Age of Sigmar/Tactics/Old/Warscrolls Compendium/Beastmen: Difference between revisions

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1d4chan>Phantom Dusclops'92
I'm fixing the various Chaos tactics to match the Grand Alliance Chaos book.
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For your [[Furry|Furries]] Incarnate, come to spill randomness over the new world
For your [[Furry|Furries]] Incarnate, come to spill randomness over the new world


Rules are here [http://www.games-workshop.com/resources/PDF/AoS_Compendiums/warhammer-aos-beastmen-en.pdf]
==Beastmen summary==
[[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics]]
 
==Beastmen Warscrolls==
Forenote: The following section will be arranged with similar units and formations being grouped together for easier reading.


Warscrolls
This is by no means a complete guide. Also due to the relatively recent release of Age of Sigmar, most of this is based on theory. Take everything with a grain of salt.


*'''Brayhorn:''' Can run and charge in the same turn.
*'''Banner Bearer:''' gets +1 when running and piling up.
*'''Beastshield/Brayshield/Half-Shield/Bullshield/Beastbuckler:''' +1 Save during Combat Phase.
==Brayherd==
===Heroes===
===Heroes===
 
* '''Beastlord:''' Can either take a Man-render Great Axe or two Man-ripper axes, the latter allows to reroll every 1 to hit. He also gets +1 to his save in Combat Phase and can reroll to wound against heroes. His command ability allows every Brayherd within 16" to get +1 to their run, charge and hit rolls as long as the Beastlord killed someone the turn before.
FYI: Not all your heroes buff everything in the army with their command abilities. Beastmen are "Brayherd" while minotaurs and the like are "Warherd", so a beastlord/wargor can't buff minotaurs/ghorgons/cygors/etc. and a doombull can't buff gors/ungors/bestigors/etc.
* '''Great Brey-Shaman:''' Gives +3 movement to every Brayherd within 8", and his spell can summon ANY CHAOS MONSTER.
 
===Units===
'''Gorthor The Beastlord:'''
* '''Gors:''' Can choose to either hold Beastshields (+1 Save during Combat Phase) or a second Gor Blade (reroll every 1 to hit). When piling up, you have to roll a dice: on a 4+ everyone gets +1 to every wound roll, and on a 6 everyone also gets an extra attack. An unit of 20+ units gets +1 to the aforemented roll, and a Brayherd Hero within 8" adds an extra +1.
Your greatest champion. He's very fast and a good fighter, but don't throw him at Nagash. Each turn he can heal a wound (he has 8 on his profile) or inflict one to a nearby enemy. If he charges he can re-roll his to hit rolls with his weapon, the Impaler and inflict 1d3 mortal wounds to his enemy.He also re-rolls to wound rolls against heroes,so he can (with the extra help of his assistant and tuskgor) kill most heroes in one charge phase.His command ability is strong,but not broken.
* '''Ungors:''' Always get a +1 to their save during Combat Phase (notice a pattern?), can reroll every 1 to hit if the unit haves 20+ models and can also reroll every 2 when it haves 30+ models.
 
* '''Ungor Raiders:''' Same as Ungors, but with bows instead of shields. And can do a movement once the army is placed at the beginning of the battle.
'''Khazrak The One-eye:'''
* '''Bestigors:''' Get +1 to hit against any kind of Stendard Bearer (both the Hero kind and the ones in units)
6 attacks plus a number of extra attacks equal at the number of enemies within range of his weapon (3') so he can kill foot soldiers with ease. His dark mail offers him a good save (3+) and gives a -3 to cast penalty to enemy wizards within 12'. Like Gorthor he  gets re-rolls against heroes, so he can kill wizards and normal heroes quickly.His command ability lets friendly units within 16'retreat and then charge in the same turn.
* '''Tuskgor Chariots:''' Can reroll charges. Also can reroll every hit roll in the turn they charged.
 
==Warherd==
'''Beastlord:'''
===Hero===
Relativity good fighter. His command ability is the same as gorthor, except that he needs to kill people every turn he wants to activate it.
* '''Doombull:''' Can take either a Doombull Great Axe, A Doombull Axe with a Bullshield (guess what? +1 Save in Combat Phase) or 2 Doombull Axes (an extra attack). Gets an extra attack every time he rolls a 6 to wound, and his Command Ability gives every to every Warherd within 16" +1 to their wound rolls.
 
