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====[[Beastmen]]==== [[File:Call_of_the_Beastmen.jpg|800px|center|thumb|'''TIME TO FUCK UP YOUR SHIT BORIS!!''']] The first post-release DLC faction, with the release date of 28th of July. The chaos furries are, like Archaon's spiky boys, a horde faction. Unlike the Warriors of Chaos, however, Beastmen have a passive ability called Resilience, which prevents attrition from having too many hordes together. Another mechanic borrowed from their furless friends is Chaos corruption, that will cause no end of trouble for whomever's land you sack. Beastmen armies also have a meter that is identical to the Greenskin's fightiness one, called Bestial Rage, rather than spawn an allied army as it used to do, once filled it will now increase your growth as well as give you some charge bonus buff to your army. One of their truly unique features is their modified stances, first being the ambush stance, that allows them full movement and still lets them ambush (but now on the move). Their hidden encampment stance conceals the army much like ambush, but instead of surprise attacks you can build and recruit in relative safety instead. Beast-paths stance allows them to ignore impassable terrain much like the underway, but battles take place in a different (very foresty and narrow) kind of map. Of course, they can also raid like everyone else. Their post-battle options are also geared for their horde gameplay: Raze and Loot will get you income and destroy the settlement, while Raze and Defile will still raze it but erect a "blasphemous monument" there instead of gaining loot; this monument will not only constantly generate large quantities of corruption, but also give you a population boost. Beastmen players will also get a periodic Chaos Moon event where you can pay specific prices for specific bonuses. Their start location is actually different based on which lord is picked, which while standard now was unique at the time of their release. The Legendary Lord options are Khazrak the One Eye, starting in Tobaro (in Estalia), Malagor the Dark Omen, starting in the Marshes of Madness (in the Badlands), and Morghur the Shadowgave, starting in Nordland. The new DLC adds Taurox who will start in Naggaroth near Clarond Kar in Naggaroth. Beastmen also have access to their own lore of magic, the Lore of the Wild, and ‹s›two‹/s› three (with the silence and the fury DLC) types of heroes: the Gorebull (that can send Trolls flying when charged or knocking down Vargulfs) and the Bray-Shaman who can use the lore of the wild, lore of death, and the free-LC-added lore of beasts as well as the Wargor a melee hero that can also work as a support character. Not only that, but most of their units are fast and get vanguard deployment, allowing for some powerful misdirection. Morghur and harpies were added for free when the Wood Elves were released. CA has confirmed they will appear in the campaign regardless of your ownership of them (which is now standard for all DLC for these games), which is [[awesome]]. Amusingly, this had a rather dire effect on the AI Human kingdoms if you aren't actively pruning brayherds as they pop up. The early armies of the Empire and Bretonnia did not do well against them and frequently by turn 50, much of the human lands are corrupted, ruin littered wastes, long before the actual Chaos Warriors even show up! Sadly, this eventually went in the opposite direction as the sequel was released and factions received a variety of reworks and new lords -‹s›''now'' it's basically a meme (and [https://www.youtube.com/watch?v=ejfQQUUjuK4 one YouTube memer's running joke]) that pretty much every Beastmen faction is going to be destroyed in a few turns after appearing (or even the same turn) due to poor campaign factors (bad early-game units, low replenishment, growth and income, still having the mostly-useless Brayherd faction mechanic that the Greenskins understandably got reworked out of).