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Myrdin

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Posts posted by Myrdin

  1. Hey guys.

    So I have a game scheduled for 1500pts against Khorne. But I havent played against the new (I know its not new anymore I know) Khorne yet. This is what I thought of bringing but I am not sure what to expect, other than lots of face smashing, un-dispelable spel..."prayers"* cough cough, and extremely tough and scary Juggernauts. I know there will be some summoning and bunch of small heroes running around buffing stuff.

    I wonder if Tempest eye is a good choice against Khorne.

    This is what I used in my last game against Nighthaunt and did fairly (-1 battlemage and the PG, had some other stuff in that one) well so I was thinking of going with something similar.  But the issue is whether this is not too heavy on magic and shooting. Khorne was always good at dispelling or at least thats the idea I had.

    Celestial Hurricanum With Celestial Battlemage (280) (Thermalrider for artifact and +1to wound for Shooting)

    Battlemage (90)

    Battlemage (90)

    UNITS

    2x10 x Freeguild Guard (2x80) - Shields  

    2x10 x Shadow Warriors (2x110) 

    10 x Sisters of the Watch (160)

    20 x Freeguild Greatswords (320)

    10 x Phoenix Guard (160)

     

    I was considering dropping the Greatswords, doubling up on Sisters and add in some more chaff or perhaps Aetherworld Pendelum.

    The problem is, his Endless prayers, will most likely be pain in the as* and will force me to move a lot. While I am not worried about the regular stuff, the Juggernauts with 5W and 3+ save put the chills in me and I am really not sure what to do about them If I am forced to move around (thus never getting that impart double tap on Sisters). Was considering dropping sisters entirely and going with two Rocket Batteries for that -2 Rend.

    Regarding Bloodthirsters, I know he has one and one DP, no idea about the remainder of the list though.

    So uh... yeah, any advice or help is appreciated.

  2. 33 minutes ago, whiskeytango said:

    that's right, with a Greatsword torso and mashed together hammer.

    Its a darn nice conversion :)
    The hammer is a bit finicky and I can see it breaking a lot while taking to long to make en masse for each model individually, but I really like the take you `ve chosen here. Instead of protection of the Ur Phoenix your Phoenix Guard/Sisters of Sigmar are protected by their devotion to the God King himself!

    Now if we only got Mr. Propper Head delivering righteous fury with his massive hammer a.k.a Warrior Priest of Sigmar back, that would be amazing (I miss him so much, was always a huge fan of these and how they were portrayed in the artwork and the PC games that featured them).

    • Like 1
  3. 21 minutes ago, tupavko said:

    I think you did a great job, I really like ow you infused some vitality into these guys and gave them some interesting choices. I don't think at all you went too OP, or Op at all, maybe rerolling both hits and wounds with paired weapons is a very powerful but still not compromising. But at the same time I still feel that there is an issue "lore-wise" with the Shaggots (as you said too).

    A Shaggoth is a creature as old as the Realms itslef, some of them were alive even before Sigmar arrived to Azyr... We're talking about  a massive amount of time. There is even a hint some of them are from the Old World. These dudes get bigger and stronger as they age, which means even if this process is slow, they should be Demi-Gods. I still do belive that an Ancient Shaggoth should be able to  put some fear even to the greater deamons. Yes they are made of flesh and blood, but also storm and chaos, so I still believe a Shaggoth should be a 300-500pts behemot of ancient evil and destruction. 

    Thanks! Actually I wanted to make Warscroll with Kolek Sun Eater as a 450 pts super buff (greater demon level) monstrosity :)  (but I wanted to see the response to this first).  I can whip it up after I figure out the stats and skills since I usually dont write rules for the really big and expensive stuff as thats very hard to get right balance wise.

    These are just the regular "younger" Shaggoths. You know younger being several hundred thousand years old, while still few millennia younger then the "old folks" :P

    The idea was not to completely rework them, just adjust them within reasons. If I had a contact at GW, I would have already submitted a full BoC rewrite to them by this point, alas I know not of such a person, and I dont think they will hire me just to write that book we all so much deserve xd
     

  4. 18 hours ago, GeneralZero said:

    I find the Sphiranx a bit exensive: 90pts would have been better.

