Editing
Age of Sigmar/Tactics/Chaos/Beasts Of Chaos
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Warscrolls== ===Leaders=== ====Brayherd==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-beastlord-en.pdf Beastlord]:''' (145pts) Major overhaul from previous mediocre incarnations. Kitted out now with a greatly enhanced attack profile (that new 5 attacks 2 damage profile GW seems to be given to all foot heroes now) he is much more viable in a fight. And honestly that is probably where you want him wit his new abiliites. Namely he now does mortal wounds equal to his melee damage characteristic on 6's to hit. Plus his Hatred of Heroes ability has been changed that now he just needs to be within 3" of an enemy hero to give all '''Beast of Chaos''' units +1 to hit and wound rolls in 12". Lastly and probably his best upgrade he allows one non-hero '''Brayherd''' unit whooly within 12" fight immediately after him. Drag along a horde of Bestigors and chop down the enemy before they even get to swing. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-great-bray-shaman-en.pdf Great Bray Shaman]:''' (95pts) You probably want this guy because he is the cheapest caster in the army. He unfortunately no longer gives any movment bonuses but he does get an additional 6" to the range of Rituals of Ruins that he attempts. Potenially giving more range to snipe out enemy units with the D6 MW ritual. He also has the spell Devolve with an ok cast of 7 and 18" range. If sucessful you pick an enemy unit and until your next hero phase every time the unit moves, runs, charges or retreats they roll 3D6 against their bravery and if the result exceeds bravery that unit halves its move maxium distance. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzaangor-Shaman-en.pdf Tzaangor Shaman]:''' (115pts)The mage you want in a Tzaangor-heavy army. Thanks to his Disc, he's not all that bad in melee, but that is still only a last resort, as he's too important to risk. The fun part is that he is a 6 wound Mage with high movement and a decent spell: Enemy unit takes D3 Mortal Wounds. Afterward, you can add a Tzaangor to a nearby unit for every model the spell killed. Roast some Saurus Guard and fill up your Beastmen all in the same breath. The Shaman also carries a nice energy drink with him that, once per game, lets him cast one extra spell and and add 3 to the casting roll. Not bad *'''Grashrak Fellhoof:'''(unique, must be taken with Grashraks despoilers unit, 180) Named unique Bray Shaman that comes with a unique unit that he can pawn wounds off too. Other than that he is virtually idential to a typical Bray Shaman except for his unique spell. A 7 cast spell that causes D3 mortal wounds to an enemy unit and allows melee attacks to add one to hit against that unit until your next hero phase. An ok rule when paired up with a hammer unit. ====Thunderscorn==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-dragon-ogor-shaggoth-en.pdf Dragon Ogor Shaggoth]:''' (275pts) One of the better picks by a long shot. Gee, that can't have anything to do with the Shaggoth being one of the most expensive kits in the WoC range, can it? 10 Wounds aren't all that high, but thankfully has now a much improved melee profile from previous versions making him actually decent in a fight. Whats more the designers seemed to remember that these guys channel lightning so finally gave him a a 12" 2D6 shooting profile, so he can do more outside of combat. Still a wizard and now has a 4+ to ignore the effects of spells and endless spells. Like all Thunderscorn at the end of combat phase he can heal D3 wounds on a 2+ and deal D3 mortal wounds to enemy units within 3" on a 2+. As an inbuilt spell he has Summon Lightning which allows him to pick D3 Thunderscorn units and heal D3 wounds to them. Overall a very solid unit only held back by his relitive fragility for a Monster and his insane price tag. More than likely they were factoring in he is the the only one who can access the Thundercorn specific spells and those are spectacular, still he could afford to drop 20 pts. ====Warherd==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-doombull-en.pdf Doombull]:''' (180pts) The murder cow has a two-handed axe (3x 3+/3+/-2/3). Overall, the Bull an absolute melee monster. His attacks output are great and he shares the Bloodgreed ability with his lesser kin - on an unmodified 6 to hit cauness a numbe of mortal wounds equal to the melee weapons damage profile. In addition he has an improved charge damage bonus, causing D3 mortal wounds after he finishing charging on a 2+. However his truly massive benefit and probably the reason you bring him is his unique command ability that allows him to command a '''Warherd''' unit to charge at the begining of the combat phase. Which is absolutely huge, allowing units of Warherd up to three attempts to charge in one turn or even charge in your opponents combat phase, creating all kinds of ways to mess up your opponents plans and near guaranteeing certain distance charges when factoring in rerolls and bonuses. All in all a solid general or just Hero beatstick. ===Battleline=== ====Brayherd==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bestigors-en.pdf Bestigors]:''' ('''BATTLELINE''' if your General is a Beastlord or Great Bray Shaman, Min:10 Max:30 200/600pts). Silly armor-wearing tits, finally got their glow-up moment in that they are now (finally!) 