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==Tactics== So you may have noticed a theme in your army. Almost everything has high charge, vanguard, great attack, and shit defensive stats. This is an army that wants to get the drop on your opponent, get a charge off, rout their units and chase them away before they can hit back. It's a hard to use army that rewards good micro and timing, and due to a lot of their key units being locked behind DLC, you can argue that they're pay to win, like a lot of factions are in multiplayer. Needless to say playing defense is a horrible idea with these guys and if you prefer to sit back and let your enemy come to you this is one of the last factions you should consider playing. ===Multiplayer Strategies=== *'''Beastmen''': When you're fighting your fellow goat people, Chaos Spawn are your friends. Due to the low armor of the roster they can pump in a ton of damage and apply poison to the whole roster. Morghur is a fantastic choice for getting more of them on the field. Aside from that this often comes down to who can come out on top in the mobility game, as the Brayherd who has the edge in mobility often times can come out on top in the end. Go mainly for an spear frontline to help with cav and spawn and to get as much funds as possible into your mobile and monster elements. Raiders can also poke down the low armor of enemy spawn, but watch out for Centigors. You can also grab Lore of Wilds for a free Cygor, and take advantage of their weakness to monsters. *'''[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]''': This is an interesting match up as both factions are heavily reliant on getting the charge in order to win. You will have absolutely no issues in the infantry grind, the big issue is dealing with Knights. Obviously you want an Ungor spear frontline in order to get as much anti large as possible, and they should be able to deal with the unwashed peasants that come their way. Razorgors are great, not only because they're cheap mobile AP but they can pin knights in place and allow your Great Weapon Minotaurs on top of them to cut them to pieces. Of course with most Bretonnian knights having anti large, be careful with the big cows when you send them in. Bretonnia also loves spamming archers, especially of the poison variety, so grabbing some Poison Warhounds or Centigors to deal with them can help you. Remember, while Centigors stand no chance at beating knights one on one, they are are a lot faster than them and should be able to avoid them rather easily. If you can deal with the Cav you shouldn't have much trouble dealing with the rest of their army. DO NOT BRING MALAGOR! Double Paladins combined with the Bretonnian air force will fuck him up. *'''[[Total_War_Warhammer/Tactics/Chaos_Dwarves| Chaos Dwarfs]]''': *'''[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]''': Dark Elves are known for bringing a ton of Mobile AP with Dark Rider Crossbows, Scourgerunners and Darkshards. This means your lack of Armor actually comes in handy as you don't really care about the AP. They don't really bring elite infantry so Gor Herds will be able to get you control of the frontline fairly quickly. Don't bring Minotaurs, as Scourgerunners will kite them into another dimension. Cygors are also great here as Elves don't really have much that can deal with them, allowing you to send rocks into their Cav and crossbows with relative safety. Bonuses with the Eye of Morsslieb, as it can lock down Crossbow Cav for your Centigors to rip to pieces. Ungor Raiders are also good for poking skirmish cav if they come close. Aside from that get some cheap spears for bodies and just try your best to beat the Druchii in the mobile game. *'''[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]''': Yeah you are more than well equipped enough to deal with the Dwarfs. Bestigors are of course amazing here as they can take on the vast majority of the Dwarf frontline and win, though they can be vulnerable to missile fire. If you want to go cheap and expend elsewhere, go for more expendable axe ungors and invest more in Chariots and Minotaurs. Razorgors and Razorgor chariots are great for their AP to get through the Dwarf line and get to the juicy ranged units that are behind them. Minotaurs are a risky pick as they can be taken out by skirmishers and Slayers but if you can micro them well they can do a lot for you. Harpies can also do a ton for you as they can fly over the Dwarf lines and get on the guns and artillery before they get the chance to cause too much damage. And if the Dwarfs waste ammo on your expendable flyers, all the better. Raiders can also be useful, as while their arrows will boink off the armor of the standard Dwarf line, they can cause some cost effective damage to Slayers and help out your large targets. With your mobility and plentiful AP options you'll be able to handle most Dwarf armies, though don't be surprised if one catches you off guard now and then. *'''[[Total War Warhammer/Tactics/Empire| Empire]]''': Once again, dealing with Knights is going to be your big hurdle, though