MexicanNinja Posted June 22, 2014 Report Share Posted June 22, 2014 actually i am pretty sure the new wood elves are a bad matchup for beastmen. Until they get a new book atleast Why would they be a bad match up? Most beastmen armies have at least 3 hordes. Wood elves need 5's to wound them with the majority of their shooting. Plus, beastmen have the option to ambush with decent size units as well. I think beastmen have a pretty solid chance against wood elves. Quote Link to comment Share on other sites More sharing options...
ClassicFlava Posted June 22, 2014 Report Share Posted June 22, 2014 Beastmen dont have any shooting to thin out the wild rider units before they make it into combat. The wood elves are able to engage the beastmen on their terms as the beastmen have to march across the board to engage the wood elves. Quote Link to comment Share on other sites More sharing options...
MexicanNinja Posted June 22, 2014 Report Share Posted June 22, 2014 Wild Riders need 4's to wound and more often than not, the beastmen units will be steadfast and then reform. Then the wild riders are woudning on 5's and get hit by a ton of attacks. I think beastmen will be ok against wood elves. Let's not forget the doombull who could cross the table pretty fast in a unit of minotaurs. They also have the ability to pack a bunch of chariots into an army as well. Sure, they have no shooting, but they get across the table pretty fast. What if they are playing meeting engagement? The beastmen are crossing that gap fast. Are they the best answer, probably not. However, I just don't think they will do horrible against wood elves. Three hordes take up a lot of table space. Then you put chariots on flanks, and have a mino unit somewhere. Wood elves aren't going to be scouting behind the lines and a beastmen player could utilize what I call "closing the door" on them. Quote Link to comment Share on other sites More sharing options...
Oregonwoodelf Posted June 28, 2014 Report Share Posted June 28, 2014 if we bring an acorn do we have to use gw citidel forest or can we make our own with the same deminsions? Quote Link to comment Share on other sites More sharing options...
Raindog Posted June 28, 2014 Author Report Share Posted June 28, 2014 Making your own using the same template is fine. Quote Link to comment Share on other sites More sharing options...
King Mekhet Posted June 30, 2014 Report Share Posted June 30, 2014 Wild Riders need 4's to wound and more often than not, the beastmen units will be steadfast and then reform. Then the wild riders are woudning on 5's and get hit by a ton of attacks. I think beastmen will be ok against wood elves. Let's not forget the doombull who could cross the table pretty fast in a unit of minotaurs. They also have the ability to pack a bunch of chariots into an army as well. Sure, they have no shooting, but they get across the table pretty fast. What if they are playing meeting engagement? The beastmen are crossing that gap fast. Are they the best answer, probably not. However, I just don't think they will do horrible against wood elves. Three hordes take up a lot of table space. Then you put chariots on flanks, and have a mino unit somewhere. Wood elves aren't going to be scouting behind the lines and a beastmen player could utilize what I call "closing the door" on them. Wood Elves are a bad matchup for woodies because you'll never, ever catch them. They'll run around you, blocking your hordes with double-fleeing eagles, and deleting the majority of a horde a turn with withering+weight of fire+magic missiles. It's what they do to any CC-only army. All you can do is hope the WE player screws up and lets you catch him, otherwise it's curtains. 1 Quote Link to comment Share on other sites More sharing options...
ClassicFlava Posted June 30, 2014 Report Share Posted June 30, 2014 Wild Riders need 4's to wound and more often than not, the beastmen units will be steadfast and then reform. Then the wild riders are woudning on 5's and get hit by a ton of attacks. I think beastmen will be ok against wood elves. Let's not forget the doombull who could cross the table pretty fast in a unit of minotaurs. They also have the ability to pack a bunch of chariots into an army as well. Sure, they have no shooting, but they get across the table pretty fast. What if they are playing meeting engagement? The beastmen are crossing that gap fast. Are they the best answer, probably not. However, I just don't think they will do horrible against wood elves. Three hordes take up a lot of table space. Then you put chariots on flanks, and have a mino unit somewhere. Wood elves aren't going to be scouting behind the lines and a beastmen player could utilize what I call "closing the door" on them. They actually need 3's as they are str 5 on the charge. A unit of 6 wild riders throws out nineteen WS 5 str 5 attacks that reroll misses. It also throws out twelve str 4 attacks. That will kill A LOT of beastmen. They won't charge till they have thinned put the unit enough with shooting. They might even charge you with two units of 6 which should kill almost 30 gor/bestigor. Having no shooting to thin out the wild rider units is a death sentence Quote Link to comment Share on other sites More sharing options...
