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Found 24 results

  1. A new player looking for some advice. I have collected a disciples of tzeentch force that I intend to make a little less squishy with S2D units (warriors, knights, warshrine). I would like to run the Phantasmagoria of fate battalion as I like the look of BoC units, and I would like to have a cygor as a mage sniper with fate dice. My questions are: - Has anyone got experience of running this battalion with DoT? Or does its ability to give non wizard units a chance to dispel work too much against the summoning mechanic? - Would I be better off taking a ghorgon than a cygor? Any advice/anecdotes welcome and my apologies for the noob questions!
  2. Hey, I’ve been thinking about picking up a small anti magic list that will mainly play against Lumineth. I’d like to start at 1000pts. As you may know LRL are all about magic. Also, their Scinari Callathar has a nasty trick whereby she can throw LRL loses back at you during the battleshock phase. Things I learned today: Cygors eat Lumineth for Breakfast. Cygors can attempt to unbind two spells, and the caster receives 1mw if the unbind is successful. Meanwhile, the leader of the LRL battleunits are wizards with 1 wound if their unit has 5+ models. So, a successful unbind will in fact kill the unit leader, remove a special ability or attack, and reduce the units MW output by half. Sounds good so far. Phantasmagoria is a needlessly difficult word to spell. All units from this battalion can attempt one unbind if <9” from the caster. Units gain the Tzeentch keyword and can be used in either army. ORGANISATION A Phantasmagoria of Fate consists of the following units: • 1-4 BEASTS OF CHAOS HEROES in any combination • 3-9 units chosen in any combination from the following list: Bestigors, Gors, Tzaangors, Ungors, Ungor Raiders • 0-9 following list: Bullgors, Centigors, Dragon Ogors, Tzaangor Enlightened, Tzaangor Skyfires, Tuskgor Chariots • 0-2 Cygors or Ghorgons in any combination Brayherd can alpha strike. And Warherd and Thunderscorn too!!! Breyherd Ambush battle trait allows 1 in 2 Breyherd units to deploy <= 6” of an edge, and >9” from the enemy at the end of the first movement phase. Bestial Cunning command trait allows 50% of units in reserve to wait until their second movement phase. Darkwalkers have got the moves. Shadow Beasts ability from the Darkwalkers sub faction offers same functionality as Bestial Cunning, AND Warherd and Thunderscorn gain Ambush ability. Savage Encirclement cmd ability allows player to remove a unit that is <9” from enemy at the end of a movement turn. They may redeploy anywhere that is >9” from the enemy. What I’d like to build: Two start collecting boxes and a herdstone gives me a one drop army. What I’d like to do: Maintain minimal size units to maximize ambush and minimize effects of battleshock Take the first turn due to 1 drop. Discourage Lumineth battleline wizards with a deep strike cygor, and a deep strike ghorgan’s Swallow Them Whole ability (remove a model that is <1” after combat phase if roll equal or higher than their wnds - that’s a 1+ for wardens and sentinels, 2+ for dawnriders). Flatten the LRL Scinari Callathar in one go with a lucky shot from a cygor boulder. Cause otherwise she will seize upon low bravery. Deploy one unit of bestigors near the herdstone to avoid battleshock if things don’t goto plan in turn 1. use 2nd unit of bestigors to deep strike any LRL Sentinels that are away from the main deployment area. Then, if any survive teleport them back with Savage Encirclement. It all seems too easy! Well... probably not. What am I missing here? Is this possible? How could I build upon this first 1000pts
  3. Hey, what's up everyone? Just new to the forums and thought I'd swing in. I'm relatively new to Warhammer, started with AoS a year or so ago and now I have 3 armies in various stages of progress 😅 I main Beasts of Chaos, paint fairly regularly, and have my own (new) YouTube channel where I talk about Warhammer and mini painting from time to time. I also play a lot of RPGs, one of my favorites being Warhammer Fantasy RP 4E. Anyway, just swinging by to say hello and introduce myself! Excited to get into this community!
