Wednesday, 29 January 2014

Beastmen Review - Ungors


The Little Un's

Ungor's are the whipping boys of the Beastmen army, however they have a vast variety of uses due to their cheap points cost. They're not going to make your opponent reel with terror, but if they're left untouched they'll cause a lot of issues later on in the game. Ungors are split into 2 variants, the standard Ungor unit and the more guerrilla Ungor Raider skirmishers - both have their uses.

Selection

Every army should have some Ungor Raiders, perhaps two units of five strong would do, but the more you have the more of a nuisance they can cause. (You'll notice there's a running theme with how much of a nuisance Beastmen units are) Effectively they're great at prolonging your deployment time, and they give you a bit of firepower which can be useful for pinging off a rank or pinging off that important wound. Ungor Units are perhaps not as useful as they're fledgling cousins, however they do have a place in the army - especially if you're running a Minotaur heavy force and need some small fodder units to hide your characters in.

Personally I take two units of Ungor Raiders, one a size of 10 the other at 5, simply to be annoying and give me the option to stick the smaller unit into Beastmen Ambush for a laugh and see if I can get them into a Warmachine on the back line. Ungors themselves are not as useful too me, although when the games get larger I tend to stick a unit in with Spears and they can sometimes take me by surprise at their longevity and effectiveness - the only reason I don't select them is due the fact I can select Gors instead.

Key Strengths

They don't have a lot, again the main factor with these guys is their ability to be a nuisance. The Raiders have extremely useful maneuverability which when coupled with the singular Razorgors can hold units up for a turn or two if they're lucky and sometimes their shooting can prove deadly if they're trying to pop an important wound off of a monster. The Ungor's have all the benefits of being a ranked up unit, and the Spears allow them to muster up a lot of attacks when in defence, when Primal Fury is rolled, you'll be surprised how mush of a killing machine these guys can be when they're pumping out 16 attacks with a re-roll - especially against lowly infantry.

Don't Forget

That they die really, really quickly... As well as Ungrol Four-Horn, I've never used him but I'm going to make it my mission to give him a try!

Weaknesses

They're not going to last long in a war of attrition, regardless of what unit it is. Having to take break and panic tests is always a problem so if you're opponents clever he can make all of your little Ungors run away extremely quickly as they'll no doubt be out of range of your boss. Aside from the Leadership issue, they're simply basic infantry and losing them isn't particularly an issue, just ensure that you lose them for the right reasons to help your Gors & Bestigors towards eternal glory!
8th Edition

Keep them the same I say, I don't think they'll ever set the world alight! I think they're fine in every way, perhaps an Ungor hero option would be quite interesting to allow for entire Ungor builds but in reality they're the Gnoblars of the book so they don't need much bolstering.

Painting

These little blighters are an absolute nightmare, they've got the same amount of detail and different areas as the Gor kit and require even more concentration because of their size. Painting Beastmen is never easy, but this lot are truly a rough ride... If you want a huge block of them just keep this in mind, as painting the 40 I've got overall was a complete mind fuck! They look great when they're finished though there's no doubt about that.

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