Cult of the Two-Headed Dragon
Jan 11, 2024 0:35:00 GMT -5
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Jack Shrapnel and dave like this
Post by n0thique on Jan 11, 2024 0:35:00 GMT -5
Golden Brush is starting so I’m taking a break from these guys to do sillier stuff, practise paint techniques I’m just figuring out. In the meantime, this list is my ever-evolving BoC army that was all inspired by the two jabberslythes. Originally they were Easter Beasts - unfortunately they’ve mutated and warped even more and become t h e C U L T o f F A Q U A R L - J A B O R the two-headed dragon.
Army Faction: Beasts of Chaos
- army subfaction: Allherd
- grand strategy: Protect the Herdstone
- triumphs: Bloodthirsty
LEADER
1 x Beastlord (140)*. N O K H O G
- general
- command traits: Skullfray Gorehorn
- artefacts: Slitherwrack Helm
1 x Dragon Ogor Shaggoth (270)** (this guy and tendrils shaman are going to turn into 20 tzaangors eventually)
- artefacts: Brayblast Trumpet
- spells: Furious Gale
1 x Great Bray-Shaman (100)**
- spells: Tendrils of Atrophy
1 x Great Bray-Shaman (100)**
- spells: Wild Rampage
BATTLELINE
20 x Bestigors (200)*
- Gouge-horn
- 2 x Brayhorn
- 2 x Banner Bearer
20 x Gors (110)*
- Foe-render
- 2 x Banner Bearer
- 2 x Brayhorn Blower
- Paired Hacking Blades
10 x Ungors (80)*
- Brayhorn Blower
- Banner Bearer
- Halfhorn
- Gnarled Shortspear
BEHEMOTH
1 x Jabberslythe (160) F A Q U A R L
1 x Jabberslythe (160) J A B O R
1 x Chimera (180)*
TERRAIN
1 x Herdstone (0)
OTHER
6 x Beasts of Chaos Tzaangor Enlightened (90)*
- Aviarch
CORE BATTALIONS:
*Battle Regiment
**Command Entourage
- Magnificent
TOTAL POINTS: (1990/2000)
I love putting my whole army in ambush and trying to take the second turn in the first round; that way all my beasts that love to charge get to try and charge straight into the enemies that moved onto objectives and cause a bloodbath. My Beastlord Nokhog’s helm gives fight last when he charges on a 2+, and whichever of his honour guard or elites buddies get in with him fight right after him and get +1 attacks from him. The Enlightened also get +1 to wound on the second turn, adding onto their case as Nokhog’s favourites, and the Gors give fight last on their charge on a 3+ as well. I keep having trouble using my wizards, as even if I put them on the table there’s nothing for them to cast their buffs on until the hero phase after my other units appear. We shall see how sticking them at the centre of a big blob fares soon. I am also considering sending the chimera back to the chaos wastes for a bit of a break, as he pretty much always perishes before he can affect the game significantly. It seems like all the subfactions are pretty meh, but D3+3 gors and ungors back every round has been doing good things for me - perhaps darkwalkers also has its benefits? I’ve been naming the models I finish painting but I’ve only written them on the bases so I can’t list them all here. I’d love comments/advice, or even just ideas for the paint schemes, as I’ve only finished the jabberslythes, the herdstone, the Beastlord, and one unit of Ungors. I’m planning on doing the enlightened as condor-like or vulture-like, but I think the normal Tzaangors need to be a simpler bird.
In a foul, warp-tainted forest the young Nokhog became lost, his warp-ruined eyes causing him to be left behind by his brood. He wandered for days, killing the few creatures stupid enough to attack him, until a massive, horrifying creature overpowered him. Before he could be devoured, a second creature appeared; wildly different in appearance but a second beacon of maddening magic nonetheless. It tackled the first creature, the two thrashing and fighting, and as Nokhog lay bleeding his injuries and the auras of the beasts changed him, just slightly at first. Just before he lost consciousness his sight cleared, as if his eyes had healed, and he saw his first vision: an immense monster, a wyrm of titanic length and incomprehensible magic, hidden just between the veils of sight. He saw its two mighty heads, one purple and one yellow, savagely attacking one another with fang and claw and tail.
When he awoke - barely alive and flattened into the mud - Nokhog was of a single purpose. He would follow the dragon, studying the insane visions it bestowed, and as he did he grew more powerful, eventually gathering a cult of bestial followers. He laid unholy blessings upon his followers, warp-infused steel and maddened berserker rage, and taught them the name of the beast, the two-headed dragon of chaos and illumination-scion of madness: F A Q U A R L - J A B O R
I want to represent the vibes I absorbed from the warhammer fantasy novels I read as a kid and their portrayal of magic; I really like the old fantasy vibes of warp and chaos, less as unbelievable magical forces and beings and more as underlying energies and esoteric dogma. I want them to seem like an obvious, indispensable part of a brutal, grounded, macabre world, brutal and dull except for a random circumstance leading them to grow into a fervent group of deluded (or perhaps enlightened) marauders. I love the idea of them worshipping these beasts, creatures that are barely crueller than your average toad, and reverse engineering their religion around the madness that takes them while in the creatures’ presences. As a kid the coolest monsters and villains were Khorne worshippers, and I thought it would be super cool if the two jabberslythes butting heads resembled the mark of Khorne, considering they have two sets or curling horns each and long, straight tusks. I have also been slowly accepting that the themes of madness and change are very Tzeentchian-seeming, and though I do not adore the tzeentch aesthetic, I’m warming up to the realities of chaos undivided.