  4. So, I've begun a project dedicated to collecting every single GA: Chaos army, with heroes and generals based off of friends/people I know. And since I have way more female friends than male, it lead me down the rabbithole of, "Why would only the leaders of an army be female?" which goes back to the main topic, what would be the best way to go about converting the masses of Chaos to include women? A ton of the models are already fine, chaos warriors, knights, and blood warriors are all clad in heavy plate already, so there's really not much to distinguish male from female. The maggotkin are corrupted to high heaven, and daemons are well, daemons. So far, for the DoT, I've been planning on using Lumineth models, with some conversions they look like they'd fit right into a secret cult in a City of Sigmar. And for Slaanesh, one of thr friends I'm basing a KoS on collects DoK irl, so I thought I'd be a fun tie in. Currently thinking of marauder horsemen and blood reavers, and possibly the beastmen(?) I've never really done conversions before, nor do I have much experience outside of GW, so I'm mainly looking at simple conversions using GW bits, but I'm open to any help available! Thanks in advance y'all
  5. Despite living in the Realm of unbound intellect and universal illumination, Herbin Caboche looked after his small holding in Hysh as it always had been – a family farm passed down for generations going back to the Old World and more, through both the enlightenment and the Chaos. Like all Farmers, the care for his animals was only enough to ensure that his profit, and his stomach, were full. Generations of murder, disease, enclosure, rape, and torture had allowed the seeds of Chaos to grow within the mind of the goats and cows that he tended. At the dawn of Chaos coming into the world, Herbin’s beasts grew strong and cunning. Revenge was all they sought. Revenge for a thousand generations of their kind. On the day they raised themselves onto their hind legs and tore Herbin to shreds, their Chaos twisted, primeval minds vowed never to return to servitude for any reason and so they charged through the village – treating anything that got in their way the same as they have been treated, then, when the murder and defiling were complete, they trampled everything to dust. The Mutilating Brayscourge were born. ===== Army Name – The Mutilating Bray-Scourge. Realm of Origin: Hysh Great Frey – Gave Spawn Battalion – Desolating Beastherd · Beast Lord – Molgrur (Mutating Gnarlblade – Unravelling Aura) · Great Bray Shamen – Maogthoz (Viscious Stanglethorns – Aetherquartz Brooch) · Great Bray Shamen – Knarkar (Titanic Fury) · Gor Herd Leader – Zaacther (10 models – Gor Blade and Beastshield, Banner and Horn) · Bestigor Herd Leader - Koghuc (20 models – Despoiler Axe, Banner and Horn) · Ungor Herd Leader - Balcux (10 models – Ungor Blades, Banner and Horn) · Ungor Raider Herd Leader - Thiloc (10 models – Banner and Horn) · Ghorgon - Hellmaw
  6. Recently, in the Beasts of Chaos discussion thread, a post inquired about what opportunities arise when playing Beasts of Chaos battalions out of the various Chaos God allegiances. Rather than simply answer there, I figured it might be helpful to respond in a new thread. That way, we can hopefully grow the conversation in a way that is more accessible to both casual review and search attempts. Beasts of Chaos Allegiance Before getting to the four Chaos God allegiances, it might be helpful to note what a Beasts of Chaos player gives up when using those. The Beasts of Chaos allegiance itself is a collection of minor, albeit interesting benefits, each keyed to the main Beasts of Chaos factions: Brayherd, Warherd, and Thunderscorn. Note that the Beasts of Chaos' menagerie of monsters (cockatrice, jabberslythe, chimera, etc.) get nothing from the allegiance's battle traits, little from the currently available Greatfrays, and only slight buffs from the allegiance's spell lores (the "Titanic Fury" spell notwithstanding). Nor are these monsters involved in the four Chaos God battalions. The focus of comparison thus centers on how Brayherd, Warherd, and Thunderscorn play differently in each setting. Only Beasts of Chaos allegiance armies get to ambush, only Beasts of Chaos allegiance armies get the Herdstone and its related Primordial Call mechanic, and (perhaps most significantly) only Beasts of Chaos allegiance armies get to use Bestigors, Bullgors, and Dragon Ogors as Battleline if the general is either Brayherd, Warherd, or Thunderscorn. I think the latter point is probably the biggest factor in allegiance selection. Having the option to forego Gors or Ungors, in favor of more elite forces, is attractive. With the recent price discount of Warherd units in the December FAQ, fielding an exclusively elite unit Beasts of Chaos army is more accessible. It is also helpful to note that the Beasts of Chaos allegiance can field a surprising amount of high Rend. The Herdstone itself creates an ever-increasing Rend effect. Further options include: fielding Warherd with Great Axes, the Brayherd spell "Tendrils of Atrophy," the Thunderscorn spell "Sundering Blades," and several artefacts. In fact, not many armies can have two Heroes with -3 Rend, which a Beasts of Chaos allegiance army can do by fielding two Dragon Ogor Shaggoths (one with an “Ancestral Azyrite Blade” and one with either Chamon’s “Rune Blade” or Ulgu’s “Dimensional Blade”). Much is said elsewhere about ambushing and summoning. Brayherd units often contribute