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==Units== ===Lords=== *'''[[Beastlord]]''': Your infantry melee choice and as far as generic lords go he's... Meh? He's pretty much just Khazrak only he trades some melee prowess in exchange for an extra buffing ability for him and his army. Ironically this means in multiplayer he's considered better than Khazrak since he can actually help out all the poor goatmen who are stuck in melee. Other than that, you pretty much use him like you use Khazrak. Put him on that chariot and blast Ludacris on your speakers as you run your enemies the fuck over. *'''[[Doombull]] (DLC)''': Budget Taurox, only instead of using axes he just punches people to death. He's a big bruiser lord similar to the Kroxigor Ancient, and comes with the ability to Daze his opponents so when he punches someone in the face they lose speed and Melee Defense, making them easier to stick on and kill. His Barbed Knuckle Boxing also gives him more attack and weapon damage. Very similar to Taurox, though less survivable and cheaper. *'''Great Bray Shaman''': Confirmed as a FLC lord for the Beastmen on Total War access. He will be the generic caster lord for the goatmen, giving them some much needed lord variety. He comes with a Tuskgor and Razorgor chariot mount. He's great if you just want to save money on a caster by wrapping him up with your lord. ===Heroes=== *'''[[Bray Shaman]]''': Your generic caster hero and he does what you expect most mages in this game to do to be honest, so he's always handy to have around. He has access to the Lore of Beasts, Shadows, Death, and Wilds, so he focuses more on blowing shit up with magic prowess more than healing or straight-up buffs, not that he's incapable of doing that. Since you pretty much got to bring this guy in most armies unless you have Malagor, you may as well put him on the chariot, as when you do that he becomes pretty decent at cycle charging infantry to death as well. If mounted on a Tuskgor Chariot he gains vanguard deployment. *'''[[Gorebull]]''': The first monstrous character (aside from Kholek and Sarthoreal) to be put into the game. This guy is a beast who specializes in AP anti large, so see if you can throw him against any monsters to chip down. He also acts as a pretty good bodyguard for your squishier lords or casters since who the hell wants to be fighting a nine-foot-tall minotaur with a big fuck off axe. The Gorebull does have one infamous weakness that makes him a meme in the community though, his mass. For whatever reason, it is really easy to knock this guy around like a pinball and send him flying to Saturn. Now a Dragon or Giant would understandably be able to do this, but something like a troll should NOT be able to throw this guy around so easily. Seriously, look up Gorebull Mass and you will probably find some damn good memes. This means he has issues sticking to his targets since anything big can just throw him halfway across the map. Still, a pretty good hero is you're able to keep him within orbit. **<s>The Twisted and Twilight patch has fixed some knockdown problems that have been plaguing all foot lords, not just Gorebull, so rocketing will be a rarer occasion than in the past.</s> Nope, this guy still has the mass of a rubber ball. Sorry. *'''[[Wargor]] (DLC)''': A hero gor and a budget version of the Beastlord. He will serve as your melee infantry hero, providing some defensive buffs for your armies to help keep them in the fight. Both on foot and his chariot mount he is more of an infantry blob fighter with mostly base weapon damage and anti infantry. He also gives +4 leadership and +5 melee defense so he can help your units stick around a bit longer. he's also fairly cheap in multiplayer, so bringing two isn't that crazy. Likely best to use against super infantry reliant factions. If mounted on a Tuskgor Chariot he gains vanguard deployment. ===Melee Units=== *'''Ungor Spearmen''': Your chaff spear unit, designed to absorb damage and make sure enemy cav doesn't stick around too long. Stat wise they're pathetic and lose to anything not a meat shield but they do have a high entity count and can use vanguard deployment for ambush tactics. They also gain advantages when fighting in the forest, so get tree engagements if you can. By far the best part about them is that they have the expendable trait, meaning you don't have to worry about them scaring the troops you actually care about when they rout. *'''Ungor Spearmen (Shield)''': They will make your frontline in most multiplayer battles, though in campaign you'll want better troops as soon as you can get them. Always get the shields variant. **'''Destroyers of the Drakwald''': Not only does this unit have much better melee defense, meaning it might actually stick around for a while, it also has poison attacks. This can be a good support unit and help enemy cav get stuck if they get their hands on them. *'''Ungor Herd''': The same as above only this is a much more offensive infantry. These axe wielders sacrifice some defensive stats in exchange for better offensive ones, meaning they can pump out a bit more damage than the spear version. They will still lose to most halfway decent infantry of the same tier, but they're meant to be expendable anyway so don't worry too much about it. *'''Gor Herd''': Your mid-tier infantry and man are these guys lawnmowers against low armored units. They come with two versions, a shielded version with more defense and a dual axe version with more attack. These guys are some of the best chaff clearing infantry in the game and will get rid of all the low-level fodder some factions love to bring to the table. Their armor is garbage so even the shielded version will die to missiles, but can still be great if they get on the right troops. Plus vanguard can help with sneaky shenanigans. Get the shielded version against factions with tons of missiles and the unshielded one against factions who don't. **'''Black-Horn’s Ravagers''': They have better armor and stats than a normal Gor Herd, stalk, and an ability that gives them perfect vigor. This makes them great early game damage dealers, but their usefulness will drop off as the battle rages on and they sustain damage. *'''[[Harpy|Harpie]]s''': They're like fell bats, only they might actually kill whatever they're fighting. They are usually used to tie up enemy skirmishers and get them off the field so that your troops can fight unmolested. They will die if anything so much as sneezes on them too hard, so be careful when sending them in, as they may not be able to pull out again. *'''[[Bestigor|Bestigor Herd]]''': One of the few units that can best be described as "Shock Infantry." They have a monstrous charge bonus for an infantry unit and combine that with a decently