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About Me

  1. Here is the new thread for discussing Beasts of Chaos. With the imminent release of AoS 2 (and a lot of the info already being out there), now is the time for us to start afresh on TGA. Moving forward, this will be the main thread to chat about and discuss Beasts of Chaos in the new edition. I still wholly encourage people to keep their own threads/army blogs within this sub forum and I also think those are a great place to share some photos as I know not everyone frequents the Painting & Modelling section. But this thread is purely for discussion around the faction, things such as (but not limited to) tactics and list building etc. You all know the drill, we've been doing it on this forum since inception! Really excited to see what we can come up with as a community and I look forward to reading all your ideas and thoughts. EDIT With New Beasts of Chaos Battletome coming out, I've renamed this topic from Brayherds and Warherds Discussion to Beasts of Chaos
  2. So i've edited this from a purely Wolves of Ghur PLOG (although i strayed from that quite early on) into a PLOG for all of my various AOS armies and related projects past and present and I want to keep this first post as contents section with links to the various armies: Wolves of Ghur (Khorne Bloodbound) - Pages 1 -3 (ongoing) Duardin - Page 1 (complete) Sylvaneth Page 2 (complete) Beastmen (Brayherd, Warherd, Daemons, Monsters of Chaos) Page 3 (complete...for now) Ogors and Gargants Page 3 (complete)
  3. While I'm still quite fond of the Thunderscorn, I am taking on the challenge of building an army that includes the Marauding Brayherd battalion. I look forward to constructive conversation on how to make it happen. I am aware of the critiques leveled against this battalion. I share some of those concerns. It seems overpriced, especially compared to Desolating Beastherd and the God-specific battalions. It seems to functionally require the bulk of one's points to be dedicated to the battalion itself, leaving few points available for complimentary options the Beasts of Chaos list. Then again, it's the Brayherd battalion and I want to see if the Brayherd can create something among themselves. Here's hoping! So, the sole mechanic benefit of the Marauding Brayherd battalion is its +1 to charge rolls for ambushing units on the turn they ambush. As I read it, that means we must focus on how to best succeed at charges on the ambush, given the battalion's unit requirements and the Beasts of Chaos list. Yet, despite the latter's expansive potential via the Darkwalkers Greatfray, the former functionally limits us to Brayherd options. +1 to charge rolls for ambushing units reduces our need from a nine to successfully charge (presuming one's ambushers are placed as close to enemy units as legal) to an eight. That is a real, if admittedly modest, change. Further options to reduce the required number do not seem readily available. Re-rolling failed charge rolls seems to be our only means to enhance the battalion's "charge on the ambush" focus. An eight with a re-roll has a solid chance of success. I see two interesting options here: * Tuskgor Chariots. These are often overlooked within Beasts of Chaos conversations, as they are unassuming, if workable, options. However, an innate re-rollable eight on the charge, with a total on the charge of ten attacks per model, is pretty solid. The fact that Tuskgor Chariots can form units, rather than only attack as single models which each require their own respective activation, is also attractive. * Allherd Greatfray. The Command Trait here is what matters. Deploy the general via ambush, charge at an eight, re-roll via Command Point if necessary... then, if successful, give all other ambushers within 18" a re-roll on their own charges. Fortunately, this Greatfray does have additional utility, too. The overall Greatfray ability is also helpful given multiple ambushers, the Command Ability could potentially add some other Beasts of Chaos fun to a Brayherd-centric army, and the artefact helps maximize an ambushing general's lethality. Temper the above with an appreciation of the fact that ambush is not, by itself, a winning approach to strategy. This was the case even in earlier editions/games, when Kazrak was still around. A focus on ambushing as much as possible, simply for the sake of using the option, probably should not be the bulk of one's build concept. A solid core of one's army, here meaning its elite and/or larger units, should still deploy normally. Ambush a lot, even a whole lot, but I think the critical units (massive regiments of Bestigor, for instance) should probably deploy normally. This is because a canny opponent can influence the useful of ambushing units via their own initial deployment, unnecessarily introducing an additional variable into an already tricky process. Conceiving of ambush as an enhancing option is probably best, positioning ambushing forces to supplement massive regiments of elite troops. So, all this said, here's what I'm exploring as a competitive way forward for the Marauding Brayherd: ----- Allherd Greatfray from the Realm of Light (2000) Battalions Marauding Brayherd (180) Endless Spells Prismatic Palisades (30) Deployed Units Great Bray-Shaman (100) - Spell: Vicious Stranglethorns x30 Bestigors (300) x15 Centigors (240) x10 #1 Ungor Raiders (80) x10 #2 Ungor Raiders (80) x10 #3 Ungor Raiders (80) Ambushing Units Beastlord (90) - Command Trait: Dominator - Artefact: Blade of the Desecrator Great Bray-Shaman (100) - Spell: Tendrils of Atrophy - Artefact: Brayblast Trumpet x4 Tuskgor Chariots (240) x20 #1 Gors (160) - Paired Gor Blades x20 #2 Gors (160) - Paired Gor Blades x20 #3 Gors (160) - Paired Gor Blades ----- Deploy the Centigors and Bestigors within range of the deployed Great Bray-Shaman's "Infuse with Bestial Vigor" ability. This will ensure the Bestigors move at least 10"+d6 and the Centigors move at least 18"+d6. The Centigors can likely charge in the first turn, hopefully supplementing an ambushing unit, while the Bestigors can move forward to threaten the board from its center. Ungor Raiders can maneuver to hold backfield objectives, while one unit stays near the Herdstone with the deployed Great Bray-Shaman to fuel Primordial Call support. Ambushing units can be spread out a bit, as the 18" range of both the Dominator Command Trait and the Brayblast Trumpet Artefact of Power is fairly expansive. Charge with the Beastlord first, using a Command Point if necessary, to hopefully benefit from the Dominator Command Trait. Consider attacking a unit with lots of figures, to maximize the Beastlord's Blade of the Desecrator. It might even be possible to get kills from the Beastlord in the combat phase to make his innate Command Ability become available. If so, consider using it to make the (hopefully successful) charge of the Tuskgor Chariots result in potentially forty attacks that re-roll wounds (before factoring in the bonus from the Brayblast Trumpet). So, what do you think? Please share. I look forward to the conversation!
  4. 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!
  5. Version 4.00.00

