Beastmen Tactics

From: Groung Steelgor <[email protected]>

Beastman Warband Tactics

Beastman Warband Strengths:

One of the strongest aspects of the Beastman Warband is it's tough troops. All of the troops available are T4 and all except the Ungors have 2 or more wounds. This makes for a tough army that diesn't die very easily. Even though ungors only have 1 wound, their T4 and cheap cost (4.5 points, meaning they get equipment at half price) makes them an excellant troop type. This also makes for an army that is hard to wittle down with missle fire as S3 bows and even stronger S4 crossbows have touble getting past the T4 and multiple wounds.

Beastman Warband Weaknesses:

While the army is made up of very tough troops, it is rather slow. With no cavalry the only speed comes frm charits, minotuars and hounds (or through monster and allies). Another thing is that even though, they are tough, they are not well armored. None of the units can have better than a 5+ save in HtH and only Bestigors can have better thana 5+ save against shooting (4+ if they buy shields). Just like Chaos Warrior Warbands, they have no missle fire ability. Also they have a rather average (which to me is low) leadership. Even the elite Bestigors only haev a 7 leadership. This makes infighting a problem for Gors (Bestigors are immune to it as are skirimished Ungors) and non-skirmished ungors. Other leadership tests such as fear and break tests can also be a problem. It's not inconceivable that the entire army could panic in a chain reaction.

Now that we've looked at the overall strengths and weaknesses of the army, lets look at each unit seperately.

 

Beastman Gors:

PROS: They are tough with T4 and 2 wounds, cheap at 10points per model and have a decent WS (4) enough to hit the non-elite units of some arimes on a 3+ like empire halberdiers and goblins, skaven clanrats. They also have decent weapon options (although i wish they could carry spears) and can carry a magic standard. Like all beastman units, they can have a beastman champion as part of the retinue.

CONS: They are only S3 which makes the option of additional hand weapons somewhat useless, and have leadership 7 and suffer frm infighting. They also only have the option of taking light armor and/or shields, which doesn't offer much protection.

USES: In smaller games, these guys will be your core unit. They are tough a relatively cheap. If facing an army with mostly T3 stuff or stuff that isn't exceptionally well armored, halberds are a good choice. Against tougher enemies (dwarves for example) with better armor, double handed weapons may be the better choice.

Always include a champion in every unit. It looks nice and can always help. Plus it's a character and magic item slot that doesn't count as warlord points, it's part of the retinue. Magic Standards like the Banner of Defiance, Dread Banner or even Banner of Might are all good choices.

 

Beastman Ungors:

PROS: They are very cheap at 4.5 points (which means they get equipment at half price) and while only have 1 wound are still T4. One unit can skirmish and when doing so they are immune to infighting.

CONS: spears and shields aren't the best of options. And they cannot have a magic standard.

USES: Giving them spears with a character in the unit with the Crown of Command could do well as a tarpit unit. But they seem best suited as a cheap skirmishing screen to the gors and bestigors and even the chariots.

 

Beastman Bestigors:

PROS: They have an extra point of WS and S over gors... making them WS5, S4, T4 and 2 wounds. They wear heavy armor (the only unit in the Beastman Warband that can), carrying halberds for S5 attacks and can take shields to give them a 4+ save against shooting. Bestigors are also immune to infighting and panic cuased by ungors. They can also have a magic standard.

CONS: They can ONLY carry halberds. Occasionally double handed weapons or spears or even additional hand weapons would be a nice option. They are pretty expensive (18points) compared to Gors so are best suited for slightly larger games. Especailly if you want a big block of them.

USES: If you have a points, a big block can be very strong. They will be tough to kill, even with only a 5+ armor save although the Standard of Shielding could improve that to a 4+ helping a little. Again a champion is a good idea. If a small game, use gors, if you have the points these guys are a good core unit. And personally i like the models.

 

Beastman Chariots:

PROS: Probably the toughest (especially for the cost) chariot in the game. The crew are ors with T4 and 2 wounds, the steeds are also T4 and 2 wounds AND have a 4+ save and are S4 (the crew are S3). The crew have decent options of halders or double handed weapons although again spears would be nice. The chariot can have scythed wheels and one chariot can have a magic standard.

CONS: Movement 7 is a little slower than most chariots, but not too bad. The steeds are considerably tougher than the crew so it's more likely that shooting will kill the crew and the chariot to go out of control than it is that the steeds will be killed and the chariot stopped. Which may not seem like all that bad of a thing, at least until the sucker turns around and plows into your own beastigor unit :)

USES: USE THEM! The model is very nice and is one of the best chariots in the game IMO. Tougher than any other chariot i can think of (a Lizardman Stegedon is tougher but not a true chariot)... it's only 108pts with scythed wheels. Giving it the Standard of Shielding isn't a bad idea, along with light armor and shields for the crew will give the steeds 3+ armor saves, andthe crew 4+ agianst shooting, 5+ in HtH. Now THAT'S a tough chariot.It's also one of the few forms of speed in your army.

