The Brayherds are coming to take back the Eightpoints
The Beasts of Chaos Wild Stalkers are a warband for the skirmish game Warhammer Age of Sigmar: Warcry.
You can find all the cards to play this warband in the “Agents of Chaos” battletome that was released in December 2020.
They are a fast, hard-hitting and versatile warband with a ton of options for a number of different playing styles.
If you like overwhelming the enemy with shock attacks and great numbers of melee fighters with ranged support, or if you like fielding hard-hitting monsters in close combat, the Beasts of Chaos might be just the warband for you.
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What changed in the Warcry: Agents of Chaos Battletome for the Beasts of Chaos Wild Stalkers warband?
Note: The new Warcry books released with Tome of Champions 2020 brought some changes in how Thralls, Monsters but especially Allies work. The roster of available leaders has been massively increased and it’s now possible to use more than one as a “Hero” (1 in matched play and up to 3 in a Narrative campaign).
Link to the 4 new books:
– Warcry: Sentinels of Order (all Order warbands updated)
– Warcry: Harbingers of Destruction (all Destruction warbands updated)
– Warcry: Agents of Chaos (all non-warcry specific Chaos warbands updated)
– Warcry: Bringers of Death (all death warbands updated)
In the Agents of Chaos battletome, the Beasts of Chaos Wild Stalkers warband gained 5 new Leaders:
- Great Bray-Shaman
- Dragon Ogor Shaggoth
as well as two new fighter types:
They have also gained one new ability for the Cockatrice, Petrifying Gaze, as well as three new abilities for the new Leaders:
- Grisly Trophy
- Empowering Lightning
Background and Lore of the Beasts of Chaos Warband
While the Eightpoints are full of warbands dedicated to Khorne, Nurgle, or one of the other major Chaos Gods, the Beasts of Chaos worship Chaos itself. To them, Chaos is a force of nature, and the Beasts of Chaos are the original indigenous inhabitants of many areas of the Mortal Realms.
Because of this, the brayherds of the Beasts of Chaos hate civilization more than anything else, and strike at the bastions of Order from the wilderness in great hordes, slaughtering and consuming their foes with no other goal than to tear down what stands in the way of the natural, chaotic way of things.
The Beasts of Chaos are mutants – their half-human forms are twisted and blended with the forms of domestic animals such as goats and cattle, and the bigger and the more inhuman they look, the more powerful they are. For example, the weaker (but smarter) Ungors only have small horns, while a powerful Bestigor Leader has four long horns.
The more beast-like, the more powerful!
In battle, the Beasts of Chaos are natural ambushers- guerilla warriors that can attack swiftly and build momentum from shock attack to shock attack. Ungors, Gors and Bestigors strike in great numbers, while lumbering monsters such as Bullgors and Dragon Ogors take down larger, tougher targets.
Let’s have a look at their fighters and abilities of the Beasts of Chaos Warband.
Overview and Points for the Fighters in the Beasts of Chaos Warband
Note: if you haven’t read the basic rules for Warcry before reading this article, it might be helpful to know that the game’s abilities are activated by using 6 dice that you roll at the start of your turn.
If two of the dice show the same value, they can be used to activate a Double ability. If three show the same value, they can be used for a Triple ability, and so on.
So, when this article refers to an ability being a Double, a Triple or a Quad, it refers to this system. It might sound a bit confusing, but takes no time to get used to when you start playing
There are 17 different fighter types in the Beasts of Chaos warband roster, and they fall into the following categories:
Gors (55-170 points):
At 55 points, the basic Gor with paired Gor-Blades is the cheapest fighter on your roster. It has 3 weak melee attacks and only 3 Toughness, but it does have a nice 5 inch move and 10 wounds, which isn’t bad for its points cost.
Basic Gors are your best option if you just want to swarm the enemy with models, but it doesn’t have any other interesting tactical uses.
Like all Beasts of Chaos fighters, it has access to the Brayherd Ambush Double ability, which gives it an extra move (of as many inches as the dice value used for the ability) in the first battle round, but while this is a good, cheap ability, it is put to much better use on a stronger fighter than the Gor.
The other Gor option, The Gor with Gor-Blade and Beastshield, costs 65 points, has an added point in Toughness and one less melee attack. It is definitely better at surviving than the other Gor, but since the game is generally skewed towards critical damage (which ignores Toughness), it’s not a great upgrade. You’re better off with an Ungor, but more on that below.
