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  1. - Top - End - #241
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    Default Re: Age Of Sigmar II: I Can't Believe It's Not Magic!

    I wonder if KO are going to be big in the meta now Teclis is around, and the best way to handle him is to shoot him off the board.
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  2. - Top - End - #242
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    Default Re: Age Of Sigmar II: I Can't Believe It's Not Magic!

    Well ended it up 2-1 this TTS tourney.

    round 1 Blade's Edge vs Skaven: loss, lost multiple priority rolls so my objectives got burned while skaven happily waited for my army with jezails and ackolytes.
    round 2 Forcing the hand vs Boats: Won due to just having bodies and his constant shooting of skeletons over heroes.
    round 3 Better Part of Valor vs Big Waagh: he has 4 battleline 10 ardboys, I have 3 battleline 40 skelleton blocks. He didn't quite understand the mission, but even if he did it would have come down to "can Gordrakk and 10 ardboys kill 40 skeletons before 10-20 hexwraiths with a knight of shrouds kill 10 orks."


    Forcing the Hand is amazing, Blades edge gets a thumbs up from me because it makes thinking about going first an actual decision (though I think going second is always the right choice), and I'm fairly certain the new Better Part of Valor is going to be Knife to the Heart level of hated.
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  3. - Top - End - #243
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    Default Re: Age Of Sigmar II: I Can't Believe It's Not Magic!

    GHB and Lumineth FAQs are up

    Well they somewhat answered summoned units and battlefield rolls, Twin stones are indeed hilarious, and Dread Saurains are once again dead.
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  4. - Top - End - #244
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    Default Re: Age Of Sigmar II: I Can't Believe It's Not Magic!

    Quote Originally Posted by 9mm View Post
    GHB and Lumineth FAQs are up

    Well they somewhat answered summoned units and battlefield rolls, Twin stones are indeed hilarious, and Dread Saurains are once again dead.
    Vanari unit leaders being the only Wizard make them balanced, as you can't buff the whole unit with things like Cogs. It is annoying that other Wizard units get to abuse those rules, though, but them's the breaks.

    Yeah Twinstones are an autotake, it's not even funny.

  5. - Top - End - #245
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    Default Re: Age Of Sigmar II: I Can't Believe It's Not Magic!

    Did some inventory of my minis. I have the models to run 18 different Warcry factions, 19 when Scions of the Flame come out. If only there wasn't a freaking pandemic on, maybe I could play some games with them.

    Don't ask how many are painted vs unpainted.

  6. - Top - End - #246
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    Default Re: Age Of Sigmar II: I Can't Believe It's Not Magic!

    Quote Originally Posted by Requizen View Post
    Don't ask how many are painted vs unpainted.
    Kind of have to as the new generals handbook added a code of conduct page that says you have to ask permission from your opponent to use unpainted models. Which as I understand has sparked a lot of debate and elitism. Ironically from the "casual for fun" people swaggering and lording over others their painting habits and mocking anyone who doesn't as a loser trend chasing power gamer.

  7. - Top - End - #247
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    Default Re: Age Of Sigmar II: I Can't Believe It's Not Magic!

    The local community has started playing over TTS, so, considering minis / cost isnt an issue, whats the best Cities one could currently run?

  8. - Top - End - #248
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    Quote Originally Posted by LansXero View Post
    The local community has started playing over TTS, so, considering minis / cost isnt an issue, whats the best Cities one could currently run?
    I haven't kept up much since GHB2020, I know previously Hallowheart with Endless spells and Wizards were good, but both got nerfed. Still, I'd argue it still works well, as one of the big powerful options is shooting units (XBows or Handgunners) teleporting with the Bridge or Boat. Hallowheart making an easy cast Bridge that they can jump over and blast enemies off the board sounds pretty good to me.

    I know the new KO updates had some implications for Tempests Eye, but I wasn't paying too close attention during quarantine.

    Otherwise, Living City has fun shooting shenanigans, especially if you pop in some Kurnoth or Stormcast shooters.. I'd have to poke at new points, but the book is really flexible in a lot of ways, especially if you dip into Stormcast/Sylvaneth/KO options.

  9. - Top - End - #249
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    Default Re: Age Of Sigmar II: I Can't Believe It's Not Magic!

