Allegiance: Beasts of Chaos
Mortal Realm: Ulgu


Beastlord (90)

- Artefact: Sword of Judgement

Great-Bray Shaman (100)

- General
- Trait: Shadowpelt
- Artefact: Doppelganger Cloak
- Lore of the Twisted Wilds: Vicious Stranglethorns

Tzaangor Shaman (160)

- Lore of the Twisted Wilds: Tendrils of Atrophy

10 x Bestigors (120)

10 x Bestigors (120)

20 x Gors (140)

- Gor-Blades & Beastshields

6 x Tzaangor Enlightened on Disc (320)

6 x Tzaangor Skyfires (400)

10 x Ungor Raiders (80)

10 x Ungor Raiders (80)

Ghorgon (200)

Desolating Beastherd (150)

Endless Spells / Terrain / CPs
Balewind Vortex (40)

 2000 / 2000

Extra Command Points: 1

Allies: 0 / 400
Wounds: 138



I have been thinking about lists again, and going back and forth between this or that, which artefact and further on, I decided to just post this list up and hope for some constructive feedback in general.

So. 2000 Points, Beasts of Chaos. Let’s just dive in okay?

Allegience Ability

Allegiance abilities are kind of a pain to write up, but i’ll try to be patient and precise.


Set-up wholly within friendly territory, 12″ from enemy territory and keep in mind the general restrictions from the GHB/FAQ.

I find this hard to place well as there are so many restrictions to it, but with practice i’m sure i’ll get the hang of it. For a general rule of thumb, you should place it somewhere close to where you think it can benefit you and where you think you will need it the most. What it does is make friendly units wholly within 6″ on turn 1 ignore battleshock tests, expands by 6″ every ongoing turn, accumulating to 30″ on turn 5. It also worsens the save roll of enemies by 1, using the same rang progression as previously mentioned, but enemy units only need to be “within” the area of effect.

Brayherd Ambush

Units with the “Brayherd” keyword can be set up in reserve and come in on turn 1, within 6″ of the Board edge, outside of 9″ of enemy units. Not super strong, but can be used effectively if your opponent messes up their deployment.


Units with the “Warherd” keyword can heal d3 wounds at the end of the combat phase if it completely destroyed a unit in that particular combat phase. Nice if you can choose your targets wisely.

Primordial Call

at the start of your hero phase, gain 1 Primordial Call point. This is your summoning mechanic, which is fairly good but to utilise it properly you are going to have to play around it a fair bit.

If a friendly hero is within 3″ of the herdstone and another friendly hero is within 3″ as well, you can allocate d3 mortal wounds to that unit, you gain that many primordial call points.
I’m not going in depth on the table listed in the book, but ranging from 3-10 PC-Points, you can summon units in the same way as the Brayherd Ambush Allegiance ability works.

Artefacts, Command Traits & Abilities


I have chosen go with a Battalion, and so i get 1 extra artefact, just mentioning it now so we know that it’s nothing wrong with the list.

The Sword of Judgement – 6’s to hit against heroes and monsters are d6 mortal wounds instead of the normal damage of the warscroll of the Hero that bears the item.

2nd artefact TBD

Command Traits:

I went with Shadowpelt for my general, the -1 to hit for attacks made outside of 3″ makes him a bit more survivable as he’s got a terrible 6+ save and 5 wounds.

Command Abilities:

Beastlord: Murder 1 guy, doesn’t matter which one and you can give all brayherd units wholly within 18″ re-roll wounds rolls, if that guy you murdered was a hero or monster, re-roll hit rolls in addition.

That’s it really, not counting the universal ones.



Other Units



Desolating Brayherd

All units except the Tzaangor units have exploding 6’s to hit in enemy territory, also brings me down to four drops!


Don’t care for it really. BoC Doesn’t benefit hugely from including any Allies to be honest.

Magic, Endless & Realm Spells


Honest Goblin