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Thunderscorn tips


Oldmanlee

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It's a 2 choice list, ummm not a lot you can really do other than take those units?

Ally wise, include at least a couple of Wizards, if you want to have it make sense fluff wise, either model them as prisoners or use Daemons of Tzeentch, I could see a Lord of Change being useful

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As Lucio mentioned, a couple of Wizards are a must for the heal/buff.  You could maybe convert a mounted Sorcerer Lord as some sort of Dragon Ogor Shaman?  I was considering a similar army, and thought of using  the rules for the new Archaon to represent a really ancient Dragon Ogor (like Kolek Suneater from back in WFB).

I've only used a unit of 3 with the great weapons to augment my warriors of chaos, and they were pretty underwhelming, although in fairness I probably misjudged their role. I was using them as a can-opener and they just bounced off the unit they were trying to kill. Their speed and resilience were definitely strong points, though. 

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  • 5 weeks later...

I have a Thunderscon army I have been building for far too long now.  I found you need to run as mixed chaos if you want to  play bigger games.  I converted some mini dragon ogres (from cold one knights) to be my blood warriors for battle line, converted two sorcerers one chaos sorcerer and a gaunt summoner.  And made a kholek model (played as a blood thirster of incessant rage) from a carnosaur.  I find with the wizards to buff, one bigger unit of dragon ogres is better than running multiple 3 man units.  Your 3 man units are pretty tanky and are good road blocks and your shaggoths are best used to counter or multi charge because they hit hard but aren't the toughest. 

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9 hours ago, brodog said:

I have a Thunderscon army I have been building for far too long now.  I found you need to run as mixed chaos if you want to  play bigger games.  I converted some mini dragon ogres (from cold one knights) to be my blood warriors for battle line, converted two sorcerers one chaos sorcerer and a gaunt summoner.  And made a kholek model (played as a blood thirster of incessant rage) from a carnosaur.  I find with the wizards to buff, one bigger unit of dragon ogres is better than running multiple 3 man units.  Your 3 man units are pretty tanky and are good road blocks and your shaggoths are best used to counter or multi charge because they hit hard but aren't the toughest. 

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Those are really cool ideas!

I've played with my thunderscorn a couple of times and found that as Brodog said in 3 man units they are good tough roadblocks which can be hard to displace but alas don't hit too hard.

 

I have 3  with 2 weapons and 3 with mauls and now 3 unbuilt. Considering building them as the halberds (2" range and -1 rend) and also converting my mauls into halberds too to run 6. Though not sure what the best weapon options for 6 man units is, with their 2 damage and only 1 less attack having more mauls could be useful to allow more damage if you get the hits and wounds in, only issue being it might be hard to get all 6 in depending how big your enemy unit is. But I think it's definitely good to run them in mixed chaos. If you wanted to make them look a bit tzeentchy then they probably wouldn't look out of place amongst tzaangors and ogroid thaumaturges. Especially as the ogroid is a wizard who fits the big and bulky look.

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