Warcry/Tactics/Beasts of Chaos: Difference between revisions
1d4chan>Stephenlucas600 |
m (102 revisions imported) |
||
(2 intermediate revisions by 2 users not shown) | |||
Line 212: | Line 212: | ||
==Allies== | ==Allies== | ||
==General Tactics== | ==General Tactics== | ||
Latest revision as of 11:17, 23 June 2023
Faction Overview[edit]
Pros[edit]
- Fast: 5" on everyone, + a speed ability.
- Cheap Goons with Big Bodies: Your units are one of two kinds: Cheap spammable mobs (Gors, Ungors) or the really beefy guys (Bullgors, Dragon Ogors, Bestigors)
Cons[edit]
- Specialized Roles: Melee ungors for example suck while the cheaper gors are point for point often much better than bestigors. It can be confusing and disappointing for new players who see cool models like two handed Bullgor only to find they are terrible.
Abilities Overview[edit]
- [Double] Brayherd Ambush: (All.) During the first battle round, This fighter can make a bonus move a distance equal to this ability's value in inches.
- Fighter Commentary - is more restrictive than other move boosters, but still strong since you're already moving 5" per action.
- [Double] Bloodgorge: (Bullgor only.) when this fighter's attack takes down a fighter, Remove a number of damage points allocated to this fighter equal to this ability's value.
- Fighter Commentary -
- [Double] Rip, Gore, and Tear!: (Leader) when this fighter has taken down an enemy fighter with an attack, this fighter makes a bonus move or attack action.
- Fighter Commentary -
- [Double] Devolve: (Great Bray-Shaman) Choose a visible enemy fighter within 16". That fighter will then make a bonus move action towards this model in inches equal to the value of the ability.
- Fighter Commentary -
- [Triple] Petrifying Gaze: (Cockatrices) Roll one dice and deal that much damage on a 2+ to an enemy fighter at 8" range, and then reduce their Move statistic by -1 for the rest of the battle round.
- Fighter Commentary -
- [Triple] Bestial Charge: (Gor, Bestigor, Bullgor only.*no, bullgors don't have it neither in cards nor in errata) the next time this fighter finishes a move action within 1" of an enemy fighter(s), allocate damage equal to this ability's value to one of those fighters.
- Fighter Commentary -
- [Triple] Grisly Trophy: (Beastlord) Improve Attacks characteristic of all friendly fighters in an area around the Beastlord after he kills an enemy fighter.
- Fighter Commentary -
- [Triple] Volley of Arrows: (Ungor with Bow only.) Add half the value of this ability (rounding up) to the Attack characteristic of the next attack action made by this fighter this activation that targets an enemy fighter more than 3" away.
- Fighter Commentary Got FAQ to be better if you're confused from the card.
- [Quad] Bring Down the Storm: (Dragon Ogors only.) Pick 1 visible enemy fighter within 20" of this fighter and roll 1 dice. On a 2+ allocate a number of wounds to that fighter equal to the value of this ability.
- Fighter Commentary -
- [Quad] Empowering Lightning: (Dragon Ogors Shaggoth.) Heal all Dragon Ogors in an area around the Dragon Ogor Shaggoth
- Fighter Commentary -
Fighter's Overview[edit]
Leaders[edit]
Ungor[edit]
Ungor Halforn
- Stats: Movement 5"; Toughness 4; Wounds 16; 130 Pts.
- Runemarks: Leader
- Weapons:
- Club-Range 1"; Attacks 3; Strength 3; Damage 2/4
- Fighter Commentary - Fine for pickup/skirmish games if you really want to fit in three Dragon Ogors or other big elites, but due to his low wound count is not good in campaigns where your leader will often be targeted.
Ungor Halforn with Raider Bow
- Stats: Movement 5"; Toughness 3; Wounds 16; 140 Pts.
- Runemarks: Leader, Scout
- Weapons:
- Ranged-Range 3-15"; Attacks 2; Strength 3; Damage 1/3
- Sword-Range 1"; Attacks 3; Strength 3; Damage 2/4
- Fighter Commentary - Suffers from the same low wound problem as the Halfhorn w/shield but with added survivability thanks to using a bow to stay out of melee range. Generally the best if you don’t want a cheap leader that not unless.
Gor[edit]
Foe-Render
- Stats: Movement 5"; Toughness 4; Wounds 20; 170 Pts.
- Runemarks: Leader
- Weapons:
- Axe-Range 1"; Attacks 4; Strength 4; Damage 2/4
- Fighter Commentary - A good point cost for 20 wounds and 4 strength 4 2/4 attacks. Solid choice, though a Gouge-Horn is a flat better upgrade.
