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Found 22 results

  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. 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!
  4. Hi all, I am taking part in the Fate of Sigmar Narrative event next year and I will be taking Warherd. However I think I need some help in turning concepts into a paint scheme. My main idea is an 'Ulgu' Warherd, so dark neutral colours that represent a Herd who have become one with this shadow land. Any ideas for an Ulgu paint scheme? Secondary is a God-dedicated Herd, Slaneesh with pinkish skin that isn't too much. Any ideas for colours or schemes would be much appreciated. G
  5. 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!
  6. 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
  7. HI! I am new to this wargaming thing and i looked at the new Warherds Bloodfeast Gorgers box set and thought- 'cool!' They seem fun to play and paint but i am not sure how can i work off from the box set to a little army (I am looking for something from 500 points to 1000) I don't want anything TOO competitve, and I would prefer if I kept the Breyherd theme (wont mind If there are some monsters, but something like chaos warrior would suck) Also can you "try" to make it not crazy expansive? Any painting tips would be welcome as well (currently i just have the standard starting painting box set and some space marines to practice on) Thanks!
  8. Hi All, i'm after one GW plastic Minotaur head, see example below, any one will do.
  9. Groje

    Bullgors

    © Groje

  10. Penguinus

    Warpigs

    My Beasts of Chaos army once was comprised of Beast Herds, Shaggoths and Chaos Ogres... but when the 7th Edition army book came out it removed those units from the army and so project warpig was started. I had a bunch of spare boar heads in my bits box at the time as the tuskgor chariots always came with alternate heads. These pigs needed a leader and aside from the shield, i also built my first full greenstuff model for the doompig. Unfortunately i never ran them much so never finished them off fully. With Age of Sigmar, i've ran them a few times and with devastating effect if they get into enemy lines. In honour of some of their most recent successes i've started to scratch build a piggy-mum (will count as a Ghorgon) to fill out the brood. Pig-gors Doompig Ghor-pig Size Comparisons Next hobby tasks for these: So i'm rebasing all of these to rounds, i'm going to do some more conversion work on piggsy (the pig on the square base) to turn him into another standard bearer. I need to finish basing and painting the DoomPig and obviously there is still a lot of modelling to go to finish the mother pig off. Her arms are going to have large bladed weapons bound on, i need to add a cloak to her too, buckles and detailing to the straps, additional armour plates and then i'll see what else needs adding after that.
  11. Hello, I am getting ready to re-base my Beastmen and was wondering what I should use in terms of base sizes. From what I was able to figure out it seems like Ungors best on 25mm round while everything else that was previously on a 25mm square is now best on 32mm round. So characters, Gors, & Bestigors. So mostly wondering now what the Doombull and Bullgors should be based on? 40mm or 50mm round? Also would it be a Oval 120mm x 92mm for the Ghorgon and Jabbersythe? As I assume this is the most common base to re-base anything that was previously on the square chariot base? Any guidance would be great; thanks! -Wes
  12. Shoe