The Gor Leader, the Foe-Render, costs 170 points, and he is a buffed-up version of the Gor with paired Gor-Blades. He has 20 wounds, a Toughness of 4 and a stronger melee attack than the basic version. He also has access to the Leader Ability (Double) Rip, Gore and Tear! which gives him a bonus move or attack action after killing an enemy fighter once in an activation.
He is not a bad Leader at all, but for only 15 extra points, you could get the Bestigor Leader, who does everything the Gor Leader does, but better and with an extra ability.
The Gors are really cool models, and they embody the idea of the Beasts of Chaos hordes better than any other models, but their fighter profiles are almost always outmatched by other fighter types in the Beasts of Chaos Warband – unless you want numbers superiority on the tabletop, in which case you can’t go wrong with the very cheap basic Gors with paired Gor-Blades.
Ungors: (60-140 points)
The basic Ungor with Ungor Blade and Half-Shield costs 60 points. It has a terrible melee attack, only 8 wounds, but a Toughness of 4. It is a worse version of the shield-carrying Gor, and as such it is virtually useless.
The same goes for its Leader version, the Ungor Halfhorn, which has the Leader ability, twice the wounds and a better attack, but which doesn’t really bring anything interesting to the table. Avoid this unless you have a Rule of Cool compelling you to field an all-Ungor warband, in which case I won’t stop you (and no one should).
The Ungor with Gnarlspear and Half-Shield is a much better use of the Ungor kit. It costs 70 points, and still only has 8 wounds, but it has a nice 2-inch range spear attack with a critical damage of 4, and a Toughness of 4 as well, which is quite a lot of survivability for 70 points. They’ll go down fast, but anything with a move of 5 and a spear provides you with tactical options in Warcry.
The Ungor Raider and its Leader version, the Ungor Raider Halfhorn, are the only fighters in the Beasts of Chaos warband with a Ranged attack profile. The basic version costs 70 points. Its melee attack is as good as the one on a basic Ungor, but it also has 2 3-15 inch range attacks.
They aren’t great ranged attacks at all, but it gives you an extra tool to work with, and it has access to the Triple ability Volley of Arrows, which adds half of the value of the dice rolled for the ability, rounding up, to its ranged attacks characteristic for 1 activation. This means you could end up with 5 ranged attacks instead of 2, which can be great if you’re at a range where you can attack twice on a target.
The Leader version costs 140 points, has twice the wounds, a better melee profile and the same ranged attack, but it also has the Leader ability which can give you an extra attack action.
This makes a nice little combo possible: If you’re within range of more than one enemy at the beginning of an activation and you have the dice rolls for it, you could use Volley of Arrows to buff the Leader’s attacks, kill one enemy and then activate Rip, Gore and Tear! to attack another enemy with the buffed attacks characteristic. That’s a lot of ranged damage for a 140 points fighter.
In summary, the Ungors are the specialist versions of the Gors, and you can put the spear and bow versions to good use in a number of ways.
Bestigors (115-185 points)
Bestigors come in two versions:
The basic Bestigor costs 115 points, has 3 strength 4 damage 2/critical damage 4 attacks and 12 wounds. It also has access to the Triple ability Bestial Charge, which lets it do damage equal to the value of the ability dice roll to one enemy fighter when the Bestigor moves within 1 inch of that fighter. This makes the Bestigor a good all-round elite fighter on par with many of the elite fighters of the dedicated Chaos Warcry warbands.
The Bestigor Leader, the Gouge-Horn, costs 185 points, has 10 wounds more than the basic version, 1 extra attack and a critical damage of 5. This combined with the Bestial Charge ability and the Leader ability makes the Bestigor Leader another strong contender for your choice of warband leader – if you’re already planning on buying and fielding Bestigors, that is.
He’s not the strongest or most versatile Leader across all of Warcry, but his abilities are good and he has the attack profile to put them to good use.
Dragon Ogors (195 points)
There are three different Dragon Ogor fighter types in the Beasts of Chaos warband:
The Dragon Ogor with Paired Ancient Weapons has a Move of 6, 30 Wounds and 4 Toughness, as does the two other Dragon Ogors. The Paired Weapons Ogor’s main feature is his whopping 5 Strength 4 attacks – if you are close enough to attack twice, that’s a lot of chances for hitting his critical damage of 4!