Gouge-Horn
- Stats: Movement 5"; Toughness 4; Wounds 22; 185 Pts.
- Runemarks: Leader, Warrior
- Weapons:
- Axe-Range 1"; Attacks 4; Strength 4; Damage 2/5
- Fighter Commentary - This guy is your only leader with warrior runemark, (no, bullgors don't have it, which is wild but true) which may be really useful vs big toughness opponents, and has a better statline than the render, having 2 more wounds and better crit which will come useful if your local meta has lots of t5 and higher enemies, which is likely with all those golden bois around each corner.
Beastlord
- Stats: Movement 5"; Toughness 4; Wounds 25; 200 Pts.
- Runemarks: Leader, Champion
- Weapons:
- Axe-Range 1"; Attacks 5; Strength 4; Damage 2/4
- Fighter Commentary -
Great Bray-Shaman
- Stats: Movement 5"; Toughness 4; Wounds 22; 195 Pts.
- Runemarks: Leader, Mystic
- Weapons:
- Arcane Bolt-Range 3-7"; Attacks 2; Strength 3; Damage 3/6
- Staff-Range 2"; Attacks 3; Strength 3; Damage 1/4
- Fighter Commentary -
Gorehoof[edit]
- Stats: Movement 10"; Toughness 4; Wounds 26; 205 Pts.
- Runemarks: Leader, Mount
- Weapons:
- Spear-Range 2"; Attacks 3; Strength 4; Damage 2/4
- Fighter Commentary - what to merge leader and objective Graber as a discount. Not good at fighting or navigating heavily obstacles boards.
Wargor[edit]
Bullgor Bloodkine with Bullgor Axe with Bullshield
- Stats: Movement 5"; Toughness 5; Wounds 35; 240 Pts.
- Runemarks: Leader, Brute
- Weapons:
- Axe-Range 1"; Attacks 3; Strength 5; Damage 2/5
- Fighter Commentary - pay 5 pts less for -2 attack and +1 Toughness.
Bullgor Bloodkine with Dual Bullgor Axes
- Stats: Movement 5"; Toughness 4; Wounds 35; 245 Pts.
- Runemarks: Leader, Brute
- Weapons:
- Axe-Range 1"; Attacks 5; Strength 5; Damage 2/5
- Fighter Commentary - Well worth the points with strength five and 25 damage per attack action potential. Your best leader if not spending ability dice on him.
Bullgor Bloodkine with Great Axe/Doombull
- Stats: Movement 5"; Toughness 4; Wounds 35 (38); 250 (265) Pts.
- Runemarks: Leader, Brute
- Weapons:
- Axe-Range 1"; Attacks 3(4); Strength 5; Damage 3/8
- Fighter Commentary - If you’re using Onslaught doubles or Rampage quads on him this is the best leader choice, 8 on crit is one of the highest damage value in-game. Otherwise, save five points and take the duo axe one. For 15 more points gets the crit to kill Doombull with +1 more attack to making your fishing job ealer.
Dragon Ogor Shaggoth[edit]
- Stats: Movement 6"; Toughness 4; Wounds 40; 255 Pts.
- Runemarks: Leader, Destroyer
- Weapons:
- Storm-wrought Axe-Range 1"; Attacks 3; Strength 5; Damage 3/6
- Fighter Commentary - Leader of Dragon Ogors. Is an Ogor with Crusher with +1 Strength. Best when having a Warband of other Dragon Ogors with his [Quad] Empowering Lightning healing them. Making a Dragon Ogors warband faster moving and tanker then a Bullgors when he takes the lead.
Fighters[edit]
Gor with Paired Blades[edit]
- Stats: Movement 5"; Toughness 3; Wounds 10; 55 Pts.
- Weapons:
- Axe-Range 1"; Attacks 3; Strength 3; Damage 1/3
- Weapons:
- Fighter Commentary - Your cheapest fighter and arguably best point for point non elite fighter. 10 wounds 3 S3 1/3 attacks for 55 points is good. A 5” move on top of that is great. Using the double Brayherd Ambush to add up to a 6 inch bonus move and stealing an objective turn 1 with a 55 point model is phenomenal! Almost broken-level good, as they cost exactly as much as Untamed Beasts' plainsrunners or Flesh-eaters' ghouls,(which are already good by themselves) but got 2 more wounds just 'cause you're awesome. The best points filler hands down!
Gor with Beastshield[edit]
- Stats: Movement 5"; Toughness 4; Wounds 10; 65 Pts.
