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AoS 2 - Beasts of Chaos Discussion


Gaz Taylor

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On 9/25/2020 at 11:35 AM, Kaleb Daark said:

Taurox deserves to come back as he was part darmon anyway after chewing the head off a herald of khorne first blow.

if valkia is back i teally font see why thry can’t write him in as well- given that khorne keyword beastfellows makes me happy.

 

And they relegated my mammoths to legends in ghb so thry owe me one.

Is Valkia really back?  I feel she's sort of back and maybe will come back.  Also Khorne can put her back and that's a plot idea that works.  Until she's plastic I feel,.. "back for now".  Which I worry about for our Doombull and Beastlord as well.  So much of our range is finecast that it worries me.  

Morghur used to allow Spawn,.. oh man some ability,. I think you could take more (6th ed book, not 7th I never ran him in 7th) spawn than was allowed in the Force Org and more dispel dice.  He had some dispelling abilities.

Also Morghur appeared in Guardians of the Glade by Graham McNeil.  A book from the 2005 WE launch.  It's dated but if you like both armies (like me) it's worth a read and  probably on BL digitally.

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On 9/28/2020 at 12:49 AM, TheArborealWalrus said:

 

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560pts - 2 X 6 bullgors - 2 handed axes

 

 

You have Hand Axes but you already get teh rr 1 benefit. just modelled that way? 

 

I picked up my second Shaggoth and started painting him.  I have some Ch Knights to proxy for now otherwise I'm tempted to give your list a try.  I quite like Warherd, thunderscorn and dark walkers.  

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9 minutes ago, Popisdead said:

You have Hand Axes but you already get teh rr 1 benefit. just modelled that way?

So it's 2 handed axes, like an axe wielded with 2 hands. If I wanted to have them be defensive I'd go with the shields. I would never personally go with the 2 hand axes. Re-roll 1s is not really worth the other benefits available. They are my beatsticks so they have the big damage (also what they're modeled with)

13 minutes ago, Popisdead said:

I picked up my second Shaggoth and started painting him.  I have some Ch Knights to proxy for now otherwise I'm tempted to give your list a try.  I quite like Warherd, thunderscorn and dark walkers.  

It is a list unlike any other I've seen. It's fast enough for alpha but doesn't hit hard enough for iron jaws. You have to kill your opponent's army to win objectives. If all the bulls go down you're generally doomed. It's this delicate dance of mass violence. I did use the "die slowly" strategy against my daughters opponent, so it is possible. The khorne battalion abilities are really nice too. When that mass charge hits, getting the re-roll wounds is nice. 

Unfortunately chaos knights are on smaller bases than dragon ogors. They're on the same bases as skullcrushers (juggernaughts)

Regardless of that, I say try it! I'd be interested to hear how your darkwalkers variant works out.

For Morghur!

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Hi!

I had a game vs. KO last night. I got Tabled... but we played the Blade's edge scenario and I totally won on objectives! First 2 turns I scored Max, and he had 2 or 3 points before the Markers started to disappear

The list was quite simple:

Beastlord, Gnarlblade General, 2x Shaman (Stranglethorn on one and viletide on the other) Grshark 2x10 Ungor 10x Gor 20 Bestigor 10 Bestigor, 6 Bullgors with Great Axes 3x 10 Ungor riders Ghorgon, Spawn, Desolating Extra command and the Taurus.

I had only 4 drops, decided to go first, Vile Invaders took his objectives my screens took mine. Won the priority for turn 2 and 3.

The highlight of the match, He deployed all of his ships in one corner "because in KO the deployment does not matter", I ambushed 10 Bestigors, a Spawn and the BL, The BL charged the Frigate (the middle sized ship), I've boosted him with +3 attacks from the Spawn and he took the Frigate down in one go:)

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20 hours ago, TheArborealWalrus said:

So it's 2 handed axes, like an axe wielded with 2 hands. If I wanted to have them be defensive I'd go with the shields. I would never personally go with the 2 hand axes. Re-roll 1s is not really worth the other benefits available. They are my beatsticks so they have the big damage (also what they're modeled with)

It is a list unlike any other I've seen. It's fast enough for alpha but doesn't hit hard enough for iron jaws. You have to kill your opponent's army to win objectives. If all the bulls go down you're generally doomed. It's this delicate dance of mass violence. I did use the "die slowly" strategy against my daughters opponent, so it is possible. The khorne battalion abilities are really nice too. When that mass charge hits, getting the re-roll wounds is nice. 

