This list was originally designed in 2019 to get the best out of the Warherd sub-faction and I believe it’s the best way to do. It’s gone through several iterations with the 2020 points changes, removal of realm artefact and the new Kragnos update but functionally it’s the same list.
I’ve played a lot of games with this list and it great fun to play, I have only had one bad experience with it where it absolutely stomped through a Sylvaneth list by turn two at the GW heat 2 and there was just nothing my opponent could do! This list has won games in turn four or five when my opponent has thought they had the win, only for a sneaky encircling to take the win.
It has power, it has tricks, it now even has +1 to hit and impact hits!
2019: Brasswalkers – Used the Brass Despoilers Battalion for re-roll 1’s to hit.
2020: Depraved Walkers of the Dark Drove – Depraved Drove Battalion for re-rolls to hit and to charge against artefact wielding heroes.
Brayherd Ambush: Brayherd units can be deployed in ambush and at the end of your first movement phase, you must place them within 6″ of the board edge and more than 9″ away from any enemy models.
Shadowbeasts: This Darkwalker ability grants the Brayherd Ambush rule to Warherd units. Additionally half (rounding up) can deploy in the second turn.
Blood Gorge: If a Warherd unit destroys a unit in the combat phase it heals D3 wounds.
Primordial Call: Inflict D3 mortal wounds on a friendly unit to gain summoning points which can be used to bring in new units as per Brayherd Ambush deployment.
Herdstone: Terrain piece deployed in friendly territory. This grants Battleshock immunity and -1 to enemy saves within 6″, this range extends 6″ each Battleround.
Gor Battle Fury: A new bonus for Gor letting you re-roll charges when you setup from ambush.
Warherd Charge: When a Warherd unit charges do D3 mortal wounds on a 4+ (or 2+ for Heroes or units of more than 3 models).
Artefacts, Command Traits & Abilities
Command Ability: Slaughterer’s Call – The Doombull can give +1 to wound rolls to a WARHERD unit.
Command Ability: Savage Encirclement – At the end of the movement phase, remove a unit 9″ away from any enemy unit and wholly 18″ of a hero. At the end of your next movement phase it must deploy anywhere on the battlefield more than 9″ from an enemy model.
Command Ability: All out attack – pick a unit within 12”/18” to get reroll 1s to hit. Really helpful on your Bullgor as this makes them 3+ reroll 1s to hit.
Command Trait: Nomadic Leader – Add 1 to run rolls of units wholly within 12″.
Artefact: Desolate Shard – Once per battle, at the start of your hero phase, the bearer can use the Desolate Shard if they are within 3″ of a terrain feature. If they do so, roll a dice for each enemy within 1″ of that terrain feature. On a 4+ that enemy unit suffers D3 mortal wounds.
Artefact: Cleaver of the Brass Bull – Pick one of the bearer’s melee weapons. Improve that weapon’s Rend characteristic by 1. In addition, if the unmodified hit roll for an attack made with that weapon is 6, add 1 to the Damage characteristic of that weapon for that attack.
Artefact: Knowing Eye – At the start of your hero phase, roll a dice if the bearer is on the battlefield. On a 4+ you receive 1 additional command point.
Doombull: A mid tier Hero, fairly tough (8W 4+ Save) with good overall damage output (3 attacks 3+/3+ Rend -2 Damage 3) including a few mortal wounds, can however be unreliable. Nice with the Cleaver artefact when it connects.
Great Bray-Shaman (named Butchers Herd hero): A low tier single cast wizard hero with 5W and 6+ Save, attack profile (3 attacks 4+/3+ rend -1 damage D3) is okay for a wizard but you don’t want him in combat anyway.
Tzaangor Shaman: A mid tier Hero spell caster, not very tough but he has one job which is to cast Chronomantic Cogs. He has a one use per game spell cast which can re-roll one or both dice for the cast. This gives you a fairly reliable way to cast which makes a big difference to the army. He can then sit bac
Bullgor: Battleline with Doombull as General. A tough unit with low save (4W 5+), with great weapons they can hit very hard (2 attacks 4+/3+ Rend -2 Damage 3) or with shield they get a 4+ save in combat but a reduced rend on their attacks. Wound rolls of an unmodified 6 do a Mortal Wound. 7″ move with +1 to charge makes them fairly quick. These will cut through elite troops like butter.