Like the rest of the Ogors, he has access to the Quad ability Bring Down the Storm, which lets you roll a dice to do damage equal to the value of the dice rolled for the Triple ability to an enemy fighter within 20 inches of the Ogor on a roll of 2+. It’s definitely not one of the best Quad abilities in the game (it’s a maximum of 6 damage, after all, and you have to roll for it), but it’s great range can mean you can use it to finish of an out of reach target if you’re lucky.
I think the Paired Weapons Ogor can be a strong defensive fighter: get him on an objective, and his high Wounds characteristic means he will probably survive an attempt by the enemy to take him out. Next time it’s his turn to activate, he can take his attackers out with a double attack action of his hefty attack profile.
The Dragon Ogor With Draconic War-Glaive‘s specialty is its 2 inch range attack, which just increases its survivability even more, whereas the Dragon Ogor With Draconic Crusher has 3 attacks with a very good critical damage of 6. All three Dragon Ogors combine good speed, damage and wounds, which makes them great elite fighters.
The thing keeping them from being amazing is that their abilities don’t really support what they are otherwise good at. For this reason, I would recommend taking Bullgors instead of Dragon Ogors in many situations, unless you really need the extra movement or have a Dragon Ogor Shaggoth.
Dragon Ogor Shaggoth (255 points)
This new addition to the warband from the Agents of Chaos battletome is basically a Leader version of the Dragon Ogor with Draconic Crusher – he just has one more point in Strength and a few more Wounds.
What’s great about the addition of the Dragon Ogor Shaggoth to the warband is that not only does the Dragon Ogors now have a Leader, they also have one with a good ability that only works on Dragon Ogors!
The new Quad ability, Empowering Lightning, allows the Dragon Ogor Shaggoth to heal all Dragon Ogors in an area around him, which means that there is now a reason to take Dragon Ogors rather than Bullgors in your warband. The only downside to this is that both the Leader’s ability and the one available to regular Dragon Ogors, Bring Down the Storm, are both Quad abilities, so you will rarely be able to use both of them.
However, if you’ve always wanted to do an all-Dragon Ogor warband, now you can – if you are prepared to deal with a finecast kit for the Leader.
Bullgors (190-250 points)
There are 4 different Bullgor fighter types in the Beasts of Chaos warband roster, two of them Leaders.
The Bullgor with Bullgor Axes costs 190 points. It has 30 wounds, 4 Toughness and 4 Strength 5 attacks.
All of this is roughly on par or a tiny bit worse than the Dragon Ogor equivalent, but the Bullgor Double Ability Bloodgorge makes it all worthwhile: It lets you heal a number of wounds equal to the value of the dice rolled for the ability after taking an enemy fighter down in the same activation.
Since this ability is only a Double, you can almost always use it, and it can often mean your Bullgor can survive another battle round in close combat. This means that if you absolutely want to run big nasty monsters in your Beasts of Chaos warband rather than a whole horde of warriors, Bullgors are the way to go.
The Leader version, the Bloodkine with Paired Bullgor Axes, has 5 more wounds, an extra attack and an extra point of critical damage, but costs 245 points, which is a lot when other warbands have Leaders with similar profiles plus more interesting abilities for less points.
The Bullgor with Bullgor Great Axe is also 190 points, and has the same statline and ability as its dual-wielding brother, but it has 2 melee attacks with a critical damage of 6, which is really good. If you can get it into a situation where it can attack twice, you have a shot at doing good damage. If you want to field one of these, I suggest you take it as its Leader version, the Bloodkine with Bullgor Great Axe (or the new Doombull, see below), which has 3 of those attacks, but with a critical damage of 8.
A critical damage of 8 is among the highest in the game, and can be an intimidating factor to the enemy even before any attack dice are rolled. It costs 250 points, but at least you’re getting something extraordinary for the steep points cost, and if you can heal him up with Bloodgorge between fights, he can end up dealing a ton of damage to elite targets.
The Bullgors are big chunks of wounds with a cool Double ability and some strong attacks, but the Great Axe Leader stands out as the most useful of the bunch.