Unfortunately chaos knights are on smaller bases than dragon ogors. They're on the same bases as skullcrushers (juggernaughts)

Regardless of that, I say try it! I'd be interested to hear how your darkwalkers variant works out.

For Morghur!

Oops I misread that.  No matter how much I like the idea of Shields,.. I still think Great Axes are the way to go.  The reliability of the higher rend and dmg is very nice.

I would just proxy for now the Ch Knights.  My DrOgurs are 5th ed River troll bodies on 5th ed Dragon Ogur bottoms.  And,.. stupdily the conversion is now super pricey as GW became an OOP hit on eBay.  Models people used to give to me are now  combined $150,... O_o.

I also appreciate the continued BAt Reps.  Feel free to keep them up :)

8 hours ago, Apok said:

Ok, my mistake, I did summon a Spawn. not ambushed him. Sorry writing on emotions from the top of my head :)

That's a pretty good tactic.  Summoning the Spawn, and ambushing the Bestigors.  

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On 9/12/2020 at 4:18 PM, Frowny said:

Why are people so down on gors? Even for a cheap screen/sacrificial target. The 4+ save makes them sturdier than ungors per point. They also hit slightly harder per model. At only 10 points that seems reasonable for some uses

Thinking 10 man squads where you should be able to get all into melee if needed, so the base size doesn't matter.

I love my Gors!!! First thing I painted in my BoC army. 2 blocks of 20 are perfect for that first turn rush on objectives with w/wo Cogs and with thier large base sizes they can screen and  hold up to any counter charge long enough for my Bullgors to catch up and clean up that enemy counter charge or my Bestigor slamming in from the flank or my Raiders standing behind taking free pot shots.

I am working on my 40 Ungor unit atm and I can see them fitting in an ambush roll for all those bodies in an enemy backfield re-rolling 1s and 2s for a sweet 6 in a Desolating Battalion.

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On 9/24/2020 at 3:38 PM, Lord Krungharr said:

Yeah BoC needs some named heroes back. At least Morghur, who must have found a way to remain in the swirling mists of Chaos when ye olde world was destroyed.   Then we could have random mutations all over the place all the time! And beastly magical assistance.   

A named hero for each Herd would be good too, though I’m not sure if Doombulls ever get names. 

Indeed Morghur is still there in the fluff and he is basically a primordial God now.

I would love to see an avatar of Morghur on the field and I think it would fit perfectly both the fluff and the need of the army. Tha Gavespawn Greatfray should be the only one to field it, and in my mind I image it as a super beefy anvil booster character.

The thing about Morghur has always been his immortality and his aura of madness. In this new magic-shooting meta, it would be perfect to have a thing immune to arrows (as Morghur was in the past) and that totally shuts down magic within his aura (make 8-12''). Besides this he should be able to have a greater version of the spawn comand ability that comes with the Gavespawn trait and some way of popping random spawns from friends and foes.

In terms of survivability, I'll make him big 14+ wounds and I would give him some sort of regen (+d3/d6 each turn), a 4+ ward save, or some cool new rule such as "on a 4+ for each model that falls witnih 6'' he regains one wound. This can take him over his original number of wounds (the idea is that he just melts and blobs with the material world becoming bigger and bigger) or merge this with the Spawn-popping thing and make it as it was: on a 4+ friend or foe within 6'' receives a mortal one, for every 3 wounds inflicted a Spawn is generated. And finally spawns arond Morghur should get some buffs to make them "frenzied" by his presence. (and it is an excellent excuse to make some really cool new spawns and add a real spawn centered army)

Give him a good melee attack but not devastating (not like the mawcrusha) and some random short range shooting, and he's good to go, a perfect anvil and moving booster that fits perfectly with the army playing style (tons of dead that at the end would beef him up).

The second special character should be an Ancient Shaggoth, a dude that survived the End Times, the fluff states some of the Dragon Ogors did not die during the fall so, we need a massive Death Dealer...