    The one that crushed me into the ground was as follows:

    Les Martin
    Allegiance: Cities of Sigmar - City: Hallowheart
    Mortal Realm: Aqshy
    Leaders
    Knight-Incantor (140)
    - General - Trait: Veteran of the BlazingCrusade
    - Spell: Lore of Whitefire
    - Ignite Weapons (Hallowheart Wizard)
    - Hallowheart 2nd Spell: ElementalCyclone
    Celestial Hurricanum With Celestial Battlemage (280)
    - Artefact: Cleansing Brooch
    - Spell: Lore of Whitefire - Sear Wounds (Hallowheart Wizard)
    - Hallowheart 2nd Spell: Crystal Aegis
    Luminark of Hysh With White Battlemage (270)
    - Artefact: Whitefire Tome
    - All Spells
    Battlemage (90) - Spell: Lore of Whitefire
    - Warding Brand (Hallowheart Wizard)
    - Hallowheart 2nd Spell: Roaming Wildfire
    - Mortal Realm: Azyr
    Sorceress (90) - Spell: Lore of Whitefire
    - Roaming Wildfire (Hallowheart Wizard)
    - Hallowheart 2nd Spell: Warding Brand
    Battleline
    30 x Freeguild Handgunners (300)
    30 x Freeguild Crossbowmen (300)
    10 x Freeguild Guard (80) - Swords and Shields - City Role: Honoured Retinue (Must be 5-20 models)
    Battalions
    Whitefire Retinue (140)
    Endless Spells / Terrain / CPs
    Everblaze Comet (100)
    Soulscream Bridge (80)
    Quicksilver Swords (30)
    Geminids of Uhl-Gysh (60)
    Balewind Vortex (40)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 107

    Gonna lose a certain something without as many endless spells but only the soulscream bridge is strictly necessary for what it does.
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  10. - Top - End - #250
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    Default Re: Age Of Sigmar II: I Can't Believe It's Not Magic!

    Quote Originally Posted by LeSwordfish View Post
    The one that crushed me into the ground was as follows:

    Les Martin
    Allegiance: Cities of Sigmar - City: Hallowheart
    Mortal Realm: Aqshy
    Leaders
    Knight-Incantor (140)
    - General - Trait: Veteran of the BlazingCrusade
    - Spell: Lore of Whitefire
    - Ignite Weapons (Hallowheart Wizard)
    - Hallowheart 2nd Spell: ElementalCyclone
    Celestial Hurricanum With Celestial Battlemage (280)
    - Artefact: Cleansing Brooch
    - Spell: Lore of Whitefire - Sear Wounds (Hallowheart Wizard)
    - Hallowheart 2nd Spell: Crystal Aegis
    Luminark of Hysh With White Battlemage (270)
    - Artefact: Whitefire Tome
    - All Spells
    Battlemage (90) - Spell: Lore of Whitefire
    - Warding Brand (Hallowheart Wizard)
    - Hallowheart 2nd Spell: Roaming Wildfire
    - Mortal Realm: Azyr
    Sorceress (90) - Spell: Lore of Whitefire
    - Roaming Wildfire (Hallowheart Wizard)
    - Hallowheart 2nd Spell: Warding Brand
    Battleline
    30 x Freeguild Handgunners (300)
    30 x Freeguild Crossbowmen (300)
    10 x Freeguild Guard (80) - Swords and Shields - City Role: Honoured Retinue (Must be 5-20 models)
    Battalions
    Whitefire Retinue (140)
    Endless Spells / Terrain / CPs
    Everblaze Comet (100)
    Soulscream Bridge (80)
    Quicksilver Swords (30)
    Geminids of Uhl-Gysh (60)
    Balewind Vortex (40)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 107

    Gonna lose a certain something without as many endless spells but only the soulscream bridge is strictly necessary for what it does.
    Yeah, as far as I can tell, the points didn't change much, Bridge and Battlemage up and Incantor down, plus you have to drop two endless spells, so it's about the same or cheaper overall. Teleport shooting units, drop Comet, support with Hurricanum/Luminark ranged power. Hallowheart can't empower as hard with their Arcane Channeling rule, but it's still enough to make their spells quite reliable.

    I think this is the "meta" list, but there's enough variety in that book that good lists exist other than this one.

  11. - Top - End - #251
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    Default Re: Age Of Sigmar II: I Can't Believe It's Not Magic!