2 wounds each with 2" reach on their weapons. Like all the base Breyherd units their banner allows them to rally on 5+ and muscician adds 1 to run and charge (excellent for ambushing obviously). As for rules their Despoilers ability has changed to now it adds 1 to their attacks characteristic if the unit they are attacking has used the All-out Defesnse command in the same phase so definate upgrade their (the prevoius banner thing was honestly kind of dumb). Also their other ability allows them to reduce wound rolls by 1 from missle attacks recieved from the Unleash Hell command. Overall they have recieved some definite upgrades, however some may argue that they haven't recieved as much a glow-up as their competition in Gors and Ungors (with Gor Herds especially near matching them in attack out put and defense). In addiiton while obviously intended as hammers the book gives them serious competition in this regard (Especially Tzaangors and Bullgors). Overall better than before but face more serious competition in the new book. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Gors.pdf Gors]:''' ('''BATTLELINE''', Min:10 Max:30 110/330pts) Your Default mass melee infantry. The first thing you notice is that Gors are pretty fast, pretty tough and pretty killy all in the bargain. Their load outs include a blade and shield which gives them a base 4+ save characteristic and 2 attacks Or they can escew the shield for a base 3 attacks for maximum damage output, and don't forget thanks to their Herdstone they will be rocking -1 to -2 rend before the game is out. Their Standard bearer gives them a bonus to rally where they rally on a 5+ instead of 6+ to keep them around longer and Musician which gives bonuses to run and charge rolls. Their true clinching ability however is their Gor Stampede ability. If there unit outnubers an enemy unit they just charged you roll a 3+, if successful the Strike-last effect applies to that unit in the following combat phase. This is huge and combined with their rally boost obviously encourages you to take large units. A unit of 20-30 Gors can lay the hurt on just about anything in the game and can even make a decent anvil to boot with shields. Overall a solid unit. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ungors-en.pdf Ungors]:''' ('''BATTLELINE''', Min:10 Max:30 80/240pts) Weaker Save than Gors overall and weaker attacks. They still have some things going for them however. They have the same benefits from Standards and mucisians as Gor so the rally bonus is welcome. While their attacks profile is nothing special they have gained a ranged ability if you bring the spear with it dobuling as a missle weapon at 8" so theirs that. The real reason you bring them though is their ability in the combat phase to choose to retreat from the battle instead of fighting when it is their turn to be selected to fight. So basically they got the old Skink rule of fleeing out of combat. Amazing on these guys as they are crap in combat anyway and allows them to survive combat to flee onto objectives. ====Warherd==== *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Bullgors.pdf Bullgors]:''' ('''BATTLELINE''' if your general is a Doombull, Min:3 Max:6 210pts). Get the same Bloodgreed rule as the Doombull, Π° weapon choice of great axe (2x 3+/3+/-1/3) or regular axe(3x 4+/3+/-1/2) and shield with the option of losing the shield for paired axes to get 4 attacks base instead of 3, the bull shields give the unit a save characteristic of 4+ instead of 5+. These options are in addition to horn attacks made by each bullgor (2x 4+/4+/-/2). All weapon option barring the horns are 2" reach now (finally). But the really interesting trait is their Drummer and Banner Bearer abilities: namely, they respectively give +1 to charge rolls and the standard allows the unit to reroll dice for their Warherd charge. What is that you ask? Well when this unit charges into combat you roll a dice for each model in unit and cause a mortal wound to enemy unit on a 2+. And the mortal wounds don't stop there. There Bloodgreed ability has been overhauled to now unmodified hit rolls of 6 cause mortal wounds equal to the attacks damage characteristic. Keep in mind both their axe and horn attacks are 2 damage each, with the Great axe at damage 3. With a good spike you can dish out an insane amount of mortal wounds. If you want to go full Warherd, take one unit of each weapon type and see which ones perform best. And when paired with the Doombull they have great utility being able to charge in any combat phase to catch unnwary opponents off