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====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.
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