    Quote Originally Posted by LeSwordfish View Post
    The one that crushed me into the ground was as follows:

    Les Martin
    Allegiance: Cities of Sigmar - City: Hallowheart
    Mortal Realm: Aqshy
    Leaders
    Knight-Incantor (140)
    - General - Trait: Veteran of the BlazingCrusade
    - Spell: Lore of Whitefire
    - Ignite Weapons (Hallowheart Wizard)
    - Hallowheart 2nd Spell: ElementalCyclone
    Celestial Hurricanum With Celestial Battlemage (280)
    - Artefact: Cleansing Brooch
    - Spell: Lore of Whitefire - Sear Wounds (Hallowheart Wizard)
    - Hallowheart 2nd Spell: Crystal Aegis
    Luminark of Hysh With White Battlemage (270)
    - Artefact: Whitefire Tome
    - All Spells
    Battlemage (90) - Spell: Lore of Whitefire
    - Warding Brand (Hallowheart Wizard)
    - Hallowheart 2nd Spell: Roaming Wildfire
    - Mortal Realm: Azyr
    Sorceress (90) - Spell: Lore of Whitefire
    - Roaming Wildfire (Hallowheart Wizard)
    - Hallowheart 2nd Spell: Warding Brand
    Battleline
    30 x Freeguild Handgunners (300)
    30 x Freeguild Crossbowmen (300)
    10 x Freeguild Guard (80) - Swords and Shields - City Role: Honoured Retinue (Must be 5-20 models)
    Battalions
    Whitefire Retinue (140)
    Endless Spells / Terrain / CPs
    Everblaze Comet (100)
    Soulscream Bridge (80)
    Quicksilver Swords (30)
    Geminids of Uhl-Gysh (60)
    Balewind Vortex (40)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 107

    Gonna lose a certain something without as many endless spells but only the soulscream bridge is strictly necessary for what it does.
    So, Im guessing keep the vortex and comet, drop the geminids and the swords? That frees up 70 points which is... odd to fiddle with. Extra CP and done?

  12. - Top - End - #252
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    Default Re: Age Of Sigmar II: I Can't Believe It's Not Magic!

    Quote Originally Posted by LansXero View Post
    So, Im guessing keep the vortex and comet, drop the geminids and the swords? That frees up 70 points which is... odd to fiddle with. Extra CP and done?
    Looks like gemininds and swords is 90 points? You could fit another battlemage, I guess.
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  13. - Top - End - #253
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    Default Re: Age Of Sigmar II: I Can't Believe It's Not Magic!

    Quote Originally Posted by Destro_Yersul View Post
    Looks like gemininds and swords is 90 points? You could fit another battlemage, I guess.
    Sadly a) Geminids are really good, you probably want them as your damage dealer and b) Battlemages got more expensive in the GHB.
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    Default Re: Age Of Sigmar II: I Can't Believe It's Not Magic!

    https://www.warhammer-community.com/...broken-realms/

    AoS, Warcry, and Underworlds previews!

    Warcry new box looks amazing. Not much more to say about it than that, two fantastic looking teams and a new type of board in the Catacombs - while still giving terrain for an open board playstyle. I like frantic, close quarters games, so the Catacomb style appeals to me, even if it limits some fighters like Cavalry.

    Two Underworlds releases that we already knew about with Arena Mortis and Direchasm. Arena Mortis looks fun, I'm sure I'll have plenty of silly multiplayer games in it. Plus, it's technically a board and universal card expansion, so that's nice. Direchasm looks amazing, Lumineth vs Slaanesh with Seraphon teased to come later. That's already three new factions to the game, and the models look amazing.

    Finally, AoS. The box set is cool, but not for me as I don't care about those factions personally. However, the Broken Realms narrative event/campaign looks interesting. Looks more akin to Realmgate Wars or Psychic Awakening than End Times, I'm pretty hyped to see what's happening in the Mortal Realms.

  15. - Top - End - #255
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    Default Re: Age Of Sigmar II: I Can't Believe It's Not Magic!

    Yeah, I really like the look of that Warcry box. I didn't grab the first one because I didn't like the teams, but this one might be a good pickup.
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  16. - Top - End - #256
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    Default Re: Age Of Sigmar II: I Can't Believe It's Not Magic!

    So, if I wanted to do Slaves of Darkness with Archaon, or Daughters of Khaine with Morathi, which is generally going to be better?

  17. - Top - End - #257
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    Default Re: Age Of Sigmar II: I Can't Believe It's Not Magic!

    Quote Originally Posted by Mystic Muse View Post
    So, if I wanted to do Slaves of Darkness with Archaon, or Daughters of Khaine with Morathi, which is generally going to be better?
    currently, Slaves off the pure power that is marauders. Currently DoK suffer under the current meta because like most pre-2.0 books, the army is held together by relatively fragile support pieces.
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  18. - Top - End - #258
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    Default Re: Age Of Sigmar II: I Can't Believe It's Not Magic!

