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===Special Units=== *'''Minotaurs:''' The true glass hammers of the Beastmen. Minotaurs are your blunt force instruments and are indicative of the army as a whole: Powerful on the face of it, weak in the details, overpriced, prone to running away on tough rounds of combat or unlucky rolls. Killer models, they are brutal in hand to hand, but this contrasts with their shitty Ld, Bloodgreed and weird movement to role ratio within the army as a whole which makes Minotaurs a hard unit to use right. If you're willing to invest the points and the time (not to mention a necessary hero), they can truly maul the enemy. Be careful about how you move them, and investing in a screening unit or two is ''mandatory''. They won't be chasing down any units (read bloodgreed again - it puts the brakes on what could be a brutal unit otherwise), so try to get a Razorgor in the flank to help run the fleeing enemy down. *'''Bestigors:''' If you want to take Bestigors, you're going to have to commit to them. Units of 10, 15, even 20? No, if you want Bestigors you're going to want HUGE units of 30+. Yes they're overpriced for their abilities, but at least at that size they're unlikely to get shot to pieces. In units of that size, they can actually accomplish quite a bit, but don't let them operate on their own. You're going to want a Beastlord nearby and a BSB in the unit would not go amiss. And you definitely should use their magic banner allotment - the only infantry in the list with one (Get the War Banner, Standard of Discipline, or Banner of Swiftness). As we said: Commit. *'''Razorgors:''' Two units of 1 should always be an auto include. For 55 points you get a unit that can kill lone characters in the front ranks of units, such as wizards. Good at clearing chaff, combo charges to help run down units, and as flank protectors. Only LD6 so keep 6" away from other units so they won't flee; for this same reason, never take razorgors in units of 2, because if one dies, the other little piggy will run all the way home. * '''Razorgor Chariot:''' For 15 points more you could get 2 Tuskgor Chariots, which is the better choice. Overall though, not a bad choice, as it provides a fairly nasty blunt-force hitter. Just, as always, be careful. As with the Tuskgor Chariot, the razorgor all of the sudden got primal fury if you make him pull a chariot, making him more nasty. *'''Centigors:''' Not very good. They're overpriced and they'll crumble if they hit a unit head on that's not made of cardboard, if you are getting them then give the throwing axes (almost mandatory) for a S5 shooting attack, and make sure they cover your flanks! Don't ever give them great weapons because that wastes one of your drunken results (all three of which are good in their own way). ** '''Ghorros Warhoof:''' Spend 155 points to make your Centigors slightly less shit! Honestly, this guy would be 100% better if you could field him and then just cause him to die out of nowhere, and you actually can if you take Morghur (an expensive sacrifice, but it makes you far more likely to pass Primal Fury rolls), but as it is, he's not very good. He's so shit his main advantage to your list is the +1 to Primal Fury checks every else gets after he dies. While this strategy likely won't make your army all that competitive (unless you're playing the higher points games) it can be very fun in casual games, and is the only way in your basic army to take Primal Fury checks on LD 10. *'''Harpies:''' It's amazing how much the omission of one special rule can change the Harpies from being pretty good (in the Dark Elves book) to being a risky difficult proposition. They cause panic. Remember, Panic is the easiest way to get your units heading for the hills and never returning, and Beastmen don't exactly need a reason to panic. But they make okay screening and war machine hunting units, so if you're running Minotaur heavy, you could think about investing in a small unit or two. It is also worth noting, however, that this is pretty much the only unit to run Malagor in so he can fly around and do his hilarious antics but not get killed by every archer/mage in the game, make them your favourite flying gang, teach them to beatbox and then make them your idles, or don't. *'''Putrid Blightkings (End Times)''' : Not part of the Beastmen list. Move along, citizen.
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