- Weapons:
- Axe-Range 1"; Attacks 2; Strength 3; Damage 1/3
- Weapons:
- Fighter Commentary - Trades +1 attack for Toughness 4. Game is crit heavy so better to take a cheaper Ungor.
Ungor with Blade and Half-shield[edit]
- Stats: Movement 5"; Toughness 4; Wounds 8; 60 Pts.
- Weapons:
- Club-Range 1"; Attacks 2; Strength 3; Damage 1/3
- Weapons:
- Fighter Commentary - 5pts cheaper than Gor with Beastshield with -2 wounds. 2 wounds may not matter much in the long run. The difference between Gor vs Ungor is down to how best to fill out your points.
Ungor with Short Spear and Half-shield[edit]
- Stats: Movement 5"; Toughness 4; Wounds 8; 70 Pts.
- Weapons:
- Spear-Range 2"; Attacks 2; Strength 3; Damage 1/4
- Weapons:
- Fighter Commentary - 5 more points the a Gor with Beastshield, like the Ungor with flail but as 2" reach and +1 crit damage. 2" is a defensive weapon, and can hit over allies in group fights. Makes it a survivable and useful fighter.
Ungor with Raider Bow[edit]
- Stats: Movement 5"; Toughness 3; Wounds 8; 70 Pts.
- Runemarks: Scout
- Weapons:
- Ranged-Range 3-15"; Attacks 2; Strength 3; Damage 1/3
- Dagger-Range 1"; Attacks 2; Strength 3; Damage 1/3
- Fighter Commentary - Still cheap and decent at picking off opponents with their 15" range. Especially during 'defend a fighter' scenarios. They are effective in packs and [Triple] Volley of Arrows makes them better, but not much: on average a good triple will lead to just 2 more damage vs most enemy fighters, which is not the best way to spend a triple if you have other uses for it.
Bestigor[edit]
- Stats: Movement 5"; Toughness 4; Wounds 12; 115 Pts.
- Runemarks: Warrior
- Weapons:
- Axe-Range 1"; Attacks 3; Strength 4; Damage 2/4
- Fighter Commentary - Somewhat of a halfway choice between a Bullgor and Gor with shield. T4 with full attack at S4 and D2/4. Normally you would want to take Bullgors, but Bestigor can have niches like having smaller bases... But the reason why you take him is that he's your guy for your bestial charge ability in case your leader is not another bestigor. Can give your opponent a nasty surprise dealing (value) damage and then hitting with an axe, which altogether will be an unexpected amount of damage from a small miniature while your opponent is distracted by your big guys.
Bullgor with Dual Bullgor Axes[edit]
- Stats: Movement 5"; Toughness 4; Wounds 30; 190 Pts.
- Runemarks: Brute
- Weapons:
- Axe-Range 1"; Attacks 4; Strength 5; Damage 2/4
- Fighter Commentary - Your big boy, shrugging off weaker attacks and with their 30 wounds, especially with their Healing [Double] Bloodgorge. Dual Bullgor Axes and [Quad] Rampage Will hack up most enemies with ease. This is your bear fighter hands down. If you don’t have a bullgor leader (and sometimes even if you do) one of these is an auto take.
Bullgor with Great Axe[edit]
- Stats: Movement 5"; Toughness 4; Wounds 30; 190 Pts.
- Runemarks: Brute
- Weapons:
- Axe-Range 1"; Attacks 2; Strength 5; Damage 3/6
- Fighter Commentary - Less attack but really high crit damage. Less all rounding than Paired axes, but dealt if you can funnel dice into increasing the number of attacks he makes.
Dragon Ogor with Draconic Crusher[edit]
- Stats: Movement 6"; Toughness 4; Wounds 30; 195 Pts.
- Runemarks: Destroyer
- Weapons:
- Sword-Range 1"; Attacks 3; Strength 4; Damage 3/6
- Fighter Commentary - Deal less attack but better average and crit damage. Skip ten times out of ten.
Dragon Ogor with Draconic Warglaive[edit]
- Stats: Movement 6"; Toughness 4; Wounds 30; 195 Pts.
- Runemarks: Destroyer
- Weapons:
- Spear-Range 2"; Attacks 4; Strength 4; Damage 2/5
- Fighter Commentary - With a two-inch range these guys have the potential for an 8-inch threat range on a turn in which they attack. Their quad is okay as well. Bring one with some bullgors and/or a screen of little dudes for a big badass who can attack from outside of combat and behind your other guys.
Dragon Ogor with Draconic Paired Ancient Weapons[edit]
- Stats: Movement 6"; Toughness 4; Wounds 30; 195 Pts.