Gors: Low damage output but fairly tough for their points. These are in the list to fulfil battleline and to be sacrificed at the Herdstone.
Centigors: A solid multi function unit, relatively tough (2W 4+) with a decent attack profile if they’re drunk (+1 to hit and be hit) and charging gives them re-roll wound rolls. They’re very fast at 14″ move, they can also run and charge. Great for taking out support heroes, and taking objectives.
Ghorgon: A brutal monster (14W 5+) with a main attack profile that will do most of the damage (5 attacks 3+/3+ rend -1 Damage 3), a second single attack which can do D6 damage. A further ability allows it to swallow whole a model if you roll equal or above its wounds characteristic, amazing for low key heroes or splitting up a unit’s coherency. These will obliterate hordes and heroes alike however they die fairly easily.
The Butcher‘s Herd (Shaman, 2×6 Bullgor, Ghorgon): Grants plus one to hit for Warherd units in the battalion within 12″ of the Bray-shaman, which for Bullgor is really a game changer and not to be underestimated.
Phantasmagoria of Fate (Tzaangor Shaman, Doombull, 10 Gor, 2×5 Centigor, Ghorgon): Units from this battalion that do not have the WIZARD keyword can attempt to unbind one spell in the enemy hero phase in the same manner as a WIZARD if they are within 9″ of the caster. This is just a nice benefit to the rest of your army it might help occasionally.
Magic, Endless & Realm Spells
Vicious stranglethorns: 24” D3 damage to all units within 3” of a terrain piece. as the shaman will be sat with the Herdstone throwing Gor in to the fire this long range spell is really the only choice. It can be really effective though if you have plenty of terrain channelling your opponent.
Tendrils of Atrophy: Tendrils of Atrophy has a casting value of 6. If successfully cast, pick an enemy unit within 12″ of the caster that is visible to them. Until your next hero phase, subtract 1 from save rolls for attacks that target that unit. great for the turn after you ambush the shaman to really buff up the Bulgors attacks, can also be used to get the Doombull up to -4 rend
Chronomantic cogs: +2 to move and charge or +1 spell cast and reroll saves. This is mainly for the charge bonus for ambushing units. It makes the bullgor charge on a rerollable 6+ which is fairly reliable (over 90%) Once your charges are in you can switch to the extra spell and save.
Wildfire Taurus: Can deal D3/D6 MW to units it passes over which is decent, but also causes those same units to strike last in combat. Absolutely a game changer in the activation wars, and combined with the bullgor on to hit rerolls this will easy take down Keepers or Ghould kings on Terrorgheists.
Pre-game and deployment
This is a two drop list with everything being in the one of the two Battalions.
Depending if you need to play offensively or defensively the Herdstone can be placed 3″ in behind your deployment line or further back on an objective, preferably near Arcane scenery to ensure a high roll for cogs. I normally place in the safest position I can where the shaman can be in cover and out of enemy unbind range.
There are multiple tactics to use with this list depending on the opponent’s list and Battleplan, the general plan is to deploy the Tzaangor Shaman and Gor by the Herdstone to create summoning points and hold a home objective. This can be layered with the Centigor if you have a high value home objective under threat.
One unit of six Bullgor, Doombull, Shaman and a Ghorgon deploy in ambush and the second unit of six Bullgor and Ghorgon in the backfield within 18″ of the Tzaangor Shaman ready to be encircled turn one or two. You could also ambush the second Ghorgon and Bullgor turn one if you want.
If you have the choice, which you often will, take the second turn, this forces your enemy to either spread out to limit your ambush or leave gaps. Either way it’s huge psychological impact and they will make mistakes which you can exploit. When they leave gaps you can either ambush in to them or use encirclement to drop anywhere on the board. Very rarely can your opponent do much on turn one even with an alpha strike or shooting army as you should have deployed fair far back.
One of the biggest benefits of this deployment is that you present almost no targets, all your threats will either be in ambush or in the back field out of range. The only way they can get to the meat of your army is on your terms once you have deployed and had at least one turn of combat.
Turn one you must deploy half (two) of your ambushing units, so drop the Doombull and a Ghorgon. These two are a nice little package and with Command Ability charge re-rolls at least one should get in to combat, don’t worry if they don’t to be honest these are just a distraction.
You can drop everything turn one if you’re in a good position, but I find dropping half turn two is generally better in most cases; this is because with alternating pile ins you need to limit the attacks back on to your Bullgor.
