Gors
The Gors are a solid core pick. 8 points each with additional hand weapons. Toughness 4, WS4, move 5, along with Primal Fury gives them the ability to accomplish something. The Ambush rule seems too random to me to be worth anything other than giving your opponent a scare. Beware the low Leadership. They don't have any worthwhile armor options, just the shield. I avoid that, and always take the additional hand weapon. These guys certainly aren't elite, and aren't very suvivable at all. I like to field these fellas in horde formation, 40 strong. They dish out a ton of attacks, and are often joined by a BSB with the Beast Banner. I generally will concentrate augment spells on them as well, further boosting their Strength and/or Toughness. They provide a solid place to put characters. This unit always surprises me with what it can accomplish. It will excel against elite units with relatively low model counts. If you need to get it stuck in with an enemy who has several more ranks than you, I recommend throwing a character into the unit with the Crown of Command so you're Stubborn. You don't want this many points running off on you!
Ungors
These little guys are a bit over-priced. 6 points with a spear and shield is pretty
steep, especially when the Gors are only 2 points more each. That said, I do have
over 30 of them painted, so I field them. They're pretty weedy, low Leadership, and
really aren't at all intimidating. I generally throw them out as a single unit of 30
(5 wide, 6 deep), with full command.
I will often use the Ungors as a wizard bunker. They'll sit in the back, with all
the wizards, close to the Shard of the Herdstone. This tactic works pretty great for
racking up tons of casting dice. The main downfall of that strategy has been the
range of the spells, usually the Lore of Shadow wizard will have to march out with a
different unit to make his spells worthwhile.
Occasionally I will stick the Gorebull
BSB in with the Ungors. They get a lot better with 2 attacks
each, rerolling misses, and attacking in 3 ranks! Even if the 2nd and 3rd ranks only
get a single supporting attack, when fielded 6 wide that's 18 attacks. I may eventually
drop these little guys, but for now they add one more nice sized block to the table.
Ungor Raiders
Given the changes to 8th for skirmishers, I don't currently see much use for the Ungor Raiders. Too many points for really nothing in return. The only remotely usable idea I've had for them is to plop a wizard in there to help mitigate Miscasts that affect all models in base contact. Beyond that, their shooting ability sucks, they are pricey, and there are much better ways to spend the points.
Tuskgor Chariot
For 80 points, these are a decent option. On the charge, they get D6 impact hits, 3 S4
attacks, and 1 S6 attack. If I take one, I always take a second. They're great for
charging in alongside Minotaurs, in the event that the enemy flees the chariot has a decent
chance to catch them where the Minos never would. They're also great for pinning down
small enemy units (especially skirmishers), since impact hits always go first you can
reduce attacks back by hitting small units. One last good thing they've been able to
do so far for me is to reduce the numbers of big enemy units. Charging two chariots
into the same unit on the same turn typically kills a bunch, and causes the enemy to take
a Steadfast break test. The next turn of combat (the enemy's turn), you'll likely be broken
in combat. That then opens up that same enemy for another charge by your units that were
waiting for the big enemy regiments to be softened up. If the BSB is around when the chariots
go to rally, they even get rerolls!
Another thing I have used them for to good effect is hanging out on my flanks, challenging
weaker enemy flanking units. They work rather well in this regard, since most smaller
infantry/fast cav/or even ogres can't take a charge from one and expect to survive.
Warhounds of Chaos
These are a liability. Considering their low Leadership, and the low Leadership of the Beastmen that would be around them. Since they cause panic in your other troops, all it takes is a unit of them to get wiped out by shooting or magic in a turn, and many of your other troops are likely to run off. Their low Toughness doesn't help with that situation any. That said, they are cheap for a move 7 core choice. They work great as a unit that can get around the enemy, and hit war machines and solitary wizards. As a general rule, I recommend great caution when fielding the Warhounds. I don't usually take them.