Why Play Beastmen
Let's say you like Chaos in Warhammer Fantasy, but you're not that hell-bent on winning every game you set out to play. A strange thought to many, I know but let's entertain this one. What would an army of this sort look like? I'll tell you what it would look like - it would look like Beastmen! Like Daemons and Warriors, Beastmen have all that cool chaos flair, like spiky bits, evil and malice, awesome looking models, etc. - and none of the cheese! If you like an army of angry, bitter, drunk pseudo-furries (it's actually a lot cooler than that sounds), you will like the Beastmen.
Also, if you like tough, fast-moving cores supported by awesome lords and heroes, one of the most bad-ass special units and literally terrifying rare choices, Beastmen are for you.
Sadly, Beastmen were written when 7th edition was in vogue and they
really shined back then still sucked, but not as hard. Prior to the new army book the "only" way to play Beastmen was chariot spam and while the new book added more options, lists didn't change all that much. Today, they are overpriced and nowhere near as durable as they used to be. Essentially, they're now a casualty of 8th edition; pity that WHFB had to be rebooted because of an exceptionally OP army made by a particular cocksucker.
Until the Beastmen get their new army book, Beastmen is for those that likes to use a challenging army that relies on actual tactics, much like how the Dark Pansies USED to be in this regard.
Rumor has it that Beastmen might get some new toys in the next End Times book after all. There is hope.
The first thing to note about Beastmen is that most of the army benefits from a rule called "Primal Fury." In close combat, the unit takes a Ld test and if successful, gets hatred for the round. If the unit passes on a double 1, they get hatred AND frenzy for the rest of the round. While this sounds good, you must understand that one of the Beastmen's major weaknesses is their low LD, so they won't be passing as much as you want them to. Keep close to a general and BSB to maximize results.
The other thing to note about the Beastmen is that a number of units can be held in reserve for a Beastmen ambush. Gors, Ungors and Ungor Raiders can all do this, which requires a duplicate unit of the one you want to ambush with (excluding characters and upgrades, it just has to be the same size). Ambushers can strike on the first turn if you roll well enough; after that, the table edge they come in on is determined by the roll of a die and if you roll a 6, you get to choose the side. Again, this sounds good but Gors and Ungors are absolutely terrible and the randomness of where they show up can often screw you over (I need them to show up on the left and they...show up on the right). Never mind that even if they show up where you want them to, they can't charge on the turn they arrive, giving everyone a turn to react to them being there. Therefore, this tactic is best used as a distraction, with shitloads of cheap, annoying surprise-attacking little cunts. You will however need many of them...
Lords & Heroes
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.
- Gorthor, The Beastlord: The Archaon of Beastmen, which is kinda sad when you think about it. Costs 125 points more than a Chariot mounted Beastlord and you are willing to pay that because of the 18 inches of Inspiring Presence. That is the ONLY reason why. Combat wise, he's okay, but unreliable. Killing Blow is nice, but his mediocre I and only slightly above average WS (especially for a lord) hurts him a lot. His magic casting ability is pretty useless (as you need to use dice to cast Bound Spells now) and the fact that he's hanging out on his own in a chariot is essentially an invitation for any Lord with a mount and magic weapon to walk up and take a swing at him (more on this later, under the Beastlord). He's still fairly useful, but you might need to keep him out of combat and behind your main units.
- Khazrak, the One Eye: Here we go. 80 points less than Gothgor, helps your Ambushing units to arrive better (never roll a 1 again) and can actually join units and help keep them from fluffing rounds of combat (and unlike Gothgor, he can actually survive the odd round of combat with another lord). If you want a special character Beastlord, this is the one.
- Malagor, the Dark Omen: Not too bad as far as Beastmen Special Characters. If he starts casting he gets hard to stop, he helps your guys around you get Frenzy and he helps hold up your enemy's general. Maybe a little on the pricy side, but worth it for his abilities, especially since he can fly around and troubleshoot. Not bad, not bad.
- Taurox, the Brass Bull: THIS RAPE TRAIN HAS NO MODEL! More seriously, Doombulls are iffy as is, and spending more points on one is not something you need to do. If you want a Doombull, take a Doombull and kit him out for bear, don't bother with this guy.
- Alternative view of Taurox: He is actually quite worth it. Tons of S6 attacks that are magical, flaming and ignores armor saves. He hits like no other and more then capable of destroying entire units by himself. His weak spot might look scary considering his points but doesn't happen that often. One of the better special characters in the beastmen book without a doubt.
