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Post by lordofskullpass on Jan 8, 2024 17:12:44 GMT
Post Guide
Post 1 - Overall pros and cons, intro, Special Rules and Race-Specific Magic LorePost 2 - Army list organisation and CharactersPost 3 - InfantryPost 4 - Cavalry and ChariotsPost 5 - MonstersPost 6 - Race-Specific Magic Items and Chaos MutationsPost 7 - Rulebook Magic LoresPost 8 - Rulebook Magic ItemsPost 9 - Unit Tier ListPost 10 - Fighting Other Armies Post 11 - Arcane Journal Named Characters, Armies of Infamy and extra Race-Specific Magic Items Post 1 - Overall pros and cons, intro, Special Rules and Race-specific Magic LoreAs we're all getting excited about TOW right now and one of our good forumites has most generously uploaded PDFs of the army lists for the Big 9 Factions, I've had a big read of the Beastmen rules and can make a good few conclusions even before I've fully learned the rules - let's see what the True Children of Chaos have in store for them in TOW! KevinC it'd be great if you could pin this, as it would be good to start making a full tactics thread for each faction now that the rules are available to read. Pros:- Core choices can now choose between skirmishing and fighting in Open Order in a lovely nod to 6th Edition - gives us a good amount of flexibility and some defence against missiles, makes us a more unique army again, and allows us to be masters at traversing terrain
- Bestial Charge now gives Gors a Strength boost on the charge
- Minotaurs have become the chads they were always meant to be (and can be part of our Core allowance to boot)
- Wargors are more competent minor characters (and BSBs can now take Magic Items alongside a Magic Banner)
- The new Centigor Chieftain is a nice addition to the list
- Dragon Ogres, Shaggoths, Chaos Trolls and Chaos Ogres have returned to the fold
- Ungors are now officially Chariot meatshields
- The Cockatrice from Storm of Magic has a home within our ranks
- Some solid Magic Items from 6th Edition have returned
- Ambush is decent again! More than that, it's particularly reliable with a Beastlord or Wargor general
- We no longer have too many issues with Psychology - the Warband rule and the Mark of Chaos Undivided have seen to that. We are now literally Space Marines who Know No Fear
- Gaze of the Gods can buff our characters further
- Monsters have received significant points discounts
- Viletide now actually has a use
- We can play around with Daemonology, Dark Magic and Elementalism
- Bray-Shamans are now better combat-casters than ever with the return of the old Braystaff rules
- Blood Rage now allows Primal Fury units to be Frenzied more often
Cons:
- Primal Fury took an unnecessary nerf-bat
- Bloodgreed doesn't stack attacks anymore
- Individual Gor and Ungor units will require micromanaging when changing from Skirmisher to Open Order formations and back again
- Some self-sabotaging items and rules needlessly remain (Mantle of Ghorok, The Totem of Rust, The Plague Chalice)
- From a thematic standpoint, it isn't hugely fun to have some mechanics and units that are shared with Warriors
- The new Lore of Beasts has objectively the three poorer spells from the Lore of the Wild in it
- New army selection rules may make it more difficult to have both a strong general and the strong magic output expected of us
- No God-specific Marks or Magic - no different from 7th and 8th in that regard, but a downgrade compared to 6th
- Our main Gor battlelines seem to be potentially weaker in melee than in 8th - it seems as though we'll be significantly more dependent upon our big-hitters (Minotaurs, Dragon Ogres, e.t.c) to carry the day for us
- Ambushing units are few in number, certainly fewer than in 6th and potentially in 7th and 8th too - any ambushes we make have to be made to count
- More regular Frenzy and no chance to test to restrain means we'll be auto-charging enemies more often - will need to position units to compensate
- Morale with regards to Break-Testing is pretty much the same, worse when Champions are lost