Although I love the idea of a special Doombull, I do like the idea that Doombulls and Beastlords do not live enough to reach the legendary status, however those bulls (all of them need their warscrolls rewritten cause a 3A 3+/3+ D3 R-2 attack is not really a hand to hand specialist anymore, and bullgors at 2A 4+/3+ D3 are just plain bad at the moment)

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Yesterday I played a blade of khorne list using the khorne beast battalion 

2 slaughterpriest 

2 bloodsecrators

1 doombull

1 Beastlord 

3x10 bestigor

10 gor

6 bullgor with great weapon

20 blood reavers 

10 flesh hounds

Khorne invocation: axe

I played against ossiarch with katakros, 40 10 10 core unit, 2 artillery, 4 morghast

I managed to kill katakross thanks to bloodsecrator buff on bullgor and slaughterpriest pray that move opponent's unit

Actually buffs from bloodsecrator and slaughterpriest are very interesting on bestigor and bullgors and the battalion ability is more useful than I thought 

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50 minutes ago, Kramig said:

Actually buffs from bloodsecrator and slaughterpriest are very interesting on bestigor and bullgors and the battalion ability is more useful than I thought 

I used the beastmen in khorne for a very long time and 100% agree that they synergize well. Everything about the battalion stacks with khorne's buffs into a weapon of terror. The same chaffing strategy for boc works in khorne. Gets blood tithe too. If they could use the same prayer multiple times they'd be exceptionally powerful. The minotaurs are big sponges for all the + attack buffs and to hit buffs. You can add up to 2 additional attacks to them. 

Outside of being another hero, what is the beastlord doing for you? Also curious which slaughter host you're using. Either way, Good luck and welcome aboard!

13 hours ago, DrThunder said:

I love my Gors!!!

That's good! I love the models, I'd just like to use them for something other than chaff. Make them actually dangerous, or at least have different stats from ungors.  It won't come back, but I miss my gorapult. bloodsecrator + shaman + run & charge = 6+7+d6 + 2d6 +4 movement and charge. Yes, that's 15 + 3d6 threat range. You could do it to centigors too.  21 + d6 plus charge. Hilarious stuff. R.I.P.

10 hours ago, tupavko said:

Although I love the idea of a special Doombull, I do like the idea that Doombulls and Beastlords do not live enough to reach the legendary status, however those bulls (all of them need their warscrolls rewritten cause a 3A 3+/3+ D3 R-2 attack is not really a hand to hand specialist anymore, and bullgors at 2A 4+/3+ D3 are just plain bad at the moment)

So many interesting ways to take Morghur. I'd like to see it happen. A monster shaggoth or just a new shaggoth model would be epic. If the goblins can have an epic goblin hero, I think they can pull a named bull or beastlord out of their hat if they want to. Ooh! It's not going to happen, but what about a named character for each? Morghur for gavespawn, some sneaky bull or lord for darkwalkers, and a monster shaggoth leading allherd.

A large percentage of the book needs a re-work.  Put bullgors and dragon ogres on a similar scale to the mawtribes. Obviously they need to be different, but they need the help. Gors should be noticeably better than ungors, Useable command abilities on the hero's warscrolls. All the combat heroes need an upgrade. Maybe they all jump up a tier (from mildly threatening to dangerous for example) although we'd probably lose the gavespawn artifact from it. More variety in viable lists would be good.  ... Alright, I'm done. Got it out of my system. I went into my suggestions for allegiance abilities a few pages ago , so I don't feel like repeating myself.

Regardless, good thoughts! 

For Morghur!

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5 minutes ago, TheArborealWalrus said:

I used the beastmen in khorne for a very long time and 100% agree that they synergize well. Everything about the battalion stacks with khorne's buffs into a weapon of terror. The same chaffing strategy for boc works in khorne. Gets blood tithe too. If they could use the same prayer multiple times they'd be exceptionally powerful. The minotaurs are big sponges for all the + attack buffs and to hit buffs. You can add up to 2 additional attacks to them. 

Outside of being another hero, what is the beastlord doing for you? Also curious which slaughter host you're using. Either way, Good luck and welcome aboard!

That's good! I love the models, I'd just like to use them for something other than chaff. Make them actually dangerous, or at least have different stats from ungors.  It won't come back, but I miss my gorapult. bloodsecrator + shaman + run & charge = 6+7+d6 + 2d6 +4 movement and charge. Yes, that's 15 + 3d6 threat range. You could do it to centigors too.  21 + d6 plus charge. Hilarious stuff. R.I.P.

 

Best I have found so they are not chaf is in a Khorne list with a Bloodsecrator and Wrathmongers. That's 2 extra attacks on top of thier unit size attack bonus. Frenzy from the Slaughter priest plus the battalion bonuses/abilities. And if a Beatlord is close by with the Halo of Blood artifact from the Bloodlords host, he can get off his CA before the Gor unit gets hit.😊

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I think they should embrace the beastmen withing with other animals... Like why are the beastmen all goat based? 

