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  1. Last week
  2. Battalion

    Unless I've been playing it wrong, your can't get the extra move from everwinters blessing the turn you drop the skal. Blessing is rolled at beginning of hero phase. Skal drops during hero phase, I have to figure "start" of phase is before "during". I hope I'm wrong though since I usually use about 600 points of skal
  3. Earlier
  4. Pretty evil. Give it a go and let us know how it does. I like the list!
  5. How many points would this set you back to use in friendly games.
  6. Battalion

    A newer trend among the Battletomes, Braggoth’s Beasthammer is a Warscroll Battalion that combines both Beastclaw Raiders, and Ironjawz. Braggoth himself is a Frostlord on Stonehorn, and he is accompanied by two units of Gore-gruntas, and two units of Mournfang. The special abilities of the Battalion grant an extra wound to Braggoth, any Beastclaw unit in the battalion gains +1 to hit so long as they’re within 6″ of an Ironjawz unit, and vice versa. Finally, and probably the biggest bonus is that once per game, you can call a stampede, which lets any unit that charged pile in and attack for a second time at the end of the combat phase. It is a bit weird running Gore-Gruntas in a Beastclaw army, but this is a pretty fun Battalion. The only downside is that you’ll still need an additional unit of Mournfang, or a Beastrider to fulfill your minimum Battleline requirement.
  7. Battalion

    Essentially a self-written 2500 point army, and probably my preferred list for 2500 points, the Svard is a powerhouse of an army. Led by a Frostlord on Stonehorn, and also containing a Jorlbad with 3-9 Stonehorn, the Svard at minimum has 5 Stonehorn in the army. They only have one bonus ability, but it gives all of your Stonehorn models an additional wound, which combined with Massive Bulk can mean your Frostlord will have a whopping 15 to chew through (remember, that’s almost effectively 30 wounds). They do have their own bonus magic item, which gives a 5+ save against Mortal Wounds, but really, that’s not why you’re taking this, you’re taking this because you love Stonehorn.
  8. Battalion

    The smallest of the combi-detachments, the Olwyr weighs in at a minimum 1940 points, making it actually usable in Matched play! The downside however is that you’re using a Frostlord on Thundertusk, as well as an Eurlbad (not Jorlbad), and have basically no options for list building (either stay 60 points under for the Triumph, or take 2 Frost Sabres). The bonuses you get are fairly interesting though, gaining a second Command Trait for your general, re-rolling 1′s to-hit for the Mournfang Tusks, and being able to re-roll run dice (though you can’t run and charge with Mournfang in the Eurlbad). Additionally, since you have 2 Warscroll Battalions, you’re generating 3 Artefacts, though only have 2 Heroes to put them on. Overall, I would pass on this in games of 2k, and most likely continue to pass in games of 2500 points.
  9. Battalion

    The generic combi-battalion of the Beastclaw, which you are unlikely to see in Matched Play, it consists of a Frostlord, Jorlbad, Eurlbad, Torrbad, and a Skal, and allows you to re-roll all to-wound rolls on the charge. It’s not bad, but really reserved for very high point games. Overall, I would rather run one of the two themed Alfrostun, they all gain the full benefits of the regular Alfrostun (when maxed out), but will just have to take a couple extra Stonehorn/Mournfang, and lets face it, if you're playing that big of a game, you probably don't need to conserve the points.
  10. Battalion

    If you really, really like Thundertusks, then the Torrbad was made for you. Comprising of a Huskard on Thundertusk, 3-9 Thundertusk Beastriders, and 0-3 Icefall Yhetees, this wall of freezing fat and fur is bound to make some frowns among your friends. When you get up-close with the enemy, you make it so that they cannot retreat, additionally you roll a dice for each enemy unit within 3″ of a Torrbad unit, adding 1 for each additional Torrrbad unit within 3″ of the unit, if you roll a 6 or more, you’ll cause either a mortal wound, D3 mortal wounds, or even D6 mortal wounds. All of that freezing sounds nice, but if your Thundertusks are that close to the enemy, it does mean that you’re in combat, not exactly the ideal place for these snowball tossing behemoths.
  11. Battalion

    The second standard battalion, with an identical composition to the Jorlbad. These guys pack an even harder hitting punch than normal, causing additional mortal wounds to the enemy on any to-wound rolls of 6+ in the combat phase, and to take it a step further, the Huskard adds 1 damage to all of his melee weapons (not sure if this applies to the mount). Overall, a pretty solid battalion, and one of the more reliable sources of inflicting mortal wounds outside of a Thundertusk.
  12. Battalion

