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====Preferable Units==== Here are some favorite unit designs that Beastmen players have used. You'll notice that the first three are Special Units - welcome to Beastmen: *'''Bestigor Herd''': Remember how we told you to commit? Here it is. Take 30+ Bestigors (the optimal number is usually 35, but some players go large at 40+ or 50+!). This is a WS/S/T 4 warrior with a great weapon and heavy armor in a unit that can have a magic battle standard. Got a Great Bray Shaman, Wargor or Morghur? You can pop him in here along with a Standard of Discipline, and suddenly you have the Same Ld (9) as if you were in the General's bubble, but are now independent of that bubble and free to wreak havoc. Other options are possible, but make sure you utilize your magic banner allowance. COMMIT. *'''The Minobus''': A favorite of players who like the awesome Minotaur models and want to field a rape train capable of boosting their murderboner into orbit. Minotaurs can be fielded in multiple orientations such as 2x2, 3x2.... but if you really want to bring the beef, the minobus is a generally minimum of 3x3. Again, commit (just like with the Bestigors) and get at least one hero/lord - you need it because if the Dice Gods frown on you, this very expensive unit of stone killers suddenly turns into a stampede for the rear that is fast enough to get off board before you can rally it! Quite often you will see a Doombull, a Gorebull, and a second Gorebull as BSB in the front row, and 6+ minotaurs in the back. Don't just run the three characters, you need ranks to maintain the bus's ability to combat. Insane players will field 9 to 16 Minotaurs along with Taurox and a Gorebull (or in bigger games, a Doombull) BSB along with a second Gorebull for a unit capable of class 5 hurricane levels of destruction. Remember - canny players KNOW how to redirect this thing, so make sure you are screening it with ungors/gors/razorgors/harpies so that they don't get led around by that ring in their collective snouts. Obviously this unit becomes a risky proposition as a potential one hit wonder, but it can be a thrill to see once the killing gets started. A unit this involved is around 1000 points, so the enemy ''must'' engage it if they want some serious VPs. This means a retarded amount of incoming will be directed at the bus: missiles, engine fire, magic, foul language. This will allow your Gore blocks, harpies and chariots to go and assault forward. This also means that your bus needs some serious support - Gores on the wings, and at least 2 wizards trying to keep it alive! **Want some load outs? Here ya go: '''Doombull''' with Heavy Armour, Shield, Sword of Striking, Ramhorn Helm, Dawnstone, The Other Tricksters Shard, Gnarled Hide; '''Gorebull''' with Heavy Armour, Shield, Battle Standard, Beast Banner; '''Gorebull''' with Heavy Armour, Shield, Sword of Swift Striking, Dragonhelm, Ironcurse Icon. Obviously, tinker with moving the Sword around, different banners are a possibility as well (but that beast banner is nice). *'''Bacon cruise missiles''': We told you before, and here it is again - get two units of one Razorgor each. Use them as flankers, wizard hunters or war machine hunters. They also excel at redirecting, chasing down and pinning units so your Minobus can finish omnomnoming them, and in general running around like a .... greased pig. Single model units only: don't buy doubles because the second one will bolt with that Ld 6. *'''Ungor Ambush Spam''': MSU (Multiple Small Units - usually 6+ units of 5) of ungors or gors with the sole purpose of being meatshields and redirectors. Spam These guys into your enemy's rear. Now, with Glottkin book, you don't need an equivalent unit anymore! Make sure to get Khornate or Slaaneshi upgrades for them for staying/killing power. Multiple units of these little bastards means that eventually you'll wind up a few of them in the enemy's knickers. Best used in conjunction with Kazrak as your General so that you are really effective on landing these where you need them. Again, risky in that each unit is essentially 25-40 points that you are giving to the enemy, but you should think of that as you are spending it so that you can cause havoc and get the enemy looking in the wrong direction or turned for flank attacks. *'''Big Block Gors''': Get two units of 40+ Gors and kit em out. Remember, no shields - you want AHW, and try to keep them near the BSB for re-rolls. This becomes the anvil for the enemy unit that your hammer will flank charge. Doesn't hurt to screen them - they can get weak in the knees if charged on the flanks. And you are prone to that. *'''Harpy Havoc''': Facing a ton of wizards or warmachines? It may behoove (nyuk nyuk) you to acquire some harpies - they make descent warmachine and wizard hunters. YMMV. Use with caution as when they are broken, they can cause a chain reaction of panic and fleeing in your flanking units. It's an unfortunate reality that they can break, but their ability to fly allows you to pick off loners. Also act as backup redirectors and meatshields. *'''Ham n' Hoof Drag Racing''': New Beastmen players are usually so worried about how underpowered their army allegedly is that they forget that there is some awesomeness here: Chariots, baby! Piggy powered wheeled death means that you get some fast and powerful core choices capable of fulfilling multiple roles: flankers, anvil, hammer, warmachine/wiz hunter. Take in 2+ units in smaller games, but try to go large here as this is a powerful core choice for you. Remember that CHARIOTS CAN'T MARCH (pg 86 BRB), so use their ability to wheel while moving to get them into prime charging position. Get aggressive with these, they can be the start of something beautiful if you can get stuck right in early before the enemy brings his magic and missiles to bear. *'''Free magic dice''': Take a great shaman who is correctly kitted out. On average, you can get around 7 "free" power dice as long as you are in combat. Try running a 35 man gor unit with a wargor with the beast banner. Your wizard is then level 4 using beasts, he is equipped the jagged dagger and the steel claws. If you cast Wyssan's Wildform and The Savage Beast of Horros he then can potentially get up to 9 strength 9 attacks re rolling to hit. and each kill counts as a power dice. Even with the power dice cap, this is a nice regenerator for an army that desperately needs buffs.
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