I imagine reimagine minotaurs with rhinos and elephants heads in addition to bulls. Or what about tiger jaguar and lion infantry to take over some sort of elite hunting role? I would take it in more of that direction, i think.

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10 minutes ago, Frowny said:

I think they should embrace the beastmen withing with other animals... Like why are the beastmen all goat based? 

I imagine reimagine minotaurs with rhinos and elephants heads in addition to bulls. Or what about tiger jaguar and lion infantry to take over some sort of elite hunting role? I would take it in more of that direction, i think.

Greek mythology. Centaurs,Minotaurs,Chimera, and Satyrs.

We could use a big multi attack Hydra similar stats like a Gigantic Chaos spawn that i like running. Or even a big 3 headed hound like Cerburus.

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A (hopefully) quick battle report for y'all. No real scenario, basically battle for the pass but sideways and without the annoying deployment zones. I got 1 spell off the entire game so I'll mostly ignore my half of the hero phase. Also assume that with the beginning of the phase move I generally just moved towards him.

The List: 2,000pts, Gavespawn, no extra command point, 4 drops, 38 models, 159 wounds

Spoiler

- 180pts - Brass Despoilers

100pts - Doombull  - mutating gnarlblade

100pts - Doombull

560pts - 2 X 6 bullgors - 2 handed axes

520pts - 4 X 3 Dragon ogres - 3x crushers, 1 dual weapons

70pts - 10 gors - shields

 -  170pts - Shaggoth - hailstorm

 - 170pts - Shaggoth  - general - horn of the tempest, sundering blades

 - 50pts - chaos spawn

80pts - wildfire tauros

My opponent was running tzeentch mortals list. It's not a competitive list, but he's been trying to get a kairic based list to work since tzeentch first came out. He was very unhappy when his shrines didn't help the acolytes anymore. He also doesn't play a lot, so he forgot lots of things (don't tell him I said that)  but I let him go back and do  them. 5 or 6 drops.

Spoiler

penumbral engine

command point

4xfatemasters

The battalion that makes acolytes shoot in the hero phase.

Lord of change

magister

3 tzaangor enlightened

3x20 kairic acolytes

So the battlefield was barricades and 3 dense tree stands(impassible because we didn't want to deal with it) one in center with corridors created  by the other 2. I set up in the center leaning more towards my left with my herdstone similarly placed. He set up the lord of change, the enlightened, an acolyte blob, and a fatemaster to oppose them. On my right was a crusher ogor unit ... and not much else. The rest of his army was over there. (I also put my gors in ambush)

Turn1: I got to choose who went first, and knowing his reliance of letting me closer to be annihilated, I made him go first. He moved forward enough to threaten the objectives and couldn't do much else. In return I rushed forwards as fast as I could. My bulls were center and left while the ogors screened in front as best they could. In a round of either mediocre or glorious charges, the gors popped in and tied his right hand acolytes down (traded a casualty) and the hand weapons  ogors with the shaggoth made it into the fatemaster and the left hand acolytes. 10 acolytes died and 3 wounds to the fatemaster for 2 wounds on the ogors and 1 on the shaggoth. 

Turn 2: My opponent won the roll off and went next. The hero phase saw between the shooting and magic did 6 wounds to the shaggoth, left the ogors with 1 wound left and killed the gors. He moved his forces up and shot my right hand ogors and killed 2 of them. The last hand weapon ogor was shot to death.  He charged (at my recommendation) the bullgors on the left in the hopes of wiping them out. Unfortunaately due to poor positioning his fatemasters weren't in range to give them the re-rolls and they did 2 wounds total. Oof. 7 acolytes, all the enlightened, and the shaggoth died that phase too (no spawn, boo!). 2 fatemasters charged the central ogors and did 4 wounds for 2 in return.  My turn The center bulls moved with a doombull to get the the acolyte flank while the left moved in to kill the lord of change. Both bulls made it to their target and the left bulls wiffed hard. Hitting on 5s hurt, but come on! 4 damage total to the big bird for 2 dead bulls. The shaggoth charged the fatemasters to ignore thier +2 to their save if you don't fly or are a monster. He managed to kill one of them and save the ogor on 1 wound (for now). The bulls on the right took 2 wounds for a total of 31 casuaties between the two units of acolytes. Bulls are so swingy! 4 bulls killed  the 20 while the bloodkind killed 11 from the other unit. (he got 4 mortals in that lot, but still) Ridiculous. The remaining right hand fatemaster took 3 wounds from the doombull as well. 