    One of the two standard battalions, the Jorlbad represents the spearhead of the Beastclaw Raiders army. A very playable battalion consisting of a Huskard on Stonehorn, 1-3 Stonehorn Beastriders and 2-4 Mournfang Packs, the Jorlbad specializes in getting close to the enemy as quickly as possible. Jorlbad units are able to run and charge in the same turn (though Stonehorn could already do this), additionally, any Jorlbad units within 12″ of the Huskard can also re-roll failed battleshock tests (also for the Mournfang). When combined with Rampaging Destroyers, you end up with Mournfang that can charge up to 33″, with an average of 23″, or up to 30″ with an average of 20″ if you get the right Everwinter’s Blessing result. This is one of the cheapest battalions in the game, reduces the number of drops in your army, and makes sure you reach the enemy very quickly. Almost always the staple of my list building, the Jorlbad is tons of fun on the battlefield, and the second magic item (more brew!) is very welcome.
  13. My understanding is that it's for the General and all units within 6" of him. Other Characters do not get the +2 for their rolls or units being activated by them.
  14. In that case I'll just edit our record here to include both names
  15. Warscroll

    The Thundertusk Beast Rider are your “entry level” Thundertusk option, and chief artillery unit, similar to the Stonehorn, it is taken as a Battleline choice, not Behemoth*. It’s riders are armed for ranged combat the same as the Stonehorn, the main feature of the Thundertusk is it’s Frost-wreathed Ice missile weapon, which causes a hefty 6 Mortal Wounds to an enemy unit in range (18″) on a 2+. The tricky thing however is that it’s damage quickly drops off after suffering a few wounds itself, going down to D6 after suffering 3 wounds, and D3 after suffering 5. In combat, it’s nowhere near it’s cousin, only having the Beast Rider attacks, and it’s own Crushing Blows (2″/4/3+/2+/-1/D3), meaning it shouldn’t be in combat unsupported, except against very weak/small units. Since most of it’s damage will come from it’s Frost-wreathed Ice attack, the Thundertusk is well suited as an alpha strike unit, causing crippling damage on an enemy behemoth, before it has the chance to close in on your lines.
  16. Warscroll

    The Stonehorn Beast Rider is a terrifying sight on the table, and in Beastclaw Raiders, they’re Battleline (and NOT Behemoth*)! Stonehorns are incredibly resilient, and rightfully feared by many players. Coming to the table with 12 wounds and a 4+ save, the Stonehorn’s Stone Skeleton halves the amount of damage and mortal wounds received by the model, calculated after all the attacks for the unit have finished! At range, the Stonehorn brings two ranged weapons, first a Harpoon Launcher, with decent stats (12″/1/4+/3+/-/3) and either a Chain Trap (12″/1/4+/3+/-/3) or a Blood Vulture, which can be used if you run, as it is not classified as a shooting attack (pick an enemy unit within 30″, enemy also picks one of their own units in range, roll a D6: 1-3 does a mortal wound to the unit your enemy picked, 4+ mortal wound to the unit you picked)… None of it’s ranged choices are mind blowing (though you should always go for the Blood Vulture), but lets face it, you took this thing to batter face in combat. This monster moves 12″ a turn (lower with damage), can run and charge, and after it completes it’s charge, causes D6 mortal wounds to a unit within 1″. Once in the fight, it has a pile of high damage attacks: Beast Rider (1″/6/4+/4+/-/1), Stonehorn’s Horns (2″/6/4+/3+/-2/3), Stonehorn’s Hooves (1″/D6/3+/2+/-1/D3), assuming it’s unharmed. For those that don’t want to do the math, here’s what that looks like on the charge, against a 4+ save unit: Chance of causing X wounds, the green band shows one standard deviation from average. That’s an expected output of 6-12 wounds, causing 9+ wounds about half of the time, and when it gets hit back, you’re halving the entire damage pool caused by your opponent. If you’re fighting a 5+ save unit, that’s going to jump to about 8-15 wounds in a single round. Avoid getting them bogged down in units with high numbers of models or are immune to Battleshock, whenever possible, Zombies can be a massive paint to chew through, and keep coming back. The Stonehorn is an ideal unit for crushing medium sized units and enemy monsters, and definitely worth it to fill a Battleline requirement. *The General’s Handbook says that they become Battleline, not “Battleline, Behemoth” as they do in every other instance of Leaders on Behemoths where they explicitly say they become “Leader, Behemoth.” Additionally, GW Customer Support on Facebook backs up that interpretation. The final nail in the argument is that the Azyr army builder in the official AOS app does not count them towards your Behemoth limit. I’d figure that if it was just the GW customer service and the General’s Handbook, I’d say it was a typo and a mistake by customer service, but all 3 points is enough to convince me.
  17. Warscroll

