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===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.
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