make sure that you can charge him next turn and hopefully win.
I usually ambush with 3 battle herds.
Another common use is, as I have already mentioned, to escort a combat character around. This allows you to break an enemy head on, and gives you protection from cavalry due to the character’s GW.
Yet another use is to protect the flanks of your hard-hitting units, such as minotaurs and bestigors, if you use them. This ensures that if the enemy tries to get around your guys with fast cavalry, then you can charge them with that brilliant 360o charge arc.
Also the key to beast herds, or beasts altogether, is to support each other. One herd may not beat an enemy head on, but if you combine that with another herd in the flank or rear, then the enemy can kiss their unit goodbye. Another great combination is an ambushing herd supporting minotaurs. This is completely and undeniably one of the best combination available to take it, and the main reason that I ambush against non shooting armies (that and the psychological impact)
Also a key note against undead. If you need a unit to do something, put two there. This is extremely important with beast herds. They will absolutely tear undead to bits and can probably beat them head on if given a standard, but the problem is convincing them to fight the things. So really against undead I would suggest six battle herds. I know it may sound excessive, but two units ambushing, and the other two units supporting one flank, with two units for combat characters.
And on one final note, and I cannot stress this enough. Don’t be afraid to lose a few herds for the good of the overall battle plan. They are cheap and expendable. Don’t take it overboard though, or you may not have an army left to counter-attack with.

Interaction with Characters
In general, all combat characters in your army should have GWs or some other strength-giving item. They are just so good. Now, all you have to do is put this character in a battle herd, and suddenly you can break lines, and sometimes take a charge from cavalry, particularly if you have a Beastlord in there.
A beast herd is also a great place to put a shaman, particularly if you have magic missiles, as you get that lovely 360o LOS. However, just remember to protect that unit, and keep it near your beastlord or general to provide that much needed extra leadership.
Also remember that your characters are usually there to support you units in beasts and this is doubly important with characters. If you take a shadow lore shaman (and if not, then consider it… it is great) or if you have the staff of darkoth, try to put the good of the arm first, not the shaman. If you think that the loss of your shaman is important enough to get in a risky position that could change the battle (eg, making your shaman charge a character totting battle herd down the enemy line), then think about it, but again don’t take it overboard.
I will go into more detail later about how specifically marked characters interact with a beast herd.

Conclusion
So in conclusion Battle herds should for the basis of your army, and should always be there to support each other, and to lay down their lives for the greater good of the plan. They can transport characters around, ambush where they are needed, and generally lay the smack down on anything they touch. Oh and remember not to be scared to sacrifice them and just generally be ruthless, and to ALWAYS support each other!

Raider Herds
Ahh raider herds, a great unit in any person’s books. These are extremely small herds whose main role is to disrupt the enemy plans however possible. They also have several other uses, but we’ll go into that in a little bit.

Numbers
Usually raider herds are units of 5 Gors, 5 ungors. These are extremely cheap and effective. 10 is a good number for the roles that they play as warmachine hunters, march blockers and assassins. However, some people play their raider herds as units of 13 comprising of either 6 Gors, 7 Ungors or 5 Gors, 8 Ungors. If you choose to take this option I suggest the unit with 8 Ungors, as this unit basically defines throw away and as such needs to stay cheap.
Personally I like to have one of these units in my army of 5/5 and since I included them I have had an extra tactical option in a cheap skirmishing throwaway unit that can act as a cheap few attacks.

Command
Okay a musician is a must. This unit will be fleeing a lot, either by their own free will, or panic. This is especially true if you are going to use them as a screening unit or as bait, the two most common uses.
Standards are a waste. You are not going to win any combats…at all. So do not bother giving your opponent that extra 100vps.
Champions on the other hand are an interesting little discussion. On one hand you get that extra leadership, attack and strength, great for ambushing and desperation flanking. On the other hand, they cost you 20 points. Personally I believe that if your ambushing roles are already fulfilled by Battle Herds, then there is no need to worry about ambushing the raider herd and as such don’t worry about the champion.
However if you only want a very light ambush, then 2 raider herds can fulfil that role in a pinch. Get a foe-render in both units as you are going to want to ambush on Leadership 7, rather than 6. It also means that you stand a much better chance against units of 10 archers, as you have that extra strength. You would be surprised just how easy it is to lose a combat with these guys.
Oh and if you are planning on character hunting with these guys, Do not, under any circumstances, get a champion, as the enemy character can then issue a challenge and avoid some attacks.