    Morboys! A hilarious damage-dealer unit with unconventionally two different melee weapons, both equally mediocre... but on second thought, is this really the case? They are a great unit in many ways: they get buffed when a monster dies, they have a way of inflicting mortal wounds on enemy monsters AND they are amazing when buffed correctly. You see, having two different melee weapons instead of one weapon with two attacks has pretty massive potential. When this unit gets a "+1 Attack to all of their melee weapons" -buff they actually get +2 Attacks (one for each weapon) whereas normal boyz (even regular orruks with twin-choppas) would only get that +1 Attack as they only have one melee weapon listed on their Warscroll. So get out there and buff these steroid-filled maniacs to kingdom come, watching your enemies take 4 punches to the face from each an every one of these gitafakas! Source for this buff could be, for example, an Orruk Warboss.
  18. Warscroll

    Wurrgog Prophet is a caster and as such can't handle much hurt coming his way. There is a way to help it, however, and the tools for this come from the Bonesplitterz Battletome: Make him your general (of course) and give him Squirmy Warpaint -Command Trait for 4+ save against mortal wounds (no more dying to panic bolts!) and hand him the Artefact mask that lets him once per game start causing D3 mortal wounds on one unit within 12". After each D3 you roll a dice and on a 3+ he deals a further D3. Unfortunately if you roll a 1 or 2 at any point during this then his head explodes and he dies. Just hope that the unit does too! This is a murder many won't see coming until it's too late >:)
  19. Warscroll

    Another Old Skool character here and unfortunately suffers from the same sorts of issues that these types of units have. They tend to have one quirky special rule to define who they were and thats about it. In Wurrzag's case he is basically an Orruk Shaman with a shorter ranged spell that only effects Wizards and a mask that has 2D6 attacks hitting and wounding on 5's. I think if you want to use him, I would just use the model as a Wurrgog Prophet as you will probably has a load of Bonesplitters and want something to support them. If you want some Greenskin magic, I would get the Orruk Great Shaman. It's a real shame that these old characters didn't translate well but too be honest, they were part of a world that doesn't exist in the setting now and the ones who did manage to escape over have a place. Pros: Cool model Cons: Orruk Great Shaman or Wurrgog Prophet are better due to spells/stats/abilities His spell is too situational Summary If you want to use him, bring him to your narrative games. Anything else, he's not worth thinking about unless you have a burning need to field him.
  20. The rules are in this Horus Heresy book I think: https://www.forgeworld.co.uk/en-GB/The-Horus-Heresy-Legiones-Astartes-Age-of-Darkness-Legions
  21. Warscroll

    wow, I saw it years ago in a Spanish Wiki. I didn't know you made it. Cool!
  22. Warscroll

    In matched play, he's a very expensive mystic shield. He's twice the price and more than a Moonclan Shaman, and had a worse unique spell. He's not even that much more beefy for the points difference.
  23. Warscroll

    This dancing friend is a welcome addition to any Bonesplitterz army. He's maybe a little unreliable with his random dancing, and the Ju-Ju dance, with the horrible saves of all your Bonnespliterz orruks its a little weak, but nonetheless, this is a great magic support that can go behind your bosses or even Wurrzag to heal them and make it easier to use his Gorkamorka magic! Pros: He is a Wizard, so he can help you by buffing units or attacking your enemies. His dance maybe is a little random, but it's automatic every hero phase, so you have one guaranteed effect. All of his effects are better used on heroes, and the Weird Dance can only work with magic heroes. So the correct positioning of this Wardokk its crucial. Cons: He has 5 wounds, so can soak a bit of damage, but with his 6+ save he will die to a single round of shooting from an enemy unit. He isn't gonna kill anyone in melee. Maybe he is a Orruk... but he was born to dance, not fight! Like Billy Elliot. His dance is a little unreliable, so keeping him near valid targets for all of his dances is crucial.
  24. Warscroll

    So how can you improve upon the humble Squig? Feed it until it becomes a giant Squig, then add some ball and chains to it, and then attach it to another giant Squig. Then just in case, have some Grots to ride it but this is mainly because you don't like those Grots. The Mangler Squig is a great unit if you can get over it's random move as it looks great and dishes out loads of damage. Anything insane enough to get into combat with it will face something which dishes out a lot of attacks which cause a lot of damage and have good rend values. Also if you are lucky with your charge rolls and roll a double, the Squig will hit on 3+ with it ball and chain attacks! The downside with the Mangler Squig is that it doesn't have a lot of wounds for a decent monster, not a great save, which causes us issues in the current meta of shooting. With only 10 wounds and a 5+ save, you will most likely see the Mangler Squig being shot off the board or damaged enough so it's not moving very far. Also in Matched Play games, it is quite expensive (240 points), so you will be looking at other options. Pros: Fantastic amount of attacks with high damage Good range if the dice are kind to you Cons Not a brilliant amount of wounds Poor save Expensive in Matched Play Summary If you like to take a risk and like to have a gamble, go for the Mangler Squig. You might get lucky with your dice rolls and get first turn, huge move roll and good charge roll. In reality, you will most likely see the poor couple shot to bits
  25. Warscroll