guard. ** Arguably the dual axes may be the better option for a higher chance of mortal wounds with the additional attack. However the greater hitting potential of the Man-splitter Great axe is not something to ignore. ** Other than that, they're fast, have more raw, balls-out power than almost anything in the game and have lots of Wounds. The high Wound-count combined with the meh Save also means that targeting them with Mortal Wounds will almost feel like a waste to your opponent, which might keep them safe longer. **There is still a bebate going on whether to take these guys over Tzaangor Enlightened on Disks. While the Enlightened are definately faster and have great utility (such as messing with commands), the Warherd can get to some crazy damage output when the effects of the Herdstone really kick in. This also counting their high mortal wound output (plus mortal wounds on the charge). Ultimately it will be up to the individual to decide on each one's merit. ====Thunderscorn==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-dragon-ogors-en.pdf Dragon Ogors]:''' ('''BATTLELINE''' if your general is a Dragon Ogor Shaggoth, Min:3 Max:3 225pts). Not bad, either. Five Wounds (which is great for objectives) with a 4+ save, okay Bravery and scary weapons. The weapon debate for Dragon Ogors was finally put tot rest as now their weapons are combined into one profile (5, 3+ ,3+, -1, D2) in addition to their Foreclaws attacks. A pretty decent combat profile that stacks well with the Herdstone buff. Abilities wise at the end of the combat phase they heal D3 wounds on a 2+ and also cause D3 mortal wounds to all enemy units within 3" of them. In addition if this unit made a charge move in the following combat phase unmodified hit rolls of 6 auntomatically wound the enemy unit. Not quite as good as just doing mortal wounds but they can already do that through other methods, and can even be situationally better against some opponents (Chaos Warriors for example). **Don't forget when paired with a Shaggoth the Shaggoth has additional ways to heal Thundescorn units and can give them excellent buffs with his spell lore. So don't forget your combos. ===Others=== ====Brayherd==== *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Ungor_Raiders.pdf Ungor Raiders]:''' (One unit becomes '''BATTLELINE''' for each Unger unit in your army Min:10 115pts) Same as Ungors, but with bows and no shield. There standard gives the Rally buff same as other Breyherd and Musciian allows them to run and shoot. There big shake up comes in their speical rule however. Once per battle at the start of movement phase if this unit is in reserve you can declare a hiddden volley, if you do so pick a point along the battlefield edge and this unit can shoot the nearest enemy unit to that point as if they were on the table. Also this doesn't prevent them from shooting again if they come out from reserve for a double tap. While their bows are nothing speical they can do some real damage through sheer missle output. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-centigors-en.pdf Centigors]:''' ('''BATTLELINE''' if your General is a Brayherd Shaman Min:5 170pts) Light Brayherd cavalry unit with perhaps one of the best glowups in the most recent edition. Come standard with two wounds and a 4+ save base (finally!), Standard to retreat and still cahrge and musican for +1 to run and charge as well. Their Drunken Revelry now lets them ignore the first two wounds or mortal wounds taken in the combat phase and if they fail a battleshock test roll a dice for each model that flees and on a 2+ it doesnt. Cobine this with their durabiliyt buff and these little critters become surprisingly hardy objective contesters. But it doesn't stop there. They finally got rend on their spear attacks and even gained a shortrange missle attack with it as well. On top of this they add 1 to the attacks characteristic of their melee weapons while wholly within 9" of an objective. ** While before their default role was as objective contesters. Now they are pretty much designed to come in from reserves and quicklly move up with their 14" move to strike at opponents back-field. Like how light cavalry is supposed to behave really. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-tuskgor-chariot-en.pdf Tuskgor Chariots]:''' (Min:1 95pts) 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 and is great on the charge with a modified Ogre charge where they roll a dice for their charge distance but cause mortal wounds on 5's but add one to the role if the target unit has a wounds characteristic of 1 or 2. Also has a high enough attack output to slug it out in melee. Even has an ok shooting attack for what its worth. Can be taken in multiples, if so one chariot becomes the Alpha and you can add 1 to the attacks characteristic of that models melee weapons (which is actually pretty good as these things come with like 3 different melee profiles). *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzaangors-en.pdf