Turn 3: I won roll off and it was basically game over. With not much beyond his lord of change and a few acolytes left he was out of the running. He could have hurt me if he won it, but I don't think it would have saved him. We called it. I remember it feeling a lot closer than this though ... Did he win the roll off? Either way, he conceded at the end of this turn.  BoC victory.

I have a good feel for this army I think. Everything worked as expected (except the bulls who did as they pleased) and no real surprises for me. I recomended that my opponent switch out one of the fatemasters for 2 brimstone horrors units to screen for his precious acolytes. My area seems to not like screening. I tell them to do it, but few do. I think they'll help his game plan a lot. I don't have an answer to screens so it could be rough for me. I thus far have just thrown my disposable ogors at the screen to wipe it out and die, which worked against both my other tzeentch opponent and during the slaves battle. We'll see. 

Well, I hope you enjoyed this report,

For Moghur!

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Has anyone tried out using the Tzaangor Enlightened on foot? 100 points for 3 Gors that hit almost as hard as Minotaurs seems like a good pick. They benefit from Bray Shaman movement buffs and they can ambush,  so they bring mobility as well as a bit of punch. Unfortunately, they can't run and charge like their Goat-like kin, but their damage output and synergy might just make up for it.  The Tzaangor Shaman can give them a flat +1 to hit if he's within 12",  and if they don't fight first then they get re-rolls to hit and wound. 

I think they would work well behind a block of Gors or Bestigors screening. They have 2" range on their spears, so a rank of Gors/Bestigors in front of them would not only keep them safe (Ungors on 25mm bases are too small to screen out 1" melee attacks), but it would give them a good opportunity to trigger the re-roll to hit/wound ability. You could make a nifty 'Death Star' using a central Bray Shaman (GBS for movement, Tz for damage), a rank of Tzaangor encircling him (their larger base size of 40mm and model height advantage may even block LOS on occasion) and 20 Gors with shields on the outer perimeter. That makes a fast moving block that hits pretty hard and would be tough to shift from an objective.

There is a downside though... I don't like the models. At all.

These boys on some 40mm bases  is how GW 'should' have done it ;)

 

Baagath's Herd, Gabrax Unit (10x warriors)

 

Edited by Dolomedes
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25 minutes ago, Dolomedes said:

Has anyone tried out using the Tzaangor Enlightened on foot? 100 points for 3 Gors that hit almost as hard as Minotaurs seems like a good pick. They benefit from Bray Shaman movement buffs and they can ambush,  so they bring mobility as well as a bit of punch. Unfortunately, they can't run and charge like their Goat-like kin, but their damage output and synergy might just make up for it.  The Tzaangor Shaman can give them a flat +1 to hit if he's within 12",  and if they don't fight first then they get re-rolls to hit and wound. 

I think they would work well behind a block of Gors or Bestigors screening. They have 2" range on their spears, so a rank of Gors/Bestigors in front of them would not only keep them safe (Ungors on 25mm bases are too small to screen out 1" melee attacks), but it would give them a good opportunity to trigger the re-roll to hit/wound ability. You could make a nifty 'Death Star' using a central Bray Shaman (GBS for movement, Tz for damage), a rank of Tzaangor encircling him (their larger base size of 40mm and model height advantage may even block LOS on occasion) and 20 Gors with shields on the outer perimeter. That makes a fast moving block that hits pretty hard and would be tough to shift from an objective.

There is a downside though... I don't like the models. At all.

These boys on some 40mm bases  is how GW 'should' have done it ;)

 

Baagath's Herd, Gabrax Unit (10x warriors)

 

Im  testing out some enlightened on foot in a phantasmagoria of fate list for Tzeentch, the plan is to stick them behind my gors, take a charge, then pile in.

 

The work fine behind ungors too, you just need to be careful to not be base-to-base with the ungors. Ideally you want to be fighting after the opponent anyways.

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On 10/4/2020 at 10:39 AM, DrThunder said:

Makes a nice Doombull.

20201004_043832.jpg

by chance I saw this in a cabinanet in the flgs today. I wondered where it was from.

It's really cool, pretty much the right scale. But due to its armour, and styling not a perfect match. Pretty close though. 