fortunately they aren't quite as big of a pain in the ass as the Bretonnian version. Of course, grabbing spear Ungors is a must to spread the field in Anti Large, so a few of those will certainly help you. Grab Centigor Great Weapons and Razogors to pin them down and you can get some charges off for some good damage. Poison Warhounds are also good for dealing with Outriders and Pistoliers since they can slow them down for Centigors to get on top of. If you can keep them safe, throwing axe Centigors can also help out a ton in dealing with Knights. Once the heavy cav is gone their skirmishers and artillery are free food for your Centigors and Hounds. Gor Herds with shields should be enough to deal with most Empire frontlines as Greatswords tend to be pretty rare in this match up. The Butchers are of debatable usefulness since while they can survive arrow volleys and help with Knights, the Empire has plenty of ways to deal with monsters, especially of the regenerating kind. It's fairly similar to the Bretonnia match up only the Knights are slightly weaker. *'''[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]''': *'''[[Total War Warhammer/Tactics/Greenskins| Greenskins]]''': Black Orcs aside Greenskins don't have much in terms of armor in their frontline so Chaos Spawn can help out a lot. Of course, with their plentiful skirmishing options they have ways of shooting Spawn to pieces. Centigors can thus be a good asset in chasing down Spider and Wolf cav and getting them away from your squishier units. You likely won't see Black Orcs due to your lack of armor and if you do, Razorgor support can help your Ungor and Gor frontline deal with them. Of course the biggest thing you will have to worry about here is all the big armoured monsters Orcs love to bring like Rogue Idols and Arachnarok Spiders. In this situation, throwing axe Centigors are your friends, as they can deal with the heavy armor without getting into melee with them. If you struggle with micro or ammo preservation you can also go with one or two Gorebulls with Minotaur support. They will have issues with ranged attacks and aren't as safe as throwing axe Centigors but if you can get them on an Idol or support an attack on a Spider they can rip a very sizable chunk out of it. Or, if you have The Silence and The Fury throw a Ghorgon at them and make sure the enemy skirmishers stay the hell away. With a bit of support the big cow should deal with any monsters the Orcs can throw at you. *'''[[Total War Warhammer/Tactics/High Elves| High Elves]]''': Fairly similar to the Dark Elves in that in this match up they tend to rely on mobile skirmishing to get the job done. In that case, a Cygor can work wonders. It will be able to chuck rocks at the Reaver Archers and get some of that annoying archer cav off the field. In the same vein Raiders can unleash some volleys into Ellyrion Reaver Archers if they get too close. Centigors aren't that great here because High Elves have one thing that Dark Elves don't, reliable mid to high tier cav. As such some spears can be helpful to scare off any attempt at a cav charge while Gors can carve through most of the frontline that Elves tend to bring. Rangers can do some decent damage to your infantry and Silverin Guard can hold for a while, but that's about as elite as you can expect to see from High Elf infantry. Swordmasters and Phoenix Guard are too expensive and easy to counter. In case of a Dragon, get a ton of Razorgors and pin that bitch in place for Minotaurs to get on top of and tear to pieces. Centigors with Throwing Axes can also do some reliable damage if he's a bit more apprehensive about landing. Most smart High Elf players won't bring standard archers or bolt throwers but if they do they are free value for your mobile units. *'''[[Total War Warhammer/Tactics/Khorne| Khorne]]''': *'''[[Total War Warhammer/Tactics/Kislev| Kislev]]''': *'''[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]''': <s>This match up sucks</s> or at least it did before the Ghorgon showed up! Now that you actually have a way to take down big monsters you no longer need to worry about losing the game simply because you have no way to deal with giant monsters. Hold them down with Razorgors and spam spears for anti large and try to get your big cows to slap them around. Just make sure that you bring plenty of tools to take down Chameleon Skinks, because otherwise the lack of army is going to put the Ghorgon down fast. Bestigors can fight Saurus and with cheap, cost effective chariots the infantry fight shouldn't be the hardest thing ever. *'''[[Total War Warhammer/Tactics/Norsca| Norsca]]''': This used to be a relatively not fun one since you had very little that could effectively deal with both large monsters and Berserker rushes, but with the Silence and the Fury now you do! Most Norscans will bring berserkers as they will easily mow down most of your infantry and allow their big monsters to run amok in your lines. There are two ways to handle them, either get Ungor chaff with Spawn to rip apart Berserkers and get mass for monsters in exchange for missile