Tzaangors]:''' ( 10, 170). No longer able to be Battleline, but still a very solid unit. They are slightly slower gors with more attacks and an extra wound. No matter what you equip them with, they will always have a 4+/3+/-/1 beak attack each (with Herdstone bonus), which they also get an additional attack with if they charged. Then you can choose between three weapons, twin swords for more attacks, sword and shield, and Greatsword (only two on every five models can use Greatswords). The shield gives you a nice 6+ ward save, the twin swords get you 3 base attacks and hits on 3's instead of 4's. The Greatblade only give you 1 attack instead of 2 but at damage 2 and extra rend (something too remember when herdstone kicks in). Since this stacks nicely with the few strong attacks from the Greatblade, you want Greatblades if you want to go for raw damage output and shields to keep them safe, and they can have one mutant for every 5 models, who always have two blades and make 1 additional hit with them. With the changes to other Breyherds musicians they are the only Breyherd unit that can still run and charge, and they can channel mortal wounds onto enemy units on a 4+ if the Tzaangors have Wizards chilling with them giving them an additional dice for every wizard, so encouraging you to bring a few if going Tzaangor heavy. Overall a solid unit that is easily one of the best offense units in the book, and one of the fastest. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzaangor-Enlightened-en.pdf Tzaangor Enlightened]:''' (3, 165pts) Elite Tzaangors on foot. They have a beautiful psychological tool in the ''Guided by the Past'' ability, which grants them plus one to wound if you have taken the second turn in the Battle round. Plus in the combat phase enemy units within 3" of them cannot recieve command abilities. Perfect for gimping units in combat and are actually no slouches in combat themselves and are pretty durable. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzaangor-Enlightened-on-Disc-en.pdf Tzaangor Enlightened on Discs of Tzeentch]:''' (3, 215pts) Same profile as above with 10" extra Move, Fly, an extra Wound and a massively scary melee profile on their mount on top of their own massively scary melee profile. Honestly can't really go wrong with them. **In fact you so much can't go wrong with them that besides points there aren't really a lot of reasons to take unmounted Enlightened. Their mount adds so much utility that you should probably only ever take these ones. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzaangor-Skyfires-en.pdf Tzaangor Skyfires]:''' (3 210pts) Ranged Elite Tzaangors. These fellows are the unholy cross between a Tzaangor Enlightened, a Kurnoth Hunter and a Warplock Jezzail (guess who did what, I don't wanna imagine that scene). They have the obscene 16" Movement of the Enlightened, the 24" range of the Kurnoth Hunters and unmodified 6 Hit rolls immediately deal Mortal Wounds. This is even stronger when your relize these guys ignore all negative modifiers to hit with their bows and also ignore any positive modifiers to their targets save rolls (meaning that all-out defense command the enemy just used won't mean squat to them). You owe yourself a favor playing this guys, considering the rest of your army has an abbysal range damage potential, the archer chickens shine even more. **keep in mind however they are a little pricey, so use that speed to your advantage to keep these guys alive as long as possible. *'''Slaangor Fiendbloods:''' (Min 3, 130pts) The Slaanesh variant of beastman have finally gotten their Glow up. Still fragile with only 5+ save with 3 wounds (but a still fast move of 8"). They have now gotten a major upgrade to their attack profile coming it at four attacks base with 2 damage a swing! Also the leader comes with 5 base! Thats not all, at the end of any phase if they take any wounds and mortal wounds and their are no enemies within 9" they can immediately move D6". Ow a ranged unit did a couple cheaky wounds to them? Well now we get free movement right towards you. Also once per battle after this unit has fought in combat they can fight again in the same combat. However the strike-last effect will apply to them the second time so be mindful of this. **the unit that forever had been mocked for its blatent terrible warscroll now is actually something half-way decent. Finally achieving its goal of being a fast-moving glass-hammer. *'''Grashraks Despoilers''' (unique, must be taken with Grashrak Fellhoof though both are separate units, 180) An essential bodyguard unit that can intercept wounds targeted at Grashrak on a 4+. Beyond that they are ok in combat and get a bonus to hit when outside your territory. But its really nothing special. You are better off just keeping them near Grashrak to bodyguard him. ====Others==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-spawn-en.pdf Chaos Spawn]:''' (Battleline in Gavespawn army, 1 65pts) That Which Must Not Be Named. Not