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====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.
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