    The worse is the Formoroid crusher. At 100 pts, so random shooter with a so situational aptitude I can't find him a role. It is a shame that GW did a so bad warscroll for them. For example, just make him "unit of 1 to 3" with a 70 pts each, and/or rend -1 CC, and I would have taken 2 (at least). And he is the only shooter in the StD army! So unfortunate: Because this kit come with 2 builds! (each looking superb, like the cat which is also a 2 builds kit).

    Shame on you GW!🤬

    I dont wanna be that guy.... but I will... so here it goes... :D

    You can at least USE those!  I as a BoC main, cant even use these other than allies with limited points allotment due to the keywords being what they are. How these things (the mindcat, the Warcry raptorix, both Ogroids, etc) dont have Beast of Chaos keyword, since thats very clearly what they are (beasts mutated by chaos...), is besides me. But hey if GW doesnt want my money, who am I to argue.

  5. 18 hours ago, whiskeytango said:

    Really awful picture, and very WIP, lots of sculpting and gap filling to go, but a Sisters of Sigmar Anointed I'm working on. All of my units are Old Empire themed, so my Phoenix Guard are Sisters, my Shadow Warriors are Halfling Scouts, etc.

    Anointed.jpg

    That bottom half and head are these from the new Adepta Sororitas ? The Sister Hospitaler maybe ? :)

    • Like 1
  6. With the spirit of what could use some love, this is my take on Dragon Ogors and Shaggoth.

    Feel free to take a look if you have a minute or two of time to burn :) 

    Considering their fluff these things should be much more umpf. And Shaggoths, were it not for the pathetic horrible ancient sculpt should be some demigod like beings that lived for millennia. That being the case I updated the warscrolls. Not changing the identity of the unit, rather beefing them up to where they should be.

    Before you comment on how OP or what not these things are, take a moment and remove yourself from the current form and look at the wider picture. The spectrum of different units of this type that are in the game.... now its not so powerful anymore right ? I`ve noticed BoC players often get used to the low power level of this army and tend to have this weird regressive reaction towards buffing stuff. Leave that mindset behind when looking at this. Instead look at the price tag and compare it with 

     

    Summary of changes, since sometimes the smaller details on the warscroll might not be immediately visible. Take a look at the Warscroll first.

    Spoiler

    Dragon Ogors:

    Price: 160/180 per pop

    Draconic Crushers up to DMG3 to keep in line with the changes in Ogor Mawtribes.

    Now has a unit Champion option in the form of an Ancient. Ancient gets +1A

    Each weapon now has a special ability that goes along with it. Other armies have units with multi weapons as well, and many of the more elite ones have specific abilities tied to those weapons. Same here. Each weapon combination confers some sort of ability.

    Paired Ancient Weapon: Re-roll hit and Wounds.  Sounds powerful at first but then you remember its Rend - DMG1. Much less powerful then the initial first glance.

    Draconic War-Glaive: 6 to hit cause 2 hits instead. 

    Draconic Crusher: Wound rolls of 6 are resolved at -2 rend. Now an actual viable option with DMG3 and a chance for big rend on 6. No longer subpar when compared to the Glaive and Paired weapons.

    Added a general ability: Draconic Blood > unit gains 6++ against wounds and mortal wounds.  Its not much but it should help with the survival a little bit, and give the feeling of them being the tough guys they are presented to be.

    Moved Storm Rage ability  to Shaggoth. This never made any sense to begin with. Buffs of this type should be tied to the hero not the unit, since the unit still requires the hero in vicinity.

    Keywords: Forgot to add them, but they remain unchanged and I didnt wanna rework the whole thing again just to add them.

     

    Shaggoth:

    Points 220/230 pts

    Lot of changes, to go along with a new model kit that would gives the amazing feel of fielding something big powerful and ancient on the table. Shaggoth should be our BoC version of the Big boy lords of other armies like Verminlord, Demon Princes and such. Thats what I believe and thats what the fluff makes them out to be. So here is my take on the Shaggy

    New alternative  weapon profile added (since new kit would certainly have at least two): 

    Thunder-forged Blade: 6A 3+3+ -1 1. Hitting on unmodified 6 cause extra 1MW in addition and the attack continues.

    Storm-wrought Axe: +1A and improved rend of -2. The original axe was pretty pathetic weapon for the Shaggoth, people not only dont fear it, but they didnt even respect it and charge him without care. With the extra offense added, enemies should now give a little thought before charging a Shaggoth, since the retaliation can now really ruin that units day.