- Morghur The Shadowgave: Unbreakable and kinda fun in the stats department but he kills one friendly (AND ONLY FRIENDLY) model per turn and turns it into that which shall not be named. If you want to take him, keep him near your Ungors to try and turn them rather than something more worthwhile and be aware that if no other friendly model is near enough, he takes the hit himself, so be careful. Generally not worth it, but can be fun in a non-competitive list. Kill 5 or 6 Ungors and get 3 chaos spawns on average? Yes please. Chaos Spawns may not be great for 50+ points but they're amazing for 5 points.
- Slugtongue: Slugtongue costs nearly 80 points than a level 2 Bray Shaman for a 50 percent chance to cause up to D6 wounds (usually D3) to 1 enemy unit before the game begins. Oh and he loses access to Lore of Beasts. Not worth it.( actually in the book it states that "immediately after deployment, each enemy unit within 36" of slugtongue must roll once on the table below. that makes him a s**t tonne better than originally thought. possibilty for enemies to loose warmachines before the game hell yes. probably not as good in larger games but hey . its actually quite good")
Alternative view on Slugtongue: Oh hell yes he is worth it. Nothing brings a beastmen player a bigger erection then seeing half your opponent's army go under in the deployment phase. Also he got regen making him tougher then most shamans.
- Moonclaw, Son of Morsleib: Just what you need, something to make your units worse. As low LD is one of the major weaknesses of a Beastmen army, his Stupidity causing is MUCH more likely to hurt you than your opponent. His once per game ability to drop stone throwers could be fun, if he's inside a unit, you're gonna end up firing at the same unit 3 times (and if you're in combat then your opponent is just going to laugh at you). Oh and did we mention he's Level 1 for 125 points more than a Bray Shaman? Skip him hard.
Note: While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army.
- Beastlord: You are going resent this guy. You need him, oh good lord do you need him, but you don't want him. He's expensive and he'll crumble under direct assault, but you NEED his LD9 bubble. Keep him in a unit, if he's in a chariot any lord or hero who wants to take a swing at him essentially can with impunity and almost any Lord (and a few heroes) can knock him out in one-on-one. Use him, but carefully and make sure you keep him away from Assassins.
Alternative view on Beastlord: Ok seriously, this tactica must have been written in the early days of 8e when the overpowered books of 7e was still aplenty. These days when things have been tuned down in power-level and gotten more balanced the Beastlord has risen in status. As stated above, he got good LD, S5, T5 and got a good number of toys to play with. A properly kitted beastlord will bring the hurt to most armies. Addendum: Most things properly kitted out will hurt other armies, however for his points and survivability a Beastlord really isn't going to go toe to toe with his points equivalent's use him cautiously.
- Great Bray Shaman: The wizard lord of the Beastmen. Useful as far as Wizards go, but a tiny bit on the pricey side. His LD8 could help in a pinch, but don't rely on it. As with before, keep him away from combat with other heroes, his combat stats are a trap, he will get killed.
Alternate view on GBS: Wizard lord who's supposed to be kept out of combat, right? Or maybe not... WS5, S4, T5, 2 attacks doesn't seem like much at first but remember what lores he can take. Slap the lore of beasts on him and watch your "squishy wizard" beat down anything thats not a dedicated combat character. The entire lore of beasts is easier to cast on beastmen because of the lore attribute. Wyssans Wildform is an amazing buff for any unit. Flock of Doom is used to snipe war machines because a 6 to wound is still a wound. How many war machine crews have any kind of armor save? Panns Pelt makes the GBS T8. Same toughness as the Tomb Kings big kitty. Amber Spear gives him a bolt thrower attack. Curse of Anraheir makes it harder for people to hit you and it's hilarious when the opponents big tough unit takes wounds cause it walks over a hill. Savage Beast is just plain awesome as well. WS5, S7, T5, 5 attacks? Suddenly doesn't look so squishy does he? What was that about more strength and attacks? Forget it, Transformation of Kadon will turn your GBS into a fricking MONSTER, what do you want? A Hydra? A Dragon? A Chimaera? Everything is possible. Ok it prevents your mage from casting, but you will only ever cast this in cc so who cares?
- Doombull: Doombulls are an iffy model. They're expensive and hard to keep in line (Frenzy plus Bloodgreed means he and his unit are easy to strand). They can become a rape train under the right circumstances, but LD8 makes him unreliable after a fluffed round of combat. Be careful about sticking him with Minotaurs and think about screening units, odds are you're spending a lot on that unit, you don't want it to get isolated and shredded.