Uses
The raider herd is such a flexible option, that it can perform just about any role that you need it to. For me the priorities are as follows for ambushing units:
1. Warmachine Hunt
2. Missile unit hunt
3. Character hunt
4. Rear charge
For a unit that isn’t ambushing my priority list is more like this:
1. Screen
2. Bait
3. Character hunt
4. Flank
A raider herd easily fulfills any of the above roles.
To warmachine and missile hunt simply ambush behind the enemy units, and hope that you pass your leadership role. Remember that you should try to set yourself up so that your pursuit or overrun takes you into another enemy warmachine or missile unit. This is another way to take advantage of the skirmishers rule.
Character hunting is another interesting option that I have found useful lately. Basically run your herd about 9 inches in front of a unit containing a wizard. If the enemy charges, they are probably out of charge, but if they hold and the wizard stays in the unit, then you charge. Line up so that you can get the maximum number of models attacking the wizard, then hope you can cause the required two wounds. Whatever fails, you will then break, and the enemy will either pursue out of position or you will hopefully rally and then complete this manoeuvre. This is just another way that you can use hit and run to irritate your opponent.
Now if the enemy jumps their wizard out of their unit, then you can use your cunningly placed ambushers to restrict where he can go, then use either a flyer unit or a chariot and character hunt with them. I personally like chariots as I play pure beasts.
Screening is simple in that you string yourself out in front of an important or frenzied unit and prepare to take some casualties. Remember to be ruthless and don’t be afraid to kamikaze your units. This tactic works well with baiting and character hunting, as you can screen earlier, then the remains of your unit can go and perform a suicide mission.
Baiting is another common tactic that involves leaving your unit within an enemy units charge range, then fleeing the charge and counter-charging with something that will hit hard, such as minotaurs or a character-toting battle herd. If the enemy holds, you can always charge in with your screen or simply move out of the way to bait another enemy unit.
With flanking and rear charging (rearing?) just remember that your unit will have to SUPPORT another one, which is the key to herds. Also we do have better flankers available to us.

Conclusion
In conclusion I believe that no balanced beast list would be without a raider herd or two, as they can perform many important roles. I personally like to use one. The key is that these guys will never win a battle on their own, but are just there to try to fulfil necessary roles that your army will need.

Super herd Basic Concepts
A super herd is a large beast herd of 25+ models with three characters, though many players (myself included) prefer to only use 2 characters, a beastlord and a wargor, as tis still hits hard and reduces the amount of risk involved.
Now, I’m not going to go into too much detail about the subtleties of this concept, as it is not my place to do so, but there is one key thing to bear in mind, and that is to always guard your flanks! If this unit dies, you will usually lose the game.
This concept can compliment any mark of chaos, however many people use Mark of Tzeentch with this unit, as you can blast some flanking threats and get 360 degree LOS. However, Khorne is also extremely effective, and can get by perfectly well with 2 characters, as you get so many high strength attacks.
Another note that I think should be mentioned is the Double Super Herd concept. Fellow board member Beastman_Bob has had quite a bit of success, if his battle reports are anything to go by, but this route is also risky, and doesn’t leave you with a great deal of other support units.
I would like to thank GeneralofChaos, who invented this concept.

EDIT: General ofChaos recently wrote this tactica on it, I really recommend it: http://s2.invisionfree.com/herdstone/index...0&#entry3527608

Interaction with Marked Characters
In this section I will go through how the marks that you give your characters affect the herds in your army.
Undivided
The mark of the gamer who dreams of a horde. Taking this mark can save you many, many points, which can go towards more herds, or larger herds. The mark gives no benefits to herds, but your casters have access to the lore of shadow. This allows you to move your herd or one of their support units (read: centigors) into the enemy’s unguarded (if you are lucky) flank.
Also a note on the super herd concept here. Many gamers use a Tzeentch super herd list with an undivided shaman. This way you get a lot of power dice and 3 great spells (you did give him spell familiar, right?). Those great spells are unseen lurker (for the reasons above), pelt of midnight (this unit needs protection, so this is the best way to do it) and shades of death (after the number of kills that your characters do, you will probably outnumber just about anything with your super herd.

