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===Beasts of Chaos=== In 6th edition the Chaos army was split, making Beastmen their own army... sort of. They were pretty bad in this edition, essentially being the bitch of Chaos. Indeed, they had almost ''no'' redeeming qualities of their own, but to get into why we'll need to split apart the book and look at it in detail. For starters, there's nothing the Beasts can do that Mortals or Daemons can't do better. At first this might seem odd since their Special and Rare choices could both be very powerful, however the Chaos books were rather unique in that Beasts, Daemons and Mortals could all be used alongside each other, and so each could take everyone else's Special and Rare choices. The main difference was in what counted as your Core, and a Chaos Core was divided into a Mortal, Beast and Daemon Core. [[Age of Sigmar|Whichever of the three types happened to be your General was the type that counted as your Core, while the other two counted as Special choices.]] Suffice to say, outside of a few options/builds the Beast Generals were lacking compared to Mortal Generals and Greater Daemons, and so were their Core. Sure if you found a way to get Morghur in the middle of the enemy he could stop at least half an army on his own while Khazrak was hands down one of, (if not the best) monster killers in the game. He was able to get up to S10 and each successful wounding attack, before saves, generated a new attack (yes, even the new attacks did this) and the Beast's ambush rule was pretty cool, but those are the exceptions. The Beast Core consisted of units that mixed low Toughness and low Leadership; they had lightly armoured Ungors with spears and tough, brawny brawlers in the form of Gors, alongside skirmishers that could scout. The only alternatives (if you wanted a full unit) was to supplement with Warhounds, who can't take a hit and didn't count towards your mandatory Core slots, or take a bunch of tough, strong Bestigors, who were overpriced and much slower than everybody else. If you wanted a Beasts General and mostly wanted to make use of your Special and Rare choices, then you'd probably get a few Tuskgor Chariots to fill your mandatory Core slots. They were significantly cheaper than their Mortal counterparts, did not do that much less damage and were also the only option that could consistently make their points back. This is because when they were split from the Hordes of Chaos, the Core was nothing more than an unruly band of meat shields. In fact, because they could move faster, it was preferable to field a few beast packs to soak up arrow fire and act as distractions while fast-moving daemons got the flanks and warriors hammered the front ranks. [[Derp|This does not make a competent, full army.]] Now if you were paying attention you might be wondering how they'd perform if had a Mortal or Daemon General and so could avoid a shitty Core, and that's where things get good. A Chaos army often had to skip out on important upgrades to certain units (specifically Warriors) because they wouldn't have enough to get a good General, a good frontline, and a good few heavy hitters that you'd normally need to collapse the enemy's formation. They were pricy, and so Beasts gave you the option of having a cheap Core and suddenly you had far more points to spend on units of Warriors and Knights. Now to get into the cool Special and Rare choices, the Beasts gave Chaos the [[Troll#Fantasy_trolls|Chaos Trolls]] and [[Ogre_Kingdoms|Ogres]], [[Dragon Ogres|Dragon Ogres and Shaggoths]], etc. Combined with the Warriors (and saving points using Chariots or Ungor screens for Core) it made for a fairly strong United force, one that could hit like a truck and take solid hits in return. Almost makes you wonder why they were ever split in the first place, since the only time the Chaos armies of 6th Ed were scary was when they had a united front (just like in the lore).
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