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====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.
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