vulnerability. The other option is simply throw Bestigors at them, as they'll win against any Norscan infantry in a vacuum and aren't as vulnerable to missiles but can't really stop monsters. For monsters you get either get a Ghorgon to slap them down in a straight brawl or, if you want something less vulnerable to missiles, get a Doombull/Taurox and Gorebull combo as a more mobile combo to tie down and tear Mammoths apart. If you aren't going for a Doombull get Malagor as frankly he is OP right now. *'''[[Total War Warhammer/Tactics/Nurgle| Nurgle]]''': Prepare to suffer. You rely on getting that charge in and Nurgle has enough toughness and healing power to weather through it while grinding you down. *'''[[Total War Warhammer/Tactics/Ogre Kingdoms| Ogre Kingdoms]]''': Oddly enough, you guys have ''a lot'' in common. You're both generally low-armored and do most of your damage by charging, but while Ogres are all Mass and ignore Charge Defense, you're all Charge Bonus and comedically low Mass (rip Doombulls). While Minotaurs with Great Weapons will trounce any footslogging Ogre on the charge, Ogre Monster Cav will fuck your day up, end of story, so expect Ogres to bring lots. They also have proper artillery, while you're stuck chucking rocks. *'''[[Total War Warhammer/Tactics/Skaven| Skaven]]''': Honestly Skaven are one of your favorite match ups, as you have a ton that can counter what they bring to the table. Gor Herds will dominate any infantry that aren't Stormvermin, and honestly most try hard Skaven builds never bring Stormvermin anyway. And of couse, Chaos Spawn are a blessing against low armor, so anything aside from Stormvermin will die quickly. Plus you have plenty of tools to get rid of the gunline, from Hounds to Centigors to get into the backline and get rid of those Jezails, Poisoned Wind Mortars and other Skryre tech before they can cause serious damage. With you mobility and plentiful access to fear and terror you can chase any fleeing ratmen with little issue. Now I know what you're thinking, didn't you say Beastmen have a hard time fighting heavily armoured, single entity monsters? What if they go for a Moulder Rush? Ahh, the answer is in the word *HEAVILY ARMOURED.* While strong, Clan Moulder monsters have piss poor armour meaning Raiders and other units can burn them down with no issue. The match up got a bit more complicated when Skaven got their own mobile skirmishers in the form of Wolf Rats, but your hound and mobile units generally outclasses theirs. Combine that with their low leadership and they're actually somewhat easy for the Beastmen to get rid of. What do you know, a match up you actually have a solid advantage in! *'''[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]''': Well what do you know, a faction that is actually faster than you are. I wouldn't bother with Centigors or Ungor Raiders here. Seekers will out pace and beat Centigors in a fight and dive into your archers. You'll need mass to lock Slaanesh down and keep them there to butcher. Gor Herds should trade decently into most Slaanesh Troops aside from Exalted Daemonettes, and considering Bestigors are a bad idea in this match up considering all the AP, they might not bring them anyway. Minotaurs and Razorgors should be your way to go for this army, as while they won't catch Slaanesh, they will be able to hold them in once they engage and keep them there with their high mass. Once in, you can use either anti infantry of anti large Minos to slap them around. Since they have low armor, a Ghorgon isn't too necesarry to deal with with large units, and honestly a Jabberslythe might be more helpful to help against Daemonettes. Malagor is a decently safe Lord options since all he will have to worry about is Furies and a Wargor on a chariot can help keep the goats in the fight. Honestly the main goal here is to lock down Slaanesh with mass and pray to any Chaos god that isn't a depraved sex freak that you grind them down before they do. *'''[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]''': Gor Herd will have absolutely no problem dealing with Tomb Guard, let alone the basic chaff skellies, but the fact that they're undead makes them a bigger problem than their stats would say. In general, Beastmen hate fighting undead because not only are they all unbreakable, which screws over your "route quick and chase them off" strategy, but they also all have fear, which will hurt the Beastmen's already poor leadership. So while your goats will win in a grind, sadly they may run before that happens. Consider investing in a Wargor to keep morale up. Centigors with throwing axes are a must in this match up as they're your most reliable AP unit, and their mobility will make it hard for the Tomb Kings to catch. Razorgors can also pin them in place so Minotaurs with Great Weapons can get on top of them and carve them to pieces, but if you want a dedicated monster-killer the Ghorgon is the way to go -- just watch out for archers. Finally, Chaos Spawn are just reliable in general because you don't have to worry about them shitting their pants and