On the whole, I certainly think Beastmen are in a significantly better position than we were in 8th (not counting my own 8th book of course). We've regained our army identity somewhat, with the new combination of Open Order and Skirmishers on our two main Core choices firmly putting us back into 6th Edition territory, as is a return to both solid Ambushing rules and a reliable way of ensuring they work. I would say we are now a particularly flexible army, supremely capable of dealing with terrain, fast, capable of surrounding our enemy and with a load of different monsters and creatures to play with. Are we top-tier? No, I don't think so - our combat capabilities have been weakened somewhat compared with 8th, at least where our Core troops are concerned. Are we middle-tier? Yes, particularly given our worst enemies (Warriors of Chaos, Elves) are overall less cheesy than they used to be. Potentially upper-middle-tier, especially with Minotaurs having been boosted as they have. Oh, and this is all before their Arcane Journal comes out and introduces some named characters, alternative army builds and extra race-specific Magic-Items to the list. ARMY SPECIAL RULES
Bloodgreed: Now gives just a flat +2 bonus to attacks when Frenzied rather than the usual +1, for the same disadvantage of only pursuing D6". A shame because I liked the stacking mechanic resulting from combat wins, but at least you get a solid number of bonus attacks now without having to win several combats to get there, and as a very poorly-armoured army, we need all the oomph we can get to win the fight as soon as possible. Blood Rage: If the unit passes its Primal Fury test on the roll of any double, it gets Frenzy, I think for the rest of the game until it loses that Frenzy. Certainly a boost compared to the 7th/8th version, where this only happened on snakies. A consolation prize for Primal Fury itself being watered down so much. Indeed now we're taking Primal Fury tests for the Frenzy more than the hit re-rolls. Bull-gors: Minotaurs receive Armour Piercing -1 on their Impact Hits. All helps, especially as armour save modifiers don't come from Strength anymore. Ensorcelled Weapons: The first of a couple of special rules borrowed from Warriors, specifically used by Dragon Ogres in our case. Gives the unit's hand weapons Magical Attacks and Armour Piercing -1. Fine so long as only a single hand weapon is used. Drunken: A new Drunken table for our Centigors and the new Centigor Chieftain character. Roll a die each turn and see what happens - on a 1, the unit has Random Movement (D6 +2), on a 2-5 they behave normally and on a 6 they gain Frenzy. Not too bad in all honesty, though it does make Centigors a tad unreliable what with moving randomly or charging off to attack some sort of enemy. Foe-Render: This is a good rule that makes Primal Fury decent again - whenever a unit with this special rule passes its Primal Fury test, its weapons benefit from AP -2. Only applies to our fighty characters, Razorgors and Minotaurs, though, and only when they have a single non-magical hand weapon (and a shield). Gaze of the Gods: Not particularly happy about this rule being here, it's the new Eye of the Gods table. It always was a Warriors rule and only fits Warriors lore-wise - Beastmen don't seek favour from the Chaos Gods, they see them as primal spirits that empower them whatever they do. Fortunately though this version is optional to use, which, as well as satisfying my perfectionisms about Beastman lore, is also a good thing in that we don't need to risk our General's sanity and Leadership, which we Beasts still very much need - it can do a fair bit to help our characters, but if you ever roll a 1 the character in question receives the Stupidity special rule, or decreases their Leadership by 1 if they already have it. This is definitely not something we want to happen to our Beastlord General if we have one, as it's his Leadership that we need to act as a safety net in case our units lose any combats. However it's something that can be done to help boost a more expendable character like a lower-ranking Bray Shaman, a Wargor or even a Gorebull or Doombull, as if you roll well it can dole out bonuses to Initiative, Toughness, Weapon Skill, Attacks, Strength and Leadership. Indeed if you are willing to gamble with your Beastlord it could take him up to Leadership 10 and Strength 6, though if you're that lucky, don't roll on the table for him again, whatever you do... Mark of Chaos Undivided: The one Mark all Beastmen can take, and indeed have already included in their profile. It's also particularly useful for us, as it allows us to re-roll all failed Fear, Panic and Terror tests, things we in particular would normally have issues with down to our mediocre Leadership. Primal Fury: What was once a staple of our 7th/8th book has been given a hefty slap with the nerf-bat and has been left as just an afterthought - previously it gave us Hatred if we passed our Primal Fury tests, now it just gives us an AoS-style mini-buff