===Unit===
'''Wargor standard bearer:'''
* '''Minotaurs/Bullgors:''' Get the same Blood Frenzy rule as the Doombull, similar choice of weaponry (except the pair of axes this time allows them to reroll every 1 to hit like the Beastlord) 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.
Can add 1 to hit and to wound if, before rolling the dice you let louse a bestial warcry. More seriously if he plants his standard brayherd units within 18' may add 1 to their to wound rolls. Kind of essential to get Gors achieving anything, bestigors get nasty with this too.
===Monsters===
 
* '''Ghorgon:''' Same Blood Frenzy as Doombull and Bullgors, but on a 5+. Also, he gets back d3 wounds if his Huge Slavering Maw attack wounded someone.
'''Great bray-shaman:'''
* '''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.
They are basic spellcasters (one spell/turn) with a nice spell who can summon a monster on a 9 or more. With the keyword system they are chaos wizard so they can summon many things, including all chaos daemons. P.S. You don't need  to have a unit in your army to summon it, you just need the warscroll of that unit. Also if you keep him 8inches close to bayherd units in your army they add 3 to there movement. This can be very help full as it makes bayherd units move 9".
==Other==
 
'''Malagor, the dark omen:'''
A mighty(ier) spellcaster with two spells per turn anda +1 to cast if he has already cast a spell this turn. He has a nifty ability who has a chance of protecting himself in close combat.
 
'''Morghur, the master of skulls:'''
The other powerfull spellcasterin the army. He's immune against long range attacks and spells, can make chaos spawns and has a signature spell powerful against heroes with bad bravery
 
'''Doombull:'''
A good melee fighter, he can kill monsters and heroes alike. Beware from really strong heroes (nagash, tamurkhan, archaon, malekith,...) His command ability gives warherd units within 19' a bonus to wound, which is strong in combination with units who already wound on 3+. Sometimes he also gets some extra attacks.
 
'''Ghorros Warhoof:'''
Not really impressive as a fighter hero, he can unbind two spells each turn and he boosts an unit of centigors.His command ability further boost centigors. His bravery is only 4 but each turn he ads 1d6 to it, making him unreliable.
 
===Units===
===Units===
Bayherd unitss (gors) can all run and charge in the same turn, except raiders which can run and shoot. This makes them very mobile overall.
* '''Centigors:''' Can reroll failed wound rolls when they charged, their banners allow them to reroll charges, their shields are the same as every other shield here and their Bravery value is d6+3, and it must be rerolled at every Battleshock Phase.
* '''Razorgors:''' They must charge when it's possible, and get +1 to hit rolls in the turn they charged.
* '''Chaos Warhounds:''' They always run 6". That's it.
* '''Harpies:''' If some enemy unit within 16" haves models running away during Battleshock Phase, you have to roll a dice for every model who ran away. On a 6 you can istantly kill another model in the same unit.
===Monsters===
* '''Jabberslythe:''' If any enemy unit is within 6" from him you roll a dice. On a 6 that unit can't do nothing until your next Hero Phase. Every time he suffers a wound you can roll a dice and inflict to your opponent d3 mortal wounds on a 4+.
* '''Chaos Giant/Gargant:''' When he gets a double on a charge roll he falls on his side instead of charging, dealing d3 wounds on every unit with at least a model under the Giant's silhouette. Same happens when he dies. Before attacking you choose a model in the opponent unit and roll a dice: if the result is the double of that model's wounds or more, that model dies.
==Old stuff==
AKA all the dudes that was removed in the Grand Alliance Chaos book with their models out of print and stuff. The rules are still available in the PDF on the website and stuff, but if you didn't already own these models... well, getting them will be kinda hard (Except Malagor whose model was retconned as a regular Great Bray-Shaman)