running away. *'''[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]''': *'''[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]''': Out of all the Undead factions, you hate these guys the least as they at least slightly play into what you like to fight against. An immobile, gunline reliant faction that you can abuse your mobility against. Get a shit ton of harpies and yeet them on top of the gunline so that your Gors with Shields can get to the deckhands unmolested. Of course, that bad leadership is still a thing, so watch out for terror routes. Archer spam is a well known counter to the Coast in general so a crap ton of raiders will be able to get their value back fairly quickly. Lore of Wilds wizard with a Cygor summon can also do some reliable damage from long range so see if you can grab one of those. Big Crabs can be a pain in your ass, though really shooting them with the plentiful amount of Archers you should bring will usually be enough to being them down. *'''[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]''': What used to be one of the worst possible matchups for the Cloven Ones is now one of their better ones thanks to the monsters provided in The Silence & The Fury. The vamps have no archers to target, everything is unbreakable and will kill your already poor leadership. Unlike the Lizardmen you know exactly what they will bring, an expendable frontline with 3 Blood Knights and a Mortis Engine to kill blobs. That was all once very scary, but now you have the tools to deal with it. Ghorgons have arrived and they can hunt Blood Knights or Mortis Engines to the ends of the Earth. You also now have your own Mortis Engine in the form of the Jabberslythe, who is excellent at burning through blobs of chaff. Aside from these showstoppers Chaos Spawn are nice since they can't rout and can take on most Vampire Infantry with no issue. Centigors with throwing axes are good against Blood Knights, so save your ammo for then. Razorgors are also good for blocking in Blood Knights and other more mobile threats, carving them up with AP while your Ghorgons beeline for the kill. Aside from that, grab a bunch of ungors or gors to throw into the grind; you're probably not going to need anything fancy in the infantry department considering how crummy skeletons and zombies are, but consider bringing a Wargor to buff up the leadership of your own troops. *'''[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]''': In order to prove to the pretenders that you are the true servants of the gods, you will need to find a way through all that armor. Fortunately all that armor is usually in their infantry not their monsters, so a Bestigor or two can cut through Chaos Warriors without much issue. If you want more numbers in your AP options, cycle charging Razorgors combined with Ungors can provided a hard hitting AP mess that Chaos Warriors can have a hard time getting through. If they go for Marauders for a frontline and invest elsewhere, then infantry shouldn't be a problem. Minotaurs can also help, especially the Butchers as they can regen through most of what Chaos can throw at them. Marauder Horseman can be a pain in your ass since their mobility can allow them to get their javelins into your unarmoured troops. Centigors can beat them in melee and have the speed to catch them, though they won't last long if something scary gets a hold of them. Raiders are also useful as Chaos Spawn tend to be popular so arrow volleys can come in handy. Since you don't have too many scary SEM or heavy cav, Dragon Ogres are fairly uncommon, but if they show up drown them in spears and cycle charge Minotaurs or Ghorgons to carve them up. *'''[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]''': Two things you want to bring against the Asrai, shields and mobility. You will need hounds and Centigors to hunt down all of the annoying archers that Wood Elves love to bring against you. They should be able to deal with Asrai Spear cav if you bring enough of them, then you can swarm them into the archer position. Dryads tend to be the most popular frontline for the Wood Elves, so Gors with shield should be your infantry option against them. You may question the use of Razorgors due to the lack of armor, but they are useful for pinning Dragons or other monsters in place for your raiders or cav to get a hold of. It's a battle of mobility, and if you win out in the mobile game you should be able to take the field fairly quickly. ===Domination=== General Tier Rank: '''A''' The fact that half your army has vanguard and hits like a truck really helps you out in this game mode. You can get to the points much faster than most factions and are able to out muscle quite a number of different races due to how relatively cheap some of your units are. Centigors and Tuskgor chariots especially are powerful given that they can come from the vanguard spawn points and hit pretty hard for their price. One of your biggest advantages is your ability to pick you engagements. Due to how much speed you have the ability to decide how much you want to invest in a particular