    84 downloads

    Age of Sigmar started out simple enough. But the first General's Handbook changed a lot of things. Suddenly you could personalise a few things for your army with command traits for your general and artefacts for your heroes. Then dropped the first battletomes which included allegiance abilities. And the amount grew rapidly. Because I don't like flipping back and forth in my books for every other ability, I created some cards to help keep the important rules right at the table, beside your models. All cards are available as print files with 3mm bleed and cutting marks, as a 'web' version (for viewing on smartphones/tablets), US letter and DIN A4 printing sheet. each set contains: cover / card backside, Battle Traits, Command Traits, Artefacts, cards for spell lores and faction specific skills card size is 63 x 88 mm (same as Pokemon, Magic, 40k Datacards, etc.) language: English I tried to keep the original wording, but sometimes I had to abbreviate it to fit on the card without scaling down the font size. The rule intentions should still be clear. 'Dice' was continuously replaced with D3 or D6, 'wound roll' with 'To-Wound roll' (same for hit), 'Mortal Wounds' sometimes with 'MW' each set can be stored in a faction specific card box, with contents listed on the back (instructions) If you find any errors or have suggestions, please let me know. I had fun creating these cards and hope people will find them useful and have fun using them in their games. All rules, artwork and the Age of Sigmar logo © Games Workshop PLC These cards are for personal use only and you should always keep your General's Handbook and/or Battletome nearby to solve any conflicts from bad wording on the cards. These cards are only a playing aid and never could nor should replace an official publication. Please let me know if I have used anything you would like to be removed. Overview and changes
  6. Brayherd Herdstone. Scratch built using a piece of Driftwood.
  7. alasdair