Doombull (265 points)
This new addition to the warband from the Agents of Chaos battletome is a unique Leader, built from a different kit than the other Bullgors, but it is precisely the same as a Bloodkine with Bullgor Great Axe, with just one more Attacks and three more Wounds for an added cost of 15 points. If you have points to spare in your warband and don’t mind a finecast resin model, this is a nice upgrade to the Bloodkine.
Centigor (135-205 points)
This new fighter type has been added to the warband in the Agents of Chaos battletome. It comes in a standard version, the Centigor, and a Leader version, the Gorehoof.
Simply put, the standard Centigor adds one thing to the Wild Stalkers arsenal that it has been missing: A fighter type with a Move of 10. While the warband isn’t slow by any standards (a Move of 5 for infantry is good), having mounted fighters makes it much easier to cover ground and get to objectives or other targets before the enemy wants you to. If you add the Brayherd Ambush ability to their Move, the Centigors are really fast.
Sadly, there’s not much interesting the Centigors can do once they get to where you send them. They don’t have a new ability, and while it their 2 inch range on their melee attack is good, it only has 2 Attacks.
On top of this, the Centigor models are a finecast resin kit, which is an unreliable material that many hobbyists will be unfamiliar with.
The Leader version, the Gorehoof, has a slightly better melee attack, more Wounds and access to the Rip, Gore and Tear! Leader ability, but once again, that doesn’t improve the Centigors that would be its only followers because of its high Move statistic.
If you want even more mobility in an already mobile warband, and you are able to get your hands on a Centigors kit, the Centigors and the Bloodhoof is an interesting new option for the warband.
It is just too bad that they have no synergies and have not been integrated into the new warband with a useful new ability. A full warband of Centigors will simply have too few Attacks and not enough abilities to choose from, and if you include them with other fighter types, they will be in a battle group of their own because you must make use of their high Move stat.
Cockatrice (210 points)
This new addition to the warband from the Agents of Chaos battletome adds a fighter type with the Fly runemark to the warband. This doesn’t mean the Cockatrice is a brittle creature you mainly use for its speed: It has 30 wounds and a strong melee attack as well.
It also has access to a new Triple ability, Petrifying Gaze, which lets you do damage to an enemy based on a dice roll, and then subtract 1 from their Move statistic.
Since the Cockatrice is very fast and has the Fly runemark, it will often be alone on the battlefield, far from the buffs and support from your Leader or Hero, so the best way to think about the fighter is that it’s a tactical nuke: You send it quickly towards something that needs to die or be locked in close combat until your other fighters have achieved their goals.
The greatest downside to the Cockatrice (apart from it having the Beast runemark and thus being unable to go through doors in a Catacombs battle) is the model itself: it comes on a 60 mm base which does limit mobility in a close quarters skirmish game like Warcry, and it is a finecast resin model as well, making it both fragile and a bother to assemble.
This doesn’t change that the model is pretty cool, so if you want a terrifying chicken dragon in your warband, now you can.
Beastlord (200 points)
This new addition to the warband from the Agents of Chaos battletome is similar to the Gor Foe-Render Leader in power and utility: The Beastlord has the same melee attack as the Foe-Render, but with one additional Attacks, and a few more Wounds, but it also has its own Leader ability, Grisly Trophy.
The Triple ability Grisly Trophy can be activated in the same activation he takes an enemy fighter out of action. Then, it adds 1 to Attacks of the melee attack actions of all friendly fighters within a bubble of 9 inches around the Beastlord for the rest of the battle round.
This is a really good ability for a warband with access to so many cheap fighters. You can fit a lot of Gors or Bestigors in a 9 inch bubble around a Leader, or you could put the Beastlord in a battle group with a couple of Bullgors with Great Axes for a much better chance of utilizing their high critical damage.
If you are okay with working with finecast resin, the Beastlord is cheap to buy, and with the addition of him and the Dragon Ogor Shaggoth in the Agents of Chaos battletome, I am happy to delete “None of the Leaders can buff other fighters” from this warband’s Cons list below.
Great Bray-Shaman (195 points)
This new addition to the warband from the Agents of Chaos battletome is probably going to be the new Hero choice for many players of the warband. Not just because it is thematically fitting to bring a spellcaster along to support your Beastlord or Doombull Leader, but because his unique ability synergizes well with strong melee Leaders.