    Taloned Forelimbs: Now DMG2. Adds more umpf to the Shaggoth. If DP can have his claws deal 2DMG so can a house sized amalgamation of dragon and an ogor.

    Beneath the Tempest: In addition, each unit of DO on the table now adds +1 to the initiative roll off result. This ability was a joke. Now it has some actual tactical use. The more DO you have the better the chance of you getting that turn. The effect still procs only on 4+ which serves ans a necessary limitation.

    Draconic Blood: Shaggoth being the even more ancient and powerful than his kin gets a 5++ instead. Adding more wounds would require a damage table. And I didnt want to go the 3+ Save route either. Since Shaggoths are ancient and they keep on growing and getting stronger with time this is a fluff way to show just how tought they can get.

    Storm Rage: Same as before, now tied to Shaggoth instead of regular DO. Range increased to wholly within 18" instead of 12". Improved range to 18" only makes sense when you consider that our base sizes are 32mm+ unlike many armies who run tons of 25mm stuff and can easily fit into the 12" bubble. This and the fact that other Chaos armies had the range of theirs increased in general so yeah.

    Lightning Strike: Just little fluffy gimmick. Once per battle, Shaggoth may use this ability in the Hero phase. Any unit that dealt an unsaved wound to the Shaggoth this or the previous turns and is within 18" will suffer D3 MW on the roll of 4+. You still need to suffer taking some damage and surviving to trigger this, the effect also procs only on 4+ and is once per battle. Its not much but its a nice little gimmick to have just for the fun and it represents the whole theme of Shaggoths channeling lightning and such. And yes the base for this was reworded Dark Walkers artifacts, but that one is a tax on your item slots. This is an inbuilt gimmick. 

    COMMAND ABILITY added

    Envoy of the Storm: Allows 1 BEAST OF CHAOS unit to Run and Charge/Shoot. If the unit is a THUNDERSCORN unit, that unit may in addition re-roll its charge roll.

    *Finally a skill that affects the whole herd, instead of splitting its effect on only tiny fraction of the overall army. It keeps the theme of more manouvarebility that BoC have. While most of our units do have Run & Charge, there is the monster part of our army that cant. This should help with that, hence the universal BOC keyword used. Oh and with this our Heroes can now Run & Charge as well! More synergies, more working combinations! Yes!

    This should be the case for all our Command abilities tbh. Also....  A command ability ! On Shaggoth! Yes! How this was not a thing I do not know.... wait I know... ****** old sculpt that nobody buys thus GW doesnt give 2 shaits about.

    Magic: Same as before, the range reduced from 20" to 18" to be in line with the standard range for magic not some random weird number.

     

     

    You dont have to agree with me on this of course. But to me DragO and Shaggoth should be more of an elite type of unit and hero unit. Not just a cheap throw away they are now. The lore and the whole feel this unit gives off is that of ancient badas*es. BoC Varanguards so to say. I`d much rather see them become more expensive but really brutal on the battlefield than be the cheap roadblock that they currently are. And with the price drop the Minos fill that role now so even more so.

    God I really hope we can get a new amazing looking Shaggoth one day... that thing... I am not even sure where I put it, it was so ugly. Instead got one from Mierce Mini to represent the size and visual power that a Shaggoth should radiate.

    Edit: And look at that, just as I was typing you guys started talking about DO :D funny coincidence.

    EDIT: Ok it seems the issue is with the page itself. In the end I had to resize the picture and use a cutting tool, but manage to get a .jpg version for the Shaggoth in here instead of the PDF. Due to the resizing you might need to zoom in a little though

     

     

    dragon-ogors.jpg

     

     

    dragon-ogor-shaggoth.JPG

  7. A question  for fellow CoS players regarding Warding Brand.

    If I successfully cast this spell on a unit, is the maximum number of wounds inflicted equal to the number of models in the unit ?

    Lets say the spell is cast on a 10man strong unit of FGGuard. The unit gets charged and all the 4+ rolls for Warding Brand are a success.
    Since this occours after the saves, and each model has only 1 Wound, does it mean that if the unit suffers 10 unsaved wound, before it is removed I roll 10 dice and on 4+ it deals that number of Mortal Wounds back ?

