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    The Frostgut Tribe
  1. Warscrollz Warboss - Battletome Winner Decided!

    Wow, didn't realize I did the most. That was before I uploaded the 8 Beastclaw Raider Warscroll Battalions today for a total of 35. Thanks to the people voting for me, took a bit of time to get that all done! PS - I'm afraid I may have channeled Mork by not reading before voting.
  2. Braggoth's Beast Hammer

    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.
  3. Svard Alfrostun

    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.
  4. Olwyr Alfrostun

    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.
  5. Alfrostun

    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.
  6. Skal

    My second favorite Battalion in the Beastclaw Raiders, the Skal is a group of Hunters and their Frost Sabres. This battalion allows the Sabres to ambush alongside the Hunters, setting up when they do, within 18″ of the hunter, but not within 9″ of the enemy. Combined with Rampaging Destroyers, or Everwinter’s Blessing, you can then move up D6″ or 3″, getting well within charge range (don’t forget they get +3″ to their charge when near a Hunter). When held back until turn 2-3, you can often open up a spot in the enemy line to charge through, or set up on an important objective (great for Gift from the Heavens). The Skal adds a bit of utility and surprise to an otherwise straightforward army.
  7. Torrbad

    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.
  8. Eurlbad

    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.
  9. Jorlbad

    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.
  10. Thundertusk Beastriders

    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.
  11. Stonehorn Beastriders

    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.
  12. Orruk Warboss on Wyvern

    The Orruk Warboss on Wyvern is one of the game's budget behemoths. A lightweight with only 11 wounds and a 4+ save, but comes in at a very respectable 240 points. In combat he smashes face with a Boss Choppa (1"/6/3+/3+/-1/1), and has the choice of either a Boss Shield (re-roll all failed saves) or a second Choppa (goes up to 8 attacks), plus his mount has it's own Horns/Claws/Teeth (2"/5*/4+/3+/-1/2) and a Venomous Tail (3"/2/4+/2*+/-1/3), making him not awful, but not a total killing machine in a fight. His command trait though makes him a very interesting choice, as it gives ALL Orruk keyword units within 12" +1 attack with EACH of their melee weapons. This ability is incredibly potent when combined with units that have multiple melee weapon profiles (like Morboys, Boarboys, Gore-Gruntas, Megaboss on Maw-Krusha, etc). When combined with his speed, you can deliver those extra attacks wherever you need them for some extra krumpin. Overall, for his cost, he's pretty solid, can deal a decent amount of damage in combat, and with the Boss Shield, hiding in cover or buffed with Mystic Shield, he can be decently hard to kill.
  13. Grot Spear Chukka

    Surprisingly, this is one of the more effective pieces of artillery in the game. Two shots each, that re-roll failed to-hit when within 3" of another Spear Chucka, and get +1 to hit against Heroes, they're deceptively accurate, especially when picking off things like Vampire Lord on Zombie Dragons, their Rend is impressive, and deal a respectable D3 damage, with a massive 36" range. Honestly, what's not to love about them? To make things better, if you have a Gitmob Shaman around, you can always buff them with Sneaky Stabbin', which will cause the Spear Chukka to wound on 2+ and improve the rend to an incredible -3. Like any warmachine, their crew are incredibly vulnerable, so keep them out of range of enemy bows, in cover, cowering behind a wall, or all of the above, and when you take them, always do so in pairs, or more.
  14. Mournfang Pack

    The meat and potatoes of the Beastclaw Raiders, the Mournfang Packs represent the "standard" unit of the army. They are the least expensive proper Ogor unit in the army, but that doesn't mean they're anywhere near being cheap, coming in at 100 points per model. For that steep price point, you are getting a fast moving, resilient, eating machine. They are quick footed, moving 9" a turn, tough with 6 wounds and a 4+ save, and pack a big punch in combat. Their mounts impale opponents with their tusks (1"/4/4+/3+/-1/1), while the riders pick between Gargant Hackers (2"/2/4+/3+/-1/3) and Culling Clubs (1"/3/4+/3+/-/2), additionally the Culling Clubs come with Iron Fists (cause a mortal wound to the enemy on 6+ to save). To help make the decision between the weapons, I thought I'd break down the math, these charts represent a unit of 4 Mournfang, against a unit of 4+ save enemies. First up Culling Clubs: So we can see that the 50+ mark is at about 8 wounds, with an average range of 5-11 wounds in a round, definitely impressive, but it should be for 400 points! Now lets take a look at the Gargant Hackers: You can see that the damage range is roughly similar, though with a slightly higher average damage band, and hitting the 50" mark at about 9 wounds per round. So really, what it comes down to is slightly higher damage and reach, vs a chance to cause mortal wounds when you make armor saves. If you're playing pure Beastclaw Raiders, I would lean towards the Gargant Hackers, since 6's to save only works if you're facing enemies with no Rend*. If you're playing mixed Destruction, then it's a closer call, since you could use Mystic Shield to get +1 save, causing mortal wounds back to the enemy on 5's, though I still value the 2" reach to make sure everyone can fight. On top of beating face in combat, they have a couple other interesting rules to take note of. Their Mournfang Charge causes a mortal wound on a 4+ to an enemy unit within 1" after you charge (roll 1 dice per Mournfang that ends within 1"), which could be nice for softening up a monster before you hack it down. Their Horn Blower lets them roll 3D6, picking the two highest on the charge, and their Banner Bearer lets you re-roll 6's for Battleshock, and if enemies flee while within 6", on a 6, another model flees as well. Finally, they have a champion called a Skalg who comes armed with a pistol that isn't terribly reliable (12"/1/4+/3+/-1/D3), but can add a couple wounds to the fight. Overall, they're a solid Battleline choice and the cheapest at 200 points without any requirements on your choice of General. A pair of them is often enough to devastate a unit, while a unit of 4 can trample all but the hardest opponents, and I would totally avoid taking them in larger numbers than that. *The rules for Rend are often misunderstood, it does not reduce the armor stat of the model, but it is actually a negative modifier to the dice roll, much like -1 to-hit or -1 to-wound. This means abilities that are triggered on 6's to save won't work against enemies with Rend.
  15. Icefall Yhetees

    Icefall Yhetees aren't actually ogres at all, but abominable snow monsters that follow on the heels of the Beastclaw Raiders. They represent the second cheapest unit in the army, but are incredibly effective for their cost. They are are decently resilient with 4 wounds apiece, and unsurprising from their appearance, their main job is to get into close combat with the enemy and rip them to shreds. In combat their Claws and Ice-encrusted Clubs are very deadly (1"/3/3+/4+/-1/2), able to inflict a serious amount of damage, and any enemies striking back at them will have -1 to hit. Did I mention that they're fast? They're so quick that they will often outpace other cavalry, they move 9" a turn, can run and charge (if within 16" of a Thundertusk), and they can be chosen to pile in and attack if they're within 6" of the enemy, and have a 6" pile in move. Their pile-in range of 6" creates for some interesting shenanigans. First of all, it means that if they're within 6" of the enemy at the end of their move, they do not need to declare a charge, they just automatically are in combat. It means if your enemy piles-in to another unit and ends up within 6" of your Yhetees, then your opponent has basically done the charge for you. Additionally, and possibly the most interesting, it means that they can Retreat from one combat 9", run another D6" and end in combat with a totally different unit. I'm a huge fan of Yhetees, they're definitely under-appreciated and under-represented on the table top. If you really love them, you can even take them as Battleline if your General is a Frostlord on Thundertusk.

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