the most to these two features. Beyond the Brayherd, the Beasts of Chaos allegiance's capacity to make Thunderscorn run and charge (via the artefact “Horn of the Tempest”), along with the Creatures of the Storm battle trait, results in Thunderscorn being one of the game’s faster heavy cavalry choices when used in this allegiance. The Warherd’s Bloodgorge battle trait is somewhat underappreciated, too. By the way, while earlier conventional wisdom seemed to recommend fielding Bullgors and Dragon Ogors in MSU, I think running units of six alongside their respective Hero option is the way to go. Bullgors benefit from having a Doombull nearby, not just for Slaughterer’s Call, but also for Inspiring Presence. Dragon Ogors are strong with the ability to re-roll ones when near a Dragon Ogor Shaggoth. Such seems applicable to all the possible allegiance options. Khorne Allegiance The biggest benefit to running a Brass Despoilers-heavy army out of the Blades of Khorne seems to be Khorne’s capacity to give units additional attacks. The Bloodsecrator (especially when buffed by the Gore Pilgrims battalion) and Wrathmongers make this possible. Both Bestigors and Warherd are the strongest recipients of this resource. Large units of Bestigors, if their charges maximize frontage, can produce a startling amount of -1 Rend attacks. When fully buffed, Tuskgor Chariots can also be surprisingly good in Khorne. Warherd probably gain the most, though, complementing their already high Rend and the battalion’s re-roll benefits. A solid unit of Bullgors in Khorne can put out a lot of damage. In range of both the Bloodsecrator and Wrathmongers, a fully-engaged unit of six with unit leader has 25 attacks at a stat line of 4+ re-roll 1s/3+/-2/3. A Ghorgon is particularly nasty in Khorne when fully buffed, with three potential Huge Slavering Maw attacks. Remember that the Wrathmongers’ buff helps the Cygor’s missile attack, too. Tzeentch Allegiance Warherd are going to come up several times in these discussions, because several Chaos God allegiances provide ways to address the Warherd’s weaknesses. Those weaknesses include few attacks, average accuracy, and no innate ability to run and charge. Khorne addressed the first by doubling, when fully buffed, a Bullgor’s attack output. Tzeentch addresses the accuracy issue. Destiny Dice can help ensure the Bullgors hit their targets. Even better, note that the new Tzeentch book explicitly states that Destiny Dice count as unmodified dice. This means that when used by Warherd to score 6s for their to Wound rolls, Destiny Dice activate Bloodgreed/Ravenous Bloodgreed. A Fatemaster’s innate command ability is arguably a better buff for Warherd than the Doombull’s. Also of note is the Hosts Duplicitous Change Coven: an armywide buff that prohibits enemies from retreating seems helpful in a Warherd-heavy army. Lastly, successful completion of agendas can result in different Warherd units that increase considerably in potency as a game progresses. Nurgle Allegiance Once more, Warherd benefit arguably the most in Nurgle, gaining increased maneuverability thanks to both the Great Unclean One’s “Doomsday Bell” and the Feculent Gnarlmaw’s run and charge buff. When combined with a maximized run, a Ghorgon can reliably move 17” on its first turn, making first turn charges a real possibility. This is without factoring in an additional 2” movement bonus from the Cycle of Corruption, and also without further speed buffs from endless spells. Effective management of the Cycle of Corruption is a key to getting the most out of a Pestilent Throng in a Nurgle allegiance army. Its wizards gain access to the “Foul Regenesis” spell, just like all Nurgle wizards in a Nurgle allegiance army. If cast successfully, pick the bonus needed at the moment, with an eye to the next turn, too. An armywide +1 to Wound is helpful, especially for those units like Bestigors and Warherd that are already at 3+ to Wound. Alternatively, if defense is needed, the capacity to neuter opposing forces’ exploding 6s might be more useful in some circumstances. Healing should not be ignored; remember, the Great Unclean One’s innate spell also heals Nurgle units, which include a Pestilent Throng’s multiple wound Warherd, Thunderscorn, and even the Brayherd’s Centigors. Centigors (and, to perhaps a lesser degree, Bestigors) in a Nurgle allegiance army have a particular combination available to them when buffed by a Rotbringer Sorcerer’s “Blades of Putrefaction” spell. These Brayherd units both have an innate capacity to gain +1 to Hit (Bestigors is dependent on opposing units). That bonus means that the additional mortal wounds made possible by “Blades of Putrefaction” trigger on 5+ to Hit rolls, rather just 6+. With the amount of attacks Centigors and Bestigors inflict, such results in a high likelihood of many mortal wounds prior to damage from the attacks themselves. The speed at which “Blades of Putrefaction”-buffed Centigors and/or Bestigors can move, combined with Warherd units’ own improved movement, results in a Pestilent Throng that can reliably charge a surprising amount of elite units on the first turn. Slaanesh Allegiance Thunderscorn gain arguably the most from Euphoric Killers, given innate amount of attacks available in a given space, with both Warherd and Bestigors also significantly benefiting from that armywide buff. A Dragon Ogor Shaggoth also has an innate healing option which, combined with its high wound count, can result in many Depravity Points becoming