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Fazhak

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About Fazhak

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  1. Thanks for the continued conversation! I am glad this looks like a fun option for you! It really is an enjoyable, interesting change of pace for Beasts of Chaos. Even better, it is also disproving the notion that mass Ungor, horde-style play is the only competitive point of departure for this faction. Perhaps it takes a bit more work to play, as timing and alignment of charges are crucial to playing this kind of list successfully, but overall I think it demonstrates that a Beasts of Chaos "elite" army can compete. Regarding Bravery concerns, I, too, considered those risks. Such was why I originally played this kind of list with the Allherd Greatfray: the battleshock buff from that subfaction was attractive to me. However, I am finding that, as long as I am careful with Hero movement to support my units, Inspiring Presence helps with most battleshock issues. There are specific times when it does not; for example, a Nighthaunt Shrieker Host might be problematic. Overall, though, saving command points for Inspiring Presence is a somewhat consistent response, especially given the multiwound, multi-healing options available to sustain the units. I hope that helps. What do you think?
  2. Some good news and Thunderscorn updates... I made some small changes to my 2000pt GHB20 list and I'm happy to report that things seem to be progressing well. The main difference is that I took a chance on a more "smashmouth" approach (shout-out to the old Herdstone forums crew!), with artefacts, spells, and traits that hopefully ensure initial charges cripple opposing forces. Equipped so, Thunderscorn can field at least two sets of Shaggoth-backed, 6-model units of Dragon Ogors which, if supported properly, can strike before their opposition retaliates. Leading up to charges against two separate targets, one Thunderscorn set includes the general with the Lightning-fast Monstrosity trait; the other Thunderscorn set is hopefully successful in casting Wildfire Taurus. With movement buffed by both Creatures of the Storm and Horn of the Tempest, getting these units into an advantageous charge position is rarely difficult. With successful charges, one set gets its attacks in before its target can strike back, while the other group attacks prior to its target due to the Endless Spell's debuff. The result is a level of damage output that I find to be rather surprising to players who are unfamiliar with the Thunderscorn. My smaller set of Thunderscorn, with its Shaggoth and 3-model unit of Dragon Ogors, handles Herdstone duty, benefiting from both Raging Storm and Summon Lightning to heal damage inflicted by Primordial Call sacrifices. Meanwhile, my unit of Bullgor hopefully take down the biggest threat on the board, my two units of Bestigor block or claim objectives, and my unit of Ungor Raiders either screens or otherwise disrupts my opponent's positioning. Here's my current list. I hope you find it to be fun! Allegiance: Beasts of ChaosLeadersDragon Ogor Shaggoth (170)- General- Command Trait: Lightning-fast Monstrosity- Artefact: Ancestral Azyrite Blade- Lore of Dark Storms: Sundering BladesDragon Ogor Shaggoth (170)- Artefact: Horn of the Tempest- Lore of Dark Storms: HailstormDragon Ogor Shaggoth (170)- Lore of Dark Storms: ThunderwaveBattleline6 x Dragon Ogors (260)- 6x Draconic War glaives6 x Dragon Ogors (260)- 6x Draconic War glaives3 x Dragon Ogors (130)- 3x Draconic War glaivesUnits6 x Bullgors (280)- Great Axes10 x Bestigors (120)10 x Bestigors (120)10 x Ungor Raiders (80)BattalionsThunderscorn Stormherd (160)Endless Spells / Terrain / CPsWildfire Taurus (80)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 159
  3. Welp, a few tweaks to the Thunderscorn list, given the new GHB 2020 changes. With Malign Sorcery artefacts out, I am shifting the concept a bit in terms of how I kit out the list. The results are rather fun. I made the decision to go with the Allherd Greatfray, as the Bestial Might ability really complements this list well. With so many Bravery 6, multi-wound models, the Allherd ability lets the big units hopefully shrug off losing a model each turn without the threat of Battleshock. It seems like a small thing while theorycrafting, but the tabletop benefit of such peace of mind is useful. In this build, I turned my general into a 18" movement buff, giving that Shaggoth both the Dominator command trait and the Horn of the Tempest artefact. That way, the general and its unit of three Dragon Ogors serve as a point around which the larger Thunderscorn teams can pivot. I am excited that swapping my Great Bray-Shaman for a Doombull seems to be worth it. Equipped with the Blade of the Desecrator, the Doombull holds back for Herdstone duty alongside the Ungor until mid- to late game. At that time, it moves forward as a fresh, high Rend threat to clean up remaining battleline that are holding objectives. In a list that already has three casters, and if used in the way outlined here, I find that the Doombull option is surprisingly more effective than the Great Bray-Shaman, at the same cost. The other option I examined retained the Great Bray-Shaman, giving it The Knowing Eye in tandem with the general's Ancient Beyond Knowing trait so to hopefully have a solid bank of command points. Other Thunderscorn artefacts were explored to serve as this kind of list's second artefact, with the Tanglehorn Familiars being surprisingly useful. However, this build was a a bit swingy, dependent as it is on random generation of extra command points. I think I prefer the Doombull option with movement buffs, though I might at some point return to an Ancestral Azyrite Blade - Blade of the Desecrator build. I keep trying to figure out how to add Wildfire Taurus to the list, as I do think the spell would be useful. However, the points are tight right now. I might swap out the two Bestigor units with two units of Chaos Warhounds, which would open up points enough for the spell. I am hesitant to do so, since even though I do use the Bestigor as blockers, they are a significant threat in and of themselves. As I test the list, I'll hope to report back and share the experiences.
