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==Building Your Army== ===Army Composition=== Let's get down to brass tacks here eh? Beastmen, as an army, have some gaping holes. The biggest and most egregious: They have a terrible LD across the board: every single one of their infantry units faces the prospect of easily panicking and bolting. This means that you need, need, NEED most of your units to be either within your general's LD bubble or to contain a Lead boosting Hero (and even then, don't get excited, your LD max is just about equal to Dwarf base LD). This means you're going to be concentrated in huge blobs towards the center of the board and thus very vulnerable to flank charges. *9th has changed this by making multiple smaller units more viable than the 50+ infantry bricks of gors. ====Preferable Units==== Here are some favorite unit designs that Beastmen players have used. You'll notice that the first three are Special Units - welcome to Beastmen: *'''Bestigor Herd''': Remember how we told you to commit? Here it is. Take 30+ Bestigors (the optimal number is usually 35, but some players go large at 40+!). A Bestigor is a WS/S/T 4 warrior that can take AHW/Halberds/Great Weapons and medium armor along with a magic battle standard. Got a Great Bray Shaman, Wargor, or Morghur? You can pop him in here along with a Standard of Discipline, and suddenly you have the Same Ld (9) as if you were in the General's bubble but are now independent of that bubble and free to wreak havoc. Other options are possible, but make sure you utilize your magic banner allowance. COMMIT. *'''The Minobus''': A favorite of players who like the awesome Minotaur models and want to field a rape train capable of boosting their murderboner into orbit. Minotaurs can be fielded in multiple orientations such as 3x1 or 3x2... but if you want to bring the beef, the minobus is generally a minimum of 3x3. Again, commit (just like with the Bestigors) and get at least one hero/lord - you need it because if the Dice Gods frown on you, this costly unit of stone killers suddenly turns into a stampede for the rear that is fast enough to get off-board before you can rally it! You often see a Doombull, a Gorebull, and a second Gorebull as BSB in the front row and 6+ minotaurs in the back. Don't just run the three characters, and you need ranks to maintain the bus's ability to combat. Insane players will field 9 to 16 Minotaurs along with Taurox and a Gorebull (or in bigger games, a Doombull) BSB and a second Gorebull for a unit capable of class 5 hurricane levels of destruction. Remember - canny players KNOW how to redirect this thing, so make sure you screen it with ungors/gors/razorgors/harpies so that they don't get led around by that ring in their collective snouts. This unit becomes a risky proposition as a potential one-hit wonder, but it can be a thrill to see once the killing gets started. A unit this involved is around 1000 points, so the enemy ''must'' engage it if they want some serious VPs. All this power means a retarded amount of incoming punishment will be directed at the bus: missiles, engine fire, magic, foul language. This intense focus fire will allow your Gore blocks, harpies, and chariots to go and assault forward, and this also means that your bus needs some serious support - Gores on the wings and at least 2 wizards trying to keep it alive! **Want some load-outs? Here ya go: '''Doombull''' with Heavy Armour, Shield, Sword of Striking, Ramhorn Helm, Dawnstone, The Other Tricksters Shard, Gnarled Hide; '''Gorebull''' with Heavy Armour, Shield, Battle Standard, Beast Banner; '''Gorebull''' with medium Armour, Shield, Sword of Swift Slaying, Dragonhelm, Ironcurse Icon. Obviously, tinker with moving the Sword around. Different banners are also possible (but that beast banner is nice). *'''Bacon cruise missiles''': We told you before, and here it is again - get two units of one Razorgor each. Use them as flankers, wizard hunters, or war machine hunters. Single model units only: don't buy doubles because the second one will bolt with that Ld 6. They also excel at redirecting, chasing down, and pinning units so your Minobus can finish omnomnoming them, and in general, running around like a ... greased pig. *'''Ungor Ambush Spam''': MSU (Multiple Small Units - usually 6+ units of 5) of ungors or gors with the sole purpose of being meatshields and redirectors. Spam These guys into your enemy's rear. Multiple units of these little bastards mean that eventually, you'll wind up a few of them in the enemy's knickers. Best used in conjunction with Kazrak as your General to guarantee they