- Wargor: What with Beastmen LD being both critical and piss poor, and your Beastlord being unable to be everywhere at once, you're going to be buying a lot of these guys to do unit babysitting and troubleshooting. As with Beastlords, most people can kick their teeth in, so be careful with them. Also, get a BSB. Seriously, you need it. A lot.
- Bray Shaman: Cheap level 2 wizards are always useful for when things go tits up for your Level 4's and Bray Shamans fill that role nicely. Worth taking. Don't be fooled though, they can't fight in combat so don't try it.
- Gorebull: He has all the issues of a Doombull with none of the advantages. At least a Doombull has a brutal statline and higher base LD than the Minotaurs (pathetic) LD. Combined with limited access to magic equipment, makes the Gorebull just a fucking awful choice. Ignore.
- Gors: Toughness 4 infantry. Take them in big hordes and buff them with beasts or debuff their enemies with shadow. Throw in babysitting heroes and lords to try and bolster their terrible LD. And if you're gonna buy additional equipment, make it Extra Hand Weapons, Shields might as well not exist for them. Extra hand weapons become worth it when you consider you'll be rerolling your hits almost every turn if you took a BSB and a Lord (which you should have)
- Ungors: Wow and I thought Gors were bad. 5 points for a unit that can't actually accomplish shit makes 7 points for a unit that can rarely accomplish shit seem great. You're probably going to need some just to keep your Gor/Bestigor units from getting flanked, just be aware: Without a general/hero nearby they can't even function as a Horde (be Steadfast all you like, you're still likely to break when you lose combat at LD6). Keep them near the General and pray.
- Ungrel Four-Horn:A 75 point upgrade that occasionally turns into a Wargor and allows you reroll Primal Fury tests against Empire, Bretonnia and other Beastmen. Oh and he traps you at his basic LD, IE 7. Spending 75 points on a unit that will still break under any direct pressure is not a good call. Skip him.
- Ungor Raiders: Skirmishers got nerfed in 8th edition and these lads are no exception. These guys are probably the best chaff we have. For 30 points you get a small unit that can pepper lone characters, ambush, and march 10" to protect your flanks. However, don't expect them to accomplish much.
- Warhounds: The main reason to take Core units in a Beastmen army is to try and hit minimum requirement as fast as possible and since Warhounds don't count towards that, these guys are iffy. They make okay screening units, but are vulnerable to Panic and cause Panic in others. Their primary use is as a screening unit for Frenzied Minotaurs, so that's...something.
- Tuskgor Chariots: The Chaos Gods have seen fit to grant you a core unit that's actually worth it's points, and this is it. Seriously, you can never have enough of these filling out your core choices. Don't go overboard though, you're not Tomb Kings, you can't make an entirely chariot army (and least not and have it work).
Also remember that the primal fury works on the beasts pulling the chariot as well. This is no doubt not intended but as things are written now, the entire chariot gets primal fury.
- Minotaurs: The true glass hammers of the Beastmen. Minotaurs are your blunt force instruments and are indicative of the army as a whole: Powerful on the face of it, weak in the details, overpriced, prone to running like pussies if they fuck up. Shitty LD, Bloodgreed and weird movement to role ratio within the army makes Minotaurs a hard unit to use right. But if you're willing to invest the points and the time (not to mention a babysitting hero), they can truly fuck shit up. Be careful about how you move them, and consider investing in a screening unit. They won't be chasing down any units, so try to get a Razorgor in the flank to help run them down.
- Bestigors: If you want to take Bestigors, you're going to have to commit to them. Units of 10, 15, even 20? Fuck that, who do you think you are, Elves? No, if you want Bestigors you're going to want HUGE units of 30+. Yes they're overpriced for their abilities, but at least at that size they're unlikely to get shot to pieces. In units of that size, they can actually accomplish quite a bit, but don't let them operate on their own. You're going to want a Beastlord nearby and a BSB in the unit would not go amiss. And you definitely need a magic banner. As we said: Commit.
- Razorgors: Two units of 1 should always be an auto include. For 55 points you get a unit that can kill lone characters in the front ranks of units, such as wizards. Good at clearing chaff, combo charges to help run down units, and as flank protectors. Only LD6 so keep 6" away from other units so they won't flee.
- Razorgor Chariot: For 15 points more you could get 2 Tuskgor Chariots, which is the better choice. Overall though, not a bad choice, as it provides a fairly nasty blunt-force hitter. Just, as always, be careful.