  4. I thought about that option, yet I prefer the consistency of the extra range and Rend. Certainly, such is the case with the six-model units of Dragon Ogors. If I was to test out the Ancient Paired Weapons, I would likely use them with the three-model unit. The six extra attacks is admittedly appealing, though I think the Rend is generally more useful. By the way, this list goes from 2000pt to 2500pt very easily. I simply add the following: +1 Beastlord (90pt) +1 x4 Tuskgor Chariots (200pt) +1 x10 Ungors (60pt) + Desolating Beastherd (150pt) I'm debating whether the extra Artefact would be the Horn of the Tempest for the Dragon Ogor Shaggoth general, or the Gildenbane for the Beastlord (which is presumably ambushing alongside the Tuskgor Chariots). At 2500pt, the list also goes conveniently from six drops to two, with all units consolidated into the two battalions. Whether at 2000pt or 2500pt, I think this list has the potential to challenge both conventional wisdom regarding Beasts of Chaos, as well as some of the more competitive lists currently on the scene. I hope we can continue to explore the opportunities together!
  5. I'm pretty pleased with the new points. While the possibility of a confronting Decker's Phantasmagoria of Fate with my own Pestilent Throng continues to intrigue me, the new points help me return to a solid, explicitly Beasts of Chaos list. Specifically, I can now run what I hope will be a rather competitive new option: a revision of my Thunderscorn list. 2000pt THUNDERSCORN STORMHERD LIST Allegiance: Beasts of Chaos Greatfray: None Realm: Chamon HEROES #1 Dragon Ogor Shaggoth (170pt) General Command Trait: Ancient Beyond Knowing Spell: Hailstorm #2 Dragon Ogor Shaggoth (170pt) Artefact: Ancestral Azyrite Blade Spell: Thunderwave #3 Dragon Ogor Shaggoth (170pt) Artefact: Rune Blade Spell: Sundering Blades Great Bray-Shaman (100pt) Spell: Tendrils of Atrophy BATTLELINE #1 x3 Dragon Ogors (130pt) Draconic War-glaives #2 x6 Dragon Ogors (260pt) Draconic War-glaives #3 x6 Dragon Ogors (260pt) Draconic War-glaives x10 Ungors (60pt) Ungor Blades UNITS #1 x10 Bestigor (120pt) #2 x10 Bestigor (120pt) x6 Bullgors (280pt) Great Axes BATTALIONS Thunderscorn Stormherd (160pt) DESCRIPTION Each of the Shaggoth are teamed with their respective Dragon Ogor unit, so to ensure that the Dragon Ogors units are re-rolling ones via Storm Rage. The two six-model Dragon Ogor units team with their corresponding Shaggoths, which each have -3 Rend, making those units my main answer to opposing hammers. In fact, most units in this list have a 4+ save, a To Wound of 3+, a Movement of at least 6", and at least -1 Rend, making it fairly consistent stat-wise. Further, the healing options that the list possesses (mostly via Bloodgreed and Summon Lightning, but also more sporadically via Raging Storm and Beneath the Tempest), though limited, are not insignificant; the extra wounds provided by these options collectively help the list play into the late game. This is also a fast list, with the ability to get heavy units into position quickly. The Bestigor units capture backfield objectives or serve as early blockers, with their movement potentially buffed by the Great Bray-Shaman. The Bullgors hopefully break anything with a particularly nasty save, as I tend to buff that Warherd unit with Sundering Blades to increase their Rend to -3. The Great Bray-Shaman and Ungors are used to generate Primordial Call points until late game, and then help block and debuff opposing units. Summoned units are usually deployed to block or otherwise harass opposing units, or take objectives. What do you think? I look forward to your feedback!