    Since it works only if the wound was not negated....  it mean the model has to essentially be removed as a casualty for the spell to take effect ?

  8. 47 minutes ago, Beastmaster said:

    I have to say I am a bit concerned as to the overall direction this is going. My hope would have been lots of new/ updated models for existing armies this year. Now it’s February and there are already rumors of 2-3 completely new armies. How many of them can be really supported long-term? Especially if they already start working on a new tome cycle and oldworld? There are still so many half-baked armies floating around. Will there be a second cycle of drops in the near future?

    Same here. Disregarding the Old World, there is still plenty of armies that could use more units, more models, and in general padding out the army roster.
    The Kharadron release was kinda a fail in my oppinion. It was the perfect chance for them to introduce at least one new model dual kit and two new units to the roster along side the new character they received. All the AoS  exclusive 1.0 armies could use something like that. 2-4 new units to breath some variety to their unit rosters.

    And then of course there is the re-releasing of the battletomes in general. I really dont know how they want to fit in more completely new (and most likely again half baked) armies when they have pretty full plate already.

  9. 8 hours ago, Death1942 said:

    The problem I see is if something is not optimal in an army that isn't exactly top tier then you are shooting yourself in the foot by taking it.  A shame because I love the model and I want it to be good but why carry more of a burden than you need to?  I think going forward I will simply replace it with more Bestigor once I try the list out a few times.

    Pretty much this.

    Despite that, I tend to bring one, sometimes two of these, especially after the price drop. If nothing else a Gorghon is now a cheap distraction carnifex at worst. And if it takes the heat of your more expensive stuff while not amazing it at least serves a purpose. IMO the warherd as a whole suffers from low Hit rate and Low number of Attacks. I wouldnt mind the hit rate if all Warherd stuff had +1/2 attacks on their profiles (DB would have to get slightly more expensive), to be what minotaurs always used to be > a glasshammer that dishes out tons of high strength attacks. Because the reduction of attacks per model with the 4+ To Hit and No way to buff it is really hurting them a lot.

    Its to bad that Bloodgreed is such stupid rule. It should have been the same that CoS Kharybdis has > if an enemy MODEL is killed, not a whole unit. That would at least make it somewhat effective in regaining those wounds. But ah well. For our own sakes I hope when the time for re-release comes our battle tome wont be amongst the first 5 books, since those tend to always be crappy. My hope is we can get a double release with some other powerful army, so that our power level is adecvately increased. New plastic kit Beastlord, Shaggoth and Centigors would be very welcome at this point as well.

    • Like 1
  10. 25 minutes ago, girafarig said:

    are spears for ungors even needed? 

     

    In Warcry absolutely.... not.

    If you really need T4 take the cheaper ones with hand weapons, or go for Gors with shields, who make up for decent tanks with 10W. 

     

    While I think the dual weapon Gors are better due to the cheap price, I can see situation where having some Shield Gors instead would make for an appealing choice.

    Cheapest Leader possible 3 DragO with glaives and then 6 shield gors with extra  25pts > meaning you can upgrade to Ungor Archer leader with 15pts left and 10 models on the field. Other than your leader everything is T4, Wound pool 16-10-30. Surprisingly tough when put against S3/4 with decent speed of 5 and 6. I.... I think I wanna try this out actually :D 

    • Like 1
  11. Its a sad state of affairs. Games used to be a medium for art. A new platform for creative minded individual to bring forth their worlds, characters, settings, and whatever fantastic adventure they wish to lay before the player. Putting a lot of effort and passion used to be a norm. And the audience repriciated those feelings by supporting the developers and showering them with love. There was a simbiotic relationship between the Creators and Players. It was a good era, heck the best era, only hampered by the limitations of the Hard/Software used.

    These days though.... the 3A gaming industry is just another form of squeezing out money of the people by putting as little effort as possible while squeezing the maximum possible profit out of their "consumers"  (......).

    While there are still some vestiges of creative flame burning, those are merely exceptions to the rule these days. Long is gone the passion, and love for the game=art. Long gone is the dear and strong bond between the creators and their player community.

     

    As for Blizzard ACTIVISION.... well.... it would be a lot of words, and a wall of text, if I had to express what I feel about the whole Warcraft Refunded/Rejected situation. And I wish not to take the space for that here. But for those who are well versed in the Warcraft lore and have seen all the cinematic, know the characters and the lore even if just from playing WoW, I will say only this..... I now know, how Illidan felt.  

