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===Monsters=== *'''[[Chaos Spawn]]''': Pretty much identical to what the Warriors of Chaos have, only these guys trade a lot of Weapon Strength for poison. Believe me, it is a worthwhile trade-off. With poison not only can they do a ton of damage to light armor but they can provide support for your frontline, meaning your ungors may actually be able to do something! And of course, having a unit that will never run is welcome in a faction that's prone to mass routs. Serves as a great inexpensive monstrous infantry in your armies, but if you're worried about armor, see below. **Sidegraded in patch 2.2, giving them more weapon strength but also boosting up the gold cost. They are really good monsters for tanking hits and tarpitting single-entities. *'''[[Bullgor|Minotaur]]s''': Let's be honest I think everyone who has wanted to play Beastmen plays them for a chance to use these guys. With high AP, charge, and attack they can tear apart anything that they get their hands on, but their low armor and melee defense mean they can't take much of a beating in return. Bloodgreed also makes them immune to psych while their leadership is up, so they'll stick around longer than your average goat person (good thing too cause their leadership ain't great). This unshielded version has an anti-infantry bonus, so if you can get your hands on armored infantry they won't last long but archers will tear them to pieces. *'''Minotaurs (Shields)''': These cowmen give up the extra axe and anti-infantry bonus for a shield so they don't have to worry about missiles as much. Generally, the preferred choice over dual weapons since they can still tear up infantry just fine and might actually survive an arrow volley or two. They have significantly better melee defense than the dual axe variant also, so they last longer in prolonged meleeโs **'''Butchers of Kalkengard''': These guys evidently had some troll meat with Grom because they come with regeneration. This more or less negates their one weakness in being squishy, so they can absolutely run train on whatever you need them to. Keep them away from fire or your enemy will be having a nice steak dinner. *'''Minotaurs (Great Weapons)''': With a two-handed weapon comes anti large for these guys. If the enemy has a big monster they'll chop it up if they get their hands on it, though the lack of a shield once again makes them very vulnerable to missile fire. **Unfortunately ''not'' Doomstack material, even if you're playing Taurox. Auto-resolve hates them, so you can burn the entire unit out with Taurox's "slaughter one army, then the next, until everyone's dead" playstyle *'''[[Giant]]''': God this thing sucks and doesn't synergize at all with the roster. It hits like a truck but it's slow, has no armor, can't ambush or hide, and kind of craps on what Beastmen like to do in general. And now that the Ghorgon is finally here it's redundant on top of that since the big cow now fill every hole that this thing filled. Now there is absolutely no reason to grab this thing, as aside from survivability, the Ghorgon just does its job way better. **In campaign however it's worth grabbing a few, not intentionally increasing their capacity by themselves but only because increasing capacity for Giants also increases Chaos Spawn capacity too. Their vunerability is offset by the fact they're one turn to recruit and free so they have a bit more use than on any other faction, being tier 3 to recruit and also available from Herdstones makes them great in secondary stacks. **Aside from the aforementioned Chaos Spawn/Giant pairing, Morghur can make the most out of Giants because of the Chaos Boons from his tech-tree. You can make them faster and hit more often, Very Tanky with improved Regen, or Invisible and Unspottable, all of which can help Giants ''get'' to the melee. *'''[[Jabberslythe]] (DLC)''': THE CHARGLEMAGNE MEME IS DEAD! A monster with a bound vortex that goes off automatically, a damaging aura, and poison/magic attacks, making it an infantry blob killing machine. Its best ability is the damage aura, which turns it into a Mortis Engine against any unit that has less than 50% leadership. It's very good against infantry factions that love to blob with a bunch of chaff. Throw this thing at the Vampire Counts and watch it munch skeletons for days. Even though it has wings, it can't "fly" anymore than a few meters above the ground, which is part of a special attack animation. Said animation lets it crash on top of infantry formations and go over tarpits, making them ''really helpful'' in fucking up the enemy lines. **Pretty good in campaign, where the techtree can give them regen. A few of these guys can keep enemy infantry tied for an entire battle, giving you a good anvil to complement your army of Hammers. **'''The Vorbergland Broodmother (DLC)''': This one comes with armor sundering and an armor-piercing vortex, making it much better against heavily armoured opponents. **The armor-sundering vortex provides good synergy with your chaff and other anvil units which don't have AP, like Chaos Spawn. *'''[[Ghorgon]] (DLC)''': Finally, after five goddam years you have a dedicated monster duelist. Fast, anti large and with regen in melee they are exactly what the Beastmen needed to help them out against heavily armored monsters. Its biggest weakness is the lack of armor, so even relatively cheap missiles can tear this thing to pieces. Best used on the flanks were it can take advantage of its fast movement without being at risk of taking the brunt of enemy fire. Best to keep him away from ranged faction such as Elves and save him for more monster focused races like Lizardmen, Tomb Kings or Vampire Counts. **'''The Bloodbrute Behemoth (DLC)''': This one must have taken lessons from Snikch, since he does more damage to lower health opponents, making him the ultimate anti-monster character.
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