  6. So, I'm still having fun with my Pestilent Throng. In fact, I recently updated the list to benefit from the Droning Guard... I dropped my two Ghorgons and Great Bray-Shaman that I used previously in this list, to instead utilize a six-model unit of Plague Drones. In doing so, I gained a more dependable hammer, one that is also more resistant to counterattack. I now have three elite units that are capable of charging on the first turn. The Droning Guard's command trait is helpful for my playstyle, and the subfaction's artefact lends my Doombull greater survivability. I still benefit from my run and charge Warherd (thank you, Feculent Gnarlmaw!), as well as Centigor buffed by Blades of Putrefaction. Please let me know what you think of the list. Narrative-wise, I imagine this Pestilent Throng surges out from the fever swamps of the Realm of Fire, gone rabid in the wake of the Droning Guard. I look forward to your feedback! 2000pt PESTILENT THRONG LIST Allegiance: Nurgle - Host of Chaos: Droning Guard - Mortal Realm: Aqshy Great Unclean One (340) - General - Command Trait : Rotwing Commander - Plague Flail & Doomsday Bell - Artefact : Thermalrider Cloak - Lore of Virulence : Glorious Afflictions Sorcerer (120) - Lore of Malignance : Blades of Putrefaction Doombull (100) - Artefact: Cloak of Flies 6 x Plague Drones (400) 6 x Bullgors (280) - Great Axes 20 x Centigors (320) 10 x Gors (70) - Gor-Blades & Beastshields 10 x Ungors (60) - Mauls & Half-Shields 10 x Ungors (60) - Mauls & Half-Shields Pestilent Throng (200) Extra Command Point (50)
  7. So, I'm still having fun with my Pestilent Throng. In fact, I recently updated the list to benefit from the Droning Guard... I dropped my two Ghorgons and Great Bray-Shaman that I used previously in this list, to instead utilize a six-model unit of Plague Drones. In doing so, I gained a more dependable hammer, one that is also more resistant to counterattack. I now have three elite units that are capable of charging on the first turn. The Droning Guard's command trait is helpful for my playstyle, and the subfaction's artefact lends my Doombull greater survivability. I still benefit from my run and charge Warherd (thank you, Feculent Gnarlmaw!), as well as Centigor buffed by Blades of Putrefaction. Please let me know what you think of the list. Narrative-wise, I imagine this Pestilent Throng surges out from the fever swamps of the Realm of Fire, gone rabid in the wake of the Droning Guard. I look forward to your feedback! 2000pt PESTILENT THRONG LIST Allegiance: Nurgle - Host of Chaos: Droning Guard - Mortal Realm: Aqshy Great Unclean One (340) - General - Command Trait : Rotwing Commander - Plague Flail & Doomsday Bell - Artefact : Thermalrider Cloak - Lore of Virulence : Glorious Afflictions Sorcerer (120) - Lore of Malignance : Blades of Putrefaction Doombull (100) - Artefact: Cloak of Flies 6 x Plague Drones (400) 6 x Bullgors (280) - Great Axes 20 x Centigors (320) 10 x Gors (70) - Gor-Blades & Beastshields 10 x Ungors (60) - Mauls & Half-Shields 10 x Ungors (60) - Mauls & Half-Shields Pestilent Throng (200) Extra Command Point (50)
  8. Decker, I don't disagree. Further, I think that if one is going to play the Chaos Gargant, it is best teamed with a Great Bray-Shaman, meaning that those two will cost collectively 110pm more than simply playing a Ghorgon. The Chaos Gargant is fun, though, and its damage can spike even higher than the Ghorgon's output. I can imagine using the Chaos Gargant for fun, knowing its weaknesses and yet wanting to play a more narrative, thematic list.
  9. Walrus, the Chaos Gargant is fun, but another example of feast or famine. When it works, it obliterates its opposition. When it whiffs, it whiffs hard. Personally, I find that if playing the Chaos Gargant, one might as well go all-in and team it with a Great Bray-Shaman with Titanic Fury. Cast that spell, use the Chaos Gargant's "take a wound to add attacks ability," and then headbutt three times in a row. Have fun with it. It can be worth it, provided one accepts that the unit is probably less consistent than other available options.
  10. I want to suggest a way forward that contradicts the conventional wisdom about Warherd being best in Khorne. While Khorne perhaps allows a higher damage spike potential, given the faction's options for additional attacks and re-rolling ones, I think Tzeentch and Nurgle are actually preferable for Warherd in terms of consistency. The key here is to consider that many things, if not in fact most, will either break outright or be substantively crippled after a round in combat that goes well for the Warherd. As such, rather than going with Khorne for a feast or famine approach, I find that focusing on getting that single round to go very well is a better, more rewarding play. Tzeentch easily supports this approach, as Destiny Dice can ensure that the first round of attacks hit. The 4+ to Hit rolls are arguably the main weakness of the Bullgors, so using Destiny Dice there can make a major difference in damage output. Admittedly, Destiny Dice are (usually) a finite resource, but using that resource through your Warherd to obliterate an opponent's primary hammer unit can make all the difference in the game. Nurgle is an option that I find superior to Khorne; I actually prefer it to Tzeentch. The reason I find Nurgle a more appealing home for Warherd is because of the Feculent Gnarlmaw's buff allowing Warherd to run and charge. Combined with other movement buffs (the Doomsday Bell, as well as the Cycle of Corruption), Warherd regularly have the potential to charge on the first turn. That threat, and the actuality of setting the pace and location of the game's main conflict points, can really hamper opponents' capabilities. So, while Khorne is an obvious home for Warherd, give Tzeentch and Nurgle a try before committing to the Blood God. Hope the above helps! For more information and analysis on using Beasts of Chaos in Chaos God allegiances, please feel free to take a look at the following thread: https://www.tga.community/forums/topic/25020-a-quick-overview-beasts-of-chaos-and-chaos-god-allegiances/
  11. Thanks for this. I've debated this very point, too. I might drop the Lord-Relictor to free up 100 points, spend 40 points to make both Executioner units into Black Guard units, and spend the remaining 60 points on Geminids of Uhl-Gysh. I really like both the Lord-Relictor model, as well as its additional -1 to Hit debuff. Thus far, I'm enjoying the Executioners in this list. I'll look to continue exploring the Executioners' output and explore how the above changes might or might not provide significant improvement. Any other thoughts on the list?
  12. Hello! I'm tinkering with the following list and having fun doing so. If you have questions or other feedback, please feel free to share. I find the strength of Anvilgard to be in its "Make an Example of the Weak" command ability, which can potentially prevent battleshock over a wide zone. Much has been said elsewhere about Anvilgard's mount traits, spells, etc., but preventing battleshock over multiple units opens up a broader utilization of moderate Bravery, multiple wound options. I wanted to focus on that capacity and found the Demigryph Knights to benefit from this command ability's protection. Typically, I rush the two units of Demigryph Knights to hammer the most dangerous opposing unit(s). I run the Kharibdyss and Drakespawn Chariots preferably toward an opposing monster and/or hero, hoping that the mortal wounds on their charges either destroy the target outright or significantly damage its offensive output prior to combat phase. Each Executioner unit is teamed with a Sorceress, as well as a combat Hero with the ability to inflict mortal wounds on to Wound rolls of 6. The unit with the General and Adjutant tends to take the centermost objective, hopefully positioned within range to support the Demigryph Knights via the General's "Hold the Line" command ability. In doing so, the General and Adjutant both would also be in position to cast "Sap Strength" and "Word of Pain" on the largest opposing threat. The other Executioner unit can manage backfield objectives and threats, or maneuver to further support the