Age of Sigmar/Tactics/Old/Warscrolls Compendium/Beastmen

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This Compendium was removed with the release of the Beasts Of Chaos battletome.


For your Furries Incarnate, come to spill randomness over the new world

Beastmen summary[edit]

Beastmen Warscrolls[edit]

Forenote: The following section will be arranged with similar units and formations being grouped together for easier reading.

This is by no means a complete guide. Also due to the relatively recent release of Age of Sigmar, most of this is based on theory. Take everything with a grain of salt.

  • Brayhorn: Can run and charge in the same turn.
  • Banner Bearer: gets +1 when running and piling up.
  • Beastshield/Brayshield/Half-Shield/Bullshield/Beastbuckler: +1 Save during Combat Phase.

Brayherd[edit]

Heroes[edit]

  • Beastlord: Standard leader Hero who can choose between axe'n'board, double axes or great axe. Which you take is really up to you, but if you play a Battalion that hinges on the Lord being alive, the shield might be useful even if it only works in melee. He has a potentially great Command that grants all Brayherd +1 to their run, charge and hit rolls, which unfortunately can only be used if he personally killed something the turn before, limiting its usefulness quite drastically. But still, the range of the ability it's a 32" bubble! It'll probably affect 4, 5 or even more units each time, making it that many times as powerful as the usual "+1 to hit for a unit until end of turn" Command Ability. And because Brayherds can run and then charge, the +1 to run and charge it's usually a 2" bonus! If you can protect your Beastlord well (with Wizards to Mystic Shield him and unbind spells that can do mortal wounds to him, and big Monsters/units to hide him), it can easily win you the game outright, but remember that he needs to kill things EACH previous turn for his ability to work.
  • Great Bray-Shaman: See? They really do hate us. The Shaman has the exact same profile as any other run-of-the-mill Wizard, but they gave the guy worse To Wound rolls with the staff, just for spite. Also, the Savage Dominion spell, while great in theory ends up being quite useless, as you have better things to do with your casting attempts than waste it on a statistically unlikely chance of summoning a Chaos Monster you could have just put onto the table to begin with (but the spell also "teleports" the monster, which is pretty neat). But of course, you still need this guy because he can still cast Mystic Shield and he increases the Move of all Brayherd around him by 3", which is incredible combined with their run+charge musicians. Sure, those first turn charges are still not likely, but they're possible thanks to him.
    • If you wanna make Savage Dominion work, just put some Chaos Familiars near the shaman. They die to a breeze, but even with only one or two successful summons they'll have done their work. Yes, technically Chaos Familiars are included in the Warriors of Chaos faction, but actually they only have the CHAOS keyword, so you can stay fluffy if you use them. Just model them to be very savage and beast-like (that's also very fun in and of itself).

Units[edit]

  • Gors: The first thing you notice is that Gors are pretty fast, pretty tough and not too killy to start out. Then you will see that their size bonus actually hinges on luck, as they get a roll that determines if they get a bonus and having 20+ simply adds a modifier. On the one hand, this means these guys might get all the bonuses without being in units of 20+ but on the other hand that means even with 20+ the bonus isn't guaranteed. All in all, they're good. Either disgustingly resilient with shields or decently killy and still pretty survivable with two weapons. Though be advised that they painfully miss a spear-option, so while sizes of 20 to 30 are encouraged, never go beyond that, as you can never attack in two rows. Also, if you stack on the buffs, they can go from 1 attack at 4+/4+/-/1 up to 3 attacks at 3+/3+/-/1 that reroll 1s To Hit and To Wound. Sweet.
  • Ungors: Weaker Save than Gors and weaker size bonuses. Skip these. Seriously. Gors are already mass-infantry, you don't need EVEN weaker mass infantry. Just use these with the bows, that way they at least fulfill a role other than being the tarpit FOR the tarpit. The only redeeming factor to these guys is the fact that they can take spears, which let them fight in two rows. Still, if you desperately want Ungors, check the ones below.
  • Ungor Raiders: Same as Ungors, but with bows instead of shields and a basic scouting rule. Don't think their bows are good, by the way, but the mass of shots really helps. Also, one of the very, very few shooty units Chaos has to work with, so make the most of them.
  • Bestigors: Elite infantry with a hate-on for Standards, Totems, flags and icons. These guys are amazing. Multiple attacks per Wound, a great profile including Rend, 4+ save that doesn't rely on shields with conditions and just as fast across the board as the rest of the army.
  • Tuskgor Chariots: It's a chariot. Aside from the fact that the model is painfully showing its age, it's actually damn good. Lots of Wounds, good Save, tons of attacks that are great on the charge and okay normally. Play three of them and make sure they have a Bray Shaman close to them in your first movement phase.


Other[edit]

Units[edit]

