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===Rare Units=== Beastmens' Rare choices got a lot better in 9th edition with more options and a price reduction across the board. Additionally, with unit strength returning, they can help in taking away steadfast. They still have relatively high leadership and are what you're going to want on your flanks away from the BSB and General. *'''[[Dragon Ogre]]s:''' Hauled back from the WoC list. They are like Minotoarurs crossed with the speed of Centigors and a scaly wall. Also, hitting with S5 before using Great Weapons will pain any lesser unit you'll face. They're fast, too: at M7, you can slam them into your enemy's juicy units with ease. They're immune to lightning-based attacks as well. Use this to troll gun-heavy Skaven armies. Don't waste these guys on regular infantry; maul your enemy's biggest units, counter-charge knights, slay monsters, and kill anything worth a lot of points. Be careful, though. These guys are tough but not invincible. **in the Beastmen book, they are very similar to the Minotoarurs. Unlike Dragon Ogre, Minotoarurs can get magic banners while getting more attacks every time they win a combat round. Dragon Ogre only wins out in the toughness department, has a high Ld8 for beastmen, and calvery speeds to nudge them into the faster side of swiftstride. **[[TLDNR]] Minotoarurs is more head-on in mino-buses. At the same time, Dragon Ogres operate as smaller units that are better as heavy-hitting monstrous calvery that come in on the flanks away from the center blob while also being more resilient for the points. *'''Dragon Ogre Shaggoth:''' 225pts. The big brother of the Dragon Ogres. The Shaggoth will fuck shit up. 5 attacks at WS6 S6 murders everything it runs into. Combining with either another hand weapon or a great weapon, there's nothing a Shaggoth won't murder. The obvious downside is that the Shaggoth is relatively vulnerable (T6, 4+ save and no way to regain wounds). It is the magnetic pole for shooting. Get this guy in combat fast and keep him there. Otherwise, he'll be headbutting cannonballs from turn 1. He is rather pricey, so have a plan before you field this guy. Compared to a Ghorgon, it has the armour, weapons, and weapons skill to flank elite units and clashes with monsters. *'''[[Ghorgon]]:''' 225pts. 50pts cheaper, and now gains an attack instead of forging all attacks to Swallow Whole (but only receives 1 W). With Ld10, m7, and stubborn this unit can operate independently and should be flanking rank and file at every opportunity. If it gets into combat with high S & I models like Swordmasters, they'll take you to have the board in one combat. With Frenzy and Bloodgreed, a cunning opponent will attack it in the flank with chaff and have it running around all game. *'''[[Cygor]]:''' 180pts. Unchanged from 8e, except 100pts cheaper. This is a monster that decided instead of hitting anything in close combat, it will be a stone thrower and a miscast catalyst. The 100pt drop is viable and what you'll want to be used to kill enemy warmachines, wizards, and other high-value targets. *'''[[Manticore]]:''' 150pts. more of a discount, Jabberslythe. At T5, 4 wounds, and no armour, this thing will die fast to shooting, melee, and magic. A shame because it can dish out the pain: 4 attacks at S5 with killing blow and stomp will put a hurt on things, but you can't expect it to survive against anything other than puny mortal infantry. With some upgrades, it can be tougher and deal more damage than a Jabberslythe. *'''[[Jabberslythe]]:''' 175pts. Also 100pts cheaper, and tho still faster on the ground, it gained the new rule 'Hover,' which allows it to jump over obstacles when moving or charging. Additionally, they gained 4+ armour. Probably the rare one that got the most love and should be included in most lists. Although it still needs to watch out for warmachines. The Manticore is now trying to take the Jabberslythe's position as the Beastmen's nuance monster. However, it's still the same ball of maddening unpleasantness, with all its poisoned attacks and a 12" damaging madness aura. This is still something your opponent doesn't want around most of their units. *'''[[Chaos Giant]]:''' 175pts. You know him. You love him. In all seriousness, the Giant is a safe and colorful rare choice and combines with any of the other big choices for a perfect 500 points in Rare units. The Random table leans on being effective against infantry and picking out characters. In most cases, you will want the Giant! Especially your better protected with the Natural Armour(5+) upgrade. *'''[[Hag Tree]]:''' 200pts. Monster trees are now on your side. These things have randomized attacks (but d6+2 is far from terrible), it lacks any flanks or rear, and it can heal for any models it kills in close combat. It also acts as a mobile debuff aura of -1 Ld. It's slow-moving but makes more of a tough unit to hold up an enemy, so your ambushing and flanking gors mobs can crush them in combat. *'''[[Ramhorn]]:''' 250pts. Mega Razorgors are now huge enough to be ridden by a pack of Bestigors with Great Weapons. These can be mounts for your Beastlords and Shamans. These things are much beefier with d6+2 impact hits and frenzy while affording a 4+ natural armour save and stubborn. This unit wants to smash up those shiny knights on the charge to get an OVERRUN! So to smash the unit behind it. In addition, the Extra Crew allows it to have a unit strength big enough to disrupt an enemy if they had the misfortune of getting charged by this big guy. If the impact doesn't kill the entire unit, it will have to wait through the counter-attack before it finishes its mauling.
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