  12. We had an AoS game day where the Realms were predetermined by table you were playing on, but even so we didnt include the artifacts.

     

    So essentially: I can always choose a realm for my army. So does the opponent. I can take the artifact so can he, and then we roll of to see whose realm it actually is for the use of spells, but without impacting the artifact brought, meaning me or him suddenly wont loose it and have to select one from the army artifacts. It only affects the spells for that realm. 

    Ok that makes sense. Good to know, thanks man.

    How do you get the +1D from Aqshi though ?

  13. 15 minutes ago, Maddpainting said:

    Realm is a part of the game, its a core mechanic just like terrain is. No large event opts out of it, and i haven't seen a local yet that doesn't uses it either. Does your group opt out of it or something? I'm genuinely curious now.

    Not sure how other in our group play, but me and my buds usually dont use the realm system unless beforehead agreed upon. I am not sure why or when it was decided, but since I prefer to learn a game by playing rather then sitting down and binge read rules, I never really questioned this up till the point I started interacting with people here and noticing most here play it as a core part of the game. 
    Heck this being the case I dont even know how it should work properly under normal circumstances, when its not agreed upon that "we gonna run this or that realm" meaning you can count on using the realm artifacts at that point. Since I dont get as many AoS games in as I used a year ago, I never really questioned it since it wasnt necessary for what I was bringing with my Beasts anyway. To be completely honest I think I`ve never even used a realm artifact on my heroes before.

  14. 9 hours ago, Maddpainting said:

    After doing some research for fun with this > 


    Honestly the DO's are so close together than the Paired weapons and the Great Glaive are both fully viable to each other, 1 will give slightly more DPS but the Great Glaive is 2" which is really nice. I think i'm going to be taking the Glaive for now on.

    Once you had a taste of 2" weaponry you`re rarely go back to 1" if you have the option not to :D 

    Its the only redeeming quality the DoK Snake girls have, and even that keeps them barely usable (but thats a DoK balance issue). Even my Corvus Cabalites with spears, did surprise me how effective those ...essentially "pseudo battleline" units (you dont have to take them though, but with almost every warband you will want to take these cheaper base tier units anyway thats why pseudo battleline) can be if they have someone to tank for them.

    So for me the DragOg with glaives are extremely solid option since we have a lot of fast cheap chaff to keep them shielded. And even if something breaks through, T4 30W is not something you can chew through in one sitting.

    Now with that said, I would NEVER EVER EVER play the Spear Ungors. Cabalites have 4A each, 1/4dmg., and with that the chance for crit is very high, especially with the range you usually dont need to move once set into position, until the target or your tank are dead.

    Spear Ungors on the other hand are paying extra for that shield and dont have near enough dmg output to make us of the spear. Your spearmen are there to contribute damage not tank, so the Spearungs are never worth the investment. 

  15. 6 hours ago, Death1942 said:

    Why not go Ghyran for the gyrstrike weapon?  That seems to be the best weapon to toss to a doombull.

    Unless both players agree to play with the realm mechanics, I dont think you can legally bring it, but by all means If I am wrong on this let me know.
    As far as I know the only army that doesnt really care about this and can always bring realms artifacts is CoS, and thats also just for Ghyran and Aqshi depending on the City.

  16. I use only thematically fitting mercenaries, so while there are some autopicks, if they dont fit the warband they dont make the list, simple as that, so for my rather than "best mercenary" its more about "viable for the theme of the warband"

    Slaughterqueen if I run my DoK. She is what the serpents were supposed to be damage wise. She can actually kill stuff even without crits, her AoS buff is prett solid, and while relatively squishy she is cheaper then the snake girls. If you want to play DoK this is a must have simply due to how bad their regular stuff is.

    Otherwise I`ve been thinking a lot about the Bray Shaman. The ability to pull your opponent close, from ledges, or off objectives makes up for his fairly lackluster combat stats. Untamed Beasts or Beast of Chaos of course (though technically the new warbands cant use mercenaries due to the lack of icons/keywords. I think not many people will have an issue with this particular case outside of tournament scene, until an FAQ addresses this.) The Tzaangor one is also nice, but waaaaaaay to expensive for what he does, which is sad as I really wanted to fit him in with my Corvus Cabal. 