available over the course of a game. Additional benefits for a Depraved Drove in a Slaanesh allegiance army likely depend on the Host chosen at army creation. A Godseekers list amps up units’ already above average speed. A Pretenders list allows Gors to both re-roll 1s to Hit and have a melee 4+ save, making a 30 block unit of Gors a cost effective buy at 200 points each. Further, a Pretenders list can run a Doombull with both the “Hunter of Godbeasts” command trait and the “Sliverslash” artefact, resulting in a Hero that: (1) re-rolls charges against an opposing Hero Monster with an artefact (many armies have these), (2) attacks five times at 3+/3+/-2/4, re-rolling to Hit rolls, (3) inflicts additional mortal wounds on unmodified to Wound rolls of 6, and (4) rolls additional attacks from Bullgor Horns. An Invaders list might slightly edge out a Pretenders list as the most efficient option for a Depraved Drove. While its outright potential damage output might be somewhat less, the additional range for command ability like Inspiring Presence is very attractive for units with average Bravery. Also, the “Best of the Best” command trait complements the Depraved Drove benefit, especially for a Thunderscorn Hero. When fighting an opposing Hero that has an artefact, a Dragon Ogor Shaggoth general, armed with a Rune Blade or Dimensional Blade, will attack three times at 3+/3+/-3/3, re-rolling to Hit and to Wound, plus other melee attacks. That is a strong Hero killer. Closing Thoughts Beasts of Chaos is a fun range of units to play in and of themselves, before even considering which allegiance one finds most fun. At times, I have explored all five options; each has an appeal that might surprisingly compel my interest for a time before I move on to a different build. I recommend eventually trying them all, but for beginners, especially those without much experience with Beasts of Chaos units, I think starting with the Beasts of Chaos allegiance is the best bet. Learn the basics of what the Brayherd, Warherd, and Thunderscorn do well and what they do not do well. Get a sense for their capacity for speed relative to other armies, as well as how their respective innate buffs complement each unit. If there is an aspect to the Beasts of Chaos range that you discover you particularly enjoy (high Rend capability, high speed, etc.), then explore the Chaos God allegiance that most accentuates that facet. Have fun! I hope the above is helpful and look forward to the conversation. Happy wargaming!
  7. Introduction In the primordial times before the Age of Myth and the coming of Sigmar, the mortal realms were forged, bound and molded by the magics they embodied. But in the aetheric void, the ash and embers of the reforging of the world-that-was came together to form the Shard Realms, a multitude of fragmentary worlds rendered into curious aspects by the debris that formed their mass, realmstone scoria and crystal fused into the essence of the shard realms creating strange fusions of magic that permeate the lands and infuse the environment, spawning creatures both fantastic and fel. The permutations of these fusions are endless, realms of fire and death burn in the void with a baleful glow, plains stalked by beasts of molten metal spawned of Chamon and Ghyran magic, cavernous deeps inhabited by shadowy beasts. These realms are only as limited as the realmstone that makes up their form, some only fusing a handful of types, to some riddled with debris from each of the realms creating a Shard Realm of infinite variety. The Shard Realm of Yss is such a place…... The Shard Realm of Yss Yss is a shard realm filled with a myriad of environments, from the mundane to the reality defying. A realm of ancient kingdoms and fresh frontiers, treacherous oceans and unfathomable subterranean expanses. As such, its inhabitants are as varied and colourful as the places they inhabit. In the Grunvale and its surrounding regions the Free People settled, building great cities and forging vast nations. In the distant west on the Al’Arkan peninsula, explorers led intrepid colonists from beyond Yss to settle the coastal regions, with powerful city states blossoming on the fringes of the great deserts, the vast savannahs, and primordial jungles. Amongst the alpine peaks of the Reach lies the great elven province of Ahmarha, its citizens hardy and pragmatic. In times of war, hunters, woodsmen, and pathfinders answer the call to protect their secluded alpine realm. In the north lies the the Uilebheist Plateau, a nest for all manner of primal horrors too terrifying to describe. And beyond that is the Sundered Veil, a vast stretch of lands tainted and misshapen by fel magics during the Age of Chaos, a realm of unnatural horrors. Gibbering men cavorting amongst the ruins of lost kingdoms seeking eldritch power and the patronage of abyssal beings. To the east of the Uilebheist Plateau is the Isle of Elthuin. An ash choked volcanic landscape with vast tunnels that lead deep into the under realms below. Few travel there, the stories of the Ashen keeps sane folks away. These are just a small number of the many realms, wild regions and savage hinterlands of Yss, there are many more to be explored and revealed. An endeavor I hope you will join me in…… ~Jhez Al’Waide, Explorer and Scholar at the University of Fyrdhathen, Professor of Psariology, Amphiviology, and Yssian History. Author of the “The Fulminous Kings: The Concise Lineage of Esel’s Royalty” and “The Spined Merwyrm: The Fisherman's Bounty”.
