DrThunder
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Posts posted by DrThunder
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Does having 2 Dreadblades mean you can copy the generals command twice per round?
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Coalition units still benefit from non allegiance based buffs? Killing Frenzy, Crimson Haze, etc....
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Sorry if this has been covered and I have yet to play test anything, Did I read it correctly that the Jabberscythes Aura of Madness returns mortals for EVERY hit roll of 1 against it or just 1 mortal to the unit? I could see suicide bombing my Jabber into a horde unit every time if it is for every 1 the enemy rolls.
I am wondering how many points are you wiling to sacrifice per mortal wound delt.
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Thanks Azdimy.
The FaQ that says replace the Slaanesh instance with Hedonites of Slaanesh threw me off.
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Quick rules question from a Beast player that would like to expand into Slaanesh. This may have been covered.
With the new coalition rules, if I bring in a unit of Bullgors do they still get the Euphoric Killers allegiance ability?
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Still no Mortis Engine?
Never mind, found it.🙄
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Still can't ally in Morris Engine?
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Nice to see my Cygors might actually do some work now with All out attack(core battalion freebie or cmd ability)in both shooting and combat phases.
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On 4/13/2021 at 9:39 AM, Sception said:
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1 hour ago, Chaos Shepard said:
I'm in the camp that would like to see Gors(Bestigors Too) move to 2 wounds. I'm also in favor of the previously mentioned boost to their offensive power. To better balance this move it would probably be a good idea to reduces there save by 1 in the process. Even with this they would still probably go up in point but, if you want a 1 wound horde unit that's what Ungors are for.
I agree. Not necessarily more defensive but durable. Speed is enough but 2-3 units getting evaporated in a turn can hurt if you make the slightest positioning error.
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31 minutes ago, Myrdin said:
That would make no sense both lore nor model wise. We are talking about half naked goats with save equal to fully head to toe armored Stormcast demigods.
You are correct model and lore wise.
I am just reaching for something defensive in this army other then the Dirge Horn.
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Just give Gors a 3+ base save, re-rolling 1s with a shield.
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On 11/3/2020 at 2:52 PM, Ganigumo said:
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May be a dumb question but I can not find an answer.
Would the Briarqueens Thorns count as battleline since they have the Chainrasp keyword?
Bored at work and theory crafting.
Thank you for any help😏
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On 10/28/2020 at 3:41 PM, The_Dudemeister said:
Anyone remember what a Tomb Banshee is?
In a Shrieker Host to deny inspiring presence🤔
May be worth a double look.
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2 hours ago, Kramer said:
I wondered where it was from.
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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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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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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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Running and charging is the Breyherds forte. Personally I run cogs in every list because of that. Balewind has its benefits for the Shamans and Pallisade is an excellent as a road block spell but the cogs benefit the entire army more then it does the opponents.
Now if we could only get our Bullgors to run and charge....They are BULLS for crying out loud!!!
AoS 3 - Nighthaunt Discussion
in Death
Posted · Edited by DrThunder
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