List

Allegiance: Beasts of Chaos

- Greatfray: Darkwalkers

Mortal Realm: Hysh

Leaders

Doombull (120)


- General
- Trait: Nomadic Leader 
- Artefact: Desolate Shard 

Beastlord (90)


- Artefact: Sword of Judgement 

Tzaangor Shaman (160)


- Lore of Twisted Wilds: Vicious Stranglethorns

Battleline

6 x Bullgors (320)


- Great Axes

6 x Bullgors (320)


- Axes & Bullshields

10 x Gors (70)


- Axes & Shield

Units

5 x Centigors (80)

5 x Centigors (80)

Behemoths

Ghorgon (200)


Ghorgon (200)


Battalions

Depraved Drove (150)

Endless Spells

Chronomantic Cogs (80)

Wildfire Taurus (80)

Extra command point (50)

Total: 2000 / 2000

Extra Command Points: 2

Allies: 0 / 400

Wounds: 129

Introduction

This list is designed to get the best out of the Warherd subfaction, so for that reason it’s possibly not the absolute best the list could be, but I believe it’s the best way to use Warherds units in the current Meta. It’s also very fun to play!

Since using this in GW Heat 3 going 2/3 I’ve made some minor adjustments to fit the Wildfire Taurus in. 

And after the GHB19 I’ve now changed to the depraved drove as reroll 1s to hit is available with a CP. 

Allegience Ability

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 Aambush rule to WARHERD and THUNDERSCORN 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.

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 combat units. Combine with Slaughterers call for extra reliability.

Command Trait: Nomadic Leader – Add 1 to run rolls of units wholly within 12″.

Artifact: 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.

Artifact: Sword of Judgement – on a roll of 6+ to hit deal D6 Mortal Wounds. 

Heroes

Doombull: A mid tier Hero, fairly tough (8W 4+ Sv) with good overall damage output (3 attacks 3+/3+ Rend -2 Damage 3) including a few mortal wounds, can however be unreliable. 

Beastlord: a low tier hero with 5W and 4+ Sv, attack profile (6 attacks 3+/3+ rend -1 damage 1) is reliable but low damage. Great to be buffed by an artefact.

Tzaangor ShamanA mid tier Hero spell caster, not very tough but he has one job which is to cast cogs. He has a one use per game spell cast which can reroll one or both dice for the cast. This gives you a fairly reliable way to cast which makes a big difference to the army. 

Other Units

Bullgor: Battleline with Doombull as General. A tough unit with low save (4W 5+), with great weapons they can hit very hard (2 attacks 3+/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.

Battalions

Depraved Drove: Grants full re-rolls to hit, which for WARHERDS is really a game changer and not to be underestimated. However this is ONLY against artefact wielding heroes. The important thing about this though is that it allows you to reliably deal with almost any of the power combo heroes by using 6 great axe bullgor.

Additionally units get charge rerolls if they’re within 12” of an artefact wielding hero. With the ambush rule and Darkwalker encircle you can tag units in to this aura unless they are well screened. The main benefit here is it saving you using command points for charge rerolls. 

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 channeling your opponent. 

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.

In-Game Guide

Pre-game and deployment.

This is a two drop list with everything except the Tzaangor Shaman being in the Battalion. 

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 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.

The six Bullgor, Doombull, Beastlord and two Ghorgon deploy in ambush. with the remaining six Bullgor in the backfield within 18″ of the Shaman (ready to be encircled turn one or two). You can also ambush both bullgor units and deploy a ghorgon depending on the situation.

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.

Ambushing.

Turn one you must deploy two of your ambushing units, so drop the Doombull (as you want his 12″ bubble for charge re-rolls in a good place) and a Ghorgon. These two are a nice little package and with re-rolls at least one should get in to combat, don’t worry if they don’t to be honest you have more.

You can drop everything turn one if you’re in a good position, but I find dropping half turn 2 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.

Offenses

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 and the re-roll wounds from battalion 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.

If the army gets reroll hits triumph this gives you an extra guarantee for the bullgor to kill something important.  

A Doombull/Ghorgon combo will do pretty well and getting through most things, great at taking out heroes, elites and hordes alike. 

The Beastlord should baby sit a unit of Bullgor to keep the battalion bonus and for charge rerolls, his small base size ensures he’s not in the way when ambushing or causing problems for the unit when piling in. With the sword of judgement he should take attention away from the bulls and if lucky he kill put out a lot of damage. 

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 sometime 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 low save chaff 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.

Once cogs is up, 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 on the back foot so your bulls can kill them. As you took the second turn you will get to control this too unless you take the double turn.

Defenses.

You have little inherent defense except a decent wound count, so mobility and surprise is your defense. Use encirclement and ambush to spread your enemy wide 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.

Objectives.

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 on diagonals 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.

Misc

You start turn one with two 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. 

Weaknesses

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.

Battleplans with more than four Objectives: Until you summon in Ungor, you don’t have the models to cover everything. So prioritisation of targets is key.

Strengths

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.

Secondary Objectives

This list whilst offensive does struggle to get maximum kill points, so go to tourneys that use other secondary objectives. 

If you lose game one, drinking becomes your secondary objective. 

Honest Goblin

United Kingdom