wisetiger7 Posted June 30, 2014 Report Share Posted June 30, 2014 All you can do is hope the WE player screws up and lets you catch him, otherwise it's curtains. Lacy gently wafting curtains... Quote Link to comment Share on other sites More sharing options...
MexicanNinja Posted June 30, 2014 Report Share Posted June 30, 2014 Why not thin the wild riders out with impact hits if you can? Quote Link to comment Share on other sites More sharing options...
ClassicFlava Posted June 30, 2014 Report Share Posted June 30, 2014 If they give you a chariot charge on the wild riders they have made a huge error. Move 9 fast cav easily out maneuver move 7 chariot Quote Link to comment Share on other sites More sharing options...
MexicanNinja Posted June 30, 2014 Report Share Posted June 30, 2014 They won't always get the charge. You could throw chaff at them to force an overrun to get them in a position to get charged. Quote Link to comment Share on other sites More sharing options...
ClassicFlava Posted June 30, 2014 Report Share Posted June 30, 2014 if you charge them they dont overrun. They have to charge you. Quote Link to comment Share on other sites More sharing options...
Raindog Posted July 1, 2014 Author Report Share Posted July 1, 2014 Wild Riders have several weakness. 1) They are frenzied and will occasionally make stupid charges. 2) They are really not that armored. Magic missiles and shooting makes them evaporate. 3) They can't flee. 4) The have to overrun and are placed in bad positions from being forced to overrun. Their main strength is a boatload of attack dice. 25 attacks for a unit of 5 is insane. Quote Link to comment Share on other sites More sharing options...
MexicanNinja Posted July 1, 2014 Report Share Posted July 1, 2014 if you charge them they dont overrun. They have to charge you. Yes, I know. You move yor chaff to redirect or force them to move into a differnt position. Beastmen have the best chaff. Quote Link to comment Share on other sites More sharing options...
Kremmet Posted July 1, 2014 Report Share Posted July 1, 2014 "I'm everything proof." "My gun shoots through everything proof!" "Nu uh!" "Ya huh!" 1 Quote Link to comment Share on other sites More sharing options...
wisetiger7 Posted July 1, 2014 Report Share Posted July 1, 2014 Yes, I know. You move yor chaff to redirect or force them to move into a differnt position. Beastmen have the best chaff. Da fuq?!? (I hope this is a joke ) If you are referring to their whole army as chaff (as in, they are worthless throwaways), then yes, I guess it's all chaff. But true chaff has to be HE. Hands down. Eagles and core Reavers = best chaff ever... Yes dark riders are slightly better than Reavers, but Eagles beat out anything anyone else can field with regards to chaff. 20" fly move, multi-role (redirectors, railroaders, war machine hunters, weapon team hunters, march blockers, flank and rear charging for CR, etc), can hunt down other chaff with WS5, S4, T4, 3W, and has moderate leadership to rally in case you choose to flee. All for 50 points, and the possibility for upgrades like ASF with I4. Not only are they the very definition of chaff, their multiple roles and incredibly cheap cost make them the best chaff in the game. Period. Reavers in core is incredible. For 80 points you get almost all the functionality of an eagle. 18" fast cav move, fills all the same roles, can be upgraded (I almost always give spears and bows for multi-role functionality) to be S4 on the charge, have 5 shots a round, even when they flee and rally or march and shoot, offering something the eagles don't, multi-threat in range and close combat, as well as not being pinned down by anti-fly spells. With two eagles, and as many core Reaver 5-man units as you want, it is an army bred to control the battlefield. These are the best throwaway units in Warhammer. Boom. Knowledge dropped. *drops mic* 1 Quote Link to comment Share on other sites More sharing options...
MexicanNinja Posted July 1, 2014 Report Share Posted July 1, 2014 Sure... Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.