'''Gors:'''
* '''Gorthor The Beastlord:''' Your greatest champion. He's very fast and a good fighter, but don't throw him at Nagash. Each turn he can heal a wound (he has 8 on his profile) or inflict one to a nearby enemy. If he charges he can re-roll his to hit rolls with his weapon, the Impaler and inflict 1d3 mortal wounds to his enemy. He also re-rolls wound rolls against heroes, so he can (with the extra help of his assistant and Tuskgor) kill most heroes in one charge phase. His command ability is strong, but not broken.
Your standard close combat unit. Could be strong if they were more resilient and reliable. But they are fast. Like most Bayherd units they 1" to there run and can run and charge. This in addition to being near a Bray-shamen makes a beastmen army fast. There special rule gets better if they are in 20+ groups and near a Brayheard hero. Bounus to wound is nifty or bounus attack can be a great combination with the other bounus to wound and hit.  
* '''Khazrak The One-eye:''' 6 attacks plus a number of extra attacks equal at the number of enemies within range of his weapon (3"), so he can kill foot soldiers with ease. His dark mail offers him a good save (3+) and gives a -3 to cast penalty to enemy wizards within 12". Like Gorthor he gets re-rolls against heroes, so he can kill wizards and normal heroes quickly. His command ability allows friendly units within 16" to retreat and then charge in the same turn.
* '''Wargor Standard Bearer:''' Gets +1 to hit and wound rolls if, before rolling the dice, you let louse a bestial warcry. More seriously, if he plants his standard Brayherd units within 18" get +1 to their wound rolls. Kind of essential to get Gors able to do anything, Bestigors get nasty with this too.
* '''Malagor, the Dark Omen:''' A mighty(ier) spellcaster with two spells per turn and a +1 to cast if he has already casted a spell this turn. He haves a nifty ability that gives him a chance of protecting himself in close combat.
* '''Morghur, the Master of Skulls:''' The other powerfull spellcaster in the army. He's immune against long range attacks and spells, can make [[Chaos Spawn|Chaos Sp... THOSE]] and has a signature spell powerful against heroes with bad bravery.
* '''Ghorros Warhoof:''' Not really impressive as a fighter hero, but he can unbind two spells each turn and he boosts an unit of Centigors. His command ability further boost Centigors. His Bravery is only 4+d6 and it must be rerolled in each Battleshock Phase, making him unreliable.


'''Bestigors:'''
==External links==
Strong in close combat, combine them with a doombull / Gorthor / beastlord and they can even defeat most enemy elite units.
Rules are here [http://www.games-workshop.com/resources/PDF/AoS_Compendiums/warhammer-aos-beastmen-en.pdf]
 
[[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics]]
'''Ungors:'''
Don't underestimate them, especially with ungor spears in large hordes.
 
'''Ungor raiders:'''
Good for sniping war machines and /or shooting in great units. Get bonus to to hit  if 20 or more. Get free move at beginning of battle
 
'''Minotaurs:'''
Roughly  ogre equivalents, with a chance of gaining extra attacks.

Revision as of 17:35, 5 February 2016

For your Furries Incarnate, come to spill randomness over the new world

Beastmen summary

Beastmen Warscrolls

Forenote: The following section will be arranged with similar units and formations being grouped together for easier reading.

This is by no means a complete guide. Also due to the relatively recent release of Age of Sigmar, most of this is based on theory. Take everything with a grain of salt.

  • Brayhorn: Can run and charge in the same turn.
  • Banner Bearer: gets +1 when running and piling up.
  • Beastshield/Brayshield/Half-Shield/Bullshield/Beastbuckler: +1 Save during Combat Phase.

Brayherd

Heroes

  • Beastlord: Can either take a Man-render Great Axe or two Man-ripper axes, the latter allows to reroll every 1 to hit. He also gets +1 to his save in Combat Phase and can reroll to wound against heroes. His command ability allows every Brayherd within 16" to get +1 to their run, charge and hit rolls as long as the Beastlord killed someone the turn before.
  • Great Brey-Shaman: Gives +3 movement to every Brayherd within 8", and his spell can summon ANY CHAOS MONSTER.

Units

  • Gors: Can choose to either hold Beastshields (+1 Save during Combat Phase) or a second Gor Blade (reroll every 1 to hit). When piling up, you have to roll a dice: on a 4+ everyone gets +1 to every wound roll, and on a 6 everyone also gets an extra attack. An unit of 20+ units gets +1 to the aforemented roll, and a Brayherd Hero within 8" adds an extra +1.
  • Ungors: Always get a +1 to their save during Combat Phase (notice a pattern?), can reroll every 1 to hit if the unit haves 20+ models and can also reroll every 2 when it haves 30+ models.
  • Ungor Raiders: Same as Ungors, but with bows instead of shields. And can do a movement once the army is placed at the beginning of the battle.
  • Bestigors: Get +1 to hit against any kind of Stendard Bearer (both the Hero kind and the ones in units)
  • Tuskgor Chariots: Can reroll charges. Also can reroll every hit roll in the turn they charged.