- Runemarks: Destroyer
- Weapons:
- Sword-Range 1"; Attacks 5; Strength 4; Damage 2/4
- Fighter Commentary - Worse than your bullgor with dual weapons due to one less strength. If you don’t have the bullgor models or you just want one in your list for the quad, it won’t kill you to bring one. Alternarive opinion: has one more attack and thereby is more effective vs t3 or t6+ guys. Also is faster than your bull-guys.
Centigor[edit]
- Stats: Movement 10"; Toughness 4; Wounds 18; 135 Pts.
- Runemarks: Mount
- Weapons:
- Centigor Spear-Range 2"; Attacks 2; Strength 4; Damage 1/4
- Fighter Commentary - main job is to be fast in a already fast waratnd. getting a 10+d6" move range to grab objectives. not any better in melee so only take for purposes of grabbing.
Cockatrice[edit]
- Stats: Movement 10"; Toughness 4; Wounds 30; 210 Pts.
- Runemarks: Beast, Berserker, Fly
- Weapons:
- Sword-like Talons-Range 1"; Attacks 4; Strength 4; Damage 2/5
- Fighter Commentary - Your probably one of the only Warband to get a flying monster as a regular fighter. Used a tactical nuke, as 10" and flying will cover a lot of the bord and its Triple Petrifying Gaze will kill/debilitate a fighter. its not the most durable mobile, its 60mm base limited its movements and the Beast Runemark keeps it out of locked doors and confined spaces.
Allies[edit]
General Tactics[edit]
To start things off you’re gonna want at least two elite units. That means any combination of two Dragon Ogor warglaives, dual-weapons, bullgor dual-weapons, or bullkine leader. From there you can start filling points. My preferred method is for spamming gors and putting in one more elite unit because I like larger war bands with a mix of light and elites for a lot of activations and versatility.
Other Helpful Tips[edit]
Example Builds[edit]
Here is an example list of this:
++ Open Play (Beasts of Chaos) [1,000pts] ++
+ Fighter +
Dragon Ogor [195pts]: Draconic Warglaive
Dragon Ogor [195pts]: Draconic Warglaive
Dragon Ogor [195pts]: Paired Ancient Weapons
Gor [55pts]: Paired Gor Blades
Gor [55pts]: Paired Gor Blades
Gor [55pts]: Paired Gor Blades
Gor [55pts]: Paired Gor Blades
Gor [55pts]: Paired Gor Blades
+ Leader +
Ungor Halfhorn [140pts]: Raider with Raider Bow and Jagged Shank
+ Total: [1,000pts] +
This gives you a lot of bodies to screen and cap objectives, a little bit of range from the raider, and three harder hitters to really put the pressure on your enemy. Alternative take the Ungor Halfhorn with Halfshield for slightly better survivability at T4.
++ Open Play (Beasts of Chaos) [995pts] ++
+ Fighter +
Bullgor [190pts]: Dual Bullgor Axes
Dragon Ogor [195pts]: Draconic Warglaive
Dragon Ogor [195pts]: Draconic Warglaive
Gor [55pts]: Paired Gor Blades
Gor [55pts]: Paired Gor Blades
Gor [55pts]: Paired Gor Blades
+ Leader +
Bullgor Bloodkine [250pts]: Bullgor Great Axe
++Total: [995pts]++
This is two less bodies with a lot more punch. Your three gors can split up between objectives and screening (tying something in combat or preventing a charge) for one or two of your warglaives to attack from afar, while your Bloodkine and Bullgor melt everything they touch.
++ Open Play (Beasts of Chaos) [1,000pts] ++
+ Fighter +
Bestigor [115pts]
Bestigor [115pts]
Bullgor [190pts]: Dual Bullgor Axes
Bullgor [190pts]: Dual Bullgor Axes
Ungor [70pts]: Raider Bow and Jagged Shank
Ungor [70pts]: Raider Bow and Jagged Shank
+ Leader +
Bullgor Bloodkine [250pts]: Bullgor Great Axe
++ Total: [1,000pts] ++
Pure goat bois with plenty of thiccness. Bloodkine and two raiders in your shield, and a bullgor and bestigor each for the daggerand hammer. Again my preference is gors but I made this for the thicc goat lovers. If you want more bodies, which I think is better, you can get rid of the two Bestigors and bring for gors with paired weapons (two gors is 6 attacks and 20 wounds for less cost than one Bestigor at 3 attacks and 12 wounds)
Warcry Tactics | |
---|---|
Grand Alliance: Chaos | |
| |
Grand Alliance: Death | |
Grand Alliance: Destruction | |
Grand Alliance: Order | |
|
|
Monsters & Mercenaries |