  8. Recently I've been trying to chase the meta with a Stormcast Evocators list, before that I had mixed order filth and a variety of other attempts at top tier lists. To little success, and even less enjoyment. In an attempt to bring myself more hobby joy I scoured the battletomes, spent hours on Warscroll Builder and Azyr. Finally came across the Thunderscorn in Beasts of Chaos and their Warscroll batallion. Going back about 15 years or so I used to have a couple of metal shaggoth and 6 metal dogres in my old Beastmen army and they were and are some of my favourite models and background in Warhammer. Eventually decided upon the list attached, and today a big pile of boxes arrived, (attachment 2) along with 30 square bases. So I've now ordered 30 ovals from GW along with a bunch of basing material. I plan to have the army ready for BOBO in May. So three months or so to build and paint 30 models. And a herdstone. And options for primordial call points expenditure. Should be doable I hope. I was also inspired to write a wee bit of fluff at work the other day, which I will flesh out over time. (3rd attachment) First proper update likely to be shaggoths.
  9. So if Khorngor* = dogs, Tzaangor = birds, Pestigor = (diseased) goats then what are Slaangor based on? I can't say I've ever seen any artwork for them or even mentions of them in the fluff (AoS or WHFB), even googling them shows nothing or redirects to beastmen. Assuming there is no design precedent for them anywhere, then what do you think they should** be based on; or even better, if anyone is making some marked Beastmen which angle are you taking? * I know the miniatures for these were 6th edition Bestigor with a bunch of Khorne symbols, they're mentioned in the fluff a few times as being based on dogs. ** Should in a fluff sense, I'm guessing short of a Slaanesh blood bowl team we won't see them released in the short or medium term.
  10. Hi guys, So found some time and made myself some Beasts of chaos cards in the MTG style for some in game gaming aids and thought i would share them. Can take no credit for any of the art as its all either GW or Google images. Let me know what you guys think or if anything is missing. Cheers Beasts of chaos command, artifact and spell cards.pdf
  11. Visited FLGS last night and a friend challenged me to a mini pickup game of 500 points of AoS. (I had my BoC army still at store from last weekend's 1000 event). Matched Play: 500 points Mission: Starfall (played on 2x2 board so edited mission so that objective would drop in center of either board rather than 3 locations). Lists: BoC: Greatfrey: Allherd - 1 x Beastlord (General, Command Trait: Dominator, Artefact: Blade of Desecrator) - 1x 10 Ungor (mace and shields) - 1 x 10 Bestigors - 1 x 3 Bullgors (Greataxes) - 1 x Chaos Spawn Total points: 480 KO: Skyport: Barak-Urbaz, The Market City (Footnote: Where there's war, there's gold) - 1 x Aether-Khemist (General, Command Trait: Khemists Supreme , Artefact: Breath of Morgrim ) - 2 x 10 Arkanaut Company (7x Pistols, 3x Light Skyhook) - 1 x 5 Grundstok Thunderers ( 5x Aethershot Rifle) Total Points: 500 Deployment: KO won deployment, and deployed in a line (left to right) Grundstock, arknaut company #1, aether-khemist, arkanaut company #2 On the opposite side: Herdstone right at center of BoC territory Bullgors, chaos spawn, ungor (near herdstone), Beastlord (on herdstone), Bestigors Round 1: KO finished deploying first and decided to go second. BoC: Gained 3 primordial points sacrificing ungors to the beast gods! For a total of 4 points to start. Bullgors and chaos spawn ran up the left side of the board, staying 22 inches away from Grundstocks (18" shooting + 4" move) Bestigors ran up right side of board to 17" away from enemy (original plan was to stay outside pistol range of 12" shot + 4" move) KO: Aether-khemist buffs both arkanaut company's skyhooks (+1 to attacks) KO army inches forward 4" with their stubby legs Both arkanaut companies shoot skyhooks into bestigors (24" shot range, forgot about those @_@), killing 8 bestigors (remaining 2 run off in battleshock phase). Round 2: To my dismay, objective drops down to the right side of the board (where my almost-decimated bestigors are at!) KO win initiative (yea... rolled 4x 1's for initiatives throughout this match) and decides to go first. KO Turn: Aether-khemist buffs himself and arkanaut company #2 (right side). Arkanaut Company #2 and Aether-khemist run with their short stubby legs run to capture the objective. Arkanaut Company #1 remains in place, while Grundstuk move up to prepare for shooting. Shooting: Grunstuk shoot into bulls, doing a grand total of 2 dmg, arkanaut company #1 deal 1 dmg to my chaos spawn. KO gain control of the point and gain 2 points. BoC Turn: Hero: Sacrifice 3 more ungors to the gods! (gain 1 (hero phase) + 3 more summon points for a total of 8). Two command points are converted into summon points (10 total) Movement: Bullgors move up towards Grundstuks, readying to charge. Chaos spawn starts heading towards Arkanaut Company #1 to prevent them from assisting to capture points. A unit of ungor raiders are summoned near Arkanaut Company #1 (far side edge), while a unit of bestigors are summoned on right side of the fight (near Arkanaut Company #2). (10 summon points used). Shooting: ungor raiders make 1 shot into the Aether-Khemist! Charge: miraculously, everyone makes their charges (bullgors into grundstuks, chaos spawn and ungor raiders into arkanaut company #1, bestigors into arkanaut company #2) . Close Combat: I chose bestigors to go first (with +1 attacks on charge, rerolling 1s to hit against order, +1 to hit against unit of 10 models), and deleted the arkanaut company #2. KO chose grundstuks to go next, and..... they retreated!!!! (didn't know they could do that, so was a misplay on my part). Chaos spawn attacked next, dealing a grand total of 1 dmg. Arkanaut company splits attacks into chaos spawn and ungor raiders, dealing 2 wounds to chaos spawn (3/5), and 2 wound to ungor raiders. Ungor raiders whiff all their attacks into arkanaut. Battleshock: Just when you don't want to see that magical 6, it appears! resulting in an additional 4 ungor raiders running (2 dead + 6 roll = 8 - 4 battleshock = 4 run). BoC recapture the point and gain 2 points for objective. Round 2 score: BoC 2: KO 2 Round 3: KO objective drops on the right side of the map to my horror. BoC objective drops on the left side of the map (meh). Initiative: (Guess who rolls a 1 again!) KO wins and decides to take the turn. KO Turn: Aether-khemist buffs himself and Arkanaut Company #2, and decides to use the "Where There's War, There's Gold" this turn on arkanaut company #2. Arkanaut Company #2 shoot, killing off the ungor raiders, but only getting one wound off on the chaos spawn (YAY!). Movement Phase: Aether-khemist move towards my bestigors, and triggers Breath of Morgrim, dealing 3 MW. Grundstuks inch towards the edge away from bullgors. Shooting: Arkanaut Company #2 is stuck shooting into chaos spawn (very very dead this time). Aether-khemist and his ungodly 3d6+1 shots (ending up in 15 to my horror), lands 7 wounds on my bestigors and kills them off (those dice...). Grundstuks shoot at bullgors, dealing 3 damage total and killing one off (one at 3/4 wounds remaining). Battleshock: none Victory points: Aether-khemist captures point in KO territory, gaining a total of 3 +2 = 5 points. BOC Turn: Hero: 2 more ungors are sacrificed! (1+2 = 3 total summon points). (I could have used an additional point to summon ungor raiders, but didn't really want another unit of raiders at this point). Movement: bullgors decide to move towards arkanaut company #2 (ignoring grundstuks). Ungors run and make it to capture BoC objective. Charge: Bullgors pull off a 10" charge, making it into the arkanaut company #2. Close Combat: .... and bullgors score mvp by missing ALL attacks. Luckily arkanaut company isn't very good at melee either, dealing 1 wound to the bulls (2/4) remaining. Victory points: BoC only capture one point, for 3 points this round = 5 points total Round 3 end score: BoC 5 : KO 5 Round 4: Initiative roll: for once, BoC go first! (double turn, yay) BoC turn: Hero: beastlord decides to sacrifice himself to the gods, and get smited for an ungodly 3 MW (1+3=4 + 3(from last round) = 7). Movement: ungors run toward the center (6!) to try and help capture points in round 5. Beastlord decides its time to move off the herdstone or everything will be lost!, moving towards aether khemist. 