</s> NOT ANYMORE! With the new rework the Beastmen have become one of the strongest horde factions in the game if not the strongest. While AI Beastmen will still not survive long in campaign, player led Beastmen are a force to be reckoned with http://store.steampowered.com/app/404012/ - the Steam page with their roster Their base Legendary Lords are Khazrak the One Eye, and Malagor the Dark Omen. Later joined by Morghur the Shadowgave (FLC), and Taurox in game 2 (DLC). :: [[Khazrak The One-Eye]] is the primary Beastmen Legendary Lord leading the '''Warherd of the One-Eye''', and starts in Estalia (swapping positions with Morghur in ''Immortal Empires''). His faction effects include a bonus to leadership when fighting against Men, increase in raiding income, and a boost to Bestigor charge bonus. His Lord effects are a decrease in Bestigor upkeep, recruitment cost, and their recruitment duration. While also increasing their recruit rank. Role wise Khazrak is supposed to be the main melee combatant in the Beastmen roster, but there isn't really much special about him. Being basically a slightly buffed up Beastlord, with some poison attacks when he gets his unique weapon. Unfortunately does not have his own dedicated skill line at the moment, so there isn't much to differentiate him sadly. His Quest Items include his whip Scourge and The Dark Mail. He also has access to a Razorgor Chariot as a mount. :: Malagor the Dark Omen is the second LL chilling out with Khazrak in the Beastmen faction (in the first game, in the second one he was given his own faction, '''Harbinger of Disaster''') and starts over in the Southern Badlands. His faction effects include a boost in campaign movement range factionwide, increase in Bray-Shaman Hero capacity, a boost to horde growth in all armies, and has a bonus to diplomatic relations with all Beastmen warherds. Lord effect wise he debuffs enemy leadership and casualty replenishment for local enemy armies, and increases the hero recruit rank for Bray-Shamans. Role wise he is the dedicated caster LL in the Beastmen roster, utilizing a mix of various Lores (Beasts, Wild and Shadows), with his personal skill line added to the second game greatly boosting his magical capabilities. His sole Quest Item is the Icons of Vilification. :: [[Morghur the Shadowgave]] brings forth his mutating masses in the '''Warherd of the Shadowgave''' as the third Beastmen LL option, starting in Nordland (swapping positions with Khazrak in ''Immortal Empires''). His faction effects include a boost to Chaos corruption spread for all characters, an increase in Minotaur upkeep, whilst having a decrease in Chaos Spawn upkeep. Lord effect wise Morghur causes additional casualties suffered from Chaos attrition to local armies, gives missile resistance and melee defence to all Chaos Spawn in his army, and Morghur will only be wounded for 1 turn if killed in battle. Oddly enough Morghur is still in the main Beastmen faction despite having his own Warherd in both the Wood Elves mini-campaign, and the custom battle screen. And his starting position seems like it should be swapped with Khazrak's, considering they are closer to their respective archenemies that way. Putting aside those oddities, Morghur is a pretty fantastic LL option for the Beasties. Unfortunately lacks a dedicated unique skill line that has become standard for Warhammer II LLs, but he does have a few notable unique skills. Notably he is clearly geared to buffing those that [[Chaos Spawn|That-Which-Must-Never-Be-Named]] in his armies, and fulfils the role of being that guy who just refuses to die. His sole Quest Item is the Stave of Ruinous corruption. Which gives him the hilarious ability to turn low health units into Chaos Spaw- BY SIGMOGLARBABLAHBALHABHHBLBL... ::[[Taurox The Brass Bull]] arrives with a much needed DLC and update for the Beastmen, leading the '''Slaughterhorn Tribe'''. His campaign isn't known yet, but we do know that as he fights and wins he gains the ability to replenish action points in order to keep him fighting and moving. He seems to get buffs from the Chaos Gods as he wins, though what the buffs are aren't specified yet. He searches for The Heart of Darkness to beat the crap out of Oxyotl, close the weak point on his neck and allow Chaos to sweep the world. [[Total War Warhammer/Tactics/Beastmen| More specific tactics here]] <gallery mode="nolines"> File:Beastmen_Emblem.png|Warherd of the One-Eye File:Harbinger of Disaster.png|Harbinger of Disaster File:Wh dlc05 bst beastmen morghur herd crest.png|Warherd of the Shadowgave File:Slaughterhorn Tribe.png|Slaughterhorn Tribe </gallery>
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