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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:''' This bastard's undergone a bit of a rework to become a smidge more worth his 300-point pricetag before considering a chariot. While he keeps the 18" IP and re-rollable impact hits, his spear now deals d3 wounds that auto-wounds on any doubles to-hit, which works out a good deal better than merely KB, and he casts a random Death spell each turn. His chariot (You can take a Razorgor or Tuskgor one) also re-rolls pursuit and fleeing rolls as well as nullifying any multiple wound attacks. Questionably, he gets a Ward save where the save is equal to the strength of the weapon used. While this makes him useless against monsters and the competent Chaos Lord, he can easily go to town on Empire Generals and Elves with abandon. Do beware that he's always the Warlord with this, so taking him requires grabbing an entourage of some sort to distract the heavy-hitters. *'''[[Khazrak]], the One Eye:''' 250pts. Here we go. If you want a named character Beastlord, this is the one. 50 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). 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. *'''[[Morghur]], the Master of Skulls:''' 335pts. He has essentially become the walking wasteland. His ability to turn allies into gribblies has now become an aura that can affect ANYONE within 12", but that same aura also lets his team re-roll to Rally, penalize any enemies hiding in a forest, and protects him from shooting. Perhaps the most important thing he offers for your team is the ability to re-roll Unruly for your troops, which is well worth the risk. If you grab him, make sure you maximize on the dead zone he exudes and make sure you have plenty of warm bodies to mutate. *'''[[Malagor]], the Dark Omen:''' 340pts. Not too bad as far as Beastmen Special Characters and lost 10 points in the rewrite. 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 pricey 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 saves 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 realizes 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:''' 310pts. THIS RAPE TRAIN HAS NO MODEL! An awesome chance for you to practice your modeling by upgrading and NMM painting a Doombull model. So - Taurox is here for those players who want to run a megaton-grade Minobus (see tactics). Probably not seen in games less than 2500 points, Taurox 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. Still, other players feel that a kitted out Doombull beats Taurox, as you can emulate him reasonably 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 since a doombull is T5 and Taurox is T6). His weak spot might look scary considering his points, but it doesn't happen that often (it'll only occur about 1 in 216 times against regular and Strength 4 Spearmen Hordes, and 5.55% of the time against typical S3 and S4 hordes). One of the better special characters in the Beastmen book, without a doubt. Remember 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. * '''[[Ghorros Warhoof]]:''' Spend 155 points to make your Centigors slightly less shit! 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 entertaining in casual games and is the only way in your basic army to take Primal Fury checks on LD 10. ** Version 1.3 finally gives him a (slightly) good reason to keep him alive, at last! It only took the death of Warhammer to do so! That reason is that he can grant the unit he's stuck to +1 to WS, which is...well, it's not bad, and he can use those idiots to act as a meatshield, but that's still gonna leave your other beastmen not that well-led. *'''[[Molokh Slugtongue]]:''' 190pts. Slugtongue costs nearly 80 points more than a level 2 Bray Shaman, which courses enemies within 18" to wither away, 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, and Lore of the Wild is respectable now. He is a situational Bray Shaman, but that doesn't mean he is useless. *'''[[Moonclaw]], Son of Morrslieb:''' 200pts. As low LD is one of the major weaknesses of a Beastmen army, his Stupidity aura is finally free from hurting your boys, though the enemy's bound to be just as likely to resist it. 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?) *'''[[Ungrol Four-Horn]]:'''A 70 point Ungor that occasionally turns into a Wargor or a shittier Bray Shaman and allows you re-roll Primal Fury tests against Empire, Bretonnia, and other Beastmen. Oh, and he traps the unit he's with at his basic LD, IE 7. Spending 70 points on a unit that will still break under any direct pressure is not a good call. Skip him hard; middle finger raised high. ====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 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. Paying 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, watch out because while he has a good attack, he has a worryingly low initiative which means anything moderately fast with a giant's blade will kill him before he even realizes he's getting attacked. *'''Great Bray Shaman:''' The wizard lord of the Beastmen. Valuable 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 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 downsides: 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 easily. He needs to be stuck in with Minotaurs, but remember that you need to think about screening units when you do this: odds are you're spending a lot on that unit. You don't want it to get isolated and shredded. However - with backup and screening, you are looking at a lawnmower that can bring pain to the enemy. Kit him out with some gear and consider some 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 1/2 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, it 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. ====Mounts==== *'''[[Tuskgor Chariot]]:''' Your cheapest and probably most reliable mount. Tuskgors are some nasty mofos, and you get a Gor to back you up. *'''[[Razorgor Chariot]]:''' The stronger chariot. Take everything you get on a Tuskgor chariot, then slap on Fear and Thunderous Charge, making it even more of a scare on the charge. However, it's just as fragile as the other chariot. *'''[[Ramhorn]]:''' Beastlord and Great Bray-Shaman only. This thing's a big fucker, even more, monstrous on the charge than any chariot. However, the thing has a laughable WS3, meaning most of the blows will have to fall on your boss and his Bestigor groupies, and the groupies all chose to use greatweapons.
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