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On 10/4/2020 at 1:39 AM, DrThunder said:

Makes a nice Doombull.

20201004_043832.jpg

Man i love seeing alternative miniatures for Bullgors.  

On 10/4/2020 at 2:05 AM, DrThunder said:

I love my Gors!!! First thing I painted in my BoC army. 2 blocks of 20 are perfect for that first turn rush on objectives with w/wo Cogs and with thier large base sizes they can screen and  hold up to any counter charge long enough for my Bullgors to catch up and clean up that enemy counter charge or my Bestigor slamming in from the flank or my Raiders standing behind taking free pot shots.

I am working on my 40 Ungor unit atm and I can see them fitting in an ambush roll for all those bodies in an enemy backfield re-rolling 1s and 2s for a sweet 6 in a Desolating Battalion.

I love Gors too.  I'm glad to hear you are using them and finding some success.  Something to consider is 40 Ungors take longer to kill off an objective than 2 Gors.  Or... throw a ton of +1A off a spawn with some CP spam on Ungors with spears mid and late game and watch things get taken down with the rend spell(s) and the Herdstone.

On 10/4/2020 at 2:17 PM, Kramig said:

Yesterday I played a blade of khorne list using the khorne beast battalion 

...

Actually buffs from bloodsecrator and slaughterpriest are very interesting on bestigor and bullgors and the battalion ability is more useful than I thought 

I have long wanted to use the Khorne battalion since AoS 1.0 (used the old one from the campaign book).  So my question is how good are the buffs for Bullgors or Bestigors relative to the Gavespawn?

On 10/4/2020 at 3:45 PM, TheArborealWalrus said:

I used the beastmen in khorne for a very long time and 100% agree that they synergize well. Everything about the battalion stacks with khorne's buffs into a weapon of terror. The same chaffing strategy for boc works in khorne. Gets blood tithe too. If they could use the same prayer multiple times they'd be exceptionally powerful. The minotaurs are big sponges for all the + attack buffs and to hit buffs. You can add up to 2 additional attacks to them. 

 

Did you use the Blades of KHorne version?  Same question re bonus attacks compared to Gavespawn.

On 10/4/2020 at 4:04 PM, Frowny said:

I think they should embrace the beastmen withing with other animals... Like why are the beastmen all goat based? 

I imagine reimagine minotaurs with rhinos and elephants heads in addition to bulls. Or what about tiger jaguar and lion infantry to take over some sort of elite hunting role? I would take it in more of that direction, i think.

Back in the Herdstone (forum) days it wasn't uncommon to see all sorts of conversions.  If you have lots of spare old piggy heads you could use Ogres and on the cheap that makes a very effective Warherd army.  Just need the greenstuff skills and time.

On 10/6/2020 at 2:21 PM, TheArborealWalrus said:

A (hopefully) quick battle report for y'all. N

For Moghur!

As always thanks for the write up.  For Morghur!

6 hours ago, Dolomedes said:

Has anyone tried out using the Tzaangor Enlightened on foot?

 

It annoys me that the one strong competitive build in the BoC book was killed based on one tournament result.  Would dropping Tzaangor points back down really do that much?  I've toyed with buliding up Tzeentch beasts but slaanesh keeps whispering me back. If you try and find success do share :)

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9 hours ago, Popisdead said:

 So my question is how good are the buffs for Bullgors or Bestigors relative to the Gavespawn?

9 hours ago, Popisdead said:

Did you use the Blades of KHorne version?  Same question re bonus attacks compared to Gavespawn.

 

I was running them out of the blades of khorne allegiance. The buffs are beautiful on bullgors. If you go far back enough in the blades of Khorne thread I have battle reports and lists for my khorne allegiance army.

Positives: 1 - Slaughter priests can cast their prayers onto the beast men. +1 hit, +1 save, ... the others don't really do much, but ignore battleshock is one.                   2 - +1 attack from bloodsecrator and +1 attack from wrathmongers available. Alas no other heroes buff us. The +2 attacks from the skulltakers mortal legion (or whatever they're called) is likewise good on a doombull.               3 - Blood tithe is amazing. Pile in during hero phase, free move, charge, make all your units pile in and attack when they die. Now imagine doing that stuff during either player's hero phase. Bonkers. I won so many games because of blood tithes. You can also summon with them too, but I rarely did that.                 4 - All these stack with the battalion ability. Re-roll hits of 1 if with friends, and once per game re-roll wounds. Used properly, you can rip out an opponent's heart with that. (I know, I've done it!) This can make one unit of bulls capable of killing damn near anything. 3 bulls with these buffs wiped 6 kurnoth hunters before. All stacked it's: 3+ re rolling 1s, 3+ re-roll all, -2, 3D. You could even add +1 to wound if you want to waste a command point on the doombull.            5 - the MSU we like, khorne loves too. We use many similar tactics. The battalion also likes MSU.

