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===Lords & Heroes=== ====Named Characters==== '''Note:''' Under the current edition, named characters tend to be overpriced; you can pretty easily emulate most named characters from scratch and save yourself some points. That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you absolutely need to have them, go ahead. Just make sure you're really getting your points worth. *'''Gorthor, The Beastlord:''' The Archaon of Beastmen, which is kinda sad when you think about it. Costs 125 points more than a Chariot mounted Beastlord and you are willing to pay that because of the 18 inches of Inspiring Presence. That is the ONLY reason why. Combat wise, he's okay, but unreliable. Killing Blow is nice, but his mediocre I and only slightly above average WS (especially for a lord) hurts him a lot. His magic casting ability is pretty useless (as you need to use dice to cast Bound Spells now) and the fact that he's hanging out on his own in a chariot is essentially an invitation for any Lord with a mount and magic weapon to walk up and take a swing at him (more on this later, under the Beastlord). He's still fairly useful, but you might need to keep him out of combat and behind your main units. *'''Khazrak, the One Eye:''' Here we go. 80 points less than Gorthor, helps your Ambushing units to arrive better (never roll a 1 again) and can actually join units and help keep them from fluffing rounds of combat (and unlike Gorthor, he can actually survive the odd round of combat with another lord). If you want a special character Beastlord, this is the one. Also, he has a surprisingly good combat ability, while his base stats are very little above a regular beastlord, he comes with a free 2+ armour save and just to give him that little extra challenge boosting bonus, he completely nullifies enemy magic weapons; his whip is also something to strike fear into the hearts of hordes because it will tear them in 2. *'''Malagor, the Dark Omen:''' Not too bad as far as Beastmen Special Characters. If he starts casting he gets hard to stop, he helps your guys around you get Frenzy and he helps hold up your enemy's general. Maybe a little on the pricy side, but worth it for his abilities, especially since he can fly around and troubleshoot. Not bad, not bad. Also, you need to be careful of magic missiles and even normal missiles because toughness 5 but no armour or ward means that he can get shredded if he's on his own, and if he's in a unit <s>then it kinda wastes his wings,</s> (harpies bro) but he's fun. Also do not forget that once he starts to build momentum he starts becoming unopposed by any wizard because he suddenly realises that he's proud of what he's done (or some shit like that) so he starts being better than Nagash somehow? *'''Taurox, the Brass Bull:''' THIS RAPE TRAIN HAS NO MODEL! An awesome chance for you to practice your modelling by upgrading and NMM painting a Doombull model. So - Taurox is really here for those players who want to run a megaton-grade Minobus (see tactics). Probably not seen in games less than 2500 points, Taurox really comes to the fore when supported by egregious spending of points and magic, and a horde of Minotaurs following him in. Some feel that he is quite worth it his high price tag: Tons of S6 attacks that are magical, flaming and ignore armor saves. He hits like no other and is more than capable of destroying entire units by himself, but other players feel that a kitted out Doombull beats Taurox, as you can emulate him fairly well with the Armour of Silvered Steel and the Ramhorn Helm (works out to 40 points less, you get more attacks but are slightly less durable there not a doombull is T 5 Taurox is T 6). His weak spot might look scary considering his points, but it doesn't happen that often (it'll only happen about 1 in 216 times against normal and Strength 4 Spearmen Hordes, and 5.55% of the time against normal S3 and S4 hordes). One of the better special characters in the Beastmen book without a doubt. Remember though that the amount of points invested into the Bus means that your Gors now will be less well led, so you'll need some buffs for those Gor blocks. *'''Morghur The Shadowgave:''' Unbreakable and kinda fun in the stats department. He kills one friendly (AND ONLY FRIENDLY) model per turn and turns it into [[Chaos Spawn| that which shall not be named]]. If you want to take him, keep some Ungors near him to try and turn them rather than something more worthwhile and be aware that if no other friendly model is near enough, nothing happens. Can be fun in a non-competitive list, especially if you really wanted to run some [[Chaos Spawn| grblrlgrbrlrlgrrrr]] but were turned off by the points cost. Kill 5 or 6 Ungors and get 3 chaos spawns on average? Yes please. Chaos Spawns may not be great for 50+ points but they're amazing for 5 points. Wait, I said it, didn't I? '''[[Rage|FFFFUUUUUUUUU]]- BRLARGMURLRLRLRLRFUCKYOHBFLFLFLL''' *'''Slugtongue:''' Slugtongue costs nearly 80 points more than a level 2 Bray Shaman for