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====Brayherd==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bestigors-en.pdf Bestigors]:''' ('''BATTLELINE''' if your General is a Beastlord or Great Bray Shaman, Min:10 Max:30 200/600pts). Silly armor-wearing tits, finally got their glow-up moment in that they are now (finally!) 2 wounds each with 2" reach on their weapons. Like all the base Breyherd units their banner allows them to rally on 5+ and muscician adds 1 to run and charge (excellent for ambushing obviously). As for rules their Despoilers ability has changed to now it adds 1 to their attacks characteristic if the unit they are attacking has used the All-out Defesnse command in the same phase so definate upgrade their (the prevoius banner thing was honestly kind of dumb). Also their other ability allows them to reduce wound rolls by 1 from missle attacks recieved from the Unleash Hell command. Overall they have recieved some definite upgrades, however some may argue that they haven't recieved as much a glow-up as their competition in Gors and Ungors (with Gor Herds especially near matching them in attack out put and defense). In addiiton while obviously intended as hammers the book gives them serious competition in this regard (Especially Tzaangors and Bullgors). Overall better than before but face more serious competition in the new book. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Gors.pdf Gors]:''' ('''BATTLELINE''', Min:10 Max:30 110/330pts) Your Default mass melee infantry. The first thing you notice is that Gors are pretty fast, pretty tough and pretty killy all in the bargain. Their load outs include a blade and shield which gives them a base 4+ save characteristic and 2 attacks Or they can escew the shield for a base 3 attacks for maximum damage output, and don't forget thanks to their Herdstone they will be rocking -1 to -2 rend before the game is out. Their Standard bearer gives them a bonus to rally where they rally on a 5+ instead of 6+ to keep them around longer and Musician which gives bonuses to run and charge rolls. Their true clinching ability however is their Gor Stampede ability. If there unit outnubers an enemy unit they just charged you roll a 3+, if successful the Strike-last effect applies to that unit in the following combat phase. This is huge and combined with their rally boost obviously encourages you to take large units. A unit of 20-30 Gors can lay the hurt on just about anything in the game and can even make a decent anvil to boot with shields. Overall a solid unit. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ungors-en.pdf Ungors]:''' ('''BATTLELINE''', Min:10 Max:30 80/240pts) Weaker Save than Gors overall and weaker attacks. They still have some things going for them however. They have the same benefits from Standards and mucisians as Gor so the rally bonus is welcome. While their attacks profile is nothing special they have gained a ranged ability if you bring the spear with it dobuling as a missle weapon at 8" so theirs that. The real reason you bring them though is their ability in the combat phase to choose to retreat from the battle instead of fighting when it is their turn to be selected to fight. So basically they got the old Skink rule of fleeing out of combat. Amazing on these guys as they are crap in combat anyway and allows them to survive combat to flee onto objectives.
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