My LGS is having a doubles tourney, 1k points per player. And I've been thinking what aspect of gameplay do I want to bring to help me and my beastmen ally (yes this team makes no sense but they are not doing rules for good and evil). I have only played against beastmen 2x and it seems like close combat is their strength, does this mean I want to bring a lot of shooting and magic to support his big gor units?
Not knowing what points and composition restrictions are in place, I would say this; Beastmen can supply the magic side of things, as well as "chaff" units better than most other armies. And yes, combat gors, wargors, beastlords and doombulls are some of the best in class. Where they are week is in monsters and shooting. You should be able to come up with some awesome lists if you stick to what I just said. If you feel you need a slaan, then 2-4 beast shamen lvl 1s and a herdstone shard would make for a powerful magic element. Are each of you allowed a BSB? The gors really need the 206 Wargor BSB to be effective. I like TG better than I like Bestigors, though the latter are nuts against monsters/MC/MI/MB. Combining skink skirmishers with Razorgor herds in the same forward line has the potential to make opponents lives miserable. Since I own both these armies, I'm a little jealous you get to field them together.....
We both build a 1k army as if they were seperate, but can casts spells on each other, use each others bsb, and use each others inspiring pressence
If your ally is cc based makes sense for you to compliment their low ld fragile guys with hard hitting beasties and saurus. If you go shooting heavy you will be stood there while he gets chopped up. Id defo take a couple of salamanders soften up the big blocks but the rest id go saurus and try to combo charge with his units to give them punch. If your only taking skink mages a laser beam bastiladon is great for lobbing your remaining dice at which cant flatten units in its own. Lot of variety in our book just shame the good characters cost so much. If a skink mage isnt enough what about Tehenhauin leading your army hes a lvl 3 with beasts and can fight well in saurus
I play both armies, and making an allied force sounds like a great deal of fun really. My suggestion would be something along the lines of... Lizardmen Oldblood on cold one (Armor of destiny, great weapon, dawnstone) Skink priest (Lvl 2, beasts, cube of darkness) 4x10 skirmishers with javelins Ancient stegadon with sharpend horns 6-7 Chamo skinks Beastmen Beastlord (Talisman of preservation, enchanted shield, crown of command) Wargor (BSB, Beastbanner, gnarled hide) 43 x Gors (FC, additional hand weapon) Razorgor Razorgor Razorgor This way, you have some nice synergy between the armies. Going into a powerfull magic combo is rather tricky at this point level, since you will end up with most of your army in magic and little else. Magic might be your weak spot here, but with a ton of chaff, poison shooting, hard monster and characters, and a stubborn gor horde with 1+ streangth and a great target for wyssans, you have a list not to take lightly.
I'd have the Beast player focus on a combat gor unit with Wargor BSB and a Beastlord, Razorgors and Chariots for support. Leave the magic to Skink Priests, 1 with Beasts for Wysans and 1 with Heavens for IceShard. I doubt Magic is going to be game tipping in this. A unit of 5 Ripperdactyls would scare the pants off the opponents, I think. So here are the two forces I would take: 1000 Pts - Lizardmen Roster Saurus Oldblood, 250 pts Light Armour, shield, Sword of Might, Talisman of Preservation, Cold One Skink Chief, 71 pts, Lustrian Javelin; Light Armour; Shield; Battle Standard Bearer Skink Priest, 90 pts, Dispel Scroll, Iceshard Blizzard Skink Priest, 80 pts Channeling Staff, Wyssan's Wildform 20 Skink Cohort, 160 pts Full Command; Poisoned Attacks 10 Skink Skirmishers, 70 pts Blowpipe 10 Skink Skirmishers, 70 pts Blowpipe 5 Ripperdactyl Rider, 200 pts 1000 Pts - Beastmen Roster Beastlord, 249 pts General; Heavy Armour; Shield, Sword of Might, Ramhorn Helm, Talisman of Preservation, Gnarled Hide Wargor, 201 pts Heavy Armour; Shield; Battle Standard Bearer, Uncanny Senses, The Beast Banner 25 Gor Herd, 225 pts Full Command; Extra Hand Weapon 2x Tuskgor Chariot, 160 pts Razorgor Herd Razorgor Herd Razorgor Herd
Will cost him 251pts so he would have to go with a halbard, not a bad choice though since he'll still be quite the beast in these low point games.
241 Old blood, cold one, GW, glittering scales, dawnstone, other tricksters shard 129 Scar-vet, Cold one, GW, Gamblers armour, luckstone 120 Scar-vet, cold one, GW, LA, dragonhelm 70 Skink skirmishers, 10 st blowpipes 70 Skink skirmishers 10 st javelins 70 Skink skirmishers 10 st javelins 70 Skink skirmishers 10 st javelins 230 Cold one cav 7 st mus, std 1000 pts exactly. Not to familiar with beastmen, but I imagine they can choose beast-lore? beastmen could have: One big block, bsb, beast-shaman and some chariots. The LM part of the battle is divert, monster hunting and hammer. The 3 GW-wielding characters hit like a truck, the CoC is included as mobile look out sir! If the opponent doesn't have any warmachines the characters can run solo-cowboying.