
EXAMPLE BEASTS OF CHAOS ARMIES
Greeting denizens of the forest! Nothing is more exciting around GW HQ than when we get our first look at a new army list. Personally, as soon as I see a new set of troops, I start thinking about what I would take in an army, even if I have no intention of ever playing with that force.
Looking for combinations, checking out new abilities, and complaining about how tough the units, magic items, or characters are is all part of the excitement. The following are Beasts of Chaos army lists that we've put together in the hope that they may inspire you. These forces are not designed to be tournament breakers but should be competitive and fun to play with and against.
Gulmoth's Warband - 1,500 Points of Beasts of Chaos
Characters |
||
|
Bray-Shaman Gulmoth |
Level 2 Bray-Shaman. |
145 |
|
Core Units |
||
Gulmoth's Raging Pestigors |
20 Pestigors with
Mark of Nurgle (Fear). |
320 |
Fang of Gulmoth |
20 Bestigors. |
270 |
Shadow's Bite |
6 Gors with
two weapons, 12 Ungors |
125 |
The Mistakes |
55 |
|
|
Special Units |
||
The Wild Hunt |
8 Centigors with
shields. |
187 |
Siege Breakers |
6 Chaos Furies. |
90 |
Gulmoth's Bone-Eaters |
3 Minotaurs with
great weapons. |
158 |
|
Rare Units |
||
Angry One |
Chaos Spawn (Bloodbeast of Khorne). |
75 |
Sticky One |
Chaos Spawn (Beast of Nurgle). |
75 |
|
Total: |
1500 |
|
Why would Gulmoth assemble this motley band of beasties?
Let's start with the Spawn. These monstrosities are great! Not only do they look amazing, but they cause Fear and are Unbreakable. Combined with a Toughness of 5 and 3 Wounds, these creatures should serve their purpose by holding up a pair of enemy units long enough for faster units to swing around for a flank attack. A Spawn without an upgrade of some sort is really a wasted opportunity, so I have one with extra strength for those armoured units and one with Poisoned Attacks for monsters and units with high Toughness.
Who's going to do the flanking? The Centigors of the Wild Hunt have the speed, strength, and attacks to rout most units when hitting them in the side (or in the front for that matter). Alternatively, The Wild Call spell stored in the Staff of Darkoth can encourage most of the units in the army to reach an entangled unit's side.
The Chaos Furies, like most flying units, are essential against armies with war machines but can be used effectively against screening skirmishers, weakened units, or other flyers.
Minotaurs also cause fear and with good reason! Scrapping the unit of Warhounds will provide enough points for a Standard Bearer if you feel that they are required. Strangely enough, Minotaurs don't play musical instruments.
The Core of this army are the two units of Bestigors. Screened by the expendable Beast Herd (The Mistakes), these two units are fast and strong enough to do serious damage to any enemy unit. Add the Mark of Nurgle to one of them and you've got a serious threat. If your opponent has a lot of shooting capability, you can screen with the larger Beast Herd as well. If your enemy has little shooting capability, you might want to Ambush with the Beast Herds.
This
army should do well in the Magic phase. More aggressive players might want
to trade in something and go for a pair of Level 2 Wizards, but the magic potential
of this list should do okay against most armies.
Want a few more characters? Trading in a Spawn and/or trimming down some of the larger units will provide you with the points to get a tough hero or an Army Standard Bearer without compromising the effectiveness of this warband.
As with any 1,500-point army, there are a lot of places that need expansion. More characters, a Chariot or two, and monsters!
Next: The 2,500-point version of Gulmoth's Warband.