Turn two you deploy the rest of your ambushing units and anything you encircled turn one. This is often the pivotal turn so use all your Command Points for charge Re-rolls and then +1 to wound buffs.
The trick here is to fight on your terms, aim to take out one main target per turn. The units of six Bullgor will generally annihilate anything they touch so use them to take out the biggest threat then encircle them away the next turn if you can. These guys when buffed from the Doombull/Shaman will be putting out about 25 damage through something with a 4+ save which goes up to 30 damage through if you’re in range of the Herdstone of if the Shaman gets Tendrils of atrophy off.
If the army gets re-roll hits triumph this gives you an extra guarantee for the Bullgor to kill something important.
The Shaman should baby sit the units of Bullgor for charge re-rolls and to give out that sweet +1 to hit, his small base size ensures he’s not in the way when ambushing or causing problems for the unit when piling in. Ideally when you ambush him you want to get him in terrain or out of line of sight but still within that 12″ buff range. Consider keeping him within 3″ of a unit for protection from shooting with look out sir.
One of the biggest threats to this army is hordes, so get your Ghorgons in and get chopping. If you can get two in on a big horde you can sometimes eat models in the middle to split the unit in two to die to coherency.
Centigor always take my opponents by surprise, use them to get behind units and kill support heroes and/or take weakly held objectives. They will go through small units of chaff or 5 wound support heroes pretty easy, make sure they’re always drunk if they’re not likely to die or if they’re supporting another unit which will take the hits.
Once cogs is active and you charged in you can then slow down time for the extra spell, the shaman then can cast two ranged MW spells for a little help where you need it, although ideally he should be next to the Herdstone to continue throwing Gor in to the fire. By turn 4 though it is fine to move him away unless you really need to summon something turn 5 for the win.
Turn two, try to get the Wildfire Taurus in the mix this will provide plenty of extra MW damage and cause powerful units like the keeper of secrets, Gristlegore ghouls king and Idoneth to be on the back foot so your Bullgor can kill them. As you took the second turn you will get to control it unless you take the double turn.
Because you probably gave away the first turn this will likely come to you at some point, this moment is pivotal to the list. If you take the double too early and haven’t destroyed enough of their threats you will likely be wiped out if they get a double back on you.
Only take the double turn when you are sure you will win. Normally I would hold off until the fourth turn to take it however if things have gone well you might take it turn three, probably never take it turn two.
You have little inherent defence except a decent wound count, so mobility and surprise is your defence. Use encirclement and ambush to spread your enemy across the board and don’t let them concentrate any force. Summon Ungor in or use Centigor as chaff screens if you need too. Even a Ghorgon can be throwaway in this list, if you throw him forward your opponent will have to deal with him.
You don’t have the numbers to just sit and hold objectives, so take them and move on (unless your opponent has deep summoning abilities) on a lot of Battleplans summoned units can control objectives without needing to move. The others you will need to move or charge on to them, only do this with Ungor if the enemy unit is in combat with something else.
You start turn one with three Command Points, don’t be afraid to use these for charges with your Bullgor but also don’t waste them on charges that aren’t important. Save them for encircling.
Lure the enemy in to your Herdstone range if possible, when you’re dishing your -3 rend with most of your units there isn’t many combats you can’t win.
Anything that ignores rend: Nighthaunt are troublesome, we have a low amount of high potential attacks so you have to really be careful against them.
Horde and summon armies: Anything that can keep churning out cheap units of chaff can be a struggle, however WARHERD do regain D3 wounds for units they destroy so not always too bad.
Shooting (sometimes): Large amounts of shooting will really take a toll on the army due to low saves, luckily most of your army will be in ambush or in combat so just be aware that these will need prioritising.
Battleplans with more than four Objectives: Until you summon in Ungor, you don’t have the models or unit count to cover everything. So prioritisation of targets is key.
Mobility: This army is highly mobile and can fight where it wants to, Battleplans with late game objective bonuses or moving objectives should be relatively easy to react to.
Small footprint units: This army doesn’t suffer too much from piling in problems, you will generally get all of your attacks in if you are in combat.
High power density: You can put out a large amount of damage in some small spaces, so use ungor screens and terrain or the board edge to your advantage. A Ghorgon in combat with one model of a unit of 30 that can’t pile in is the ideal situation.