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==Allies== ===Hero=== * '''Doombull:''' The murder cow has the exact same options as the Beastlord, those being axe'n'board, twin axes or two-handed axe. The most damage potential comes from the dual axes, but you're going to want the -2 Rend from the great axe. As you can see, the Bull is an absolute melee monster, as his attacks are great and he shares the Bloodgreed ability with his lesser kin, though he also has the best possible Command you could hope for, as it grants a flat +1 To Wound to Warherd units in a huge bubble, including to himself. This of course stacks with the Blood Greed ability all Warherd has, which gets them extra attacks for Wound rolls of 6+, making that ability activate on 5+ dice rolls and getting much more mileage out of it. Play him, kill everything. Also, like his lesser kin, he's excessively fast with a Move of 7". ===Unit=== * '''Minotaurs/Bullgors:''' Get the same Bloodgreed rule as the Doombull, similar choice of weaponry but the really interesting trait is their Drummer and Banner Bearer abilities: namely, they give +1 respectively to charge rolls and Bravery for each enemy unit within 12" from them. If you want to go full Warherd, take one unit of each and see which ones perform best, but if you take only one unit of them and a Doombull, you're going to want Great Axes. 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. ** '''Consider the following:''' Because of the model's bulk, squads bigger than 3 are clunky to use. As such, there's only one real way to run these guys, and it's MSUs of 3, each with a BLOODKINE, banner, drummer, and Great Axes. MSUs take advantage of their insane speed, reduce the chances of losing a precious bull to almost nothing (You need to roll a 6 if you lose 2), and best of all? You can SPAM BLOODKINES, who makes an ADDITIONAL attack with their Great Axes. Remedy a unit's chance to hit with Lord of War or a Chaos Sorcerer, and you're dealing almost 12 damage AVERAGE at Rend -2, with the potential for MORE with BLOODGREED, PER THREE BULLS. Finally, don't forget to take advantage of their drummers. This ability stacks, increasing your charge ranges to absurdly high numbers. What about shields and dual-wielding? Sorry folks, but here's some shit: Shields MIGHT have been worth it if it was a flat +1 to your save, rather than a gimmicky +1 in the combat phase, so fuck that shit; even a round of shooting from an Ungor Raider squad can put a single bull down. And with the number of Mortal Wounds being tossed around in this current Meta, your dinky shield would fucking explode in sheer horror at how useless it is. In regards to dual-wielding, there are already many ways in this game to re-roll 1s for hitting, and by taking this option, you're losing out on Rend -2, which is the biggest way to bypass your opponent's armor. You're also hurting their effectiveness at taking on Mystic Shield. Most big enemy heroes have 3+ or 4+ nowadays, and Mystic Shield is only going to make that harder to penetrate, and your Warherd will NEED the -2 to get damage through. '''TL;DR''': Optimal is Great Axes, MSUs of 3 for BLOODKINE spam. Don't forget your Banner and Drummer bonuses, and your additional attack for your BLOODKINE. DON'T FORGET YOUR FUCKING DOOMBULL FOR THE COMMAND ABILITY. ===Monsters=== * '''Ghorgon:''' Same Blood Frenzy as Doombull and Bullgors, but on a 5+ (so on a 4+ if you have a Doombull nearby, say bye-bye, Sigmarines). Also, he gets back d3 wounds if his Huge Slavering Maw attack wounded someone. This thing is your sledgehammer, with insanely strong attacks, but very slow for a monster. If you manage the charge and a Doombull is nearby, this thing can rip apart whole units, otherwise, it will stop cannonballs with its face for two turns and then die. Sidenote: If you want to ensure that this guy gets in, bring Sayl the Faithless. His spell will make the Ghorgon go flying down the board and into your enemies, who will wonder how this guy got so close so fast and what happened to his heroes. * '''Cygor:''' Can unbind two spells in each Hero Phase: If he manages to do it, he deals a mortal wound to the caster while getting back a wound for himself. He also can reroll hit rolls when attacking wizards, which he really really needs, having Hit rolls of 4+ across the board. Why not take two or three, completely deny rival wizards in the magic phase and rain down boulders on your opponents army. Yes taking wounds will bring down his range but if you keep him moving with your army he can maintain his usefulness. Oh and use the statue hands that come with the sprue, no one ever uses them...
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