    Quote Originally Posted by Mystic Muse View Post
    So, if I wanted to do Slaves of Darkness with Archaon, or Daughters of Khaine with Morathi, which is generally going to be better?
    If you want to play with a big centerpiece model, DoK is the better choice, because Morathi is better than Archaon. The big Slaves to Darkness builds right now don't use him that much, but Morathi is still relatively common in Daughters lists.

  19. - Top - End - #259
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    Default Re: Age Of Sigmar II: I Can't Believe It's Not Magic!

    So. A flintlock gun held by a very undead looking hand....
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    Quote Originally Posted by AvatarZero View Post
    I like the "hobo" in there.
    "Hey, you just got 10000gp! You going to buy a fully staffed mansion or something?"
    "Nah, I'll upgrade my +2 sword to a +3 sword and sleep in my cloak."

    Non est salvatori salvator, neque defensori dominus, nec pater nec mater, nihil supernum.

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  20. - Top - End - #260
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    Default Re: Age Of Sigmar II: I Can't Believe It's Not Magic!

    Vampire Coast?
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  21. - Top - End - #261
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    Default Re: Age Of Sigmar II: I Can't Believe It's Not Magic!

    Quote Originally Posted by Destro_Yersul View Post
    Vampire Coast?
    could end up being an Underworlds model though.

  22. - Top - End - #262
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    Default Re: Age Of Sigmar II: I Can't Believe It's Not Magic!

    Question:

    How do you resolver the Auralan Wardens ability (at the start of a fight phase, 1d3 mortal wounds to a unit) with the Gloomspite Fanatics ability (they fight at the start of the fight phase) ?

    relevant warscrolls (in spanish though):
    https://www.games-workshop.com/resou...RtE9sv7hvKBa9Q
    https://www.games-workshop.com/resou...RtE9sv7hvKBa9Q

  23. - Top - End - #263
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    Default Re: Age Of Sigmar II: I Can't Believe It's Not Magic!

    Quote Originally Posted by LansXero View Post
    Question:

    How do you resolver the Auralan Wardens ability (at the start of a fight phase, 1d3 mortal wounds to a unit) with the Gloomspite Fanatics ability (they fight at the start of the fight phase) ?

    relevant warscrolls (in spanish though):
    https://www.games-workshop.com/resou...RtE9sv7hvKBa9Q
    https://www.games-workshop.com/resou...RtE9sv7hvKBa9Q
    I would guess the player's who's turn it is has their ability go first, then the other persons? And I'm guessing there has been no Errata for this yet, given their army just came out. My best suggestion is find some other army that has an ability that goes at start of fight phase and see if they have errata/faq for it.

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    Q: If several abilities are triggered at the same time (at the start
    of a hero phase, for example), how do you determine the order in
    which they are used?
    A: If several abilities can be used at the same time, the
    player whose turn is taking place uses their abilities
    first, one after the other, in any order they desire; then
    the player whose turn is not taking place uses their
    abilities, one after another, in any order they desire.
    The same principle applies to any other things – such as
    command traits or artefacts of power – that can be used
    simultaneously. Note that abilities used at the start or
    the end of a phase still count as being used in the phase
    in question.
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    Default Re: Age Of Sigmar II: I Can't Believe It's Not Magic!

    So I'm thinking of trying to get into Beasts of Chaos. Any general tips or units to avoid? Where's a good place to start?

    And since I have most of a Daughters of Khaine army, what's a next step given I have:

    Morathi
    Bloodwrack Medusa
    Hag Queen

    30 Witch Aelves
    2 units of 10 Blood Sisters

    1 unit of 5 Blood Stalkers
    2 units of 10 Heartrenders

    I guess the obvious answer is beef up those Blood Sister units. But is there another better next step, or have I got basically everything the army has to offer?

  26. - Top - End - #266
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    Default Re: Age Of Sigmar II: I Can't Believe It's Not Magic!

    Quote Originally Posted by Saambell View Post
    So I'm thinking of trying to get into Beasts of Chaos. Any general tips or units to avoid? Where's a good place to start?
    Avoid Dragon Ogors. GW can't balance them worth a darn, and they are constantly overpriced for what they do. Warherd is also a bit overpriced, but at least playable.

    I think the truly strongest way to play them is with at least one big brick of Bestigors (if not 2), and I've seen a lot of good lists taking advantage of one full stack of Ungor Raiders jumping in from the side of the board with a support hero and just unloading a bunch of shots.