Negatives: 1 - No rend modifiers. Whatever is on the scroll is what you get.              2 - Reliance on components. A 4+ to get that lovely prayer off. You can re-roll it if you're in range of the altar, but it's a big roll. You have to keep wholly in range of your attack buffers who are slower than us. (they have to run to keep up) as well as other units from the battalion.             3 - No ancient rules and spawn sillyness. Their attacks do not stack. +2 is your max. More consistent, but somewhat limiting. I personally play gavespawn as though it's been updated and don't stack more than 1 attack per unit, so it's automatically better for me. Making spawn when you die is also just fun.                4 - Battline is awkward. You either use gors (and discover the joy of a max buffed gor squad merking an unsuspecting hero) or you up your drops even further with khorne battleline. This can be mitigated by using a khorne mortal battalion to get most of your support pieces, but then you're paying for another battalion.           5 - Ungors and other support pieces are allies.  Spell casting is basically non-existent and there is only the artifact tied to the faction to put on your beasts heroes.              6 - No ambush. The psychological impact of the threat is massive.

I'd rate them as overall better at getting the best out of your bullgors, but less so on our faster units. I liked to take 2 allied ungor raider units to double layer my chaff. Gavespawn only has CP attacks, the herdstone, and ambushing. Khorne will kill better over the course of the entire game vs the spike damage of dumping all CP into + attacks. Can it still work? Absolutely. Do I think it's better? No, not really. I love my beasts of khorne, I'm mostly just trying to switch things up a bit after using them for so long. Still fun though.

17 hours ago, Ganigumo said:

Baagath's Herd, Gabrax Unit (10x warriors)

17 hours ago, Dolomedes said:

Has anyone tried out using the Tzaangor Enlightened on foot?

 

I recognize these models, but don't remember where from. I wanted to try these guys out, but I'm already working on my drogors and ungors. I thought of using them like a mobile castle of pain, camping on objectives. The foot guys seem worth it for 100pts. Might proxy in for a test run. Having fought 15 enlightened on discs regularly back in their hayday I feel the points increase was justified. I'd probably drop them 10 points (maybe), but they were stupid. I also fought their ranged kin during 1.0. *shudders* Too many tzeentch armies.

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14 hours ago, Popisdead said:

It annoys me that the one strong competitive build in the BoC book was killed based on one tournament result.  Would dropping Tzaangor points back down really do that much?  I've toyed with buliding up Tzeentch beasts but slaanesh keeps whispering me back. If you try and find success do share :)

I wasn't aware of the disk versions being competitive in BoC  until reading this - the discs at 140 points does seem a little under costed for what they're capable of though. Despite being a hardened Beastmen player this week is the first time I've bothered reading the scrolls for Tzaangors. The Tzeentch Beastmen arn't proper Beastmen to me - they're just a bit too 'clean'. I thought that the Tzaangor Enlightened on foot would make for a cool conversion though, if I were to get them in my army I'd go for a savage glaive wielding Bestigor look.

3 hours ago, TheArborealWalrus said:

 

I recognize these models, but don't remember where from. I wanted to try these guys out, but I'm already working on my drogors and ungors. I thought of using them like a mobile castle of pain, camping on objectives. The foot guys seem worth it for 100pts. Might proxy in for a test run. Having fought 15 enlightened on discs regularly back in their hayday I feel the points increase was justified. I'd probably drop them 10 points (maybe), but they were stupid. I also fought their ranged kin during 1.0. *shudders* Too many tzeentch armies.

https://mierce-miniatures.com/index.php?act=pro&pre=mrm_dkl_fmr_blr_inf_300_110

They're from Mierce Miniatures Fomoraic line - a treasure trove of excellent Beastmen proxies.

I'd love to proxy some in for a test run, but there arn't any games happening in Northern England at the moment. The disk guys do look scary, but there's no way I'd ever take them. The disks just look too silly. There's room for some great conversion work though - units of flying raven like Beastmen would be a treat to see.

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