    Grodgrox - Beastlord

    Based on a Mierce figure
  8. Here's my painted Warherd army for which I have been using Mierce minis ( I work for Mierce and oversaw the creation of these awesome minis so I was dying to use them in the wild! ) In AoS terms the list is Warherd Allegiance and contains (name on Mierce site in brackets) 1 doombull (general) (Qaano) 1 Doombull (Cqaa) 6 Bullgor (Sronax) 6 Bullgor (Sronax) 3 Bullgor (Sronax) Ghorgon (Tarvox) Ghorgon (Tarvox) Cygor (Druc) Cygor (Gorugg) I won 3 and lost 3 at the recent SCGT event in the UK. For what's considered to be a bottom tier army I was pretty pleased! The Bullgor can certainly catch ppl out with their long bomb charges! EVen after you go through what they do. The army is a ton of fun to use, is awesome at Duality of Death and can smash face. Though a lack of numbers and low armour can be your downfall in some scenraios/vs some armies. Just remember Warherd strong! (and roll those 4+s) Due to an impending house move (and expensive conveyancing fees to pay) the army is for sale. It contains the following (details from the Mierce site) ##druc, meat-hulk [resin] X fomoraic srónax monstrous infantry starter host [resin] X galagaak, raging tarvox [resin] (2) X gorugg, feral oghurüc [resin] X roaring srónax, srónax unit [resin] (2) X total: £595.13 X# I'm open to serious offers. I will ship via UPS (internationally) and Royal Mail special delivery (UK) only as both are tracked services. For an additional fee I can rebase onto Darklands bases and if you wish (for another fee) I can change the basing scheme completely, though this will take time. If you're interested feel free to DM me here or to mail me timfisher@mierce-miniatures.com - cheers!
  9. So I have 20 gors and 10 ungor raiders that I have assembled a few years ago but shelved. I am thinking about actually building a brayherd/warherd army. I'm not really a tournament player so I don't want a cheese list, and I would expect that beastmen aren't really a cheesy army anyway. I was thinking something like this for 1500 pts: Allegiance: ChaosBeastlord (80)- Man-ripper Axe & Brayshield20 x Gors (160)- Gor-Blades & Beastshields20 x Gors (160)- Gor-Blades & Beastshields20 x Gors (160)- Gor-Blades & Beastshields20 x Ungor Raiders (200)20 x Bestigors (280)3 x Bullgors (180)- Great Axes5 x Centigors (80)Ghorgon (200)Total: 1500 / 2000Allies: 0 / 400Wounds: 141
  10. Groje

    Great Bray-Shaman

    © Groje

  11. Heyo! I'm just looking for a "some what" competitive brayherd / warherd list and i thought you guys could help me out Thank you!
  12. Hi everyone, I'm just starting to delve into Chaos (I've been playing Ironjawz and Death, mostly) and I've come up with something that is almost certainly terrible, but might be interesting. I'm sure it's not necessarily competitive, but I'd like it to at least be semi-functional in semi-serious matched play. Any thoughts? Allegiance: Chaos Leaders Beastlord (80) - General - Command Trait : Cunning Deceiver - Man-render Great Axe - Artefact : Chaos Talisman Great Bray Shaman (90) Bloodsecrator (120) Slaughterpriest (100) - Artefact : Chaos Runeblade - Blood Blessing : Bronzed Flesh Slaughterpriest (100) - Artefact : Chaos Runeblade - Blood Blessing : Killing Frenzy Units 10 x Bestigors (140) 10 x Bestigors (140) 10 x Gors (80) -Two Gor-Blades 10 x Gors (80) -Two Gor-Blades 10 x Gors (80) -Two Gor-Blades 10 x Ungor Raiders (100) 10 x Ungor Raiders (100) 10 x Ungor Raiders (100) 10 x Ungor Raiders (100) 10 x Bloodreavers (70) -Meatripper Axes 5 x Blood Warriors (100) -Goreaxes Battalions Wildstalker Brayherd (240) Gore Pilgrims (180) Total: 2000 / 2000
  13. Hi I'm running a goat posse 2000pts deep and was wondering if Brayherd alliegence or Grand Alliance Chaos was the better bet? I'm leaning toward Chaos with the Wildstalker battalion. This seems to give me enough bodies, some very useful buffs and Ambush with access to more toys. Is it worth giving up Herdstones and forgoing the Brayherd traits & warfare for?
  14. Bueno