And as with the Tuskgor Chariot, the razorgor all of the sudden got primal fury if you make him pull a chariot, making him more nasty.
- Centigors: Garbage. Absolute garbage. They're overpriced (Cold One Cavalry costs 2 points more and is better in essentially every possible way), they'll crumble if they hit a unit that's not made of cardboard, 1 of their drunken results is meh, one is okay (would be better for a different unit) and the third actively makes things WORSE. Any points spent on these is wasted.
- Ghorros Warhoof: Spend 155 points to make your Centigors slightly less shit! Honestly, this guy would be 100% better if you could field him and then just cause him to die out of nowhere. As it is, he's not very good. But then you've already taken Centigors, so go ahead and take him, what do we care?
On second thought, rather than take any advice from the pessimistic moron who wrote the majority of this review, you could step back and notice how beneficial this guy can be. Not only does he make Centigors core, adding a bit of much needed oomph to the core of the army, but when he dies he gives an army wide +1 to primal furry rolls. Tactic: take him in the smallest possible unit and charge into the biggest nastiest unit you can. Not only might he kill something worth killing but when he inevitably dies the army improves. A win win in my book.
<Counterpoint: What the fuck? Why the hell would you spend 280 points on a unit you want to throw away, just for a minor improvement for the rest of the army? NO just no, stick to the advice that the realist (not cynic) who wrote this originally said. I honestly think this tactic would be best used in bigger point games (Like 3000 and above), because +1 to Primal Fury is a big improvement. Having a Wargor/Great Bray Shamen taking a test at same stat as the Beastlord's LD is a boon.
- None of these tactics are particularly points efficient. Yes, taking Ghorros makes Centigors core. So what? They're still garbage. Wanna through him into the heart of the enemy, at their biggest best unit to get him killed? Well then guess what, you probably need to stick him in the very center of your army. And if you do that then you can't put any of those other things you need to put in your center (Bestigors, Minotaurs, huge Gor units) in your center. Never mind that you are still paying a MINIMUM of 280 points (more than 10% of your army) on a throw away unit that gives you bonuses that won't kick until turn 2, at the earliest (probably turn 3) and 3-4 turns of +1 to Primal Fury is not worth 280 points. Once you've spent over 150 points on a unit, you can't use it as a throwaway unit anymore, much less once you've spent 280 points on it (for context, that is 5 points less than 5 Blood Knights, with full command. Yeah). So once again, never take Centigors, and never take Ghorros.
- Harpies: It's amazing how much the omission of one special rule can change the Harpies from being pretty good (in the Dark Elves book) to being a risky difficult proposition. They cause panic. Remember, Panic is the easiest way to get your units heading for the hills and never returning, and Beastmen don't exactly need a reason to panic. But they make okay screening and war machine hunting units, so if you're running Minotaur heavy, you could think about investing in a small unit or two.
- Putrid Blightkings (End Times) : 3 wound infantry on a 40mm base, but seems to have no clear role. With WS6, MoN, T5 and possibly a 3+/6++, they are hard to kill, but seem like they will have a hard time winning combats between steadfast and rank bonus. While they're not really useful in WOC, Beasties will probabably benefit a lot more from these fatties.
- Technically, you can't take these in a Beastmen army. However, you *can* take them in a Legion of Chaos army- so you can just say that your army is LOC. However, you'll be subject to all of the LOC rules, including that your characters/unit champs get Eye of the Gods like WOC ones (but turn into Spawn instead of Daemon Princes), and you're subject to the Reign of Chaos chart ("rolled a 3 for your winds of magic? Nice, not only do you get shit for a Magic Phase, but a random character in your army might get wounded. Have a nice day."). To be fair, most of the chart's results are actually somewhat beneficial to you- but if you roll badly, you get an extra kick in the balls. Anyway... these guys cost a lot of points and seem like they should be monstrous infantry, but for some reason, aren't. So they are subject to rules like Killing Blow and being stomped/thunderstomped, as well as spells like the Skaven "Dreaded 13th". Keep them away from things like Grave/Tomb Guard, Executioners, Grey Seers and so forth, and they should do OK mainly due to their survivability. Remember- Mark Of Nurgle + WS6 means most enemies (even elite units like Swordmasters, or characters) are hitting them on 5s!