actually terrible anymore, though far from reliable. A Move of 3D6" makes for potentially fast movement. Similarly, 2D6 attacks per Spawn is potentially strong, but even better is the special rule these attacks come with: If you roll a Double, instead of Hitting and Wounding on 4+, you Hit and Wound on 3+. Just think about it, 12 attacks apiece with good Hit and Wound rolls... Also, five Wounds with a 5+ save makes for pretty hardy models. It can also dedicate itself to a chaos god. **Also if in a Gavespawn army since they are Battleline they can make a very cheap troop tax. Though you probably also want to just bring the buffed up version. *'''Morghurite Chaos Spawn:''' ( '''BATTLELINE''' can only be brought in Gavespawn army,Min 3, 230) Unique buffed-up chaos spawn that can only broght in a Gibbering Congregation (they are taken in groups of three but each is than treated as a separate unit on the board) that itself can only be brought in a Gavespawn army. Oh boy these guys are interesting. Come flat with a 10" and a flat 8 attacks in melee, so no worrying about random roles. Also hit on flat 3's and wound on 3's so generally just flat-out better than regular spawn in combat and also keep the spawns running and charging. They also include an 8" missle attack that has D6 attacks and do 2 damage a piece. Overall not a bad shooting attack really. But you really want this guy in combat as his Aura of Insanity ability subtracts one from the attacks characteristic of all enemy units while they are within 1" of him (to minimum of 1). Think about it, get him up to a big 20 strong blob and BOOM. All their attacks go down by one. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Chaos_Warhounds.pdf Chaos Warhounds]:''' (Min:10, 110pts) They're warhounds. Each comes standard with two wounds, high speed an OK melee profile and terrible bravery (seriously you will almost certainly lose them in first Battleshock failure). As mentioned their pretty fast and when charging they can change one of the dice rolls to a 4. So they come with a min 4" charge. Making these guys actually not terrible for ambushing really. **Combat wise these guys are TERRIBLE compared to Centigors. BUT they have one interesting use, the cheapest source of Cavalry sized bases. Wanna prevent ambushing and deep strikes? Have a unit of warhounds make a hilariously long conga line! **Honestly Warhounds might be in every third or so army if they were Battleline like other faction hounds (dire wolves and flesh hounds). *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-cockatrice-en.pdf Cockatrice]:''' (105pts) It's a cheap flying unit with a low Wound count of 8 and a paltry 6+ save. This thing will die if looked at intently. Its damage output isn't bad for its cost and actually doubles if it charged into combat making it not a bad melee fighter. However that is not why you bring it. It's Petrifying Gaze has you pick a unit in range (6") in the combat phase, roll a D6. At 4+, the enemy unit suffers D3 Mortal Wounds. If the mortal wounds go through until the end of the phase that unit can only hit with its melee weapons on unmodified rolls of 6+. I cannot even begin to tell you how potent this is. An superpowered deathstar unit all of sudden can only hit on 6's. Big 30 man blods, now hits on 6's. This thing can literally turn the tide of an entire combat phase all for a paltry cost to boot. **WARNING: Expect your enenmy to try to gun this thing down ASAP. So make sure it lives long enough to be useful. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-razorgor-en.pdf Razorgors]:''' (Min:1 65pts) The bacon missile! A cheap beast that you would somewhat play like a Cairn Wraith. it has 4 wounds, 10" move and 4 pretty good melee attacks. They heal one wound each phase if they are within 6" of a unit that has lost models (remember this is every phase, so can easily heal 1-3 a turn if it parks near an enemy unit). Also, at the end of the charge phase if it made a successful charge an their are Ungor units within 3" at the end of the charge phase you can double its attack characteristic. So it can actually be pretty scary in combat after it makes a charge, and is something to consider if you are going heavy on Ungor units in your army. ===Behemoth=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chimera-en.pdf Chimera]:''' (185pts) Very fragile, but very fast and extremely damaging, with four weapon profiles in melee after a flame breath. Also doesn't have a damage table so that is good. The flame breath is D3 MORTAL wounds and you don't need to roll either. As well as that, it has a number of different weapon profiles. The leonine head is 3 attacks, 4+/3+ with a and D6 damage, this alone is pretty brutal. The avian head is also 3 attacks, except with a 4+/3+ and -1 rend, 3 damage, the dragon head is basically a middle ground between the other two; 3 attacks with a 4/3+, -1 rend and 1 damage. Also has 6 meh attacks with no rend from claws and tail. It also comes stock with its unique Monstrous Rampage that adds 1 to the attacks characteristic of all its attacks as long as it focuses on one unit. All in all, this has the potential to be an absolute beast and can very easily maul a lot of things in one turn of combat. The problem is ensuring it gets there as it's 5+ save won't do a huge amount to block any artillery fire that's aiming at it unless you have other deadlier choices. Best ambush it and pair it with a something that can issue commands as its 4+ to hits across the board can be a real hidrance to its attacks. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-cygor-en.pdf Cygor]:'''(210pts) now 16 wounds a head. Can unbind two spells in each Hero Phase. In addition if a wizard within 30" successfully casts a spell it automatically takes 1 mortal wound. So infact even it doesn't unbind it can punish wizards across the whole table. Has a unique Monstrous Rampage which allows him to select an endless spell in 6" and roll 2d6. If it beats its casting value it is dispelled and he heals a number of wounds equal to the roll. This works on friendly endless spells as well making him very durable with enough of them. Plus he has gotten a mighty upgrade to his attacks profile and now his rock hits on 3's and does 5 flat damage that degrades as he takes wounds. Not bad. **If taken in Quakefrey he becomes a priest as well and battleline. Don't forget as a priest he will know the base prayers like curse and healing plus the unique Quakefray one, so not something to discount. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ghorgon-en.pdf Ghorgon]:''' (240pts) Big upgrade to attack profile, doubling its Maw attacks and its Butchering Blades now havine SEVEN attacks at 3 damage a pop. On top of that he heals like a king. His Swallow Whole ability allows him to pick 3 models and try to roll above their wounds characteristic, if he does they are slain and he heals wounds equal to their wounds characteristic (kill three paladins and heal 9 wounds!). This does degrade as he is wounded however. Also his unique Monstrous Rampage allows him to improve the rend characteristic of his attacks and if he slays any enmey models he automatically heals three wounds after he finishes attacking. So while only having a 5+ save if he can stay alive he can heal like crazy. **don't foget battleline in Quakefray so you can stock up on these bad boys if you want. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-jabberslythe-en.pdf Jabberslythe]:'''(160pts) It screams [[Distraction Carnifex]]. Taken some hits. Still a fast monster with 10 wounds, but seems to have lost fly and its high rend. Still causes mortal wounds on 4+ and keeps its Auro of Madness monstrous action that allows it to lower the save characteristic of an enemy Hero by 1 on a 2+ (lower it by 2 on a 6). But beyond that its melee profile is strickly worse and however its Toungue attack has improved with a not to bad attack output. Still funcitons adequately as a somewhat cheap distraction monster. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-gargant-en.pdf Chaos Gargant]:''' (145pts) he can instant kill a model before attacking if you roll on a D6 a number that is double or more than that model's wounds. Roll off when he dies, you and your opponent throw a dice to decide the direction he will fall and every unit that would be squished in a 2" radius within 3", suffers D3 mortal wounds. Also, if at the start of combat if within 6" of a hero he adds 1 to all of his attacks characteristic. Which is great as he has some great attack output (mind you his Club and headbutt attacks degrade as he takes wounds so keep that in mind). Though the greatest change to him in the new book is now he actually subtracts 1 from save rolls for enemy units within 3" of him. Which coupled with the armies rend buff from the herdstone makes this guy just flat out scary. Easily has a place in any list. ===Scenery=== *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Herdstone.pdf Herdstone]:''' The -1 to enemy save rolls aura has been upgraded to a BOARD-WIDE -1 rend to ALL BoC melee weapons begining on the second battle round. This increases to -2 rend from Round 4 onwards. I don't need to elaborate just how fucked this is; your Bestigors are Rend -2, your regular Gor are rend -1. Heck even Ungors are clocking a -2 rend by round 4. Unfortunately beside the rend buff it has lost all its other abilities (such as the rallying buff). While unfortute the fact that you dont need to park a hero around it anymore is nice and the aura effect did cause problems for an outflanking army. Overall very handy set piece but its less essential to the army as a whole with the general across-the-board buffs the army has gotten in the updated Tome. Still you don't want to be careless and lose if you can help it. **Don't forget many of your innate Battle Tactics rely on this thing. Keep it safe if you are going for your own battle tactics.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information