    Beastlord

    Brayherd Beastlord
  15. Could a Gor-only list like this work? Not in competitive or anything, just as a decent army. I had an idea, but I'm pretty new at this stuff so I doubt its any good. Any advice to improve it? Allegiance: ChaosBilespiller (80)Beastlord- Man-ripper Axe & Brayshield- Artefact: Favour of the GodsGreat Bray Shaman (90)- Artefact: Beguiling GemTzaangor Shaman (160)- General- Trait: Lord of War- Artefact: Chaos Talisman10 x Gors (80)- Gor-Blades & Beastshields10 x Gors (80)- Gor-Blades & Beastshields10 x Gors (80)- Gor-Blades & Beastshields10 x Ungors (60)- Mauls & Half-Shields10 x Ungors (60)- Mauls & Half-Shields10 x Ungors (60)- Shortspears & Half-Shields10 x Ungors (60)- Shortspears & Half-Shields10 x Tzaangors (180)- 2x Pair of Savage Blade- 4x Savage Greatblade- 4x Savage Blade & Arcanite Shield1 x Tuskgor Chariots (60)1 x Tuskgor Chariots (60)6 x Tzaangor Skyfires (400)3 x Tzaangor Enlightened on Disc (160)Wildstalker Brayherd (240)Tzaangor Coven (90)Reinforcement Points (0)Total: 2000 / 2000Allies: 0 / 400
  16. Bueno