    Warherd Army Review

    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!
  13. I was going to write up something inspring, but I'm not all that inspired by this guy! I'm pretty sure I like how his skin turned out, but I think that's it. And even that is a little chalky! Not my best work I don't think. -.- I've been digging the Warherd stuff up until actually nearly finishing it. I may just be getting sick of painting Beastmen. I'm bad for wanting everything I don't already own, nothing I own is ever cool anymore. This weekend my interest has gone from Flesh Eater Courts, to Khorne Bloodbound, to Deathrattle, to Khorne Bloodbound, to Stormcast. Worst guy. Anyway, this bad ass is done! Ghorgon next! The Cygor arrives!
  14. While Shartok Dragonchewer continues his journey of bringing the Shard of the Herdstone to Beastlord Kaamagruul tribe, reinforcements arrive. Fooves pound across the plains, and drunken yowls piercing the treeline. The Sons of the Warhoof arrive - united in devotion to their father and a love of good drink. Ghorros Warhoof - here to drink, fight, and rut. The Centigor Herd - Born from regions across the Realm of Life, willing to defend their father with their life! Pretty happy with how these guys turned out. I really enjoy tinkering with skin tones lately. I still struggle with highlighting though. All of the gor-kin were done with drybrushing like two years ago but I'm trying to evolve! I'm also not confident enough to do anything with banners yet. All of my banners look way too clean for Beastmen and are bare for now. Maybe once I finish the rest of the Herd off I'll give it a shot. Next up - Moghur and three more Bullgor. I was really inspired by the Tauri BloodscorcherWhateverCan'tRememberTheirFullNameNow Bullgors from the Godsbeast book. I really like the idea of the Herd absorbing members as they march around. I'm not done it, but since they were fighting the Stormcast I'm sure they lose! So these can be some refugees or something. I'll be using the guide in the book. I usually don't like using guides either, but I think it'll add an interesting bit to the Warherd. I glued them with double hand weapons (all axes) as it seemed more Khorney - I realize its probably not as strong, but my first set of six have magnetized hands so I can do what I want with them. Has anyone tried running them with shields? Do they lose some effectiveness for not much protection? In the longrun I was thinking three units of six, each one equipped differently for looks as well as utility.
  15. (Pictures below!) Shartor Dragonchewer snorted, sending steam cutting through the evening frost. They had marched far with their quarry and the air even this far from the Jotenburg was chill and harsh. Still, they had escape the daemons of blood that had sought the precious Shard of the Herdstone. First, escaping from the wailing bloodthirsty creatures through an land of haunting ruins continued to trouble the dreams of some of his tribe. Then, as the daemons closed in, his monstrous tribe was able to destroy the ice-bridge that surrounded the deceased Jotenburg over the sea. Sealing the daemons on the mainland and leaving the tribe free to continue their travel. This was not without its costs though as the daemons, in their own desperation, shattered part of the ground themselves and sent many a bullgor to their icy death. The hardest part of the entire endeavor was resisting the Bloodgreed. There was much blood and gore to be had, but the Doombull needed to maintain his focus. To fall to the Bloodgreed, to enter into open conflict with these daemons would be to forfeit the Herdstone and risk shackling his, and Beastlord Kaamagruul's tribes to servitude. Still, what was arrayed before him was no better sight for it carried with it two risks. One, the Bloodgreed, and two, the two armies arrayed before him. Clearly, stopping to devour the nearby town was a necessary but costly ordeal. He licked the frozen remnants of gore from his tusks and narrowed his eyes. The tribesbull closest to him were already losing themselves, huffing, grunting and snorting, tearing at the ground with their hooves and paws. For across this valley a column of the shimmering warriors of Azyr and their Fyreslayer dwarf allies were amassing. Worse, from behind, he could make out the skittering shapes and disgusting sent of the Skaven. These creatures, like the daemons, had sought to capture the Herdstone, and he had little doubt that the forces aligned against him were brought on by those most treacherous of beasts. He needed to pass them. He let the Bloodgreed take over. Vak the Manflayer charged forward as well. The Wargor's own blood had risen to the occasion and he howled a warcry to his fellow Brayherd. When, out of the frost-mists came an unexpected sight. The howls of fury and bloodgreed were met by daemonic shrieks. The air became coppery. As droplets of sleet and moisture turned red, and then stuck to eachother - out of the newly reddened mists came dozens of Bloodletters. The Daemons of Khorne had arrived, but were charging not at the Warherd, but with them. A Blood-flurry tore across the valley. My first game for the Season of War. This was awesome! Three friends challenged my previous enemy and I to a 2v3 game. Stormcast, Fyreslayers and Skaven vs Beastmen and Khorne Daemons. We played this weeks Battleplan. My main highlight came when the Bullgor and Doombull charged Retributors and Vandus, with a Jabberslythe nearby having JUST made the Retributors unable to do ANYTHING (including attacking). The carnage was much, and the Retributors blazed back to Azyr. The doombull fell, but the bullgor send Vandus back as well. The armies of Blood achieved victory, seizing the store for Chaos. In my head, I saw this as an awesome continuation to a mini-campaign my companion and I were playing, which was Khorne Daemons vs Beastmen. Here are the culprits for my side! The Bullgor Hargum Stone Watcher Pictures of Shartor Dragonchewer will come later! He was shy and apparently I don't have any pictures of him. The rest of the warherd will hopefully be done painting soon! Cygor and Ghorgon, as well as some new Bullgor I ordered that I will be painting Khornate since the Tauroi stuff in Godbeasts has me inspired! Oh, there is Shartor on the bottom picture. He was made with a handful of Ogre Kingdoms bitz. The joy of having too many armies. You can always cannibalize them each time. First picture shows what the Stormcast were facing. Second picture shows the battle lines, and the Daemon Prince of Khorne going Ratslaying. Those treacherous creatures! For their treachery, the Clan Skryre shooting did badly, very poor rolls for pretty much all of their shooting! Poor guy. Third picture shows the big fight on my side of the table.
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