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====Beastmen==== Of all things, they decided to… do this? C’mon, at least they should have new magic! Heroes: * Beastmen Chief (65 gc, The tough one, with WS/S/T/I 4) * 0-1 Shaman (45 gc, WS/T 4, uses the possessed warbands’ magic) * 0-2 Bestigors (45 gc each, WS/S/T 4) * 0-1 Centigor (80 gc, WS/S/T 4, has M8 but also I2) Henchmen (Bought in groups of 1-5): * Ungor (25 gc each, WS/S/T/I 3, Re-rolls all “lad’s got talent” results) * Gor (0-5, 35 gc each, WS/T 4) * Chaos Hounds (0-5, 15 gc each, WS/S 4) * Minotaur (0-1, 200 gc, WS/S/T/I 4, Fear and more rules which will be explained below) Ok, let’s start. This warband is plenty of basic stuff, but its attributes are better than a human mercenary warband. What you know first, the complete lack of ranged equipment and shooting/academic skills. You can’t take ranged equipment, never, nor learn new stuff to power up your chief or shaman. Moving on the warband, All of them have at least M5 to accelerate the charge and engage in melee combat and all the heroes and the gors have at least WS/T 4. The chief is nice with its WS/S/T/I 4 which allows him to be on the frontline without getting hurt as often as others. The spellcaster, a normally frail subject, has WS/T 4, which is also a good thing. The bestigors are good champion options, proving to be up to the job. The centigor is really good. Take the chief, give him M8, reduce him at I2, an extra hoove attack which is unmodifiable, no penalties on moving inside woods, and the drunken rule. At the start of each turn, roll a d6. On a 1, do a stupidity test, nothing on 2-5 and on a 6, immunity to psychology and have frenzy. The henchmen are also neat. The Ungors… do the job, and have the advantage of limitless numbers, at the cost of never turning into heroes. The gors can become heroes, have WS/T 4, but a limit of 5 per warband. The hounds are powerful and cheap. The minotaur is awesome. M6, WS/S/T/I 4, Ld 8, Fear, can gain xp, and the Bloodgreed rule. If the minotaur takes out of action all the enemies he has in hand to hand combat, roll a d6 and on a 4+, it becomes frenzied (it doesn’t specify it but it might be until the end of the next combat phase). Of course, there’s the disadvantage of being a large target and everyone will be shooting at the biggest bipedal aggressive goat in the group. Anyways, let’s move on to the special skills. Yes, they have special skills. Surprised? Me too. Don’t get excited, it's mostly normal stuff. Shaggy hide lets the hero have a double-handed weapon on one hand, Mutant lets the hero buy one mutation, Fearless makes the hero immune to fear, terror and all alone tests, Horned One “additional attack w basic strength on a turn it charges”, Bellowing Roar is for the leader only, which lets him re-roll failed rout tests. Manhatred, hate humans. And now, the million dollar question: DOES THE CENTIGOR HAS ACCESS TO THE SPEAR CAVALRY BONUS RULE, GRANTING HIM A S 5? I don’t know. But before we move on, the Billion dollar question: CAN A CENTIGOR HAVE A MOUNT??? That question is better left unanswered. So, is this dakkaless warband viable? Of course it is! Well, if you are against a skavenslingers warband, probably you shouldn’t use this, but otherwise, it is nice
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