of re-rolling hit rolls of 1. Whoopee. Fortunately, Blood Rage and Foe-Render improve it drastically for the units that need it most, otherwise we'd have been in dire trouble with this. Certainly Ungors no longer have much of a chance of stealing a victory from the jaws of defeat with this nerf, though of course, no Beastman player would expect anything better from them. Razor Tusks: Tuskgor and Razorgor attacks improve their AP value by 1 when charging. Nice and simple. The Quickening Storm: Another Dragon Ogre-specific rule, giving them a 5+ Ward Save against Magic Missile and Magical Vortex spells, and, paradoxically, if they're hit by Storm Call, the unique Bound Spell employed by the Shaggoth (more on that later), they become Quickened and receive +1 Initiative and Attack each. Depends on how many wounds they suffer from that spell as to whether that is worth it, and is especially not worth it if you only have one surviving Dragon Ogre in a unit left. THE LORE OF BEASTS
Pretty much every faction has their own unique magic lore in this edition of Fantasy alongside several of the lores from the main rulebook, and Beastmen are no exception, though unlike in previous editions, and funnily enough more like 6th Edition 40K, faction-specific Lores now only have two or three spells in them usually. The new take on the Lore of Beasts borrows three spells from the old Lore of the Wild. Unfortunately it seems to have adopted the poorer three. 1. Viletide - A Magic Missile that inflicts 5D6 Strength 1 hits on the target, with no armour saves allowed. Just like the 7th/8th Edition version, though denying all armour saves does give it a use now, especially as the 8th Edition Flock of Doom is no longer around to compete with it. I would say though that 8+ is a little too high to cast it on, mind. 2. Devolve - Another Magic Missile, where the target has to take a Leadership test and, if failed, it suffers a number of automatic wounds equal to the amount by which it failed the test. Exactly the same as in 7th/8th Edition (though there's no mention of whether armour saves are allowed or not). As before, best against enemies with poor Leadership, so only of real use against Greenskins, lower-level Tomb King units, Bretonnian and Imperial infantry and potentially Skaven, Vampire Counts infantry, Ogre Kingdoms and Skinks from the PDF lists. Not the best by any means. 3. Mantle of Ghorok - Enchantment spell that only works on the caster now. Otherwise, the same as in 7th/8th - the Shaman gets a +D6 bonus to their Strength and Attacks, but if a 6 is rolled they suffer a wound. Not something you want to try on your Great Bray-Shaman if you have one, but on a lesser Bray-Shaman it can be useful for winning a combat, especially with the returned Braystaff rules. So not a fantastic array of spells, but all still have some use and fortunately TOW magic as a whole is weaker, so they won't be outclassed so much by what the other races can bring.
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Post by lordofskullpass on Jan 9, 2024 13:49:06 GMT
Post 2 - Army List Organisation and Characters
Characters: Up to 1 Beastlord, Great Bray-Shaman or Doombull per 1000 points, any number of Wargors, standard Bray-Shamans, Gorebulls or Centigor Chieftains.
Core: At least 1 unit of Gors, up to 1 Bestigor unit if a Beastlord or Wargor is your General, up to 1 unit of Minotaurs if a Doombull or Gorebull is your General, any number of units of Ungors, Chaos Warhounds, Razorgors or Tuskgor Chariots
Special: Bestigors, Harpies, Minotaurs, Centigors, Dragon Ogres, Razorgor Chariots, Cockatrice, Chaos Ogres, up to one Jabberslythe or Cygor if a Great Bray-Shaman or Bray-Shaman is your General, up to one Ghorgon if a Doombull or Gorebull is your General
Rare: Dragon Ogre Shaggoth, Jabberslythe, Cygor, Ghorgon, Chaos Giant, Chaos Trolls and Chaos Spawn
Allies: Warriors of Chaos, Greenskins (Uneasy), Tomb Kings (Suspicious)
Only being able to have one Beastlord, Great Bray-Shaman or Doombull per 1000 points certainly hampers our previous 7th/8th strategy of having one of a Beastlord for Leadership or Doombull for combat power plus a Great Bray-Shaman for magical supremacy - though this is still possible to achieve in 2000 points + games, in smaller games we will have to choose which ones we'll benefit from the most against each of our opponents.
Having to take at least one unit of Gors stops us going full Chariot Cheese, though Tuskgor Chariots are still Core so it's still possible to fill out much of your army with them.