    They may be ugly. They may be expensive money-wise. They may have less model variation that a clampack. But those Troggoth are tanky as a German Panzer and can dish a lot of damage to high armored foes. Don't be fooled by his abilities. His bravery of 5 will cause problems to you and, at the moment one Troggoth die, you see how his friends run for the hills faster than a Gobbo. Use them wisely. Pros: 4 wounds per model, 5+ save, and his 2 Special Rules make those guys very, very tanky. Remember that you have to put all the wounds on the same model, so no wound collocation shenanigans to regenerate all in one turn! To Stupid to Die! Don't only protect those guys from normal Wounds, but Mortal Wounds too! Remember that. His Noxius Vomit has a short range, with his high rend value and his 1d3 damage, can totally wreck enemy heroes or monsters, or high armor elite units. His Troggoth Clubs will be of better use killing elite units or monsters with that sweet -1 rend. Cons: Their models are metal. Yes, maybe its not important to you or you actually prefer it! But as they are one of the last metal models Games Workshop sells, it need to be noted. 5 Bravery means that, at the moment one or two go down, its highly likely that the others will run for the hills. That's the reason you don't want them to die! If you have bad dice rolls, maybe no one of his special rules will activate. But you are playing Destruction! Are you a Order player, based in reliable-units? No! So don't moan about it!
  26. Warscroll

    This boy is insane. Not only because he's maybe the only Bonesplitter that can tank damage with his shield and his warpaint, but for his buff potential. I'm not gonna talk of his combo with the Bonesplitter archers and the Kunnin Ruk battalion, because he can function of its own. His bravery its not the highest but he is fast and can dish a lot of damage, more than other heroes. But he pay it being more vulnerable with only a 5+ save, so you are paying rerrols to hit attacks if you want your Warboss to survive longer with a shield. Pros: In his tanky variant, with his Warpaint and his Bone Shield he can endure a high amount of damage. Take care, he only has 6 wounds, but to compared to your standard bonesplitterz standard, he is pretty tanky. Remember that his Warpaint not only protects him from wounds, but of mortal wounds too. With two Granite Choppas he can be a totally horde killer, with the not low amount of 7 attacks at 4+/3+/-1/1 he can perfectly cause a lot of damage to low armor hordes. Remember his ability, because with two Granite Choppas he can re-roll failed to hit rolls, where he needs 4+, so its actually better than re-roll to hit wounds. His Command ability totally synergizes with some of your Bonesplitterz units that can attack 2 times in a round, like your Maniaks. Take care, your enemy will totally want to focus on your buffed unit. Cons: For his hight amount of potential damage and his buffing abilities, your enemy will totally want to focus his fire in this green fella. Try to use cover to your advantage, because even the Shield and Tanky version will have problems with a proper focus. He is naked, what you expect? He should have been surfing his boar like a true Savage Orc warboss!
  27. Warscroll

    Troggoths are simple creatures and their rules are the same. You get a creature that is fairly tough, hits fairly hard and if something causes some damage to it, if can regenerate D3 wounds. It also looks like you can make it really difficult for you opponent to wipe out a unit of Troggoths. The rules state that you allocate a wound to a model, then you keep on allocating wounds until that model is slain. But the Troggoths roll a die for each model and on a 2+ will regenerate D3 wounds. So in a unit of three Troggoths that has suffered three wounds to one model, you can make three rolls and will most likely regenerate all these wounds! Troggoths also have decent combat attacks if they hit but the real cool thing is that they have a vomit attack! So with a average bit of luck, you can dish out a lot of damage per Troggoth. Rockgut Troggoths also have a special rule where they get a 6+ save to ignore wounds/mortal wounds caused by a spell or a wizard (useful if in a close combat fight against a wizard!). This is nice but nothing to write home about. The issue is when it comes to Matched Play, all Troggoths cost the same (200 points), so unless you really want to use these models you will be looking at the other types of Troggoths and if you are looking at units like this, you will be looking at other units over Troggoths. Pros: Great stats (nice save, plenty of wounds, nice movement and okay bravery). Great attacks in combat Vomit Attack!!! Cons: In matched play, expensive Other types of Troggoth are better Summary Great models with nice rules but you will be looking at other Troggoths or similar units (Fimir Warriors!!!) over these guys!
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