center. Being able to overlap multiple -1 to Hit debuffs, from spells and the Lord Relictor's "Lightning Storm" ability, makes an impact. The Sorceresses' "Command Underlings" ability can spike movement when needed. I hope this list is fun for you, too. Happy wargaming! Allegiance: Cities of Sigmar- City: Anvilgard (Illicit Dealings: Hidden Agents)Mortal Realm: AqshyLeadersFreeguild General (100)- General- Trait: Secretive Warlock - Sap StrengthSorceress (90)- Spell: Lore of Dark Sorcerey - Shadow Daggers (Anvilgard Wizard)- City Role: General's Adjutant (Must be 6 wounds or less)Sorceress (90)- Spell: Lore of Dark Sorcerey - Vitriolic Spray (Anvilgard Wizard)Lord-Relictor (100)- Artefact: Venomfang BladeBattleline6 x Demigryph Knights (360)- Lance and Sword6 x Demigryph Knights (360)- Lance and SwordKharibdyss (170)- Drakeblood Curse: Jutting Bones (Anvilgard)Units20 x Executioners (260)- City Role: Honoured Retinue (Must be 5-20 models)20 x Executioners (260)3 x Drakespawn Chariots (210)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 138
  13. Hello all. The following is an attempt at utilizing the Beasts of Chaos' high Rend capacity. Strangely enough, this list doesn't use Warherd beyond a Doombull, but rather runs a trio of Dragon Ogor Shaggoth each backed by a unit of Dragon Ogors. The three Shaggoths each have an artefact that increases their Rend; when paired with their buffed Dragon Ogors, the units force a decision on opposing units as to which threat should be prioritized. The Thunderscorn Stormherd battalion has the Dragon Ogor Shaggoth general with the Blade of the Desecrator, as well the three Dragon Ogor units. The Depraved Drove has the two Shaggoth with artefacts that give them a total of -3 Rend each; combined with that battalion's re-rolls to Hit against Heroes with artefacts, they are potent Hero killers. I team each of the -3 Rend Shaggoths with a unit of six Dragon Ogors, leaving the general with the unit of three Dragon Ogors. The former take highly contested objectives, while the latter grind down smaller hordes. Careful placement keeps my Dragon Ogors re-rolling 1s due to their innate buff from being near Shaggoths. I use the Ungor Raiders and Centigors to screen as needed, while also taking backfield or far-off objectives. The Doombull serves as a rapid response unit, helping create threat on opposing flanks. With three command points and a primordial call point on the first turn, after Hero phase sacrifices I have a fairly good chance of starting the game with six Primordial Call points. That amount can purchase me a unit of Bestigor first turn. By the way, I considered swapping out the Allherd build, in favor of getting "Horn of the Tempest" and "Father of the Storm," to instead construct a Thunderscorn speed build. However, I'm curious how this high rend option plays out in the long-term. Here's hoping for success! Allegiance: Beasts of ChaosMortal Realm: ChamonLeadersDragon Ogor Shaggoth (180)- General- Trait: Dominator- Artefact: Blade of the Desecrator- Lore of Dark Storms: Sundering BladesDragon Ogor Shaggoth (180)- Artefact: Ancestral Azyrite Blade- Lore of Dark Storms: ThunderwaveDragon Ogor Shaggoth (180)- Artefact: Rune Blade- Lore of Dark Storms: HailstormDoombull (100)Battleline3 x Dragon Ogors (140)- 3x Draconic War glaives6 x Dragon Ogors (280)- 6x Draconic War glaives6 x Dragon Ogors (280)- 6x Draconic War glaivesUnits10 x Centigors (160)10 x Ungor Raiders (80)10 x Ungor Raiders (80)BattalionsThunderscorn Stormherd (190)Depraved Drove (150)Total: 2000 / 2000Extra Command Points: 2Allies: 0 / 400Wounds: 153
  14. For those interested in running a Brass Despoilers battalion... Over in the Beasts of Chaos discussion thread, players recently asked for an account of how Beasts of Chaos play out of different Chaos God allegiances. In the past, others requested the same. I started a new thread to address this issue. I provide a quick overview of each allegiance, as well as the Beasts of Chaos allegiance itself, in that thread. Here's a link: Hope it is helpful and interesting. I look forward to the conversation!
  15. For those interested in running a Pestilent Throng battalion... Over in the Beasts of Chaos discussion thread, players recently asked for an account of how Beasts of Chaos play out of different Chaos God allegiances. In the past, others requested the same. I started a new thread to address this issue. I provide a quick overview of each allegiance, as well as the Beasts of Chaos allegiance itself, in that thread. Here's a link: Hope it is helpful and interesting. I look forward to the conversation!
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