Razorgors as a new Core choice is a fun idea, it makes them all the more useful as expendable charge assistants, distraction Carnifexes or Skirmisher hunters.
Being able to take either a unit of Bestigors or Minotaurs as part of the Core loadout is the biggest takeaway of course, as it means we can go to town on Chariots, monsters or even more Bestigors or Minotaurs if we fancy it in our special slot. Indeed a Doombull-led army can really pack itself full of Minotaurs and Ghorgons, a full Minotaur army actually looks like it could be possible and work well now.
Not to mention the new Allies mechanic allows us to fulfill some weaknesses in our army if we need to - some elite Warriors of Chaos infantry would go down very well, as would some Orc Boar Boyz, Squigs or some Unbreakable scary Tomb King skeletons and statues, though I personally will still go full Beasts.
CHARACTERS
Beastlord: Our standard Beastlord has been made a little better methinks - Pretty much the same profile and his Primal Fury has been nerfed as everyone else's has, but with Blood Rage, Foe-Render and Gaze of the Gods all giving him boosts in the combat department to compensate, Mark of Chaos Undivided giving him near-as-damn-it immunity to Psychology and the Warband rule potentially meaning his Leadership could be boosted by the rank bonus of any unit he joins (which is just as well as he may well have had his base Leadership returned to the 6th Edition value of 8), all for a 30-point price drop, he's probably about as beast as he's ever been. He also now gets to take 50 points of Chaos Mutations alongside his 100 point Magic Item limit, giving you the chance to really kit him out in ways that weren't possible in the 7th/8th book where the one 100 point pool had to be used to take options from both. Better yet, the Brayhorn rule from 6th Edition is back, and has been rewired to work with TOW's modern Ambushers rule inherited from 8th - now, from Turn 2 onwards your units arrive on a flat 4+, and if your Beastlord passes a Leadership test, your units get to re-roll that roll, pretty much guaranteeing their arrival in either Turn 2 or 3 when they still have time to make their presence felt. Note that this rule is unique to Beastlords and Wargors - if you choose a Doombull general to take that ambushing Minobus in Core, you'll have to make do with the standard 4+ ambush roll.
Wargor: The Wargor still plays second-fiddle to the Beastlord with his weaker profile, but given you can have as many of these as you like and only one Beastlord per 1000 points of your army now, they still have a use as cheap combat-boosting characters, especially with a 10-point discount. Like his bigger brother the Wargor gets 50 points to spend on Chaos Mutations independent of his 50-point Magic Item limit, so a Wargor can be beefed up quite a lot more now than before, and as a BSB he can now take those alongside a Magic Banner, meaning our trusty Wargor BSB is not nearly as fragile as he once was.
As well as being able to take Tuskgor or Razorgor Chariot mounts, one Beastlord or Wargor per 1000 points can choose to sit back in Ambush. Given that you want your Beastlord general to be on the battlefield with his Brayhorn by Turn 2, this means cheap Wargors are the better choice in being able to accompany Ambushing Gors onto the battlefield and give them a further boost in combat ability (which is particularly necessary if they're deepstriking into the enemy's deployment zone away from the bulk of your army).
Great Bray-Shaman: Our favourite Lord-level spellcaster has received a big 50-point price discount, and though his Primal Fury rule has been nerfed like everyone else's, and he doesn't have the Beastlord's Blood Rage or Foe-Render rules, he's been blessed by the return of the old Braystaff rules from 6th Edition - now if he finds himself locked in combat, he can choose between using his staff as a great weapon, giving him a mighty Strength 6, or using it defensively to effectively give him heavy armour. Combine that with a few Chaos Mutations from his 50-point allowance and he can become pretty tanky for a caster. Additionally like the Beastlord his Mutations allowance is separate from his Magic Item allowance, meaning making him tough no longer comes at the cost of his magical abilities. Magic-wise he can choose from the rulebook lores of Daemonology, Dark Magic or Elementalism, and if he chooses to ditch a spell he can replace it with either the signature spell of the lore in question, or one of the spells from the unique Lore of Beasts (which we've already worked out to be plain OK).