Khorne
Ahhh, yes… the angriest of all the Chaos Gods. For a Khorne player, there is nothing better than a herd. Stick a wargor or a beastlord in a herd, and you have a scary, scary unit. Not only that, but herds are great screens for frenzied units such as Minotaurs and khornegors, as they are fast and can skirmish.
Another great thing to remember is to put your Khorne character in the centre of your herd. This avoids them chasing off after some fast cavalry or an oversized turkey (stupid great eagles…)
As a matter of fact, these facts make Khorne one of the best marks.

Nurgle
Now, you don’t see many Nurgle beast armies for a reason, and that is the outnumbered by fear rule. We have one unit that can be marked, and that are quite expensive (bestigors) so they will not usually have a high enough unit strength.
However, characters in herds here can be quite useful. Causing fear means that the enemy must pass a fear test or sit in one place, leaving them open to a counter-attack, from one of your support units, which, as always, is waiting nearby.
The magic lore doesn’t really help herds, it just deprecates enemy units and decreases stats.

Slaanesh
Now, the mark of slaanesh gives no direct bonus to a herd, but the magic lore is soooo good, definitely a runner for one of the best lores in the game.
This is because of three spells. Frenzy, unbreakable and move towards a point. Casting frenzy on a unit that is near a raider herd or warhound unit is great, as you can flee, then counter charge, then hopefully rally. Rinse lather repeat, always repeat.
Unbreakable just screams super herd. Two characters (a beastlord and a shaman with goretooth usually) and a large herd will take ages to kill off, and will usually kill off their enemy.
Moving towards a point can allow nasty combos with your herds. Imagine telling the enemy to move towards your lines, only to have him realise you have a battle herd on wither side of him. The horror! Well… not for you at least. Also on a side note, try casting frenzy on a lone enemy wizard. D6 S3 stands a good chance of killing him, and if it doesn’t, the unit they charge will!

Tzeentch
Ahhh, good old Tzeentchy, Mr T. I pity the fool who doesn’t use these guys. Just Kidding.
Really though, Tzeentch is a great mark. We get fairly cheap Level 2 fighter wizards with this (compared to just about everyone) and the herds compliment them.
As mentioned earlier, the 360-degree LOS really helps these guys, as they will usually cast red fire every turn (or at least mine do).
Also the Super herd really compliments these guys as mentioned earlier. Remember to always take staff of darkoth and the goretooth on wargors or your beastlord.

Number of Herds
Well this one is interesting. The question is, “How many herds should I use?” and the answer is a simple, “I dunno…”
Really this all comes down to personal preference and playing experiences. I run a hit-and-run based super herd list of Tzeentch at 2250 points, and all my lists are tournament based.
I find a super herd with a beastlord and wargor, protected by a battle herd with wargor on one flank works well. I take one raider herd, not ambushing and 3 ambushing battle herds of 17. Works well.
However, many people prefer say 3 battle herds for fighting and 3 raider herds for ambushing. As a matter of fact, I’m going to start a poll to see how many of each type people use at 2000 points, and I’ll put the link here.
Battle Herds: <a href='http://s2.invisionfree.com/herdstone/index...?showtopic=5473' target='_blank'>http://s2.invisionfree.com/herdstone/index...?showtopic=5473</a>
Raider Herds: http://s2.invisionfree.com/herdstone/index...?showtopic=5472

Parting Remarks
Well thanks for reading all that, It’s taken me weeks to write it (or at least weeks to get motivated to finish it, lol) and I hope you find it useful. As always comments and suggestions are taken seriously and may be acted upon. I’ll keep updating this if I ever think of anything more, or any other interesting discussions related to this pop up. If you wan to re-post this anywhere else, feel free, just give me credit and PM or email me a link (which can be found in my profile).
Once again thank you.