  17. Honestly.... why not both ? :D
     

    I started with one warband. Now I have 4. Now truth is 2 of those I have as a full fledged AoS army as well, so all I needed was the card packs, but I still got two more warbands. 

    Corvus cabal > my TRUE Warcry warband, made for warcry, balanced for warcry. 2 boxes so I can play two Shrike talons because they look amazing but so does the whole warband, and are effective for the price tag. Also did I say they look amazing ? :D 

    Untamed Beast > Stand in for my BoC, when Warcry launched and nobody was sure if its gonna be a standalone game or if the AoS armies will be included (wish they never were, it broke the games balance horribly). Got the cards pack at a discounted price. Played them 3/4 times. Dont like em, and now hat I got proper BoC cards these guys wont see table at all since I used Beastmen miniatures as proxy for them anyway.

    DoK - I have about 1500-2K DoK army for Aos. Just got the cards. Like em for fun matches, despite the warband being pathetically weak as they are in Warcry.

    BoC - My TRUE non Warcry warband. Love em. Will play them a lot. Hell maybe even more than my Corvus Cabal, simply because I love Beastmen and now that they have proper cards, I no longer need to use the Untamed Beast one as stand in.

     

    The cards packs are limited one time investment. Limited > yes, there wont be anymore cards once the current batch is fully sold out, this is official info, not my assumption. So honestly, buy both Card Packs if you have the option to do so. You can then buy models for the one you want to start with, and after you`ve had your fill and want to try something new, you are all set and go (you can proxy the miniatures, or maybe buy them second hand for cheaper if money is the issue, since you dont  need that many for Warcry anyway.). 

    • Like 1
  18. Just finished putting more "dragon" into my Ogre, and also finally got the weapon for my Beastmen DP partially done and thought to myself why not share it some of the progress. Still very heavily in the WIP zone.

     

    Spoiler

    It took some adjusting but the Cold one head fit rather nicely. Though the I will need to greenstuff part of the neck due to elevation differences.

    20200203_224804.jpg.e154936af53e29ef2f83d71c72217e03.jpg20200203_224832.jpg.8764fb771d8ae5b3e99ef4c61fb1f53f.jpg

    Back shot. The wings are quite impressive considering the pretty old kit they come from (Gulavhar terror of Arnor from LotR). Big enough but not too much to make the model unwieldy (though about using different, bigger ones, but it was a bit too much honestly, though it looked good)

    20200203_225056.jpg.5607a6c1515d080ccdaf8f888cba50a1.jpg

    If one big axe aint enough for you, just hammer two of em together! Beastmen too can have funky looking weapons. I think I`ll sit a skull on top of it for good measures now that I`m looking at it like this.

    20200203_225021.jpg.01ddcbd7d0822c98187fd0af4676e76d.jpg

    Yop, he`s a big beefy boy, even without head and arms holding the weapon.

    20200203_225213.jpg.d0f2f033a148583b4d5085bf937d30f4.jpg

     

    • Like 2
  19. Allright, gonna have a test game tomorrow. Most likely against Flesh Eaters, so I`ll be bringing more beef to the fight then I would against a native Warcry warband.

    Dual Axe Mino Leader

    2x Ungor Archers

    4x Dual weapon Gors

    2x DragOgs with war glaives.

    9 units on the table, at 995/1000 pts 

    Due to FEC warbands usually running with at least 2-3 of the flying ones, and then bunch of ghouls I need something that can survive a first turn quad alfa strike. Seen a FEC player doing this and 1st turn taking down Iron Golem Leader and one of the small guys standing next to him, so a Mino leader with 35W to chew through should survive such an onslaught and hit VERY hard in return, since he wont need to move and can go to town with his 10/12 (if universal double) attacks on the Batboy.

    Will let you know how the list fared afterwards.

    Deployment:

    Shield: Mino, 1 archer 1 Gor / Hammer: 1 DragO 1 archer 1 Gor / Knife: 1 Drago 2 Gors

    Gives me one meatshield for each, and an early ranged unit on the table while each of these contains one big punchy boy as well. Not sure if Ungors T4 8W are better for tanking than 10W Gors in general. But against FEC I think T4 is the same as T3 since most of their stuff is S4/5 anyway, so hitting on 3+ most of the time.