Bray-Shaman: Same as above, though of course he's a Level 1 that can be upgraded to a Level 2, and like the Wargor he's received a less substantial 10-point discount. He still gets 50 points of Magic Items and 50 points of Mutations to play with, and like the Great Shaman he benefits from the Braystaff rules (though don't expect him to achieve so much with just one attack at Strength 3, 5 with the Braystaff in great weapon mode). However unlike the Great Shaman he's cheap, can be taken in multiples and is thus a better choice to risk rolling on the Gaze of the Gods table for to give him a boost.
As with the Beastlord and Wargor, 1 Shaman per 1000 points may choose to take a ride on a Chariot or go into ambush - in the case of the latter, again ordinary Shamans are the better choice for this, as you'll want your Great Shaman on the field doing what he does best.
Doombull: The big stompy Minotaur Lord is just as big and even stompier than he was before, with a 25-point price discount to boot. Same profile, with a plethora of additional special rules that have given him a big power-up. He no longer starts the battle with Frenzy as he once did (just as well with no chance to test to restrain from it anymore), but he now gets Primal Fury as the smaller beasts do - not huge on its own now unfortunately, but he has Blood Rage to give him Frenzy in melee when he needs it most, and Slaughterer's Call has also survived the transition, meaning whenever he gets Frenzy, the rest of his unit do as well - perfect for starting the engines of your Minobus. Bloodgreed is there too, and now gives a standard +2 attacks when Frenzied instead of one, which means you no longer need to win a combat to get that bonus as you once did. Foe-Render gives him AP -2 whenever he passes his Primal Fury test (increased to -3 on every roll to Wound of 6 thanks to Armour Bane), and if you really need him to get past that Chaos Lord or Daemon Prince, you can try rolling for him on the Gaze of the Gods table to give him even more of a buff-up.
Gorebull: Like the Doombull above, the Gorebull gets a significant boost to his damage output, a 50-point separate Mutation allowance, and a 30-point discount. Sadly Gorebulls can no longer be BSBs (so it's a particularly good job Wargors can take Magic Items and Mutations along with their Magic Banner), but with their still very impressive statline, costing only 20 points more than a Beastlord and the Doombull clashing with the other main Lord choices for slots, the Gorebull is likely to still be seen quite a lot more often now in Beastman armies as the go-to offensive character, particularly as the leader of a Minobus.
Neither Doombulls or Gorebulls can ambush, which is probably just as well for balancing out the ability for a unit of Minotaurs to do so. Thus comes a choice of whether to keep a Minobus build in your main battleline, where they can benefit from any attached characters, or to send them round the back of enemy lines where they will be on their own.
Centigor Chieftain: Probably in part a way for players to use their old Ghorros models, but also a necessary addition to the army as a generic character and to give Centigors more representation, the Centigor Chieftain adds another option as a leader and particularly as an accompaniment to a unit of his smaller brethren. This chap is only 10 points more than a Wargor, and has the faster Movement of a Centigor (albeit bound to be affected by the Drunken rule) and a significantly better statline of WS 5, BS 3, S 5, T 4, W 3 and A 4, plus a Stomp attack. Only Leadership 7 mind, so not the best as a General, but like the other characters he has the Warband rule so can potentially increase that Leadership value through the rank bonus of his unit. He can take light armour or heavy armour plus a shield like the other fighty characters, plus 50 points of Mutations and 50 points of Magic Items, and can take either a Cavalry Spear to give him Strength 6 on the charge, or a Great Weapon to take him up to Strength 7 (though striking at Initiative 1, not the best idea with only a Toughness of 4). He can also take throwing axes or javelins as a shooting option, and with a plethora of special rules that benefit his mobility including Fast Cavalry, Move Through Cover and Swiftstride he can get around pretty quickly to bring that shooting to bear alongside that of his unit. Doesn't benefit from Blood Rage or Foe-Render though, so his attacks aren't going to be as effective in the rolling to hit department as those of other character builds. Also it's a pity that a Centigor Chieftain General can't make a unit of Centigors Core. Still, his cheapness makes him a useful addition to a unit of Centigors and a worthwhile character to roll on Gaze of the Gods for, and one per 1000 points can also ambush, meaning he and a unit of his Centigor buddies can provide a fast-moving reserve unit that can race up to a war machine and neutralise it pretty quickly.