Army Faction: Beasts of Chaos
- army subfaction: Allherd
- grand strategy: Protect the Herdstone
- triumphs: Bloodthirsty
LEADER
1 x Beastlord (140)*. N O K H O G
- general
- command traits: Skullfray Gorehorn
- artefacts: Slitherwrack Helm
1 x Dragon Ogor Shaggoth (270)** (this guy and tendrils shaman are going to turn into 20 tzaangors eventually)
- artefacts: Brayblast Trumpet
- spells: Furious Gale
1 x Great Bray-Shaman (100)**
- spells: Tendrils of Atrophy
1 x Great Bray-Shaman (100)**
- spells: Wild Rampage
BATTLELINE
20 x Bestigors (200)*
- Gouge-horn
- 2 x Brayhorn
- 2 x Banner Bearer
20 x Gors (110)*
- Foe-render
- 2 x Banner Bearer
- 2 x Brayhorn Blower
- Paired Hacking Blades
10 x Ungors (80)*
- Brayhorn Blower
- Banner Bearer
- Halfhorn
- Gnarled Shortspear
BEHEMOTH
1 x Jabberslythe (160) F A Q U A R L
1 x Jabberslythe (160) J A B O R
1 x Chimera (180)*
TERRAIN
1 x Herdstone (0)
OTHER
6 x Beasts of Chaos Tzaangor Enlightened (90)*
- Aviarch
CORE BATTALIONS:
*Battle Regiment
**Command Entourage
- Magnificent
TOTAL POINTS: (1990/2000)
I love putting my whole army in ambush and trying to take the second turn in the first round; that way all my beasts that love to charge get to try and charge straight into the enemies that moved onto objectives and cause a bloodbath. My Beastlord Nokhog’s helm gives fight last when he charges on a 2+, and whichever of his honour guard or elites buddies get in with him fight right after him and get +1 attacks from him. The Enlightened also get +1 to wound on the second turn, adding onto their case as Nokhog’s favourites, and the Gors give fight last on their charge on a 3+ as well. I keep having trouble using my wizards, as even if I put them on the table there’s nothing for them to cast their buffs on until the hero phase after my other units appear. We shall see how sticking them at the centre of a big blob fares soon. I am also considering sending the chimera back to the chaos wastes for a bit of a break, as he pretty much always perishes before he can affect the game significantly. It seems like all the subfactions are pretty meh, but D3+3 gors and ungors back every round has been doing good things for me - perhaps darkwalkers also has its benefits? I’ve been naming the models I finish painting but I’ve only written them on the bases so I can’t list them all here. I’d love comments/advice, or even just ideas for the paint schemes, as I’ve only finished the jabberslythes, the herdstone, the Beastlord, and one unit of Ungors. I’m planning on doing the enlightened as condor-like or vulture-like, but I think the normal Tzaangors need to be a simpler bird.
In a foul, warp-tainted forest the young Nokhog became lost, his warp-ruined eyes causing him to be left behind by his brood. He wandered for days, killing the few creatures stupid enough to attack him, until a massive, horrifying creature overpowered him. Before he could be devoured, a second creature appeared; wildly different in appearance but a second beacon of maddening magic nonetheless. It tackled the first creature, the two thrashing and fighting, and as Nokhog lay bleeding his injuries and the auras of the beasts changed him, just slightly at first. Just before he lost consciousness his sight cleared, as if his eyes had healed, and he saw his first vision: an immense monster, a wyrm of titanic length and incomprehensible magic, hidden just between the veils of sight. He saw its two mighty heads, one purple and one yellow, savagely attacking one another with fang and claw and tail.
When he awoke - barely alive and flattened into the mud - Nokhog was of a single purpose. He would follow the dragon, studying the insane visions it bestowed, and as he did he grew more powerful, eventually gathering a cult of bestial followers. He laid unholy blessings upon his followers, warp-infused steel and maddened berserker rage, and taught them the name of the beast, the two-headed dragon of chaos and illumination-scion of madness: F A Q U A R L - J A B O R
I want to represent the vibes I absorbed from the warhammer fantasy novels I read as a kid and their portrayal of magic; I really like the old fantasy vibes of warp and chaos, less as unbelievable magical forces and beings and more as underlying energies and esoteric dogma. I want them to seem like an obvious, indispensable part of a brutal, grounded, macabre world, brutal and dull except for a random circumstance leading them to grow into a fervent group of deluded (or perhaps enlightened) marauders. I love the idea of them worshipping these beasts, creatures that are barely crueller than your average toad, and reverse engineering their religion around the madness that takes them while in the creatures’ presences. As a kid the coolest monsters and villains were Khorne worshippers, and I thought it would be super cool if the two jabberslythes butting heads resembled the mark of Khorne, considering they have two sets or curling horns each and long, straight tusks. I have also been slowly accepting that the themes of madness and change are very Tzeentchian-seeming, and though I do not adore the tzeentch aesthetic, I’m warming up to the realities of chaos undivided.