Is that all that I need do you think? Are there any other categories I could do?

Count Arach

This post has been edited by CountArach on Mar 30 2006, 03:47 AM


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QUOTE (Alfindeol)
If I were a mod the Herdstone would cease to exist.

This post has been edited by decker_cky on Dec 12 2007, 09:14 AM

QUOTE (CountArach)
Without Daggoth the herdstone would cease to exist.

This post has been edited by Daggoth on Jan 2 2009, 03:47 PM

QUOTE (grarrzag)
Without Grarzag the Herdstone would cease to exist.

This post has been edited by Grarrzag on Jan 2 2009, 04:19 PM
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Gorash
Posted: Jan 2 2006, 08:24 PM


Doombull


Group: Members
Posts: 1,011
Member No.: 955
Joined: 17-November 05



not from what I can see. a really nice tactica that should be pinned once it´s finished. would answer many questions for people new to BoC. nice job smile.gif


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parley? withdraw? a promise to a dead man means nothing...
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CountArach
Posted: Jan 2 2006, 08:24 PM


Unofficial Daggoth-baiter


Group: Daemon Prince
Posts: 6,208
Member No.: 873
Joined: 5-September 05



Thank you This much alone took me an hour last night.


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QUOTE (Alfindeol)
If I were a mod the Herdstone would cease to exist.

This post has been edited by decker_cky on Dec 12 2007, 09:14 AM

QUOTE (CountArach)
Without Daggoth the herdstone would cease to exist.

This post has been edited by Daggoth on Jan 2 2009, 03:47 PM

QUOTE (grarrzag)
Without Grarzag the Herdstone would cease to exist.

This post has been edited by Grarrzag on Jan 2 2009, 04:19 PM
Top
Jhaantikaal
Posted: Jan 2 2006, 10:03 PM


Eternal Servant of Chaos


Group: Members
Posts: 2,164
Member No.: 539
Joined: 23-January 05



Its looking very good - this will come of great help to anyone starting with the beasts and also useful to those who have been playing a while - good work.


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QUOTE
Gibbetfish: Nov 20 2007, 09:21 PM 
QUOTE
If there where more Jhaantikaal's the world would be a better place... 


Returning to the Herdstone!
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Screaming_Dude_in_Vegas
Posted: Jan 3 2006, 12:22 AM


Beastlord


Group: New Members
Posts: 530
Member No.: 777
Joined: 19-June 05



Good article. Can't wait to see it done.


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I'm really glad I came here, you know? I've been all
wrongheaded about this. Weeping, crawling, blaming everybody else. I
want Dru back, I've just gotta be the man I was, the man
she loved. I'm gonna do what I shoulda done in the first place: I'll
find her, wherever she is, tie her up, torture her until she likes me
again.


~Spike, Lover's Walk, Buffy the Vampire Slayer
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stormwolf
Posted: Jan 3 2006, 12:57 AM


Power level over NINE THOUSAND!


Group: Daemon Prince
Posts: 5,458
Member No.: 8
Joined: 23-November 03



somehow the guide i pinned was unpinned???

i just figured out why, it was added to this

so ill put yours there too
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CountArach
Posted: Jan 3 2006, 03:50 AM


Unofficial Daggoth-baiter


Group: Daemon Prince
Posts: 6,208
Member No.: 873
Joined: 5-September 05



Thanks for that stormwolf, much appreciated


--------------------
QUOTE (Alfindeol)
If I were a mod the Herdstone would cease to exist.

This post has been edited by decker_cky on Dec 12 2007, 09:14 AM

QUOTE (CountArach)
Without Daggoth the herdstone would cease to exist.

This post has been edited by Daggoth on Jan 2 2009, 03:47 PM

QUOTE (grarrzag)
Without Grarzag the Herdstone would cease to exist.

This post has been edited by Grarrzag on Jan 2 2009, 04:19 PM
Top
CountArach
Posted: Jan 3 2006, 08:28 PM


Unofficial Daggoth-baiter


Group: Daemon Prince
Posts: 6,208
Member No.: 873
Joined: 5-September 05



Updated with Battle Herds


--------------------
QUOTE (Alfindeol)
If I were a mod the Herdstone would cease to exist.