10 bestigors are summoned (again!) to the right edge of the map, 9" away from the khemist. Charge: Decided to attempt bestigor charge first (forgot about command trait allowing charge rerolls if beastlord made it first), and fails to charge. Beastlord, on the other hand, makes a 10" charge. Close Combat: With beastlord down to two wounds and potentially contesting the center point, beastlord goes first, making all 5 attacks! but..... Aether-khemist saves 1, and survives the onslaught. Arkanaut company #2 decide to go next, whiffing everything. Bullgors land 4 wounds onto the arkanauts in retaliation! Aether-khemist only succeeds to deal 1 damage to my Beastlord, hence both generals survive the turn. Battleshock: KO uses a command point to prevent battleshock test, bullgors prevent battleshock (6+ 3 units within 12"). Points: unable to kill off the khemist, BoC only gain 4 points for the previously captured objective in BoC territory. KO turn: Hero: Aether-khemist buffs himself and arkanaut company #2. Movement: Grundstuks move toward their own point. Shooting: Arkanaut Company #2 shoot at bullgors, and succeed to do 2 damage, killing off one bull and putting 1 wound on the last bull. Grundstuks all whiff! Aether-khemist gets another ungodly 15 shots at the Beastlord, landing 6. Yea... that's one super dead Beastlord. Close combat: Arkanaut Company #2 go first, managing to deal 0 wounds to the bullgor. Bullgor swings and a grand total of 1 damage to the company. Points: KO keep the center objective for 4 points. Round 4 points: BoC 9: KO 9 Round 5: Initiative: BoC gain initiative and go first. BoC Turn: Movement: Ungors run and make it into within 3" of the center point, bestigors run and make it into the KO objective point. Combat: My single lonely bullgor champion decides it finally wants to make a splash, landing all three greataxe hits for a total of 9 damage (rend 2, dwarves couldn't save it). Since I've captured all three points, we decide to call it after the combat (yay bullgor!) Conclusion: My friend has been very disappointed in KO after its nerfs, so I tried to come up with a more friendly list (I also had chimera (which i was super tempted to summon), enlightened, ghorgon, bray shaman, etc. at hand. It was also either I play my beasts or I play sacrosanct stormcast (LA on gryph, 2x5 sequitors) which isn't very fun). I misplayed one combat phase (though those grundstuks ended up not doing much damage throughout the game *shrugs*). Skyhooks are super deadly, and aetherkhemist hurt as well (especially with that rend 2). Overall it was a fun mini practice match on a weeknight (he's relatively new to AoS). Note to self: take more pictures @_@. Trying to get beasts painted but have a super long hobby list (Kill team season about to start which includes judging of painting so have to work on that first... as well as blood bowl mini-event, hence why BoC are all black right now. Also can't decide if I want to do a grey-scheme beasts or a blue-scheme beasts army).
  12. Hey everyone, first post here. I recently switched back to AoS after collecting 40k for a while. I picked up a box of gors and I'm really looking forward to painting them. But I'm really stuck on finding a good colour scheme. I'm also not sure on which goes they should worship, and how the colours should portray this. I understand the battletome could explain some of this but I can't quite afford it right now! Just looking for a bit of guidance from you all, thanks!