    • Like 1
  20. You can house rule it just like guys above said. Just go with the Order/Chaos/Destruction/Death  alliances , until there is an FAQ, update or anything official.

    I mean, for example I very much doubt anyone would have complaints of me allying a Beast of Chaos Bray Shaman to my Beast of Chaos Warband. That model comes from that faction in the AoS Start Collecting box. And if they would, then I doubt its a person I wanna play with anyway.

    • LOVE IT! 1
  21. 13 hours ago, Maddpainting said:

    It still is useful and will work, and at times do well b.c you get strait D6 damage to 1-2 fighters. But your spending a triple to move 5" and deal some extra damage. If you rolled a trip 5 or 6, yeah it'll be good, but anything under thatan Double will be better, even +1atk most the time will give you 2D more. So yes it is fine, but my point is, that ability isn't strong enough to "want" to bring a bestigor just for it.

    This is why I said, this would`ve been good if it was universal for all units, or at least for another one like DragO or Minos.

    Also funny they didnt include Centigors. I mean thats just a single profile card, no weapon option. But I get it, ancient ****** sculpts that no one buys means no card or interest in them. Still seeing the chaos Marauder horseman, I would welcome a 12"M 20W T4 (shield), 4A S3 1/4 150pts fast objective grabber. And if he had the charge ability it would have made up for an attractive choice.

    Also just checked: Shaman is only S3 unfortunately. I wasnt really convinced by its stat, but reading your comment it does make for an interesting utility option, where the ability to pull your opponent into combat or of an objective does add a lot of value.

      

    9 hours ago, decker_cky said:

    Minotaur leader with GW is damage 3/8.

    Ahh, my poor eyes. You are correct. Hmm I wonder, Crit dmg 8 is not bad, especially with extra attack from universal Double. Though the base damage 3 is a bit meh with 3A only.... but it does make him a bit more interesting, especially if you get to do two attack activation's, when compared to the other the dual wielding option

  22. @Maddpainting

    I would personally drop one Bestigor and pick up two Gors. Just so you have some disposable speed bumps to throw int the way of your enemy.

    And if its about looks you can take the Gor unit champions who look a bit more tough and usually wear an armor piece here or there, to keep the "Veteran Beastmen" look ;)

  23. 1 hour ago, Warpedstorm said:

    Thanks for the comprehensive thoughts, I’m finding them very helpful. Never played them before or AoS but keen to try them out in warcry.

    totally agree on the paired weapon Minotaur over the ogre, ogre every time as S5 isn’t worth it over the extra move and attack.

    interested why you say the Bestigor is sub-par, he seemed quite a hard hitter for 115 and immediately caught my eye 

    got the starter set do really looking forward to seeing what I can build and may have to purchase a few more beast toys :)

    Hmmm, ok since you are not familiar with Beastmen much let me put it like this:

    Bestigor is pretty amazing, cheap low tier elite unit. He is fast and hits just hard enough to be considered elite. A very good pick in regular AoS.

    The problem in the Warcry warband, is the price. His stats are all very solid, similar to Untamed Beast Axe guy. So he can definitely get in there and hit hard. But when you consider the fact that DragOgers and Minotaurs have 30W each, for a price increase of 80 points it makes you stop and puase. You can get a DragO or Minotaur.

    But that is not to say, he is bad. He might be subpar in some lists, but can become very strong choice in others. As you can see from mine and Madpaintings lists, Boc can have quite the big amount of miniatures on the tables.

    Lets say you want to go with a list that has many models and score for objectives and ground control. For each DragOg or Minotaur you take you can take a Bestigor and another Gor/Ungor. So fielding 12/13 miniatures where objectives are they key is really solid option here.

    Bestigors can deliver the punch, if you play them right, but they cant really take it in return, so in that case you must be prepared to sacrifice your guys as necessary. But they are not a bad pick, definitely not. They can work well in a swarm list where you have bunch of weak guys for sacrifice and board control and then throw you Bestigors and leader at the priority targets to remove them.  You are paying extra 10pts for his extra 1 point of Move and 2W when compared to the Untamed Beasts Axeman.  But the speed does add up especially when using the movement buffing abilities so make it work in your favor.

    It all depends on your play style but essentially with BoC you can do both Swarm, Monster Mash, and something in between fairly well. I would encourage to try it all and see which one you have the most fun with ;) 

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