Warhammer/Tactics/8th Edition/Beastmen: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
1d4chan>Turcano
Created page with template
 
1d4chan>Turcano
Line 28: Line 28:


===Army Composition===
===Army Composition===
This is largely a matter of personal preference, but keep two things in mind:
*'''Size matters.''' Most of your army is going to be Strength 3, Toughness 3, so melee units need to be big in order to have staying power.  One unit of 60 State Troops is a lot harder to break than two units of 30.
*'''Don't go overboard on Lords & Heroes.'''  The days of Herohammer are dead and gone, probably forever.  Another block of infantry/cavalry/whatever is a lot more useful than a superfluous character that only makes for easy kill points.  Only take characters if you have a specific role for them to fill in your army.


===Magic Items===
===Magic Items===

Revision as of 06:59, 5 August 2011

Why Play Beastmen

Unit Analysis

Lords & Heroes

Named Characters

Note: Under the current edition, named characters tend to be overpriced; you can pretty easily emulate most named characters from scratch and save yourself some points. That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you absolutely need to have them, go ahead. Just make sure you're really getting your points worth.


Generic Characters

Note: While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army.


Core Units

Special Units

Rare Units

Building Your Army

Buying Your Army

Army Composition

Magic Items

Magic

Tactics