will show when needed. Again, risky in that each unit is essentially 25-40 points that you are giving to the enemy, but you should think of that as you are spending it to cause havoc and get the enemy looking in the wrong direction or turned for flank attacks. *'''Big Block Gors''': Get two units of 30+ Gors and kit em out. Remember, no shields - you want AHW, and try to keep them near the BSB for re-rolls. This becomes the anvil for the enemy unit that your hammer will flank charge. It doesn't hurt to screen them - they can get weak in the knees if charged on the flanks. And you are prone to that. *'''Harpy Havoc''': Facing a ton of wizards or warmachines? You may behoove (nyuk nyuk) to acquire some harpies - they make descent Warmachine and wizard hunters. YMMV. <s>Use with caution as when they are broken, they can cause a chain reaction of panic and flee in your flanking units. It's an unfortunate reality that they can break, but</s> no more, '''EXPENDIBLE'''. Their ability to fly allows you to pick off loners. Also, act as backup redirectors and meatshields. *'''Ham n' Hoof Drag Racing''': New Beastmen players are usually so worried about how underpowered their army allegedly is that they forget that there is some awesomeness here: Chariots, baby! Piggy-powered wheeled death means that you get some fast and powerful core choices capable of fulfilling multiple roles: flankers, anvil, hammer, Warmachine/wiz hunter. Take in 2+ units in smaller games, but try to go large here as this is a powerful core choice for you. <s> Remember that CHARIOTS CAN'T MARCH (pg 86 BRB)</s> ignore that this is 9th, so use their ability to wheel while moving to get them into prime charging position. Get aggressive with these, and they can be the start of something beautiful if you get stuck right in early before the enemy brings his magic and missiles to bear. ====Moral Bombs==== You have many ways to lower leadership. Lots of Units with Terror, Hag Trees, MANBANE STANDARD, pulse the Pavane of Slaanesh and Pandemonium spell lower enemies' leadership values so they will likely break when they lose combat. Being affected by them (except for 9th's update to fear and terror no longer a penalty to the enemy) also makes them susceptible to the leadership-based abilities of the Preyton and Jabberslythe. ===Magic Lores=== *'''Beasts:''' A buffing lore on your monsters to boost their strenght further, and be a Bolt thrower. it's slightly easier to cast these lore spells. is a defensive pick with ''The Curse of Anraheir'' and ''Wyssan's Wildform'' grants more protection for your low armored troops, especially making it difficult for Handguners to shoot a monster off the board. With The Flock of Doom used to clear one squishy unit out per turn. ''Pann's Impenetrable Pelt'' and ''The Savage Beast of Horros'' buff up your hero for dueling. ''Amber spear'' turns them into artillery, especially for monster slaying at range. *'''Shadow:''' Beastmen or an offensive army with little defense, so lowering the enemy's offense is a decent defense. Also, grant more mobility for your Shamen. *'''Death:''' Offence that can generate more magic dice. Also lower enemy leadership so they are easier to break while under the infamous beastman flanking. *'''Wild:''' Design to help trigger their Primal Fury, and get them into melee, effective close-range damage, and can even summon a monster at lv4. This will force him to be close to melee, so put protection on them. *'''Tzeentch:''' A Gives you extra power dice if your Roll Ultimate power (especially when using the right magic items) but generally considered weaker lore given half the spells dealing with random Strength. PANDEMONIUM is situational but useful, especially if facing Low LD army like fellow Beastmen. ''Glean Magic'' Gives a Great Brayshamen justification to live as he is likely to steal spells and the wizard out of the level 1 mages that are more popular in 9th (he also get access to ''Treason of Tzeentch''). The other damage spell are Overlookable unless you bring your lucky dice. *'''Slaanesh:''' has a chance to turn your shaman into a better melee fighter when your infect damage (cast Direct damage spell if the bunker ever gets in melee). The main peruse is for your Hero wizard grabs ''Hysterical Frenzy'' to throw on your Minobuses to get more attacks out of them, picking up ''Acquiescence'' to give handgunners a bad case of Jelly legs. *'''Nurgle:''' each casting could increase the caster's wounds. have a lot of Tounough related spells, Give your Gors poison, or Regeneration if your Spring to Lv3.
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