fight. Is that Khorne player placing a ton of Spawn, Bloodletters and a Bloodthirster on the center point? You have the ability to say "Fuck that" and focus on the sides. Granted your units still aren't good at taking damages and if you come across a faction that can outmaneuver you (basically just Slaanesh) you might end up getting served as mutton. Still if you play the goats right those situations should be rare. ===Campaign Strategies=== With the announcement of the rework finally here, we can take a look at it and finally take our evil goat friends and and burn down the non furries to our heart's content. The first big change is that now, similar to Tomb Kings, Beastmen units don't cost recruitment or upkeep, but are now locked behind a unit cap. Only Ungor Spears (without shields) and Ungor Raiders can be recruited an unlimited amount of times. Armies are also very limited since you aren't affected by supply lines. As such, similar to the Tomb Kings, make sure that you always have as many full stacks around as the game will let you. Remember, having two armies where one is a full stack of useless ungors is still better than only having one. Even if the second army isn't great for combat, you can still use it to raid, set up ambushes for your main armies, and defend Herdstones. As such once you have an extra army get a full stack as soon as you can, you can always replace those ungors with better units once you have them available. Also when units are damaged after a battle, don't wait to replenish and instead merge the wounded units and rerecruit the ones you lost. They cost no money anyway and it's faster than waiting for them to replenish. Speaking of Herdstones, that is your new main gimmick for the race. Every time you raze a city it will give you a resource called a '''Herdstone Shard''' and once you have enough you can erect a '''Herdstone''' at a settlement you burn down. These are very basic settlements with only two building slots, but turns the regions close to it into a '''Bloodground'''. Every city in a Bloodground has a value called a '''Devastation level''' depending on the level of the settlement (a Tier 1 Settlement is worth 4). Every burned down settlement will add it's Devastation level to the Herdstone, so if you make a Herdstone from a tier one settlement and burn down another Tier 1 settlement, that Herdstone's devastation level will become 8. Once it's at ten, you can start a ritual that once completed adds the Herdstone's level to your '''Marks of Ruination''', a bar that tracks your progress and gives you new units and armies along the way, and makes ALL RUINS IN THE BLOODGROUND UNINHABITABLE UNTIL THE HERDSTONE IS DESTROYED!!!! You also get enough shards to make a new Herdstone. That may sound really complicated, especially for Beastmen, but it's actually pretty simple. Slap down a Herdstone, burn down as many cities in the Bloodground as you can, complete the ritual, then move on. The big idea is to get as many Marks of Ruination because not only does it get you closer to the final battle but it also increases your unit caps and army capacity. As such, while the goal needed to perform the ritual is quite low, you actually want to get it as high as possible in order to progress the campaign and get a ton of good units quickly. You also need to defend the hell out of Herdstones in order to make sure you don't have other factions plague you with resettlements like in the old Beastmen campaign, so make sure you always have a spare army nearby to make sure no one tries to burn them down. As for the buildings under a herdstone, you have four options. By far the best one is Shaman's Ceremony, which increases your Winds of Magic and gives you vision across the entire bloodground the Herdstone is a part of. I don't need to tell you why vision and extra magic are something you want. The others improve your siege battles, gives you bonus replenishment and can spread plagues. Pick the one that most fits your playstyle. You also have a new unique currency called '''Dread''', which you get for winning battles. Using Dread lets you increase your unit caps, give you more heroes, and gives you general upgrades and magic items for your armies to play around with. By far the coolest thing about it is that you can use it to essentially purchase the other Beastmen Legendary Lords into your faction, auto confederating with them if they're alive and bringing them back if not. This means that you don't have to worry about confederating other Beastmen factions to get their Legendary Lords if you don't want to worry about it. '''Bestial Rage''' is also still around, but now it only connect to Horde Growth so you don't have to worry about attrition. Technologies have been changed to '''Challenges of the Dark Gods''' which won't let you research until you complete some challenges (win 5 ambushes, win 4 battles in one turn, stuff like that.) More will be revealed as gameplay comes out. {{Template:Beastmen_Forces}} [[Category:Total Warhammer]] {{Total War Warhammer Tactics}}
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