AoS 2.0 Taking Beasts of Chaos to 2000 Points

By |2018-10-14T09:16:20+00:00October 15th, 2018|Categories: Age of Sigmar, Tactics|

 

AoS 2.0 Taking Beasts of Chaos to 2000 Points

Want to build an effective Beasts of Chaos army for Age of Sigmar? Check out this breakdown for taking your little monsters to 2000.

We are back with follow up to our last army building article, building a cheap 1000 point Beastmen army.

To recap here it was composed of 2 start collecting boxes which nets you 960 points made up of the following:

  • Great Bray Shaman: 100 points (Leader 1 of 4) General
  • Great Bray Shaman: 100 points (Leader 2 of 4)
  • Ghorgon: 200 points (Behemoth 1 of 2)
  • Ghorgon: 200 points (Behemoth 2 of 2)
  • 20 Ungors: 160 points (Battleline 1 of 2 Required)
  • 20 Bestigors: 200 points (Battleline 2 of 2 Required)

To learn about those units as well as the Beast of Chaos unique abilities you will want to check out the previous article, for this one we are going to build out to 2000 points.

AoS 2.0 Taking Beasts of Chaos to 2000 Points

beasts of chaos

Believe it or not the best way to get your remaining troops up and ready is to purchase yet another start collecting box (seriously they are an awesome deal) which will let you max out your Bestigors unit, add a Cygor for wizard hunting, and get your last battle line unit with a unit of 10 Ungors. Using an additional Great Bray Shaman might be overkill at this point, but the extra magic never hurt anyone.

beasts of chaos How To Play AoS: 1000 Points for Beast of Chaos

 

Add 1 more start collecting box so your army looks like this:

  • Great Bray Shaman: 100 points (Leader 1 of 6) General
  • Great Bray Shaman: 100 points (Leader 2 of 6)
  • Great Bray Shaman: 100 points (Leader 3 of 6)
  • Ghorgon: 200 points (Behemoth 1 of 4)
  • Ghorgon: 200 points (Behemoth 2 of 4)
  • Cygor: 180 points (Behemoth 3 of 4)
  • 20 Ungors: 160 points (Battleline 1 of 2 Required)
  • 10 Ungors: 80 points (Batteline 2 of 3 Required)
  • 30 Bestigors: 300 points (Battleline 3 of 3 Required)

Cygor: Move (Damage Table 8” down to 3”), Save 5+, 7 Bravery, 14 Wounds

He has a missile weapon with a boulder throw: Range (Damage Table 18” down to 3”), with 1 Attack, Hitting on a 4+, Wounding on a 2+, with -2 Rend, for D6 Damage. Then he has a Horn attack: Range 2”, damage table Attacks (8 down to 2), Hitting on a 4+, Wounding on a 3+, with -1 Rend, for 1 Damage. He re-rolls all failed to hit rolls when he targets a model that is a Wizard. Finally, he can attempt to unbind 2 spells in the hero phase and if he is successful the caster suffers a mortal wound.

Which brings you up to 1360 and gives you a lot of variety with what you can still play with, as you have pretty much covered all your bases. You have a massive 30-man regiment that can decimate opponents in the Bestigors, heavy-hitting Ghorgons that can take on anything, a wizard hunting Cygor, 3 wizards of your own in the shamans, and plenty of sacrifices for the heardstone to bring in summoning. Let’s add in a couple more leader characters for this army to help score objectives and buff units.

bull gors

 

  • Doombull: 120 points (Leader 4 of 6)
  • Doombull: 120 points (Leader 5 of 6)
  • Beastlord: 90 points (Leader 6 of 6)

Doombull: Move 7”, Save 4+, 7 Bravery, 8 Wounds

He has 2 melee weapons the first is a Horns attack: Range 1”, 2 Attacks, Hitting and Wounding on a 4+, for 1 damage. Then next is an axe attack: Range 1”, 3 Attacks, hitting on a 3+, wounding on a 4+, with -2 Rend, for 3 damage. Each unmodified wound roll of a 6 deals an additional 1 mortal wound. His command ability is used at the start of the combat phase, range 12”, targets a friendly Warherd unit, and adds 1 to the wound rolls for attacks made by the unit.

Beastlord: Move 6”, Save 4+, 7 Bravery, 5 Wounds.

He has a paired axes attack: Range 1”, 6 Attacks, Hitting and Wounding on a 3+, with -1 Rend, for 1 Damage. You can re roll hit rolls of 1, or if the target is a hero you can re roll all hit and wound rolls. His command ability is used when this model slays an enemy model, targets a Brayherd unit wholly within 18”, and lets that unit re roll wound rolls (if the slain model was a hero its hit and wound rolls)

This brings you to 1690 points and fills you up with all your battle line troops, all your leaders with the Doombulls being heavy hitters and the Beastlord being able to buff the Bestigors. You also have a lot of speed and deep striking units, so let’s take another heavy hitter and your final behemoth spot to grab a Chimera and bringing you to 1930

  • Chimera: 240 points (Behemoth 4 of 4)

Chimera: Move 10” (fly), Save 5+, 6 Bravery, 12 Wounds

He has a fiery breath missile weapon: Range 14”, 1 Attack, that auto Hits and Wounds, it deals damage table mortal wounds (D6 down to 1). He has 4 melee weapons the first is an avian head attack: Range 1”, 3 Attacks, 3+ to Hit, 4+ to Wound, damage table Rend (-3 down to -1), for D3 Damage. A draconic head attack: Range 1”, 3 Attacks, Hitting and Wounding on a 4+, with -1 Rend, for 2 Damage. Next is a Leonine Head: Range 1”, 3 Attacks, Hitting on a 4+, Wounding on a 3+, with -1 Rend, for damage table Damage (D6 down to 1). Finally, his claw attack: Range 2”, 6 Attacks, Hitting on a 4+, Wounding on a 3+, for 1 Damage. When this model charges you can add 2 to his charge rolls.

With your remaining 70 points you could grab another 10 Ungors or invest in some endless spells. I like the emerald green swarm here for 60 points to help keep your larger Behemoths healed and in the better damage tables.

Loadouts:

See the previous 1000-point article

Soccer formation tactics on a blackboard

Tactics:

Your 2000-point army is going to follow a similar pattern to the 1000-point army, in that your going to be using the Ungors as sacrifices to build up summoning points. You might want to take the 20-man unit and use them to grab objectives because you don’t have a lot of models in this army. However, a smart opponent can put some magic or missile fire into that 10-man unit and suddenly, your summoning points are dried up.

beasts of chaos

I would also put the Ghorgons, Cygor, Bestigors, Doombulls, and Beastlord in ambush so that they can shoot for turn one charges. Prioritize the Cygor to Wizard models he is a legit wizard killer with his boulder. Even with look our sir it is worth it to re roll hit rolls. The rest of your units you need to get in there fast and dish out some damage before your opponents magic and missile fire can take you out.

You have plenty of Wizards and Heroes of your own to claim objectives, but where you are lacking is model count, so you need to trade your models wisely. Against horde armies, it will be easy to get bogged down while your opponent claims objectives so be sure to use ambush wisely.

There you have it; a solid 2000-point force based around 3 Start Collecting boxes. These guys are about lots of crazy monsters going all out to lock horns with your opponent so play them like it!

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About the Author:

An avid homebrewer and Detroit sports fan (yes even the Lions). I am new to the world of wargamming and very much enjoying the journey. If you have any suggestions or comments feel free to comment on the article or email me at [email protected]