Age of Sigmar/Tactics/Old/Chaos/Warherd

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These are the rules for Warherd prior to the release of the Beasts Of Chaos Battletome, and as such are no longer matched play valid.

Warherd[edit]

The good - Warherd are actually a pretty brutal and fast elite army with an interesting (if not terribly diverse) play style, that can actually wreck face if played correctly. The bad - they don't have their own command traits, artifacts or any of the bells and whistles that some of the more popular factions have in abundance. The ugly - the whole faction consists of 4 models, 2 of which come out of the same box and one of which is failcast. Bummer.

Hero[edit]

  • Doombull: The murder cow has axe'n'board (4x 3+/3+/-1/2, as well as 4+ in melee), twin axes (4x 3+/3+/-1/2, re-roll 1s to hit) or two-handed axe (3x 3+/3+/-2/3). The most damage potential comes from the dual axes, but you're going to want the -2 Rend from the great axe. Overall, all the options are pretty solid, and each one makes the Bull an absolute melee monster. His attacks are great and he shares the Bloodgreed ability with his lesser kin - on a 6+ to wound, he gets to make an additional attack. Although it may look a bit gimmicky and definitely weaker than some of the absurd stuff that the Stormcasts have access to, it is very much relevant, because the only Command ability you have, and really the only one you need, grants a flat +1 To Wound to all Warherd units in a huge bubble, INCLUDING to himself. This of course stacks with the Blood Greed ability all Warherd have, which gets them extra attacks for Wound rolls of 6+, making that ability activate on 5+ dice rolls and getting much more mileage out of it. Play him, CHOP EVERYTHING IN HALF. Also, like his lesser kin, he's very fast with a Move of 7".

Unit[edit]

  • Minotaurs/Bullgors: Get the same Bloodgreed rule as the Doombull, а similar choice of weaponry (literally, almost the same profile all around, 3x 4+/3+/-2/3 or 4x 3+/3+/-1/2) 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. Other than that, they're fast, have more raw, balls-out power than almost anything in the game and have lots of Wounds. The high Wound-count combined with the meh Save also means that targeting them with Mortal Wounds will almost feel like a waste to your opponent, which might keep them safe longer.
    • Consider the following: Because of the model's bulk, squads bigger than 3 are clunky to use. As such, there's only one real way to run these guys, and it's MSUs of 3, each with a BLOODKINE, banner, drummer, and Great Axes. MSUs take advantage of their insane speed, reduce the chances of losing a precious bull to almost nothing (You need to roll a 6 if you lose 2), and best of all? You can SPAM BLOODKINES, who makes an ADDITIONAL attack with their Great Axes. Remedy a unit's chance to hit with Lord of War or a Chaos Sorcerer, and you're dealing almost 12 damage AVERAGE at Rend -2, with the potential for MORE with BLOODGREED, PER THREE BULLS. Finally, don't forget to take advantage of their drummers. This ability stacks, increasing your charge ranges to absurdly high numbers. What about shields and dual-wielding? Sorry folks, but here's some shit: Shields MIGHT have been worth it if it was a flat +1 to your save, rather than a gimmicky +1 in the combat phase, so fuck that shit; even a round of shooting from an Ungor Raider squad can put a single bull down. And with the amount of Mortal Wounds being tossed around in this current Meta, your dinky shield would fucking explode in sheer horror at how useless it is. In regards to dual-wielding, there's already many ways in this game to re-roll 1s for hitting, and by taking this option, you're losing out on Rend -2, which is the biggest way to bypass your opponent's armor. You're also hurting their effectiveness at taking on Mystic Shield. Most big enemy heroes have 3+ or 4+ nowadays, and Mystic Shield is only going to make that harder to penetrate, and your Warherd will NEED the -2 to get damage through. TL;DR: Optimal is Great Axes, MSUs of 3 for BLOODKINE spam. Don't forget your Banner and Drummer bonuses, and your additional attack for your BLOODKINE. DON'T FORGET YOUR FUCKING DOOMBULL FOR THE COMMAND ABILITY.
    • Alternative take: You can mix and match weapons in squads now. This means that you can stick a great axe on each champion and one other guy and a shield on the third one. That way if you get smashed on your way to the fight, you can choose whether or not you need that extra +1 to saves in melee for the first few hits that the unit takes, or go in with the bog can openers.

Monsters[edit]

  • Ghorgon: Same Blood Frenzy as Doombull and Bullgors, but on a 5+ (so on a 4+ if you have a Doombull nearby, say bye-bye, Sigmarines). Also, he gets back d3 wounds if his Huge Slavering Maw attack wounded someone. This thing is your sledgehammer, with insanely strong attacks, but very slow for a monster. If you manage the charge and a Doombull is nearby, this thing can rip apart whole units, otherwise, it will stop cannonballs with its face for two turns and then die. Sidenote: If you want to ensure that this guy gets in, bring Sayl the Faithless. His spell will make the Ghorgon go flying down the board and into your enemies, who will wonder how this guy got so close so fast and what happened to his heroes.
  • Cygor: Can unbind two spells in each Hero Phase: If he manages to do it, he deals a mortal wound to the caster while getting back a wound for himself. He also can reroll hit rolls when attacking wizards, which he really really needs, having Hit rolls of 4+ across the board. Two of them can add some okay shooting, but the fact that the damage table influences his range makes him unreliable at best.

Warscroll Battallion[edit]

  • Bloodscorch Bulltribe - 3 starter boxes worth of models band together. All 9 Bullgors and 3 Ghorgons gain an additional wound, get marked as Khorne and gain the ability to re-roll all charge rolls. In and of itself, the 12 extra wounds and the charge re-rolls are an awesome bonus. However, the fact that the units are now marked as Khorne should not be overlooked either, as it means that they can be affected by Blades Of Khorne buffs, and those can be quite brutal. Throw a bloodsecrator or a bloodstoker in the mix. not matter since Blades of Khorne aren't available as allies.

Allies[edit]

  • Brayherd:
  • Chaos Gargants
  • Monsters of Chaos:
  • Slave to Darkness:
  • Thunderscorn: