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Murray145
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PostSubject: Beastmen Revisions   Wed 4 May 2011 - 4:58

So I was reading over the Beastmen Warband in EIF and I saw that Beastmen do not have ANY ranged weaponry at ALL. I can understand that all the higher/bigger beastmen do not use ranged weaponry but isn't it possible for Ungors to use at least short bows to give them a bit of ranged fire-power?
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PostSubject: Re: Beastmen Revisions   Wed 4 May 2011 - 5:33

I thought bows were for the weak or something for Beastmen? I think it is a balance thing though. Beastmen are fast, tough and good in melee. They are a scary warband. If they had ranged as well they would probably be a bit overpowered methinks. I think that is the same reason the Marauders only have a limited ranged options and pit fighters too!

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PostSubject: Re: Beastmen Revisions   Wed 4 May 2011 - 7:57

Beastmen are very strong. We have two in our current campaign. They don't need ranged attacks.
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PostSubject: Re: Beastmen Revisions   Wed 4 May 2011 - 9:00

In my circle we allow Beastmen TLGT heroes to select shooting. This gives them access to one or two designated marksmen that lets them have a little bit of cover fire and doesn't detract from the game. It helps in those situations where if they didn't have any ranged weapons there would be *nothing* that they could do, particularly in river scenarios in EiF campaigns.
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PostSubject: Re: Beastmen Revisions   Wed 4 May 2011 - 9:31

Our group has added a new henchman group, Ungor Raiders (0-5), costing 5 GC more than normal ungors that can take short bows. folketsfiende are using a couple in the current campaign, they have hit once or twice, but they haven't turned the warband into a ranged one, they're still very much focused on HtH fighting.
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PostSubject: Re: Beastmen Revisions   Wed 4 May 2011 - 9:36

I always thought that Ungors should have access to javelins. 8" isn't a big help, but I think even beastmen can figure out how to sharpen a stick. Also gives a new reason to pick Ungors. Maybe also give throwing knives to the beastmen.

Unlike Lord O, they cannot get shooting skills in my group.

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PostSubject: Re: Beastmen Revisions   Wed 4 May 2011 - 12:55

Around here, we've houseruled that ungors can have short bows. Noone's gonna be overpowered by getting access to shortbows Wink
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BalrogTheBuff
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PostSubject: Re: Beastmen Revisions   Wed 4 May 2011 - 13:36

Give my Pit Fighters shortbows then. eeexcellent!

But if the whole group agrees and it doesn't seem to unbalance them in your scenario, all that REALLY matters is you guys having fun.

And anyone have some cool Ungor with bow conversions? Or was it an old model? Beastmen are something I have only played against in Mordheim.
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PostSubject: Re: Beastmen Revisions   Wed 4 May 2011 - 13:41

Other way around Balrog - the newest Ungor plastic kit includes short bows. Back when the Beastmen warband was written, there were no chaos models whatsoever with missile weapons AFAIK. Things have loosened up a little since then, on the WHFB front at least.

I'd prefer seeing pit fighters with slings and javelins - fits better with the theme IMO.
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Von Kurst
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PostSubject: Re: Beastmen Revisions   Wed 4 May 2011 - 14:06

Or an Amazon archer like the movie...

Bill King allowed Beastmen slings and bows in his stories. I was browsing 3rd edition Warhammer rules this morning and the Beastmen had throwing spears in that army list (there weren't such things as Ungors then...) and Chaos Centaurs had bows.
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PostSubject: Re: Beastmen Revisions   Wed 4 May 2011 - 14:54

Yeah, I'd agree that any missiles are restricted to the Ungors. That gives another reason to take them, and spreads out the power (rather than having gors with missile access.)
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PostSubject: Re: Beastmen Revisions   Wed 4 May 2011 - 15:37

Ok I am humbled by my combination of ancient knowledge failing me, as well as my response without doing my homework first...

Sorry! Embarassed

And yes I would love being able to give all my Pit Fighters javelins. My Skink style have outshot dwarfs on two occasions now. Who knew 2 Persuers would defeat 5 dwarfs with crossbows/pistols. At range... In the open...

Sidenote: So much has changed with GW stuff since I started playing... 40K terminators now only roll armor saves on 1 die, Imperial Guard now includes the Imperial Navy, Squats went away, Orcs no longer have flat chins and skinny arms, Bretonnian Lords cannot ride Wyverns (much to my Brother's dismay!), Skinks can't use bows unless from the southlands, then not at all... I'm old! And I'm not even 27 yet!

In other words feel free to slap me around when I start waxing on about things that are obsolete! Deaf Nala Smiley
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