a 50 percent chance to cause up to D6 wounds (usually D3) to all enemy units within 36" before the game begins, which is awesome against heavy cavalry lists or MSU spam. Other pros are that he has Regeneration (making him marginally less squishy than a normal Bray-Shaman) and has poisoned attacks (for what that's worth). Sadly, he loses access to Lore of Beasts which is one of the main reasons you take a shaman. On the other hand the lore of Death isn't all that bad, nor is Lore of the Wild. He is a situational Bray Shaman, but doesn't mean he is useless. *'''Moonclaw, Son of Morsleib:''' Just what you need, something to make your units worse. As low LD is one of the major weaknesses of a Beastmen army, his Stupidity causing is MUCH more likely to hurt you than your opponent. His once per game ability to drop stone throwers could be fun, if he's inside a unit, you're gonna end up firing at the same unit 3 times (and if you're in combat then your opponent is just going to laugh at you). Oh and did we mention he's Level 1 for 125 points more than a Bray Shaman? <s>Skip him hard.</s> BUT WAIT, crack AND insanity, very useful and practically essential (you're playing beastmen what did you think I would say, something useful?) ====Generic Characters==== '''Note:''' While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army. *'''Beastlord:''' Leadership 9 is what this guy brings to the table and holy shit are you paying for that privilege. He has a respectable S and T of 5, but that's really the most outstanding part of his statline. Properly kitted out he can bring the hurt just like any other combat Lord but toe-to-toe he ''will'' get put down like... well, like an animal. Having to pay for Gifts and Magic Items from the same pool limits your ability to outfit him ''a lot''. Almost mandatory for that Ld 9, though. Also, do watch out because while he has good attack he has worryingly low initiative which means anything moderately fast with a giant's blade will kill him before he even realises he's getting attacked. *'''Great Bray Shaman:''' The wizard lord of the Beastmen. Useful as far as Wizards go, but a tiny bit on the pricey side. His LD8 could help in a pinch, but don't rely on it. Lore of Beasts is an incredible choice for him for reasons which should be obvious. Expensive for what he does, but still useful. *'''Doombull:''' Doombulls bring the murderfest to the table for those players who really want to center their army around the Special Units section ('''MINOTAURS''', '''BABY!'''). These powerhouses have a gnarly stat line, are mean as a starved dog, and give a LD buff to any unit of minotaurs that they lead. There are some detractions: they're expensive and hard to keep in line (Frenzy plus Bloodgreed means he and his unit are easy to strand, and will be abused by experienced opponents). As well, being Lord level, you now have less access to that LD9 that your Gors need. LD8 makes him unreliable after a fluffed round of combat, BUT they can become a rape train under the right circumstances: kit him out to the max (Ramhorn Helm and a magic weapon are almost mandatory here) and engage trollface while you steamroll rank and file troops. They should almost ''never'' be run as solo characters - they're not the lone ranger and can be crushed or led astray too easy. He needs to be stuck in with Minotaurs, but remember that when you do this you need to think about screening units: odds are you're spending a lot on that unit, you don't want it to get isolated and shredded. However - with back up and screening, you are looking at a lawnmower that can really bring the pain to the enemy. Kit him out with some gear and consider some sort of magic banner to boost that LD8/buff his unit, and you could be looking at the reason why the Beastmen have one of the most awesome Special Units in the game! *'''Wargor:''' What with Beastmen LD being both critical and piss poor, and your Beastlord being unable to be everywhere at once, you're going to be buying a lot of these guys to do unit babysitting and troubleshooting. As with Beastlords, most people can kick their teeth in, so be careful with them. Also, get a BSB. Seriously, you need it. A lot. *'''Bray Shaman:''' Cheap level 2 wizards are always useful for when things go tits up for your Level 4's and Bray Shamans fill that role nicely. Worth taking. Don't be fooled though, they can't fight in combat so don't try it. Also try putting him with a unit of gors and leave him a level 1 to spam wildform. *'''Gorebull:''' He has all the issues of a Doombull with none of the advantages. At least a Doombull has a brutal statline and higher base LD than the Minotaurs' weak base LD of 7. Combined with limited access to magic equipment, makes the Gorebull just a fucking awful choice. Frankly, the only reason you should ever see this is in a Minotaur themed army, specifically a Minobus (see the tactics section at the end of this article), where you want a Minotaur Hero as a BSB. Otherwise ignore with prejudice.
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