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==Tactics== The best strategy is to concentrate your Minotaur and Gor blocks towards the center and play big monster/screening units on the flanks. There should be no giant blocks of ungors - this is not their forte, they're not Skavenslaves: they function better in MSUs and as flankers for cheap hits or to force a unit to turn its own flanks. Minotaurs do flank duty alright, but are unreliable and easy to strand; inherently, put them in the middle (army general helps their low LD) and put the Gor blocks nearby. Cores and Special blocks need flank support: screening units (these are your Ungor/Ungor raiders both on board and ambushing, also your razorgors and harpies, and even MSU gors) are all key to that. Your Bestigors will likely fall into the above paragraph unless you set them up as stated earlier - with the Standard of Discipline and a Character, at which point they become independent of the General's Ld bubble (this is good). Even then, they cannot be run as a solo problem solver, or the inevitable paddling they get will be well deserved. Cygors are decent flank units but need the screening unit to keep dedicated combat units away. Ghorgons fair a little better but have the same problem that Minotaurs have in that they are easy to pull off in a bad direction. Jabbers are great mobile trouble-shooters but automatically become winged shit magnets. Remember, keep all of these monsters away from dedicated combat units with lots of attacks, great weapons or poisoned attacks. They should be slamming into the flanks, not going nose to nose. Avoiding your opponent's heaviest units is also important to your success, which naturally is easier said than done. Beastmen are at a disadvantage against pretty much everyone, so you need to strike the weak points hard with magical buffs from Lore of Beasts and huge blocks of Gors/Bestigors while using lone Razorgors and Ungor Raiders to redirect the enemy's elites, get in the way and basically make a nuisance of themselves while your heavy-hitters crush the enemy's weaker units for the points. Don't fight defensively: you're not Warriors or [[Dwarfs_(Warhammer_Fantasy)|Dorfs]], you can't sit back and let them come to you. Strike hard, strike fast, and melt away before any real opposition comes to get you. Learn from the Beastmen in the lore; they know how it goes. A nice big meaty unit of Bestigors (35+) or Gors (40 at the least) is very effective as a hammer for this purpose. Kit out the gors with additional hand weapons, a few heroes, and Wyssan's Wildform, and run like hell towards the enemy. You should be buffing your Gors with either the Beast Banner for killing or with the Totem of Rust when facing armies with plenty of disposable income. You need to get as many kills as possible to force Insane Courage from your opponent on the charge. Don't pull your punches; go all out on the offense. March everything forward, move to within inches of the enemy to guarantee charges because you can't do jack sh*t when you're not in combat. Now that you're stressed for points, let's not forget to add the fact that you should have 2-3 wizards if possible. Remember - be prepared to pay 300-500 points for a decent magic phase. You need buffs more than other armies and the way to get that is via magic. All of your magic characters will find their points allotments for magical items to be a bit tight - beastmen are poor from living in the woods after all. Buy those casters and try your best to buff-buff and buff your units. And ALWAYS ALWAYS ALWAYS try to pop Wildform. Don't be afraid to stack the odds, no one came along and gave you a 175 point Hydra or decent cavalry. For instance, Gors will almost ALWAYS lose to their equivalent points in (fill in here)Elf Warriors. But, you toss in a Cygor or even a Chariot on the flanks, and suddenly you're doing okay. Gang up on enemy units, don't play nice. Much of Beastmen playing will involve heavy maneuvering, unit redundancy, draw and counter-charge, and avoiding getting shot to pieces. Welcome to Warhammer on Hard Mode. ===VS=== VS Vampires - Kill the LoV wizards asap, kill them all. Do not challenge or accept a challenge from a Vampire with anything you will miss, there is a good chance that unless it is a Minotaur that it's going to get butchered. If you can do these things you drastically increase your chance of winning. VS Tomb Kings - Due to your own low LD you will want to make killing skull catapults and boxes of doom (casket of souls) a priority, also Tomb Kings usually have a weak core, unless it's buffed by a hero/lord or magic. Stopping the enemy's spellcasters is a must. VS Elves - If you can live through the first round of combat, your generally higher S and T will start to show, so you should use your numerical advantage to its fullest. Get into combat fast: Elves tend to have a fair amount of shooting, the less they get to shoot at you the better. VS Dwarves - Don't waste points on monsters, there will be far too many cannons for anything that does not fly or have good regeneration/ward save to be worth the points unless it's there as a distraction. Due to Dwarves' generally high armor saves anything that reduces armor is valuable (''Totem of Rust'' comes to mind). For an army that relies on a strong magic phase to compensate the Dawi's constant dispelling and dice thievery can hurt.
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