    Great Bray Shaman

    Great Bray Shaman
  17. Version 1.0.0

    117 downloads

    I thought I would share the direct download for you all to the Brayherd battle tome I have created. I printed a Hardback copy for myself as well as one spare for a prize giveaway at #RAW17. I hope you enjoy reading as much as I enjoyed building it. Cheers.
  18. As per the title, if anyone has a spare Gor lying around (or the bits needed to make one) I'm interested. Would be prepared to buy a few of them if selling a single one isn't worth your while. Thanks in advance.
  19. Inspired a bit by @HobbyHammers 'This is how I brayherd' blog, I started thinking about my old Beastmen army, as by the looks of things, I could probably make a pretty convincing AoS army with them. This inevitably led me to start thinking, what would I do to expand the Brayherd faction into a fully fleshed out and meaty faction. What would it take to get these guys status to be 'back' And I think, there's not actually a huge amount of work that needs to be done! So let's get the ball rolling. Bring back some units back under the Brayherd banner The Grand Alliance books split some units odd ways. But I think the oddest choice was to send the Centigors to the Monsters of Chaos section. They've got Gor in their name! Why aren't they with the rest of the Gor? I also think that Warhounds and Razorgors should be bought back into the fold as well, these can be the 'hunting pets' of the Brayherds (As much as you can tame and call a big huge slab of mutated pig a 'pet' anyway). I think all 3 of these units make thematic sense in the Brayherds, and don't really double up on anything else the faction has to offer. Bring back some Compendium Scrolls Malagor has a great little scroll in my opinion, that could easily be rebranded into something more generic. Call him a 'Crowfather' or something, maybe have him synergise with the more 'beasty' things like the Warhounds in the list. In a way, he becomes the Icebrow Hunter of the Brayherds. I also think that the Wargor Standard Bearer adds a good little synergy into the Brayherd army, which would be a shame to lose. Which not having a model, leads me onto point 3... A (few) new models Brayherd as a model range, is actually pretty good at the moment. Most of their stuff (barring one which I'll talk about in a moment) is pretty new and still looks good today. But just like any army, they could do with a few new model kits to fill the gaps around the edges. Obviously the aforementioned Wargor Standard Bearer would need a model, but there are a few other kits I think would have potential... First off, a Chariot kit. The tuskgor chariot is a pretty old model these days, and I think it has great potential to be revamped. There was always a bit of wishlisting about a combined Tuskgor/Razorgor Chariot kit, and I think it makes perfect sense! In a similar vein to the Stonehorn/Thundertusk kit, I think you could actually squeeze a lot of warscrolls from the one kit. You've got a Tuskgor Chariot, Razorgor Chariot, and then Character(s) on either variant. I'd definitely want to see a Beastlord screaming around on one. Maybe you can even squeeze in another new character and a Bray Shaman on one would be pretty cool also. The other thing I hope is that, if you build say a 'vanilla' variant, you might get a free Razorgor and character on foot. Talk about good value! You could probably stop there, but I think the other thing to consider would be to replace the aging Centigor kit. I don't actually mind the kit actually, having 5 painted and another 5 in a box. But they are old metal nowdays, and a good opportunity to replace them and give them another weapon option or two. At least a Great Weapon variant, but perhaps a bow variant also (Although, Drunken Centaurs firing bows and arrows might not work out so well). The last thing to consider, is whether or not there should be a special character to 'lead the faction'. I don't think it's totally necessary to do this for all factions. Perhaps Brayherds being a bit 'faceless' and 'goaless' gives good reason either way. A good strong character could give them direction as to what they want to do in the mortal realms, but it may feel a bit too much like the 'Gordrakk' of Beastmen. And of course, a Battletome With new models, you'd want a new battletome. I think if they got the extra models, they have enough depth to have their own battletome without needing their Warherd pals on the side. I think Brayherds will get Allegiance Abilities with GHB2, but of course a Battletome would add in much needed Warscroll Battalions. With the extra units added in, I think you could create some pretty interesting battalions. I think a Beast pack type one with a Crowfather, Warhounds and Razorgors would be cool. With all the chariots flying around, a Chariot based one (perhaps with Centigors as well) would be pretty sweet. Tons of stuff. Thinking about the above... gets me really excited sometimes (and perhaps sets myself up for disappointment). But, it's really interesting to see how close some factions are to being fleshed out. Sometimes all you need to do is shift a few things into the right place and then come back with 1-2 character kits and 1-2 unit kits. For the record, if I did rebase my Brayherds, I reckon I'd end up with something like this: Doombull w Great Axe General Beastlord w Great Axe Wargor BSB Great Bray Shaman Great Bray Shaman 30 Gors with Beastshields 10 Gors with Additional Hand Weapons 10 Gors with Additional Hand Weapons 10 Gors with Additional Hand Weapons 10 Ungor Raiders 10 Ungor Raiders 10 Ungors with Mauls and Halfshields 10 Ungors with Mauls and Halfshields 10 Bestigors Tuskgor Chariot Tuskgor Chariot 3 Bullgors with Greataxes 3 Bullgors with Greataxes Wildstalker Brayherd The only models I don't actually own from the above is a Doomnull and I only have 5 Bullgors (Since I was converted one into Taurax, the Brass Bull which I suppose I could run as a Doombull). I'd also probably need to build up a few Gor for command models for the Additional Hand Weapons, as they're currently one unit. Pretty cool how an 8th edition army translate pretty cleanly to Age of Sigmar in this case.
