Age of Sigmar/Tactics/Chaos/Beasts Of Chaos: Difference between revisions
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*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-cockatrice-en.pdf Cockatrice]:''' | *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-cockatrice-en.pdf Cockatrice]:''' | ||
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chimera-en.pdf Chimera]:''' | *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chimera-en.pdf Chimera]:''' Very fragile, but very fast and extremely damaging, with four weapon profiles in melee after a flame breath. The flame breath is D6 MORTAL wounds at full health. That's the equivalent of 'point-click-die' to any lone heroes if your opponent is stupid enough to allow this beast to go unmolested long enough to get close to his lines. As well as that, it has a number of different weapon profiles. The leonine head is 2 attacks, 4+/3+ with a -1 rend and D6 damage at full health, this alone is pretty brutal. The avian head is also 2 attacks, except with a 3+/4+ and (at full health) -3 rend, D3 damage, the dragon head is basically a middle ground between the other two; 2 attacks with a 4/4+, -1 rend and 2 damage. Also has 4 meh attacks with no rend from claws and tail. All in all, this has the potential to be an absolute beast and can very easily maul a lot of things in one turn of combat. The problem is ensuring it gets there as it's 5 up save won't do a huge amount to block any artillery fire that may very well aim at it unless you have deadlier choices. A good tactic is to get it a Re-roll saves of 1 and then send it up the flank to any priority targets. D6 mortal wounds can get slapped on in advance and then charge it in to finish it off if it's still moving. It also gets +2 to charge rolls so this makes doing so a little easier. | ||
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-cygor-en.pdf 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. Two of them can add some okay shooting, but the fact that the damage table influences his range makes him unreliable at best. | *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-cygor-en.pdf 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. Two of them can add some okay shooting, but the fact that the damage table influences his range makes him unreliable at best. | ||
Revision as of 16:22, 16 September 2018
Note: The Beasts of Chaos book isn't even available for pre-order at the moment, so expect it to be some time before this page gets fully fleshed out.
Why Play Beasts Of Chaos?
Because you're a closet Furry and you want to beat the shit out of (and try to rape) the Sigmarines for making fun of your Native American inspired, Chaos blessed RL fursuit. And you like massive, lightning-using foot dragons native to the World-That-Was who made a shitty deal with the Chaos Gods.
- Pros:
- Can swarm the board with cheap fast and flanking Brays
- Monster. Monster everywhere.
- cons
Allegiance
Battle Traits
- Brayherd Ambush: you can set up a Brayherd unit into an ambush during deployment for each Beast of Chaos you place on the board during setup. At the end of your first movement phase, you must place them within 6" of the edges of the board and more than 9" away from any enemy models.
- While not as flexible as some other deepstriking abilities (Stormcasts) it can be an effective way of getting large Brayherd hordes quickly up the board when confronting the enemy and taking objectives. Many artillery crews find it hard to worry about shooting down a monster when monster men are next to them.
- BloodGorge: at the end of a combat phase when a Warherd destroys a unit, heal 3d wounds.
- Creatures of the Storm: during the start of your Hero phase, each Thunderscorn unit rolls a d6 and move that many inches if not within 3" of an enemy nor move within 3" of them. Good to get your Dragon Ogors closer to their targets or get them out of danger in rare circumstance.
- Summoning:
Command Traits
Artifacts of Power
Spells
Endless Spells
Greatfrays
If you have a Beasts of Chaos army, you can give it a Greatfray Keyword. This works exactly like the Stormcast version - everyone in your army gains the Keyword, except any named characters (not that you have any right now). On the upside, you get a unique Command Ability, Command Trait, Artifact, and a unique ability. On the downside, your General must take the unique Command Trait, and the first Artifact you give to someone must be your Unique Artifact before you can assign any others. Like the Stormhosts, it's up to you if you want more freedom to choose, or gain some benefits from having important decisions locked off.
Allherd
Dark Walkers
- Abllity: Shawdowbeasts:
- Artifact: Desolate shard:
Gavespawn
Warscrolls
Leaders
- Doombull: The murder cow has a two-handed axe (3x 3+/3+/-2/3). Overall, the Bull an absolute melee monster. His attacks are great and he shares the Bloodgreed ability with his lesser kin - on an unmodified 6 to wound, inflicts an additional mortal wound. Although it may look a bit gimmicky and definitely weaker than some of the absurd stuff that the Stormcasts have access to, it is very much relevant, because the only Command ability you have, and really the only one you need, grants a flat +1 To Wound to Warherd units wholly within in a huge bubble, INCLUDING to himself. Play him, CHOP EVERYTHING IN HALF. Also, like his lesser kin, he's very fast with a Move of 7".
- Great Bray Shaman: See? They really do hate us. The Shaman has the exact same profile as any other run-of-the-mill Wizard, but they gave the guy worse To Wound rolls with the staff, just for spite. But of course, you still need this guy because he can still cast Mystic Shield and he increases the Move of all Brayherd around him by 3", which is incredible combined with their run+charge musicians. Sure, those first turn charges are still not likely, but they're possible thanks to him. His spell, Devolve, which casts on a 7 and just takes an unengaged enemy unit within 18" and pulls it towards your closest unit by 2D6". Best used to pull the enemy away from objectives, cover, or buffers while improving your Chances for a successful charge.
Battleline
Others
Behemoth
- Chimera: Very fragile, but very fast and extremely damaging, with four weapon profiles in melee after a flame breath. The flame breath is D6 MORTAL wounds at full health. That's the equivalent of 'point-click-die' to any lone heroes if your opponent is stupid enough to allow this beast to go unmolested long enough to get close to his lines. As well as that, it has a number of different weapon profiles. The leonine head is 2 attacks, 4+/3+ with a -1 rend and D6 damage at full health, this alone is pretty brutal. The avian head is also 2 attacks, except with a 3+/4+ and (at full health) -3 rend, D3 damage, the dragon head is basically a middle ground between the other two; 2 attacks with a 4/4+, -1 rend and 2 damage. Also has 4 meh attacks with no rend from claws and tail. All in all, this has the potential to be an absolute beast and can very easily maul a lot of things in one turn of combat. The problem is ensuring it gets there as it's 5 up save won't do a huge amount to block any artillery fire that may very well aim at it unless you have deadlier choices. A good tactic is to get it a Re-roll saves of 1 and then send it up the flank to any priority targets. D6 mortal wounds can get slapped on in advance and then charge it in to finish it off if it's still moving. It also gets +2 to charge rolls so this makes doing so a little easier.
- 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. Two of them can add some okay shooting, but the fact that the damage table influences his range makes him unreliable at best.
Scenery
Battalions
Brass Despoilers (-p) (Min: -.pt. Max: -pt.) 1-4 combination of Beastlord and Doombull; 3-8 combination of Bestigors, Bullgors, and Gors; 0-8 combination of Centigors, Dragon Ogors, or Tuskgor Chariots; 0-2 combination of Cygors or Ghorgons. Give all units in this Battalion the Khorne Keyword and grants them re-roll hit rolls of 1 if the unit is wholly within 9" another unit from this Battalions. Also once per battle, during the hero phase, you can extend the re-roll ability to also include all failed wound rolls until the next hero phase.
- gaining the Khorne keyword synergies with allies like Bloodstokers and Bloodsecrators.
Super-Battalions
Army building
Allied Armies
Tactics
External links
| Age of Sigmar Tactics Articles | ||
|---|---|---|
| General Tactics | ||
| Order | ||
| Chaos | ||
| Death | ||
| Destruction | ||
| Others | ||