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If you have been wondering about what it's like to actually play a Warherd, this thread is for you. I ran my Warherd for the entire summer campaign. I played 15 games at 1,000 points. ...and I only won about 3 of them. But! That's mostly because I'm terrible at AOS and constantly forget stuff. I did learn quite a bit and now I'm winning probably 40% of the games I play, unless someone tailors a list for me. I think this changed because I'm getting better at learning how to use the army effectively. This is my analysis! Pros: Minimum requirements for the army & formation are exactly 1k. Eats Stormcast, Ogor and Beastclaw alive and laughs about it so hard, milk comes out their nose. Low model count gives you plenty of opportunity to paint them creatively. Burst damage can be insane if you roll well, I wiped a unit of 40 zombies in a single round. Properly buffed, they hit on 3+, wound on 2+ and get 2 extra swings on 4+ to wound. Best matched against Ironjawz - my best fight left us with 2 Brutes and 1 minotaur at the end of the game competing for an objective at turn 6. Clearly the most fun match of the summer by far. Cons: Pathetic armor saves. Even with shields, it only gives you 4+ in the combat phase, not against shooting. Wood elves tie humiliating notes to their arrows as your cows turn into fat pincushions. Weak against any shooting army. The Ghorgon is a pussycat. It's only job is to look scary and draw fire away from the minotaurs and it works. 3 minotaurs will get more work done than the Ghorgon every single time, so swing him around blindly and paint it vibrantly. The Ghorgon's "Slavering maw" ability has never hit in the history of warhammer. People will tell you it has, but they are lying. I think it's a joke among the GW designers. They sit at bugman's and announce they will drink from their "huge slavering maw" and then while everyone watches, they pour their entire pint in their lap and then everyone laughs and laughs If you have to split up your forces, you will lose. If you fight khorne bloodbound, you will probably lose. Tactics: Stay in a 16" bubble. Don't accept charges. Always take advantage of pre measuring to hedge your bets against being charged. A strong wind will damage your fragile minotaurs and losing even one out of the group of 3 before it can do it's 6 wounds (average) is huge. Only send in one unit at a time if you can. Even if you are able to charge everything in at once. Avoid giving your opponent a free swing at your bulls. Unless you are trying to force your opponent to make a tough tactical choice. If you have to sacrifice something, sacrifice the Ghorgon. Remember all the little bonuses. Like how your banner gives you +1 bravery for every enemy unit within 12" - this saves you from bravery based mortal wound generators like Drycha and Flesh Eater Courts. Always remember to roll unpredictable destruction. Get your Doombull into combat in turn 2. His damage is incredible and he's fairly tanky with 8 wounds. Applying wound order is always Musician, Banner, Bloodkine. Try to force your opponent into scenery bottlenecks, like the door to the ophidian archway, or some other tight squeeze. This will help when fighting armies that can pile in and attack when they die. If there's no reach, there's no damage. General Advice: I run my army with the Runeblade(?) (don't have the book on me at the moment) on the Doombull (4 damage!) and Lord of War giving him the ability to grant +1 to hit to another unit, which has a surprisingly huge impact in controlling the tide of the battle. Get used to winning embarrassingly easily or losing with grace and a smile. Some of your games might not be much fun for you or your opponent unless you bring a ton of banter and keep a good attitude. I painted cow jokes to the bottom of all my bases, so whenever one gets pulled off the table: I tell a terrible cow joke. The saddest win I earned was against gutbusters. I lost one minotaur. My opponent was a prince about it. The saddest loss I suffered was against Flesh Eaters, who beat me by one model on the objective. Super close game though! If you are playing 1000 point games, play on a 4x4 table. It's recommended in the book for a good reason. The main reason being that it makes armies like this viable in about half of the scenarios. For most scenarios you will rely on a tabling victory. Stampede in other armies: 1000 points for a single Bullgor Stampede means that, to fit it into a 2k list, you have to be super clever with "fixing" their shortcomings with 1k worth of chaos units, and your doombull still has to be your general - or get access to his command ability from another buff like from the Archaeon on steed's "Warlord without Equal" or similar ability. I wouldn't recommend having more than 1000 points of bulls on the table because they have to be within 16" of the Doombull to get their synergy and if he gets iced, your house of cards falls pretty hard. Is it fun? YES. It's my favorite army to play. Even if I lose, I am peeling enemy models off the table in droves and most people who beat me feel like they really had to work for it. It's usually when they total up the victory points and say "Wait... I won?" In my experience, the best games are the ones we almost win, or almost lose. I'm probably forgetting something. I had a ton of fun painting mine, I snagged a silver in my first AOP with them! Here are some photos!