  • Centigors: Can reroll failed wound rolls when they charged, their banners allow them to reroll charges, their shields are the same as every other shield here and their Bravery value is d6+3, and it must be rerolled at every Battleshock Phase. These things are shit. Their attacks are weak, the models are overcosted and thanks to their Bravery bullshit, a Banshee can scream them off the board in one turn.
    • Alternate opinion: when you're Beastmen, you want to reach combat fast, before the enemy shoots you to pieces. And that's where Fast Cavalry such as this comes into the equation: your opponent will have to choose between shooting them or the rest of your army. Centigors are pretty fast, and not bad at all in close combat against shooting units/warmachines, too. Take Ghorros Warhoof and not only you make a unit better at combat, if you keep him close to them you get some protection against spells, too. They still have the random Bravery downside, but can be pretty useful overall.
  • Razorgors: They must charge when it's possible, and get +1 to hit rolls in the turn they charged. Pumbaagors at first look amazing, being basically an Ogre except with most stats slightly better aaand then you realize their attacks only do 1 damage. If you get a unit of 3-5, they can do some good, but mostly they're useful as very fast roadblocks.
  • Chaos Warhounds: They always run 6". That's it. They are okay, but mostly used as a very fast distraction. If you manage to get 10 into combat with a war machine, they can do some good, but other than that, the best they can be used for is counter-charging powerful cavalry to buy your important stuff more time.
  • Harpies: If some enemy unit within 16" haves models running away during Battleshock Phase, you have to roll a dice for every model who ran away. On a 6 you can istantly kill another model in the same unit. These are shit. Even Furies are better than them.
    • Alternate opinion: they fly and move 16". This makes them very good at making warmachines useless; just don't expect them to do anything else.

Monsters[edit]

  • Jabberslythe: The Jabberslythe suffers from a bad case of "Too Few, Too Little". Too Few Wounds, Too Little movement, Too Few attacks, Too Little damage, Too Few uses, Too Little synergy. If you like the model, by all means play it, but mostly it won't do much.
    • Alternate opinion: with his "Spurting Bile Blood" rule, this guy deals, on average, a mortal wound for each wound it suffers in combat. That makes him a great suicide bomber if you manage to get it into combat relatively healthy, and that's not difficult to do if you have juicier targets for your opponent's shooting, of just by casting Mystic Shield on him (after all, he flies and has a 12" Move). Combined with his -2 Rend attacks, he can be a nightmare to highly armored models, if you manage to reach them.
  • Chaos Giant/Gargant:Same dumb Giant everyone else gets, but now with the Chaos keyword, so Bray Shamans can summon them. Very unreliable, very easily killed, but always good for a laugh and potentially devastating.

Old stuff[edit]

AKA all the dudes that was removed in the Grand Alliance Chaos book with their models out of print and stuff. The rules are still available in the PDF on the website and stuff, but if you didn't already own these models... well, getting them will be kinda hard (Except Malagor whose model was retconned as a regular Great Bray-Shaman)

  • Gorthor The Beastlord: Your greatest champion. He's very fast and an okay fighter, but don't throw him at anything competent, as he is primarily a buffer, having the exact same Command as the normal Beastlord, but without that bullshit restriction, so you get infinitely more mileage out of it. Each turn he can heal a wound (he has 8 on his profile) or inflict one to a nearby enemy. If he charges he can re-roll his to hit rolls with his weapon, the Impaler and inflict 1d3 mortal wounds to his enemy. He also re-rolls wound rolls against heroes, so he can (with the extra help of his assistant and Tuskgor) kill most heroes in one charge phase.
  • Khazrak The One-eye: 6 attacks plus a number of extra attacks equal at the number of enemies within range of his weapon (3"), so he can kill foot soldiers with ease. THIS is what Decimators wish they could be. He can decimate any infantry he wades into but with his 6 guaranteed attacks and rerolls, he is never completely fucked against Heroes. His dark mail offers him a good save (3+) and gives a -3 to cast penalty to enemy wizards within 12". His command ability allows friendly units within 16" to retreat and then charge in the same turn, which would work great for stuff with charge bonuses, but since the only one of those you have are chariots...
  • Wargor Standard Bearer: Gets +1 to hit and wound rolls if, before rolling the dice, you let louse a bestial warcry. More seriously, if he plants his standard Brayherd units within 18" get +1 to their wound rolls. Kind of essential to get Gors able to do anything, Bestigors get nasty with this too.
  • Malagor, the Dark Omen: A mighty spellcaster with two spells per turn and a +1 to cast if he has already casted a spell this turn. He has a nifty ability that gives him a chance of protecting himself in close combat.
  • Morghur, the Master of Skulls: The other powerfull spellcaster in the army. He's immune against long range attacks and spells, can turn your guys intoChaos Sp... THOSE, which is actually always a good trade, especially if you take some shitty Ungor and turn him into a rampaging 5-Wound abomination. But remember that, with Beastmen Bravery, that guy you killed with Morghur's ability can end up making others run, so play accordingly. He also has a signature spell powerful against heroes with bad bravery, of which there are more than you'd think. Thanks to his ranged attacks protection, and 2-level spell capability, he's very very good at supporting your units with Mystic Shield, or even Inspiring Presence if you don't have anyone better to be the General.
  • Ghorros Warhoof: Very decent as a fighter Hero, almost having the same profile as a Vampire Lord, his true value lies in boosting a unit of Centigors, turning them from very meh to pretty good. His command ability further boosts Centigors. His wonky Bravery is completely irrelevant as Heroes never take Battleshock anyway. If you use him with Centigors, you will probably only use one unit of Centigors, so Inspiring Presence is better in any case.

Formations[edit]

  • Wildstalker Brayherd: A Beastlord takes 1-3 Great Bray-Shamans, 2 to 6 units of Bestigors and/or Tuskgor Chariots, 3-9 units of Gors and 4-12 units of Ungor and/or Ungor Raiders. Everything within 16" from the Beastlord gets an extra melee attack and can also reroll every 1 to wound if they're within 16" from both the Beastlord and a Great Bray-Shaman. Also, the entire formation can be kept in reserve and placed during your first movement phase within 6" from field borders and within 9" from enemy units.

Almost a must for any Beastmen army however only brayherd models, Beastlord,Shaman,Gors,Ungors,Bestigors and Tuskgor chariots are affected.

External links[edit]

Rules are here [1]