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

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===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.
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.
'''Gors:'''
'''Gors:'''
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.  
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.  

Revision as of 20:48, 17 September 2015

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

Rules are here [1]

Warscrolls

Heroes

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.

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 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.

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 lets friendly units within 16'retreat and then charge in the same turn.

Beastlord: 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.

Wargor standard bearer: 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.

Great bray-shaman: 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".

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

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.

Gors: 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.

Bestigors: Strong in close combat, combine them with a doombull / Gorthor / beastlord and they can even defeat most enemy elite units.

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.