  20. Last weekend, I took a selection of my chaos forces for a round-robin tournament of games. Here's an overview, the links go to the full reports. Half the players were new to Age of Sigmar, so to keep it fun, the 1000pt lists were written as deliberately soft (although tell that to the guy who brought the Mourngul!), and we skipped Allegiance traits and extra abilities/items. I took a selection of what I fancied: Tzaangor for punch, Chaos Warriors for securing objectives, Gor to overwhelm objectives, and a Chimera to spit out mortal wounds. Ogroid Thaumaturge - General Beastlord - Man-render Great Axe 20 x Gors - Two Gor-Blades 10 x Tzaangors - Pair of Savage Blades (4), Savage Greatblade (3), Savage Blade & Arcanite Shield (3) 10 x Chaos Warriors - Hand Weapon & Shield - Mark of Chaos: Tzeentch Behemoths Chimera Game 1: Take And Hold vs Nurgle Rotbringers http://woffboot.blogspot.co.uk/2017/05/woffboot-xi-disciples-of-tzeentch-vs.html In the first battle, I take on Tzeentch's arch-enemy, Nurgle: Bolad Rotspawned, two units of Putrid Blightkings and a Chaos Lord on Manticore who just loves chomping on big monsters like the Chimera. Game 2: Blood And Glory vs Stormcast Eternals http://woffboot.blogspot.co.uk/2017/05/woffboot-xi-disciples-of-tzeentch-vs_25.html Half the points in this army were spend on Dracoth cavalry - Fulminators and Concussors (the models used were Dragon Ogres - there was a lightning theme going on) and they tended to bulldoze through anything they hit. I had to play this one for the objectives, because I wasn't optimistic about a straight fight. Game 3: Escalation vs Ironjawz http://woffboot.blogspot.co.uk/2017/05/woffboot-xi-disciples-of-tzeentch-vs_26.html I'm playing my own Ironjawz army in this one - I'd just finished painting one and I loaned it out for the weekend (it did pretty well - maybe I picked the wrong army). Ironjawz seem to do well in Escalation since their battleline units, which come on first, are a lot better than mine. Game 4: Border War vs Stormcast Eternals http://woffboot.blogspot.co.uk/2017/05/woffboot-xi-disciples-of-tzeentch-vs_27.html More Stormcast! This army was essentially the Starter Box one (so at least there was only one Dracoth to face. I had the advantage of massively outnumbering the golden guys, so I could flood all of the objectives. Game 5: Gifts From The Heavens vs Nighthaunt http://woffboot.blogspot.co.uk/2017/05/woffboot-xi-disciples-of-tzeentch-vs_28.html Yikes. An entire army of Nighthaunt, let by the 'orrible Mourngul. In model terms, they are only a third the side of my army, so if I can just knock off a couple, I should make it difficult for them to hold objectives (although I have no idea how to stop that damn Mourngul)... All in all, a fun weekend. Some wins, some loses, and a good run-out for my troops. The Ogroid impressed me particularly, and I'd love to try a 20-strong Tzaangor unit.
  21. My hobby group and I have recently started up AoS after years of not playing Fantasy anymore. I drafted up an army list based on a 150 Wound game (we play by wound count, not point value). I would love some feedback on it. I'm trying to make it fast and deadly. Let me know what you think! Wildstalker Brayherd Batallion: Beast Lord: 5 Wounds Great Bray-Shaman: 5 Wounds Great Bray-Shaman: 5 Wounds 10 Gores: 10 Wounds 10 Gores: 10 Wounds 10 Gores: 10 Wounds 10 Bestigors: 10 Wounds 5 Bestigors: 5 Wounds 10 Ungor Raiders: 10 Wounds 10 Ungor Raiders: 10 Wounds 10 Ungor Raiders: 10 Wounds 10 Ungor Raiders: 10 Wounds Non-Batallion Units: 1 Exalted Flamer of Tzeentch: 4 Wounds Sayl the Faithless: 6 Wounds 5 Skin Wolves: 20 Wounds 3 Stormfiends: 18 Wounds 2 Chaos Familiars: 2 Wounds The strategy I'm working off of is that with the Wildstalker Brayherd, I can setup all units within that battalion in an ambush behind the enemy force. Since the beastmen units can run and charge in the same turn, chances of getting into melee turn 1 are high. All while that batallion does its thing, I'll try to roll and see if the 3 Stormfiends enter the battlefield. If I'm successful, I'll set them up close to the batallion and unload 3 Ratling Cannons (each shooting 3d6 attacks). That's shooting support for the batallion. Then from my side of the table, I'll have one of the Bray Shamans, Sayl, the 5 Skin Wolves, an Exalted Flamer, and 2 Familiars, who I'll keep right next to the shaman and Sayl for +2 to casting. Turn 1, the shaman will try to summon a monster to come and support the batallion in the ambush (I'm thinking of pulling a ****** move and using a Chaos Mammoth lol). Also on turn 1, I'd have Sayl cast Traitor's Mist on the Skin Wolves, giving them a flying movement of 18 inches, which will make them fast melee reinforcements for the batallion. The Exalted Flamer will fly around shooting ****** up, and in later hero phases after the shaman summons something big and Sayl makes the werewolves fly, they'll focus on summoning more Exalted Flanders to crank up the firepower. With those strategies in mind, what do you guys think? Does this force work? Is there anything you'd do differently or have me consider? Any and all suggestions would be greatly appreciated. Thanks guys! -Gnarvock
  22. Beastmen warband for Dark age of Sigmar
  23. Hey dudes, Raising some cash for some new purchases. I'm finally willing to part with my classic 90s Bloodletters and the most recent Khorngor models. Details below. All prices are in Aussie dollars, shipping at buyers expense but am open to negotiating, happy to combine shipping if you grab both units. Models have some paint but the old metal is super easy to strip (i'd be happy to do this for the buyer if it's the only thing holding you back). All models on squares, can cut them off if you want. Bloodletters: 35 models in total with complete command group. All models are metal. Theres also a bag of incomplete models and bits, so you might get a few more out of that. AU$200 Khorngors: 24 models in total with proper standard and musician, champion is converted from the old chariot crewman. $AU200 Trades: I'm only interested in Wrathmongers/Skullreapers and Chaos Chosen models. Would accept 10 Chosen models with command or 10 Wrathmongers/Skullreapers as a trade for each unit. Thanks for checking this out guys.
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