The Great Bray-Shaman‘s unique Double ability, Devolve, lets you move an enemy fighter closer to your Bray-Shaman, so if the shaman is standing next to your melee Leader or a pack of hard-hitting friendly fighters, this is a cheap way to single out a target you want to take down without getting too many enemy fighters drawn into the melee. He also has a good medium Range attack with a critical damage of 6, which gives him something to do while staying safe behind your battleline.
Abilities for the Beasts of Chaos Warband
- Brayherd Ambush (Double, Everyone) Only usable in the first battle round: Make a bonus move action for this fighter for as many inches as the value of the dice rolled for this ability.
- Bloodgorge (Double, Bullgors) If an enemy fighter has been taken down by an attack action by this fighter in the same activation, remove damage points from this fighter.
- Petrifying Gaze (Triple, Cockatrices) Roll a dice to do damage to an enemy fighter at range, and then reduce their Move statistic for the rest of the battle round.
- Bestial Charge (Triple, Bestigors) For the rest of this activation, the next time this fighter finishes a move close to an enemy fighter, do damage to one enemy fighter in melee range.
- Volley of Arrows (Triple, Ungors with bows) Add extra Attacks to this fighter’s ranged attacks for one attack action
- Bring Down the Storm (Quad, Dragon Ogors) Roll a dice to do damage to one enemy fighter at range.
- Rip, Gore and Tear! (Double, all Leaders) Make a bonus move or attack action after killing an enemy fighter.
- Devolve (Double, Great Bray-Shaman) Move an enemy fighter towards the Great Bray-Shaman.
- Grisly Trophy (Triple, Beastlord) Improve Attacks characteristic of all friendly fighters in an area around the Beastlord after he kills an enemy fighter.
- Empowering Lightning (Quad, Dragon Ogor Shaggoth) Heal all Dragon Ogors in an area around the Dragon Ogor Shaggoth
Strategy and Tactics for the Beasts of Chaos Warband
When choosing your Beasts of Chaos warband, you have a lot of options. Sadly, two whole categories of fighter types are very rarely useful: I would argue that the Gors kit and the Dragon Ogors kit are outmatched in usefulness by the Ungors, Bestigors and Bullgors in almost every way, with the exception of the basic dual-wielding Gor because of its low cost. The Dragon Ogors can be viable with a Dragon Ogor Shaggoth Leader since the introduction of him in the Agents of Chaos battletome, but you still have other options that can do most of what they can do.
A good Beasts of Chaos warband can consist of a horde of Ungors with spears supported by Ungor Raiders with bows, and perhaps a few Bestigors as elite troops. This could give you a lot of models on the table, each with specific tactical roles in the game. This type of warband has now been made even better with the option to take a Beastlord as your Leader, since he can improve the Attacks of almost all your fighters if they stay close to him.
Another approach could be to take a Doombull as your Leader, add in some more Bullgors, and then try to compensate for the very low model count with as many cheap Gors as you can. It really depends on which playstyle you prefer, but no matter what you choose, use the abilities to guide your strategy: The Beasts of Chaos abilities generally help you get to the enemy quickly, and then build on the momentum of your first kills with Bloodgorge, Grisly Trophy or Rip, Gore and Tear!, so plan a strong first strike with as many strong fighters in the same battle group as you can.
Bringing a Great Bray-Shaman as your Hero is also recommendable, as he can help draw specific enemy fighters into range of your strongest melee fighters without you having to expose your melee fighters to that target’s bodyguards.
With the new Agents of Chaos battletome, you can add even more speed to your warband with Centigors or the fearsome Cockatrice, but I would still recommend building your warband around something else. No matter what playstyle you choose, I think buying a box of Ungors is a good idea, since it gives you cheap models with both ranged attacks, spear attacks and shields.
From there, you can branch out towards Bestigors or Bullgors as you see fit.
Pros and Cons of the Beasts of Chaos Warband
+ Many options for fielding both elite and horde warbands
+ fast warband with access to both high damage and ranged damage
+ Good Double abilities
+ some of the new Leaders from Agents of Chaos improve synergies in the warband
– some redundancy among fighter types
– many new additions from Agents of Chaos are finecast resin sculpts
Some fun thematic warbands for the Beasts of Chaos Wild Stalkers
Here’s a few ideas for warbands that are both fun to play and embody the character and style of the Beasts of Chaos warbands. They aren’t competitive win-all lists, mind.