Warherd

Hero

  • Doombull: Can take either a Doombull Great Axe, A Doombull Axe with a Bullshield (guess what? +1 Save in Combat Phase) or 2 Doombull Axes (an extra attack). Gets an extra attack every time he rolls a 6 to wound, and his Command Ability gives every to every Warherd within 16" +1 to their wound rolls.

Unit

  • Minotaurs/Bullgors: Get the same Blood Frenzy rule as the Doombull, similar choice of weaponry (except the pair of axes this time allows them to reroll every 1 to hit like the Beastlord) 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.

Monsters

  • Ghorgon: Same Blood Frenzy as Doombull and Bullgors, but on a 5+. Also, he gets back d3 wounds if his Huge Slavering Maw attack wounded someone.
  • 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.

Other

Units

  • Centigors: Can reroll failed wound rolls when they charged, their banners allow them to reroll charges, their shields are the same as every other shield here and their Bravery value is d6+3, and it must be rerolled at every Battleshock Phase.
  • Razorgors: They must charge when it's possible, and get +1 to hit rolls in the turn they charged.
  • Chaos Warhounds: They always run 6". That's it.
  • Harpies: If some enemy unit within 16" haves models running away during Battleshock Phase, you have to roll a dice for every model who ran away. On a 6 you can istantly kill another model in the same unit.

Monsters

  • Jabberslythe: If any enemy unit is within 6" from him you roll a dice. On a 6 that unit can't do nothing until your next Hero Phase. Every time he suffers a wound you can roll a dice and inflict to your opponent d3 mortal wounds on a 4+.
  • Chaos Giant/Gargant: When he gets a double on a charge roll he falls on his side instead of charging, dealing d3 wounds on every unit with at least a model under the Giant's silhouette. Same happens when he dies. Before attacking you choose a model in the opponent unit and roll a dice: if the result is the double of that model's wounds or more, that model dies.

Old stuff

AKA all the dudes that was removed in the Grand Alliance Chaos book with their models out of print and stuff. The rules are still available in the PDF on the website and stuff, but if you didn't already own these models... well, getting them will be kinda hard (Except Malagor whose model was retconned as a regular Great Bray-Shaman)

  • Gorthor The Beastlord: Your greatest champion. He's very fast and a good fighter, but don't throw him at Nagash. Each turn he can heal a wound (he has 8 on his profile) or inflict one to a nearby enemy. If he charges he can re-roll his to hit rolls with his weapon, the Impaler and inflict 1d3 mortal wounds to his enemy. He also re-rolls wound rolls against heroes, so he can (with the extra help of his assistant and Tuskgor) kill most heroes in one charge phase. His command ability is strong, but not broken.
  • Khazrak The One-eye: 6 attacks plus a number of extra attacks equal at the number of enemies within range of his weapon (3"), so he can kill foot soldiers with ease. His dark mail offers him a good save (3+) and gives a -3 to cast penalty to enemy wizards within 12". Like Gorthor he gets re-rolls against heroes, so he can kill wizards and normal heroes quickly. His command ability allows friendly units within 16" to retreat and then charge in the same turn.
  • Wargor Standard Bearer: Gets +1 to hit and wound rolls if, before rolling the dice, you let louse a bestial warcry. More seriously, if he plants his standard Brayherd units within 18" get +1 to their wound rolls. Kind of essential to get Gors able to do anything, Bestigors get nasty with this too.
  • Malagor, the Dark Omen: A mighty(ier) spellcaster with two spells per turn and a +1 to cast if he has already casted a spell this turn. He haves a nifty ability that gives him a chance of protecting himself in close combat.
  • Morghur, the Master of Skulls: The other powerfull spellcaster in the army. He's immune against long range attacks and spells, can make Chaos Sp... THOSE and has a signature spell powerful against heroes with bad bravery.
  • Ghorros Warhoof: Not really impressive as a fighter hero, but he can unbind two spells each turn and he boosts an unit of Centigors. His command ability further boost Centigors. His Bravery is only 4+d6 and it must be rerolled in each Battleshock Phase, making him unreliable.

External links

Rules are here [1]