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===Special Units=== '''Now we are getting into the proper damage dealer troops of the Beastmen along with some harassment creatures'''. *'''[[Bestigor]]s:''' One point cheaper than 8e, Devastating Charge (why do Bestigors have this but Beastlords and Wargors don't?). Have defaulted to Light armour to save points, and now pick shields, AHW, or halberds instead of Great Weapons. It's still best in big units, as they will be getting shot to pieces. With the option to take something other than Great Weapons, there is some validity for your Beast Banner BSB to join the unit to up that STR. **A Balanced option is to upgrade to Medium Armour, Mark of Tzeentch, equip the Razor Standard, and pack in a Beast Banner BSB. With this, you'll have S5 AP(1) unit with a 4+/5++ in close combat and a 3+/6++ from missile fire. All for 14ppm. *'''[[Bullgor|Minotaur]]s:''' A whopping 19pts cheaper than 8e for 36ppm, with shields not being a Default. (all monstrous infantry lost stomps too). With the price reduction, it is no longer mandatory to build a fuck-huge bus of them and commit a couple of characters to it (although you still should). Especially since one unit can come out of your core allowance if you had a Minotaur general. All beast-men armies should include a unit of at least 6. Can take marks and a 50 pt magic banner. Nurgle with Greatweapons is a fearsome combo. For 48ppm, you get a T5 S7 and S6 impact hits. Always take the Banner of Shielding and stick a Gore/Doombull in it with the Ironcurse Icon (If you're against Dwarfs, stack a Mark of Tzeentch on this for a +4 save against warmachines for the whole unit -> [[awesome|Pheonix-Taurs]].) *'''[[Chaos Troll]]s:''' A new addition to Beastmen, Being the cost-effective wall to your Mino-bus at 40points a piece naked. They can't kill as well as Minotaurs but are still trolls, swinging just as hard, and possesses a native gain 6+ Natural Armour and 4++ Regenn. Make sure to keep the option to vomit in the back of your head. Still have the troll problem of stupidity, and a +1 in ld makes a difference for a wall unit, so play them with a Minotaurs or near the general. *'''[[Centigor]]s:''' your Calvary are the half-horse, half-man-goat. They have only one profile, so the strength of their impact hits is affected by spears, great weapons, and spells. It dropped to 18 points per model, and they are now fast calvery. They'll still crumble if they hit a unit head-on that's not made of cardboard. Their irritating drunk rule was reworked to be rolled every turn, giving more chances of freezing up by gaining stupidity, but the more likely Frenzy or Stubborn are still good to roll for the turn. If you are getting them, give the throwing axes (almost mandatory) for an S5 shooting attack, and make sure they cover your flanks! A plus for them is the option for light armour to have a passable save in combat. *'''[[Razorgor]]s:''' Units of 1 should always be an auto-include. For 45 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 flank protectors. Only LD6, so keep 6" away from other units so they won't flee; for this exact reason, never take razorgors in units of 2 because if one dies, the other little piggy will run all the way home. *'''[[Chaos Spawn]]:''' 40pts. Worthless here, Cheap and occasionally strong, but Worthless. It would be ok at tar pitting enemies if not for their inherent movement unpredictability, which might work with another army. Still, since almost everyone in your army has Movement 5 minimum, you'll usually be zooming right past them by just by marching. Even if they somehow stay ahead of the rest of your army, they'll be destroyed by any competent combat unit (T5 and 3 wounds do NOT make them survivable since they have no saves, and d6+1 attacks do NOT make this acceptable). Can take marks that all give it an edge in combat, non that help it get in combat. Every time you take a Chaos Spawn, Tzeentch kills a kitten. Think of the kittens. Why are you not taking a Razorgors?!?!? * '''[[Razorgor Chariot]]:''' 110pts. For 50 points more, you could get 2 Tuskgor Chariots. Like the Chaos warrior Gorebeast chariot, pulled by the high strength Razorgor, S6 with Fear. Overall, though, it is not a bad choice, as it provides a fairly nasty blunt-force hitter. *'''[[Harpie]]s:''' Identical to 8e but have expendable making them the chaff they need to be. Redirecting, march blocking, and flanking, all with no risk of chain routing your Gors. *'''[[Preyton]]:''' 70pts. Supposedly a Flying Distraction Carnifex. Truth be told, it's more a discount Mandicore for Warmachine hunting and nothing else. As a cheap Flying Monstrous Beast instead of a fully-fledged monster, it still deals ok damage with its impact hits, hatred, and inflicting wounds to it won't contribute to the enemy's combat score. What fucks it over is its low durability and being forced to test Leadership (Ld 6 here) in order to pursue a unit (though that last rule will also force enemy units within 12" to test panic, and the less brave people are often near the cannons). Upgrading to Natual Armour (5+) will make it survivable against the things it fights (back liners rarely carry any melee weapon bigger than a [[sword|standard-issue combat knife]]). You think being an ambush faction would make this thing obsolete, but that's just advertising that your opponent should protect their backs. The best use is to have them b-line them at a cannon or stone thrower. You can also risk giving it Ambusher to start nearer to the target while not getting shot down the first turn. *'''[[Cockatrice]]:''' 85pts. Here's your flying Sniper rifle. You don't want this thing fighting, and you just want it to pelt foes with its two magical 12" S4 HKB shots from its eyes of doom. The shot's even deadlier since it calculates its roll to wound based on Initiative and it negates all armour and Regenn saves, making it perfect against low-init armies (but less so against factions like Elves and Daemons), and with HKB you easy slay monsters.
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