This post has been edited by decker_cky on Dec 12 2007, 09:14 AM

QUOTE (CountArach)
Without Daggoth the herdstone would cease to exist.

This post has been edited by Daggoth on Jan 2 2009, 03:47 PM

QUOTE (grarrzag)
Without Grarzag the Herdstone would cease to exist.

This post has been edited by Grarrzag on Jan 2 2009, 04:19 PM
Top
Nethrag
Posted: Jan 4 2006, 09:50 AM


Doombull


Group: Members
Posts: 2,268
Member No.: 488
Joined: 6-December 04



can we link it to the unit by unit discussion in the tactica thread?


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Never argue with an idiot. They drag you down to their level, then beat you with experience.

Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup
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Vaprak
Posted: Jan 4 2006, 02:50 PM


The Purple Bull, Mark of No Longer Allowed to Take Marks


Group: Daemon Prince
Posts: 3,083
Member No.: 230
Joined: 2-July 04



QUOTE (Nethrag @ Jan 4 2006, 04:50 AM)
can we link it to the unit by unit discussion in the tactica thread?

We can put a link where ever it may be useful. Nethrag, can you be a bit more specific as to where you'd like to see a link? Do you mean adding a link into the Grand Tactics Discussion thread or are you talking about something else? A link as to where you'd like to see it posted would help. wink.gif


BTW, @ CountArach - Nice work! Look forward to seeing the complete finished product. Cheers! biggrin.gif


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Nurgle is the hope born from the inevitability of death and decay.
Embrace me brother, for I bring you hope.
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Nethrag
Posted: Jan 4 2006, 03:58 PM


Doombull


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http://s2.invisionfree.com/herdstone/index...?showtopic=3610

a link in the grand tactica thread where stormwolf linked to above :->
Its already there under a seperate tactica link but as its solely about herds it'd be good to have the link under the beastherd catagory.


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Never argue with an idiot. They drag you down to their level, then beat you with experience.

Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup
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Vaprak
Posted: Jan 4 2006, 04:21 PM


The Purple Bull, Mark of No Longer Allowed to Take Marks


Group: Daemon Prince
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QUOTE (Nethrag @ Jan 4 2006, 10:58 AM)
a link in the grand tactica thread where stormwolf linked to above :->

Done. I added a link in Stormwolf's Guide and in The Grand Tactics Discussion Thread. The link in Stormwolf's Guide is at the end of the Beast Herd Entry. The link in the Grand Tactics Discussion Thread is at the beginning of the discussion on Beast Herds. wink.gif


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Nurgle is the hope born from the inevitability of death and decay.
Embrace me brother, for I bring you hope.
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CountArach
Posted: Jan 4 2006, 08:02 PM


Unofficial Daggoth-baiter


Group: Daemon Prince
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I feel so honoured lol.

And updated with raider Herds.

Next unp miscellaneous


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QUOTE (Alfindeol)
If I were a mod the Herdstone would cease to exist.

This post has been edited by decker_cky on Dec 12 2007, 09:14 AM

QUOTE (CountArach)
Without Daggoth the herdstone would cease to exist.

This post has been edited by Daggoth on Jan 2 2009, 03:47 PM

QUOTE (grarrzag)
Without Grarzag the Herdstone would cease to exist.

This post has been edited by Grarrzag on Jan 2 2009, 04:19 PM
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lejanius
Posted: Jan 4 2006, 08:20 PM


Gor


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loved the article!

quesiton

I am in the midst of making my first beast army. I have found that herd sizes and combinations to be one of the toughest things to work out (until now that is) however I am still struggling with number of herds in my 2,000 point list.

I currently have 5 herds (two raider herds, three bigger) and 3 units of 5 hounds. I am considering dropping a herd or two but do you have any comments about the number of herds you should use or take? That may be useful

oh, I am playing a pure beast army as well

thanks
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Gorash
Posted: Jan 4 2006, 08:52 PM


Doombull


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4 herds is pretty standard, 2 main battle herds and 2 raider herds. smile.gif


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