Beastmen Rare choices are overpriced and (somewhat) underpowered, like all of the Beastmen book right now. However, unlike most of the rest of your army, they operate just as well with or without Hero/Lord supervision. Thus they can fill gaping holes in your army, cause casualties where you normally can't and hit the flanks.
- Giant: You know him, you love him and he's slightly over priced (225 vs the Ogre Kingdoms or Orcs and Goblins Giants' 200 points, because the they aren't immune to Panic. Oh and ALL of the Ogre Kingdom's Giant's Pick Up And... result in auto-death for the target. Depressing). In all seriousness, the Giant is a safe boring rare choice and combines with any of the other big choices for a perfect 500 points in Rare units. You want the Giant
- Chaos Spawn: Worthless in Warriors of Chaos, worthless here. Do you want a unit that can either hang around the back of your army failing to do anything, or lurch on ahead of your units to get run over by any competent combat unit (T5 and 3 wounds does NOT make him survivable). What's more, he's eating up precious Rare Points. Every time you take a Chaos Spawn, Tzeentch kills a kitten. Think of the kittens. On the other hand you get two in the boxed set...
- Cygor: Cygors are useful but somewhat iffy and probably require more careful use than most of the other monsters. Basically they are your ONLY semi-reliable form of long range attacks, which can be ridiculously useful for softening up key units before combat. The downside is that this will make him a big target for your enemies shooting. Next to being an overpriced movable stone-thrower, Cygors also have some anti-magic abilities. In close combat they can re-roll their attacks against anything that smells like magic (mages, magic items, undead, demons, ward save, hexed/augmented enemies,...), although with a WS of 2 you better still not expect miracles here. Also with a T/W/A of 5 each and no saves he's rather fragile for a monster. Lastly, he has a thing for enemy mages, making that any failed casting attempt also counts as a miscast, thus the potential of blowing both the mage and part of his unit to bits. Sadly enemy mages need to be within 24" AND fail a Ld test so again...no miracles. Overall you're probably better off with a Ghorgon.
- Ghorgon: This (insert derogatory term about 'your mom') is scary and under the right circumstances can cause a lot of carnage, but requires careful use. For starters, Frenzy and Bloodgreed increase the possibility of him being led by the nose (yes I know you need to fail an LD test to accidentally charge, but he will still pursue that unit of Fast Cavalry that flanked him and he won combat, trust me, canny opponents know how to use Frenzy), and being stranded in a bad situation (if he gets into combat with 2 ranks of Swordsmasters, White Lions, Witch Elves, etc, you might as well just remove him). His swallow whole is of limited usefulness and his mediocre WS makes him an iffy proposition. On the other hand, he's one of the 2 units in your army that can operate entirely self-sufficient (even Jabberslythes and Cygors need general or unit backup, the Giant is the other) which might make him worth it all on it's own. Be careful with him though, he's expensive and can easily be put in a situation where he'll drop like a fly.
Proper use - take advantage of the Ghorgon being one of the very few monsters in WHFB with WS4 and utilize as a flanker as much as possible. Use some of your smaller chaff/finesse units (harpies/other fast warmachine hunting units) in concert with the Ghorgon to get rid of the main threats to the Ghorgon and position as required to rip out some kidneys.
- Jabberslythe: This thing is so hideous it drives your enemy insane (and it's model costs so much it drives YOU insane - not to mention it's the ugliest thing ever to come out from GW). Not as all around good as the Giant, Cygor or Ghorgon, due to a lack of Stubborn and comparatively low S and T, but he flies, he shoots, he causes wounds when he gets wounded, he thunder stomps and he drives enemy models insane. Will probably be worth his points so long as you don't use him carelessly. Just keep him away from Vorpal Swords. Also, VERY IMPORTANT NOTE: Despite being a flying monster he is NOT repeat NOT qualified to go head to head with a Dragon without backup. A Dragon with a halfway competent rider will knock his ass down. Sending him up against anything above a Manticore qualifies as using him carelessly.
Building Your Army
You will field many Gors and Ungors. This will make you unhappy, as both are overpriced and crumble under any real pressure, but you need them to fill out the gaping holes in your army.. You will need a Beastlord to hold the army together (LD9 is very important) and a bunch of Wargors to play troubleshooting and to support important units. Fill up your core as you like and take Special and Rare based on how you want to play.