 

Minotaurs:

PROS: They are pretty fast (movement 6) and tough (T4 and 3 wounds). Their leadership 9 is also a nice thing in an otherwise leadership challenged army. Any unit can have a magic standard as well and they cause fear. They are also ubject ot bloodgreed which causes them to frenzy on a4+ if they break and opponent in HtH or whipe them out completely.

CONS: They could have better equipment options. Double handed weapons and additional hand weapons are both nice, but a middle ground of halberds would be great too. And what's the point of a model with T4 and 3 wounds having light armor only? They either need good armor or none at all. They also are subject to blodgreed which can make them frenzy. Yes it can be a pro and con as a good opponent with fast troops (like elf armies, for example) can lead frenzied units around by the nose. Also, the model cost a bloody $15 per model! That's a little much. I'm inclined to use my Warhammer Quest minotaur models and convert them to look nicer.

USES: Well some people love them. I'm not sure, i think they can be good because of their speed and toughness, but i generally don't like the risk of frenzy as it's easy to lead them around. If you use them 3 are best (maybe 2 and a champion) because of their base size. If playing an army with lots of weaker troops or not really well armored, additional hand weapons are a good choice. if you want them to fight heavy cavalry knights like bretonnians, double handed weapons are a good idea.

 

Chaos Hounds:

PROS: Just like for a Chaos Warrior Warband, hounds are cheap and fast troops that are pretty tough T4 and 2 wounds. They also have 2 S4 attacks.

CONS: Low leadership. LD6 jsut isn't a good thing to be taking leadership tests with.

USES: The beastman champion isn't a good option ebcause it slows down the unit too much. But these guys could be good to swing around and get a flank charge on a enemy unit that your gors or beastigors are fighting in the front. They can also be useful at attacking missle units, just try to keep them frm taking Ld tests unless within 12" of the general.

 

Beastman Characters:

BeastLord: This guy is pretty darn tough. T5 and 4 wounds is nice. Like Chaos Warrior warlords, he can't take both a flail and additional hand weapon for example. He can only choose ONE of the weapons he's allowed. His leaderhip 9 is important so unless you are playing a small game he's worth his 200pts.

Beastman Chief: Almost as tough as the lord with T5 and 3 wounds (better than the lord characters of many armies). His leaderhsip 8 is a good addition to a unit as well. If playing a small game, he would make a decent general. but if you can afford it, the Beastlord is better, this guy makes for a good second choice for a warlord though.

Beastman Battle Standard Bearer: One of the few really useful battle standards in the game IMO. With T4, 2 wounds and heavy armor and shield he will be fairly well protected and can lend an extra magic standard to a unit. But generally i'd rather spend 5 more points and get a Beastman Chief.

Beastman Shamans: All T5 and anywhere from 2 to 5 wounds! That makes these guys tough. A Shaman Lord is T5 and 5 wounds which is excellant. The only other armies which can have a general/mage with 5 wounds (without special characters) are Daemon Warbands and Lizardman Armies. However with a leadership 7 for all but the shaman lord (who has an 8) if you want a shaman to be your general, you should invest in the crown of command. Your general's leadership is too important to keep the 7 IMO. But their ability to mix chaos god decks is an interesting and fun ability (although not always useful).

 

Overall Army Tactics/Ideas:

Generally you are going to have a slow and plodding, tough to kill army. You do have access to some speed in minotaurs, hounds and chariots, but your core will be slow. A unit of Gors or Bestigors make a good core unit, at least 20 models strong including characters/champions/etc. Make them have the ability to take a charge (cause you likely will) and stand firm. The Banner of Defiance is a good choice for your core unit. While the unit won't be able to prusue, you can use hounds or minotaur flank charges to help break and then pursue the enemy. Take at least 1 or 2 chariots (assuming around a 2000pt game). Their d6+ 2 (always take scythed wheels) is a good way to break that unit that your Bestigor unit is fighting back and forth with. Remember, you don't have any missle fire so you have to get your guys into HtH. Even though your troops are tough, you don' want to take too much missle fire, so Ungor screens are virtually a requirement (besides they are very cheap).

Think about your unit when you put characters in it and how best they can help. For exmaple, if you have a core unit of Gors with double handed wepaons, a beastman chief or beastlord with the helm of many eyes and a flail (or suitable magic weapon) is a good way to get in some attacks and hopefully kills before the enemy kills off some of your strike last Gors. Don't be too tempted to give your character heavy armor and shields. While a 4+ save is nice, it slows him down to Movement 3 and hence, slows any unit he's with as well. If you want armor, make one of them magical or only take heavy armor.

If you wnat your beastman chief or beastlord to get into HtH wuick, mounting him on a chariot is a good idea. However be careful of rank bonus, while the impact hits frm a chariot can equalize even full rank an standard bonus, you might just roll a 1 and have 3 hits only 1 or 2 wounding. This may leave your general broken frm HtH and run down (even fleeing 3d6). Which is a lot of points to have rundown.

I'm not sure who wrote this, but if it's you take your credit!

Groung Steelgor

Keeper of the Western Herdstone

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