Oh-WHFB Rules & Errata. Warhammer Rulebook. Rulebook (EN 2014). Beastmen (EN 2009) pdf Daemons Of Chaos (EN + RUS 2007).
Contents. 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 were able to go head to head with the other factions on a more balanced scale. 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 made by a particular. As a side note, the Beastmen faction is still perfectly viable to play as, it just takes more manoeuvring, strategy, and brains than previously, much like how the USED to be in this regard. Update: So The End Times: Glottkin is out and with it comes a Beastman update, they can now have marks, ambush works a little differently, and you're given extra rules like Eye of the Gods (with Daemonhood becoming Spawnhood) and the Reign of Chaos magic chart. There's a different page for it here: If for any reason you don't want to field other units alongside your Beastmen (and still want your Beastmen to be better) then you'd be better off with this tactica for a LoC Beastmen army (as the other assumes you want to mix units).
But don't be disheartened by all the bad things, you can still get the killing done when you need to tear and shred units if you use a little creativity and hatred, tonnes of hatred. Unit Analysis 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:.
Old (and shitty) version: 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 still running with a weak LD, 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.
Get ready to MSU (Multiple Small Units) the hell out of part your army, and now with the new Glottkin rules, you can also bring a big fookin' scary block of Gors in as a hammer in the ass of the enemy!. Please note that while this would appear to be (and should be) the Horned Horde's superpower, it is deceptively underpowered instead. As noted above: the seeming randomness of their arrivals coupled with the requirement of having a similar unit on the board at deployment makes this a tentative proposition at best.
If you are going to use this, be prepared to accept random outcomes, and use it for what it is good for: a monkey wrench with occasionally hilarious results for one of the players.
Update 24/10:. Ambush free upgrade for Gors and Ungors, so they can deploy like normal. Lowered some more casting values for Lore of the Wild.
I want to hear players' suggestions on what other buffs the lore needs to be worthwhile taking over other lores. Great Bray-shamans back to T5, 200 pts. Bray-Shamans back to 75 pts. Gnarled Hide 15 pts. Ungors 4 pts, Ungor Raiders 5 pts. Bestigors 11 pts.
Minotaurs 42 pts. Centigors 18 pts. Cygor 175 pts. Jabberslythe 175 pts, added 4+ scaly skin. Ghorgon 225 pts.
Also considering nerfing the Preyton to a MB, similar to that of a Great Eagle, and make it a special unit. The model is pretty small for a Mo, and is about the same size as a Great Stag (which is a MB), so it would probably be more fitting and set it apart from the other Mo more. Finished with version 1.0 of the new Beastmen book. Old players should find most of it very familiar, as I have not tried to go overboard with changes for change's sake. The book plays very similar to the last one, but I've tried to add some more options, as well as taken away some of the ones I did not feel fit very well with it. I would definitely not call myself an expert on Beastmen as I've only played against them a few times, but I've updated the points values on most units to be on par with other books (and cheaper in some cases).
Changes are as follows:. Primal Fury does not give Frenzy on doubles. It only had a 1/36 chance to do so, and there are several ways to get frenzy already in the list. Beastmen ambush replaced with normal ambush. Marks of Chaos are available for Characters and Bestigors. Gorebulls can no longer be BSB.
Gors are WS3, 6 pts basic. Did not make much sense that they were more skilled fighters than Orcs really, and is consistent with the WS of the Wargor and Beastlord. Gors and Ungors may skirmish for free. Gors may have morning stars and throwing axes. Ungor Raiders may have javelins, can be upgraded to scouts.
Bestigors have LA by default, can upgrade to HA. Can switch GW's with halberds for free.
Minotaurs 47 pts. Centigors 20 pts, 'Sober for Once' gives them FC, as well as +2I. Razorgors 40 pts, US 3+. Razorgor Chariots 110 pts. Harpies can no longer scout.
Chaos Trolls added. Chaos Spawn special unit, 3D6M, 50 pts. Preyton added, 175 pts. Ghorgon 235 pts, Swallow Whole is in addition to normal A, regains 1W if successful. Cygor 200 pts. Jabberslythe has Hover instead of Fly, 200 pts.
Chaos Giant 175 pts. Gorthor auto-wounds on doubles to Hit. Moonclaw's Stupidity no longer affects friendly units. Morghur is a Lord choice, has magic items from 6th ed. Lore of the Wild has seen some slight buffs overall, lowered casting values. Primal Onslaught is added Lore Attribute. Hope you guys enjoy it!
Let me know of the usual bugs and other changes you like/hate or wish to see. It looks like the Empire is next, I'm a little disappointed that a lot of my suggestions weren't made use of but oh well. Here's my suggestions for the Empire:.Brace of Pistols with a Repeater Pistol becomes a Brace of Repeater Pistols. Has the Multiple Shots (6) special rule.Arch Lectors become WS5.Grand Masters can replace their horse with barding with a Pegasus, Demigryph or Gryphon.Witch Hunters can ride a horse. They may also replace their Pistol with a Handgun (free), Repeater Handgun (5pts), Repeater Pistol (5pts), Grenade Launching Blunderbuss (5pts), Hochland Long Rifle (15pts) or Brace of Repeater Pistols (15pts).The various infantry get folded into two units, Empire soldiers and Empire marksmen. Both cost 4pts base and are only equipped with a hand weapon (no armor). Both can upgrade to Light (1pt) or Heavy (2pts) armor.
Soldiers can be upgraded to veterans (2pts) and have all the usual weapon options. Marksmen have a mandatory ranged weapon option.Detachments and Regimental Unit systems are removed. Instead, Greatswords allow any unit of Empire Soldiers/Marksmen to use their leadership and Stubborn special rule when those are within 3'.
Soldiers can counter-charge whenever a unit of Greatswords, Soldiers or Marksmen is charged within 3'. Marksmen can give Supporting Fire to any unit of Greatswords, Soldiers or Marksmen that are charged within 3' of it.Pistoliers moved to Core, Knightly Orders moved to Special and Demigryph Knights moved to Rare. This helps differentiate them from the other Heavy Cavalry dominant faction (Bretonnia).Reiksguard Knights removed. Instead, upgrading Empire Knights to Inner Circle costs 5pts and also grants Stubborn.Greatswords can be upgraded to S4.