Frostlord on Stonehorn (420)

 - Artefact: Etheral Amulet

Huskard on Thundertusk (360)

 - General
 - Command Trait: Everminter's Master
 - Blood Vulture

Huskard on Thundertusk (360)

 - Blood Vulture


1x Ironblaster (120)

 - Allies

1x Ironblaster (120)

 - Allies

3x Icefall Yhetees (110)

3x Icefall Yhetees (110)

2x Frost Sabres (40)

2x Frost Sabres (40)


Thundertusk Beastriders (320)

 - Beastclaw Raiders Battleline
 - Blood Vulture

Total: 2000 pts

Wounds: 99

Allies: 240/400


The EverWinter is coming!

Freeze ’em, blast ’em, smash ’em!

This list is designed with heavy artillery fire from Thundertusks and Ironblasters, backed up by an unrendable 3+ save (hopefully rerolling 1’s) Frostlord on Stonehorn.

Allegience Ability

Beastclaw Stampede: Reroll wound rolls of 1 when you charge.

Everwinter’s Blessing: Roll as D6 in hero phase

  • 1-2 Reroll save rolls of 1 (This is the only good one)
  • 3-4 BCR can immediately move 3″
  • 5-6 Nearly useless

Artefacts, Command Traits & Abilities

Everwinter’s Master on Thundertusk – The only useful command trait for BCR is Everwinter’s Master. It allows you to reroll your everwinter’s blessing. You will ALWAYS be fishing for that 1-2 roll which basically gives a mystic shield to the entire army.

Artefact: Etheral Amulet on Stonehorn – The Frostlord on Stonehorn with an Etheral Amulet is an almost automatic unit in any BCR list. In this loadout, he is by far our best melee unit and most survivable.


Frostlord on Stonehorn – This is our battering ram. With a 3+ unrenable save and rerolling 1’s (if everwinter blessing is rolled right), he is pretty tanky and can dish out major hurt.

Huskard on Thundertusks – These are the infamous dirty snowball throwers. Your enemy will come to fear them… until they get HEAVILY bracketed after just a few wounds. Make sure you keep these two units (and the Beastrider variant) within 18″ of each other so you will get 2 D3 heals on 2+ each hero phase. The snowballs are FANTASTIC at deleting squishy support heros the enemy forgot to hide. I have also enjoyed deleting behemoths turn 1.

Other Units

Yhetees and Sabres – These guys are just here to cap objectives and provide enough units to get 2 ally units in the list (not easy with BCR).


No battalions, because none of the BCR battalions are very good.


Ironblasters – I use these two heavy hitters to clear out any screens for my charging Stonehorn. They normally hit on 4+ (So maybe 1 of the 2 gets a hit) but on units with 10+ you can reroll. Clear the charging lanes for your Stonehorn to hit the priority targets!

Magic, Endless & Realm Spells


In-Game Guide

With this list, you will probably end up going first a lot… and that’s OK!

Move all the behemoths up the board and fire everything you got. If your snowballs all hit (2+), blood vultures, and ironblasters hit (4+ reroll on 10+ model units), you will be putting out 21 mortals + 2D6 dmg (at -2 rend)!!

This is enough to cripple an unsuspecting opponent.

Don’t be afraid to target some snowballs at screen units in order to get your frostlord into a big priority target. His D6 mortals on the charge plus his melee profile is enough to take out some pretty big targets. He is especially good thrown into a fight vs a multi-wound dealing unit as he halves those. Try to avoid getting him bogged by a horde unit (that is his major weakness).

Your opponent will try to bracket your Thundertusks, so it is vital to keep them within 18″ of each other to get your healing rolls down to 2+.

Yhetees are surprising sneaky with their -1 to hit and 6″ activation and pile in. Make sure you fully utilize that in the objective game.

Honest Goblin


Defenders of the Citadel

The Ridge Gang

More rundowns by Caleb Hastings