    Beasts are cool in that there's a lot of different ways to play them, you just have to make sure you build around an idea instead of getting a scattered, unfocused list. Was there a Herd you were thinking of going for?

    Quote Originally Posted by Saambell View Post
    And since I have most of a Daughters of Khaine army, what's a next step given I have:

    Morathi
    Bloodwrack Medusa
    Hag Queen

    30 Witch Aelves
    2 units of 10 Blood Sisters

    1 unit of 5 Blood Stalkers
    2 units of 10 Heartrenders

    I guess the obvious answer is beef up those Blood Sister units. But is there another better next step, or have I got basically everything the army has to offer?
    You want at least one Cauldron of Blood, I think. I haven't seen much DoK in the 2019/2020 meta, but I think the Cauldron is still an important piece. Otherwise yeah, brick of Witch Aelves, dropping in Heartrenders, Hag Queens (though most people run 2+) is really what you want from the ladies.

  27. - Top - End - #267
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    Default Re: Age Of Sigmar II: I Can't Believe It's Not Magic!

    Quote Originally Posted by Saambell View Post
    So I'm thinking of trying to get into Beasts of Chaos. Any general tips or units to avoid? Where's a good place to start?
    Current competitive BoC thought is to literally flood the table in bodies.

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    Allegiance: Beasts of Chaos - Mortal Realm: Ghur - Greatfray: Gavespawn
    LEADERS
    Beastlord (90) - General - Command Trait : Unravelling Aura - Artefact : Mutating Gnarlblade
    Beastlord (90) - Artefact : Brayblast Trumpet
    Great-Bray Shaman (100) Great-Bray Shaman (100) - Lore of the Twisted Wilds : Wild Rampage
    Great-Bray Shaman (100) - Lore of the Twisted Wilds : Savage Dominion

    UNITS
    10 x Bestigors (120)
    10 x Bestigors (120)
    20 x Gors (140) - Spears & Beastshields
    20 x Gors (140) - Spears & Beastshields
    40 x Ungors (200) - Mauls & Half-Shields
    10 x Ungors (60) - Mauls & Half-Shields
    30 x Ungor Raiders (240)
    30 x Ungor Raiders (240)
    10 x Ungor Raiders (80)
    BATTALIONS Desolating Beastherd (150)
    ENDLESS SPELLS / TERRAIN / COMMAND POINTS Ravening Direflock (30)
    TOTAL: 2000/2000 WOUNDS: 205


    you units basically are endless waves of chaff, keeping your opponent off objectives by not letting them physically reach them.
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    Default Re: Age Of Sigmar II: I Can't Believe It's Not Magic!

    So I picked up the BoC SC, a box of Gors, and a box of Bullgors. Gives me a big monster, an elite unit, a spell caster, and 3 kinds of mooks. Thinking Spears on the Ungors, Double blades on the Gors and Bullgors, and the Ghorgon. After that, 2 more boxes of Gors and Ungors, and another Shaman would be the obvious next steps. Or if a second big monster is a good idea, a second SC might be the better path.

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    Default Re: Age Of Sigmar II: I Can't Believe It's Not Magic!

    Quote Originally Posted by Saambell View Post
    So I picked up the BoC SC, a box of Gors, and a box of Bullgors. Gives me a big monster, an elite unit, a spell caster, and 3 kinds of mooks. Thinking Spears on the Ungors, Double blades on the Gors and Bullgors, and the Ghorgon. After that, 2 more boxes of Gors and Ungors, and another Shaman would be the obvious next steps. Or if a second big monster is a good idea, a second SC might be the better path.
    Ungors, Bestigors, and a Bray-Shaman are (in GBP) £57.50, while the BoC SC is £60 - i would definitely pick up a second one for the gorgon the price of a coffee - bestigors aren't good enough that they don't still want to be running around in twenties. Just don't be tempted to put one together as a Cygor if you ever want to take it competitively, they're terrible in the game.
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    Default Re: Age Of Sigmar II: I Can't Believe It's Not Magic!

    Quote Originally Posted by LeSwordfish View Post
    Just don't be tempted to put one together as a Cygor if you ever want to take it competitively, they're terrible in the game.
    Good to know, I was honestly tempted to build one of each if I did get a second SC. Hope I didn't do a goof in getting the Bullgors. Are they overcosted or do they work out? Is there a preferred weapon for them, and would a bigger unit be solid? Also, how is the Chariot? I like the look of it, but if its a bad investment in terms of game I will hold off on it.

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