high model count and they can cause havoc. If they can get a clean charge off on an opponent, these guys will be doing roughly the amount of a monstrous infantry unit PER ENTITY. They will clear through most mid-tier infantry if they can get the drop on them. The bad news for you is they're very reliant on the charge as their defensive stats aside from armor suck, so if they're the ones getting charged, don't expect them to last long. Great for punching through heavy armor. **'''Khorrok’s Manrippers''': These guys trade a great axe for a halberd, meaning instead of armored infantry you want them fighting cavalry. They are your only halberd unit and you can only bring one, so they're almost a requirement against heavy cav factions. ===Missile Infantry=== *'''Ungor Raiders''': Your only foot skirmisher unit, and by Khorne's Bloody Taint are these guys not exactly the model most ranged units strive to be. With pitiful range, accuracy, and AP you'd think there's be absolutely no point in bringing them, right? Well, they do have some uses. They can be used to force away skirmisher cav and can do some ok damage against units that don't have a ton of armor. They also have vanguard and stalk, meaning you can use them to get some sneaky ambushes on an unsuspecting opponent. That said, they aren't Waywatchers, so don't expect them to carry the day for the Beastmen. ===Cavalry=== *'''[[Centigor]]s''': These horse goatman things are lighter cavalry designed to go after enemy skirmishers. Their special trait Rowdy gives them perfect vigor while their leadership is above 50% which is great for cavalry as they will be at peak fighting capacity for a large chunk of the battle. Vanguard can also help them with cheeky ambushes Beastmen love to do and a shield will help them against any missile fire coming in. Don't charge these guys into heavy cav, however. That job belongs to... *'''Centigors (Great Weapons)''': These guys are very similar to the above, but they trade their shield for AP. This makes them a good can opener unit that can get through some heavy armor. They shouldn't be thrown in alone, however, and are best used in support with other units, preferably with debuffs like poison. If you can get the drop on your opponent and give them support, they can get some real value for your army. **'''Sons of Ghorros''': Not only do they get way more armor, but they also get magic attacks which can help deal with any physical resistance. Guardian is also fun to help protect your characters if they ever get caught out. Though sadly they are much faster than all the Beastmen lords so you won't get to see it much. *'''Centigors (Throwing Axes)''': Skirmisher cav with a whole lot of AP, these boys are your best answer to heavily armored units from range. They're decent in melee but you want them for the throwing axes and all the AP they bring to the table. Granted with only 14 shots you need to be able to use them wisely and you best hope your enemy's light cav don't catch them or they won't last very long. And of course with goodies like vanguard they can be great for ambushes, though it's usually better to keep them with units that can protect them. **'''The Groghooves of Wolf’s Run (DLC)''': Centigors blessed by Nurgle with poison and regeneration due to a unique passive. This will make them far more deadly in close combat due to the healing and debuffs they can spit out. This likely isn't as useful as you think because any centigor Throwing axe unit in melee is going to be losing models and you generally bring them because they're decently cheap, so a more expensive version isn't the best. Still if they poison something nothing will catch them. ===Chariots=== *'''Tuskgor Chariots (DLC)''': Your budget chariots. They may not hit as hard as your more expensive option but they are much cheaper and have vanguard, giving them much more interesting versatility on the battlefield. You can now get some cheap, relatively strong units in your early game vanguard and hit your opponent with the surprise chariot. In multiplayer these guys pretty much make razorgor Chariots redundant since they do essentially the same thing but for cheaper. *'''Razorgor Chariot''': Not much to say about these guys to be honest. They're a very solid chariot unit that causes fear. If you're fighting against a faction that loves armored infantry like Dwarfs or Warriors of Chaos these guys will be able to run over them and supply good flank support. ===War Beasts=== *'''Chaos Warhounds''': Fairly cheap, expendable skirmisher hunters that can be vanguarded. Plus with missile resistance, you don't have to worry too much about them getting torn up by arrows or bullets on the way in. They come in a normal and a poison variant, and nine times out of ten you will take the poison version because it's literally the exact same thing but with poison, with the only downside being that it's ever so slightly more expensive. *'''[[Razorgor|Razorgor Herd]]''': Don't let the crummy statline fool you, Pumba's warped cousins are one of the MVPs of the entire roster. Heavy AP combined with fear is already pretty good, but combine that with high mass and they can fill a variety of roles if they get support. You can team them up with your frontline to tear through armor or help out Centigors with pinning cav or monsters and laying the hurt. Plus they're only 600 gold meaning you can spam the field with bacon. They do have rampage which really sucks, but honestly, at only 600 gold you won't miss them that much if they suicide charge into halberds. Their attack and defense may suck, but the mass, AP, and combo potential more than makeup for it, and they can really punch above their weight. ===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 melee’s **'''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. ===Artillery=== *'''[[Cygor]]''': Now this is the big scary monster you want to bring into battle. It's not as good as the giant in melee but it serves as a hybrid monster/artillery platform to rain down giant death rocks upon the enemy. It's also a great counter to mages due to magic resistance and a passive that increases miscast chances map-wide. The rocks are great at taking out infantry formations and if light cav does get on it, well, it's still a giant cow monster that can defend itself with fairly little issue. Won't last long if a big scary monster dedicated to melee gets it though, so throw the rocks at them to push them back. **'''The Eye of Morrslieb''': Same as above only with a single target net ability. Now it can lock down incoming enemies to either make its escape or throw more rocks at it. Just supplies that extra usefulness for an army that likes to get the charge but not be charged.
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