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====Beasts Of Chaos==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bestigors-en.pdf Bestigors]:''' (Min:10 Max:30 120/300pts.) Elite Gors in heavy armour and more anti hoard killy. Absolutely great in Slaanesh. Some even argue they're more efficient than Daemonettes. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Bullgors.pdf Bullgors]:''' (Min:3 Max:12 140pts.) Get the same Bloodgreed rule as the Doombull, Π° weapon choice of great axes (2x 4+/3+/-2/3) or axe(s)(3x 4+/3+/-1/2) with the option of an additional axe to reroll hit rolls of 1, or bull shields which add +1 to the save rolls against attacks from melee weapons. These options are in addition to horn attacks made by each bullgor (2x 4+/4+/-/1). But the really interesting trait is their Drummer and Banner Bearer abilities: namely, they give +1 respectively to charge rolls and Bravery for each enemy unit within 12" from them. If you want to go full Warherd, take one unit of each and see which ones perform best, but if you take only one unit of them and a Doombull, you're going to want great axes. **In a Hedonites list these are a fantastic unit for raking in depravity points. cheapish four wound infantry that dishes out high damage back. Tossup between these guys or dragon ogors as the ogors can take more punishment, but it's hard to argue with the bull's ability to give it. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-dragon-ogors-en.pdf Dragon Ogors]:''' (Min:3, Max:12 130pts.) Five Wounds with a 4+ save, okay Bravery and scary weapons. Each has what is basically a Chaos Knight's horse bolted to it and in addition fights with a big weapon. You get either Ancient Weapons which are three Double-Hammer Liberators in one, Glaives which exchange 2 attacks with 1 more inch of range and a Rend of -1, or Crushers which only have 3 attacks, but with 2 damage each. Re-roll hit rolls of 1 if wholly within 12" of a Shaggoth. **Glaives have an interesting use in that you can hide your dragon ogors behind your 25mm/32mm based guys (just in case may want 2 ranks of 25mm bases to have maximum distance). Enemies with 1" weapons won't be able to touch your DO, while the glaives let your DO wack enemies (though you do lose your claw attacks). *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Ungor_Raiders.pdf Ungor Raiders]:''' (Min:10 Max:40 80pts.) Same as Ungors, but with bows instead of shields and a basic scouting rule. Don't think their bows are good, by the way, but the mass of shots really helps. Don't underestimate 30-40 strong ungor raider units. They can output a surprising amount of dakka (for Beasts anyways, they're not crossbow freeguild!). in a melee-centric and focused faction that can quickly get into melee, missiles will be taken out of you horde budget, can damage distant enemies while holding objectives. You can take 20 for the price of 11 Blissbarbs, but why? *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-centigors-en.pdf Centigors]:''' (Min:5 Max:20 80pts.) Our discount seekers, not as good outside melee saves but you can take more of them. In a Hedonites army now that they won't get exploding attacks, why? *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-tuskgor-chariot-en.pdf Tuskgor Chariots]:''' (Min:1 Max:4 60/200pts.) The cheapest of chariots, only coming the closest to having the same effectiveness as a seeker chariot the turn it charges a ten man+ hoard of order guys. Taking 4 to the face HURTS.
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