Blah blah blah I like to complain about everything blah blah....gors and ungors ARE going to be spammed in your lists but embrace the pimply boar men and take advantage of the one unique thing you have over anyone else. Step one, make a solid core of special units (yes this may be confusing for some of you but trust me...I'm a self proclaimed expert); step two, use your core section as the specialty part of your army ie: your special units act as the rank and file units whereas your core choices will fill a more specified support role. Step three, MSU Gors and Ungors and utilize the above mentioned uniqueness that is Beastmen Ambush. I am aware that it doesn't always work as planned but that's the plan. If you have 10+ units of Ungors (raiders or normal ungors) coming in at random times from random places you are bound to get a few units exactly where you want them. Not to mention how confusing this will be for your opponent. You simply need to plan for the confusion and adapt and overcome like the LD8 General you are. One thing to remember is that you CAN create a workable list this way, you need to protect your larger units and most often you will be able to get some units behind the enemies lines this way, even if you enter from a flank. As an aside, a scouting wizard is always a nice cog to throw into the mix.
- Gifts of Chaos:
- Crown of Horns: It's over costed, and with 8th Edition Rules you get Stubborn so long as you have more ranks than your opponent.
- Slug-Skin: Noooooope. 30 points for a S3 hit on the what, 3 models max that are in base contact with him? No thanks.
- Many-Limbed Fiend: 1 extra attack at base strength? For 20 points. Nope. (This could be 1 extra strength 5 attack on your lord, consider it)
- Gouge Tusks: Here we go. Helpful for breaking through heavily armored fuckers and keeping you from fluffing those important rounds of combat.
- Gnarled Hide: This one is excellent, 10/10 WOULD BANG, especially when combined with existing armor.
- Rune of True Beasts: Not worth it. It won't protect him enough from big scary monsters and it won't protect him at ALL from the Riders, which is where a lot of the threat comes from.
- Uncanny Senses: Good if you're combining it with The Swift Sword of Slaying and might face initiative 5 troops to make sure you get those rerolls. Just be sure to NOT combine it with a Great Weapon.
- Shadow-Hide: Too limited in it's wording. And never mind that if he's on his own, in cover, people shooting at him will already be at -2 and will therefore probably be ignoring him. Skip it.
- Magic Weapons:
- Primeval Club: The fuck is this? Who thought this was worth an S5 lord's ENTIRE points allowance. Beastmen lords don't need help wounding, they need help hitting. Never mind that point where you're fighting Zombies and are wounding on a 5+. Skip it.
- Axe of Men: A little on the expensive side and lacks a way to make the enemy accept the Challenge. Maybe if he could take a more proactive role in Hero killing (IE, if he had a mount). As it is? Nah.
- Stonecrusher Mace: HERE we go. Great for a combat Lord, especially if you're going to face Empire and you want to see the look on your opponent's face when you break his Steam Tank. Still a big on the pricy side.
- Mangelder: Nah. Terror got neutered, as did Fear, so it's too expensive (plus it says Model, not Unit for the second ability).
- Hunting Spear: Having been officially FAQ'd to be a throwing weapon, this one can actually be worth it, just of it's potential for Monster Hunting (big scary monsters that fly, like Dragons, are one of your worst enemies). Best for a cheap Hero, just be aware that your BS will cause you frustration.
- Axes of the Khorgor: Good on a Doombull to make sure you get those attacks in, but it will really eat into his magic points with its high cost.
- Steel Claws: Wielding this weapon comes with a cigar and a penchant for calling people Bub. Amnesia is optional. Seriously though, a good item for it's points, combine with Gnarled Hide for an effective combat Hero, or with both Gnarled Skin and Trollhide for an effective Lord.
- The Brass Cleaver: Eh. It's 30 points for what, 3 extra attacks? Might be more worth it on a Doombull who's wandering on his own. But then he'll just get charged by a hero on dragon and you wasted your points. Still, not a bad item for a hero, since it's on the cheap side. Just keep him out of Challenges.
alternate opinion: This is one of the best fucking value weapons in the game. You'll get at least 2 extra attacks even on a normal sized base against chaos. 2, possibly 3 extra strength 5 attacks, how is that not great for 30 points?
- Everbleed: If this item works for you regularly then what are you doing playing Warhammer instead of shooting craps in Vegas? Seriously, the amount of luck required to make this work regularly is absurd, so the points are essentially wasted.
- Magic Armour:
- Blade Blunter Armor: Could be worth it just to discourage enemy heroes with magic weapons. Though I don't know if it'll work if the character and thus the armor, are killed before it can knock out the magic weapon. Worth investigating. (Investigated, it still works.)
