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====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.
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