Warcry/Tactics/Beasts of Chaos

From 1d4chan

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.
  • [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.
  • [Triple] Bestial Charge: (Gor, Bestigor, Bullgor only.) 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.
  • [Triple] Volley of Arrows: (Ungor with Bow only.) Add half the value of this ability (rounding up) to the Attacks 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 damage to that fighter equal to the value of this ability.

Fighter's Overview[edit]

Leaders[edit]

Ungor Halforn with Half-shield[edit]

  • Stats: Movement 5"; Toughness 4; Wounds 16; 140 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 a 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[edit]

  • 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 to pay for the Foe render or bullgor.

Gor Foe-Render[edit]

  • Stats: Movement 5"; Toughness 4; Wounds 20; 170 Pts.
    • Runemarks: Leader
    • Weapons:
      • Axe-Range 1"; Attacks 4; Strength 4; Damage 2/4
  • Fighter Commentary - Better point for point than the bestigor leader and a good point cost for 20 wounds and 4 strength 4 2/4 attacks. Solid choice.

Bestigor Gouge-Horn[edit]

  • 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 - Dont bother. For 15 points cheaper get an almost identical stat line from the foe render.

Bullgor Bloodkine with Dual Bullgor Axes[edit]

  • Stats: Movement 5"; Toughness 4; Wounds 35; 245 Pts.
    • Runemarks: Leader, Brute, Warrior
    • 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[edit]

  • Stats: Movement 5"; Toughness 4; Wounds 35; 250 Pts.
    • Runemarks: Leader, Brute, Warrior
    • Weapons:
      • Axe-Range 1"; Attacks 3; Strength 5; Damage 3/8
  • Fighter Commentary - If you’re using Onslaught doubles or Rampage quads on him this is the best leader choice. Otherwise save five points and take the duo axe one.

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
  • 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! 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
  • Fighter Commentary - Trades +1 attack for Toughness 4. If you want to spam holding fighters, they your goat.

Ungor with Flail and Half-shield[edit]

  • Stats: Movement 5"; Toughness 4; Wounds 8; 60 Pts.
    • Weapons:
      • Club-Range 1"; Attacks 2; Strength 3; Damage 1/3
  • 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
  • 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.

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

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.

Bullgor with Dual Bullgor Axes[edit]

  • Stats: Movement 5"; Toughness 4; Wounds 30; 190 Pts.
    • Runemarks: Brute, Warrior
    • 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 [Triple] Bestial Charge Will hack up most enemies with ease. This is your bear fighter hands down. If you don’t have a bullgor leader (and some times even if you do) one of these are an auto take.

Bullgor with Great Axe[edit]

  • Stats: Movement 5"; Toughness 4; Wounds 30; 190 Pts.
    • Runemarks: Brute, Warrior
    • Weapons:
      • Axe-Range 1"; Attacks 2; Strength 5; Damage 3/6
  • Fighter Commentary - Might have been a misprint? * NOPE THEY JUST SUCK Trades 2 attacks for +1/2 damage. Factoring in the DPS you lost, twin axes are better. Needs a difference in strength to justify the choice. Skip.

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 - Too few attacks/damage the other two variants are much better. 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.

Allies[edit]

Great Bray-Shaman[edit]

  • Stats: Movement 4"; Toughness 4; Wounds 25; 165 Pts.
    • Runemarks:
    • Weapons:
      • Ranged-Range 3-7"; Attacks 2; Strength 3; Damage 3/6
      • Club-Range 1"; Attacks 3; Strength 4; Damage 1/4
  • [Double] Devolve: 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 -

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