- Trollhide: It would be churlish of me to point out that Dark Elves have a suit of armor that does the exact same thing, but is Heavy Armor, for 15 points less. But it's still a good item.
- Blackened Plate: Good on Minotaur Bloodkines, but could be good just because of the ubiquity of Flaming Attacks. Still, you could very easily buy this and have it not do a single thing.
- Ramhorn Helm: Good when combined with Gnarled Hide, Heavy Armour and Shield, giving you 1+ Armour Save that gives you an extra attack every time you make an armour save. Very good with this combo. Send a Doombull out on his own with this and watch his decimate rank and file troops.
- Enchanted Items:
- Shard of the Herdstone: Extremely awesome, but keeping all your Wizards in one place is just begging for a unit of flyers to come eat them.
- Horn of the Great Hunt: Great in a Chariot list or if you need to get into combat fast. Beastmen resist shooting damage in the same way an infant fights Mohammad Ali, you want ANYTHING that will get them into combat faster.
- Horn of the First Beast: It's over costed, and you're better off using your Battle Standard Bearer to get those Primal Fury rerolls.
- Stone of Spite: Could be fun, especially against Dark Elves/High Elves (though if you're fighting either of those armies, you've probably lost already) but it's worthless against Daemons or Dwarves (though, see above). Not a bad item though, especially for friendly play.
- Skin of Man: Perfect for a Bray-Shaman who, in your opinion, should not live past turn 2. If you have some silly desire to keep your Shaman alive long enough to affect the game, you should probably skip this one. Keep in mind this still works if your Shaman is mounted on a Chariot, so if you have the points try out a scouting Razorgor Chariot.
- Cacophonous Dirge: Since Musicians only work in combat if you've drawn (and ONLY if you've drawn) this one is limited in usefulness, but it could be okay at ending drawn out combat.
- Eye of Night: Overcosted and weirdly specific in it's effect. If it effected ALL wizards within 24, it might be worth it. As is, no thanks.
- Chalice of Dark Rain: Since, as I said, Beastmen do not resist shooting well at all, this item is worth it. Unless you KNOW you're not facing an army that's not using shooting (and it can be useful against some of those: Read it, it says that Banshees can't scream except on a 4+), you should really be grabbing this.
- Arcane Items:
- Skull of Rakos: Odd, but effective, especially if you grabbed Shard of the Herdstone. Probably worth it even it only affects the one Shaman.
- Staff of Darkoth: Remember how we said that you want to tip the odds in your favor? This item is exceptional at helping you do that. Well worth taking.
- Hagtree Fetish: Beastmen magic is lacking in offensive spells, but this could help in a pinch. Worth taking in larger lists.
- Jagged Dagger: If your Bray-Shaman is trying to run touchdowns or getting into combat, he's probably gonna bite it too quickly to make use of this. Still it's 10 points, so what do you have to lose?
One of the best items in the entire book; it will be removed in 8th Ed. For every model the bearer of the dagger kills, he gets a token to spend as a power dice. It does not say you have a maximum of tokens you can get, nor does it say you HAVE to spend them in your next magic phase. With this item, you can totally dominate close combat and magic in 10 points. Give it to a GBS with the Brass Cleaver, 4+ Ward and Lore of Beasts (Wyssan's Wildform, Pann's Pelt and Savage Beast), and you're packing at most a WS5, S8, T9, A8 combat monster with hatred, whose every kill gets him a power dice for a future magic phase. He kills Daemon Princes, Dragons and Necrosphinxes like they're made of paper. If you're taking a GBS, TAKE THIS ITEM.And then you roll badly on your power dice or casting roll the turn you need it, or your opponent dispels it (since with this as your Arcane item, you're not getting any bonuses to cast) and you wasted all those points, and are probably about to lose your GBS. I don't know what the fuck is wrong with the other writer of this tactica, but lemme make one thing unambiguously clear: A STRATEGY THAT REQUIRES YOU TO GET 3 FUCKING SPELLS OFF IN ONE ROUND TO WORK IS A BAD FUCKING STRATEGY!
- Jagged Dagger: If your Bray-Shaman is trying to run touchdowns or getting into combat, he's probably gonna bite it too quickly to make use of this. Still it's 10 points, so what do you have to lose?
- Magic Banners:
Please note that the only unit that can take magic banners is Bestigors. This may seem like a losing proposition since you already sunk a lot of points into that HUGE unit of Bestigors (to bring the large number of guys you need to have to keep them from getting shot to pieces/cut to ribbons before they get to combat) and you don't want to sink more points into one unit. To that I say: Bitch, did you think I was kidding? You ARE sinking more points into those Bestigors.