  13. Hi all, This will be my magical place for posting updates of my current painting mumbo jumbo. Hope this will motivate me to paint in more regular fashion Main subjects of my brush strokes are going to be those blood Khorne Bloodbound guys. So this week I have been mostly doing bases and undercoating on: - 20 Bloodreavers, - Bloodstoker - Slaughterpriest - Aspiring Deathbringer And this one big fella for a friend of mine: His base is already modeled and everything is undercoated. Goal for today is to paint the entire base and start off with wing or hopefully two We will see how it will pan out in couple of hours Will follow GW painting guide by https://twitter.com/ICantThinkEm not to the letter, as I have few alternatives in mind Regards Malin
  14. Really like the warscroll for Tuskor Chariots, but the models are ancient, and I'm playing about 95% Tzaangor. The Enlightened are pinned to burning chariot disks, and I am in the process of getting my Screamers magnetized so that I can separate everything once I sort out the basing. Should be able to do Tuskor Chariot, Enlightened on Disk, Enlightened on Foot, and eight Screamers of Tzeentch by the time I'm done.
  15. Ok so I made that topic about GHB armies and BoC awhile back about it not being the kiss of death for armies which sparked much debate, and with the BoC book looming around the pre orders I kept on thinking. Is BoC GW's way of experimenting with releasing a big compilation book without releasing new models for old armies? Now I can see the argument now, "but BoC is clearly the 2nd Legions of Nagash Book!" ? But there are some key differences that makes me think BoC is a leap of faith on GWs part and the first truly "oldhammer" book update versus LoN. 1. LoN is IMPORTANT to the lore of AoS. Nagash being a god has much power and weight through the new fluff and his Mortarchs are also quite characterful. BoC, lets be real here, probably aren't. Sure the book will have "important battle X" and there is a new fluff change that Dragon Ogors used to rule Azyr before Sigmar kicked them out, but Beasts are marauding generic bad guys. They have no special characters in AoS and everything they can do could easily be replicated with Mortals or Daemons. That is not to say they don't have flavor, other characterless armies still do, but a big huge book with no characters is a pretty stark difference to LoN. This kind of somewhat generic fluff seems it would also fit many other armies like Free Peoples/Free Cities. 2. LoN was 70-80% of the Vampire Count line, and technically once they squatted TK, 70-80% the entirety of Death until Night Haunt update. Even if you removed Skaven from chaos, BoC only represent 1/3 of Chaos (other 2 being Mortals and Daemons), or even less if you count each God being their own thing so that'd be 1/5 of Chaos (and 1/6 if counting chaos dwarfs). LoN represented an entire overhaul of Death itself (minus FEC) whereas BoC are just a slice of chaos pie. It's almost like LoN was Grand Alliance Death 2.0. They could have skipped BoC update for Skaven or something and people wouldn't have been surprised imo. 3. Vampire Counts were very popular in warhammer, which was boosted to an all time high with their OP 7th edition book and further boosted with the End Times. A big huge "VC compilation" update makes sense monetary wise by attracting a large fanbase. Beasts of Chaos/Beastmen were not. The Chaos Split Up in 7th really hampered them and gaining one of the worst 7th edition books didn't help. I think it was safe to say that Beastmen were in the bottom 50% (if not bottom 33%) of "popular armies" in old warhammer. Sure we have our fanatics, but player base wise it was probably smaller across the world vs most other armies. Heck I wouldn't be surprised if Bretonnia had a similar number concurrent players despite being dropped post 6th. 4. BoC represent basically an entire Generic (as in no special character) oldhammer army line, with the entire Beastmen Book+Thunderscorn and a few monsters (minus any discontinued models like harpies or chaos troggoths). No other "no new model" book has done this scale of an update like Flesh Eater Courts or Beastclaw Raiders. Not to mention Beasts of Chaos is the name of the old book, no other army has used the old army names (well thats an IP thing but still interesting. They could have easily done something like "The Wyldherds of Chaos", "Chaos Doombeasts", or something). 5. Beasts of Chaos came out of nowhere. Many other projects are either well known in previews (Orktober, Sisters of Battle) or heavily hinted months in advance (Darkoath and Moonclan via Malign Portents). Without needing to advertise and tool up new models, it seems that whipping up a book can be done (relatively) quickly and quietly. In conclusion I think the Success (or failure, hopefully not though) of BoC will do 2 things 1. Signal whether or not theres enough demand to finally move some finecast models into plastic such as Centigors or Tuskgor Chariots. Yes one could argue BCR should have prompted this (I hate you so much finecast yhetees) but BCR is a small update and came out as an early 1.0 book. GW was still trying to put out the fires of the launch. 2. Signal whether to speed up or slow down compilation books of other sorts. While I am very sure GHB armies will get updated eventually in one way or another, BoC could be testing the waters if there should be more speed in releasing these kinds of books. If it flops though, they may want to delay those kinds of books in favor of AoS factions. But this is my tinfoil hat conspiracy, feel free to poke holes in my logic.
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