1 Beastlord as your Leader, 1 Great Bray-Shaman as your hero, 11 (or just 10 if you only have one kit) Gors with Pairs of Gor Blades. A true swarm of beastmen which main tactic is to run at the enemy, draw out a target with your Great Bray-Shaman, kill it with your Beastlord and then mooh and bray away as your now 4 Attacks Gor horde overruns the enemy.
First we take the Eightpoints, then we retake Azyr!
1 Dragon Ogor Shaggoth as a Leader, 1 Dragon Ogor with Paired Ancient Weapons, 1 Dragon Ogor With Draconic War-Glaive, 1 Dragon Ogor with Draconic Crusher, 1 Ungor Raider Halfhorn as a hero. The Dragon Ogors were originally indigenous to Azyr, and these guys are planning to retake their homelands, throwing lightning and healing themselves as they gallop forward on their strange lizard legs. The Ungor Raider Halfhorn is there to use up the allowed points and for comic relief as he supports the Dragon Ogors with an arrow or two. He has always wanted to see Azyr with his own eyes.
Different build options and how to buy the Beasts of Chaos warband
The Beasts of Chaos warband can be built from 11 different Age of Sigmar kits.
The Gors kit lets you build 10 Gors, which can be built with either a pair of Gor Blades or with a Gor Blade and Beastshield. This is a very inexpensive kit that’s great if you want a warband with a lot of models on the table.
The Ungors kit lets you build 10 Ungors, which has 3 options for each model: An Ungor with Ungor Blade and Half-Shield, An Ungor with Gnarlspear and Half-Shield, or an Ungor Raider with Raider Bow and Jagged Shank. This is a really versatile kit. While it doesn’t give you many options for making tough fighters, it does let you build cheap melee troops, 2 inch range spear fighters and ranged bowmen from the same kit.
The Bestigors kit lets you build 10 Bestigors with Despoiler Axes. There’s really only that 1 option (as well as a Leader, of course), b ut if you want your warband to be more elite and hit hard, you can’t go wrong with these guys.
Both the Ungors, Bestigors and Great Bray-Shaman are also part of the Start Collecting!: Beasts of Chaos box, so if you’re planning on branching out into the tabletop wargame as well, that’s a great way to get your Warcry roster filled.
The Bullgors kit lets you build 3 Bullgors with either Bullgor Axes or a Bullgor Great Axe, as well as Leader versions of both weapon loadouts.
The Dragon Ogors kit lets you build 3 Dragon Ogors, with either Paired Ancient Weapons, Draconic War-Glaive or Draconic Crusher.
The Warhammer Underworlds: Beastgrave box set gives you some amazing alternative Beasts of Chaos models from the Grashrak’s Ravagers warband. The set lets you build a Great Bray-Shaman (that’s not that model’s official name, but it looks like one) 2 Ungor Raiders, 2 Ungors with Gnarlspears (you’ll have to get the half-shields somewhere else) and a Bestigor.
The Centigors kit lets you build 5 Centigors, with the option to build one of them as a Gorehoof.
The Great Bray-Shaman, Beastlord, Doombull and Dragon Ogor Shaggoth are all available as separate Hero kits.
Tips on painting the Beasts of Chaos warband
With the exception of the Dragon Ogors and their scaly lower bodies, Beasts of Chaos models are mostly skin, fur, horns, bones, wood, a bit of cloth and some metals. They’re wonderful models to paint in earthy, “realistic” color schemes, especially if you pick a good, bright spot color for the cloth.
One of the best tips I know for making Beasts of Chaos look properly like “beastmen” is very simple: Use human skin tones like you would on a Stormcast Eternal or a Freeguild model – but instead of using Reikland Fleshshade or a skin wash from another brand, use Agrax Earthshade. It makes the skin look like there’s hair and fur in the recesses, and if you use the Agrax Earthshade wash for cloth, horns and metals as well, it can really tie the models together.
For my own warband, I went for a very earthy, Agrax-based color scheme, but with blue-gray furs and yellow cloth for a nice color contrast, as you can see below.
Another tip for making them look more beastly is to paint the eyes in the opposite way of what you would normally do: Paint the eyes black with white pupils. It’s easy to do and create the effect of what deer eyes look like if you meet them on the road at night.