- Beast Banner: Really good for a unit you NEED to survive or cause casualties, especially a large Gor unit. Great for a BSB.
- Totem of Rust:
Because Beastmen's enemies really need help killing them? Skip it, it'll hurt you more than it hurts your enemies.What Buzz Killington here hasn't noticed is that most Beastmen units don't have an armor save worth a damn anyway. Slap it on your BSB (with Gnarled Hide) in a big unit of Gors with additional hand weapons, and you've suddenly got the advantage with your T4; you're better at being sh*t than they are. Add Wyssan's Wildform to that mix and you're suddenly tearing them apart, and your average player will be dropping brown stains everywhere when his horde of Sea Guard or State Troops evaporates against Gors. As Mark Twain once said: "Never argue with a Beastman playeridiot, they will drag you down to their level and beat you with experience." But a word of warning: try and keep your armored units away from the banner anyway: the Totem of Rust is a ward save and regen zone. Put your faith in the Ward Talismans and Trollhide.
- Totem of Rust:
- Manbane Standard: Could be worth it on the Bestigors, especially a center-field one.
- The Banner of Outrage: So let me get this straight: The Beastmen
get the chance to reroll their opportunity toautomatically get Hatred every turn and your enemies also get Hatred, just not every turn. You also lose the chance to get Frenzy from Primal Fury, at least according to the FAQ. What is it with these banners helping out the enemy. It's not like they need the help. Don't ever take this.
- The Banner of Outrage: So let me get this straight: The Beastmen
Beastmen magic is generally overpriced and underpowered, just like the army itself and can be beaten down by any dedicated magic armies. Hell, even if it's not a dedicated magic army, it can probably outcast you (Ogres army specific Lore will kick your ass and even Bretonnia and Wood Elves get access to Lore of Life). However, taking the Shard of a Herdstone with some Shadow level 1 casters, and you can miasma the BS of shooty armies, and the WS, M and I of the fighty armies. Even gutstars are no good if they have a movement of 1. Prepare to pay upwards of 600-700 points for a decent magic phase though. However with a L4 and a power scroll, you can potentially force through a couple of spells at crucial times.
But it's not all bad, your casting Heroes and Lords are cheaper than MOST peoples and can hold up acceptably in combat (not on their own, never on their own). You're going to want your lower level Heroes to concentrate on Lore of Beasts and grab multiples of it's Signature Spell (and maybe try to grab an offensive spell or two) to try and tip an important combat in your favor. Lord level wizards should be nabbing Lore of Death right out, for it's usefulness at sniping enemy heroes and weakening enemy units. Lore of Shadows is okay if you want to try for Occam's Mindrazor, but Death and Beasts are more all purpose. Note that the Beastmen's personal lore is not very good, as it has high casting values and low range (4/7 of the spells have ranges of 6-12) which means it has to be a high level Shaman near the front to make proper use of them, which is NOT where you want him.
Let's get down to brass tacks here eh? Beastmen, as an army, have some gaping holes. The biggest and most egregious: They have piss poor LD across the board. This means that you need, need, NEED most of your units to be either within your general's LD bubble or contain a babysitting 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 towards the center and thus reallllllly open to flank charges.
The best strategy is to concentrate your Gors/Ungors/Bestigors towards the center and play big monster/screening units on the flanks. Minotaurs do flank duty alright, but are unreliable and easy to strand. Cygors are decent, 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. Screening units are key to prevent that from happening. Remember, keep both of these monsters away from dedicated combat units with lots of attacks, great weapons or poisoned attacks (and remember, the instant either of them is in combat with Witch Elves, you might as well remove it, they're done).
This boy above me clearly isn't using his head in battles. What did you play, WoC? Here's how you REALLY play Beastmen:
Avoiding your opponent's heaviest units is also important to your success. 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. A clever opponent will see through this, so you need to act fast. Don't fight defensively: you're not Warriors, 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 Gors (I play a horde of 50 at the least) is very effective as a hammer for this purpose, once you give them additional hand weapons, a few heroes and Wyssan's Wildform. Use them with the Totem of Rust on your BSB in the unit when fighting anybody with an armor save: 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. 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. For instance, Gors will almost ALWAYS lose to their equivalent points in Dark Elf Warriors. But, you toss in a Cygor or even a Chariot on the flanks, and suddenly you're doing okay.
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.