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Post by lordofskullpass on Jan 10, 2024 15:29:05 GMT
Post 3 - Infantry
INFANTRYBestigors: The Best Gors are still a solid staple of our army, particularly as one unit of them can now be taken as a Core choice, as per 6th, with a Beastlord or Wargor General. Profile is the same, though with a Gouge-Horn Champion they are now Ld 8, something we wanted for a while. True, this is dependent on keeping our champion alive, but he now has a pretty good chance of staying that way with the ability to access both 25 points of Chaos Mutations and 25 points of Magic Items, potentially allowing you to give him a small Ward Save or boost his armour further. Any unit can also take a 50-point Magic Standard - top answers for these would be the Vitriolic Totem and the Razor Standard in my book. The Despoilers rule from the 7th/8th book is gone, another sad loss as I liked the stacking mechanics that were unique to the Beastman army, but to compensate Bestigors fight in Close Order which gives them an extra point of Combat Resolution just for being ordered the way they are, and they more regularly get Frenzy from Primal Fury tests now as per standard Gors - every extra Strength 6 attack they can put out is vital for being able to secure the first round of combat. Additionally the Warband rule now effectively gives us the Skaven army's Strength in Numbers rule, allowing Gors of any kind to add their Rank Bonus to their Leadership when taking any Leadership test (potentially including Primal Fury tests), which, combined with the Mark of Chaos Undivided allowing us to re-roll Psychology tests, means Bestigors aren't going to be going far any time soon. With a tooled-up Beastlord in there, a wide frontage to get a good few attacks in and a good choice of Banner they'll be serious opposition to anyone. Gors: Our standard, run-of-the mill Gors are an interesting bunch. They have the same points cost as in 8th, with the only differences to their profile being -1 Ballistic Skill (which we don't care about, we're playing Beastmen here) and -1 Leadership on non-Champion models (nothing to worry about so long as we don't lose our True-horns in challenges, but even if we do we have some ways of mitigating this). Where they get particularly exciting is their stack of new Special Rules. Move through Cover allows our Gors to laugh at Difficult and Dangerous Terrain, and they have both the Open Order and Skirmishers rules, effectively allowing them to flip between fighting as standard units in Open Order (allowing them to count Rank Bonus, laugh further at Difficult and Dangerous Terrain and even get to make a free turn about their centre after moving), and Skirmishing (making them more difficult to hit and allowing them to just completely ignore Difficult and Dangerous terrain, but disallowing rank bonus in combat). Our standard Beasty Boys are now pretty much a furry, horned, hooved Skeleton Key, able to access any area of the battlefield quickly and easily. Moreover, when they get there they aren't a pushover in combat - Primal Fury is now pretty negligible on its own, we know that, but Blood Rage means a lot of good can still come out of our Primal Fury tests - we used to only get Frenzy from these tests on double-1s, now we can get it on any double. Though Frenzy is now more of a pain in that we can't test to restrain from it anymore, as we're already in a fight against our chosen foe at the time we get it, it's a lot more welcome. The Horde rule now simply gives Gors a defacto additional +1 to their Rank Bonus (though this won't apply for Skirmishing of course, as they won't be able to benefit from any Rank Bonus at all there). All Gors now get the Mark of Chaos Undivided absolutely free, which means Fear, Terror and Panic won't be screwing them over nearly as often as before. To top it all off, Gors' new and shiny Bestial Charge special rule give them a +1 bonus to their Strength on turns in which they charge, which they'll quite often be doing with their above-average infantry Movement value and the ability to re-roll charge rolls thanks to the Warband rule. All of this makes our standard Core choice a dangerous unit on the attack, though, as we always have been, we're not an army that can take a hit that well - Gors' lack of armour plus most of their morale buffs not helping them when it comes to the Break Test means they can't afford to be caught off-guard. Certainly they shouldn't be skirmishing anywhere near enemy units, that's something to be used in the first turn or two to weather missile fire and get into position, before the Gors form an Open Order unit and charge to get down to the business of fighting. Where equipment's concerned, as before Gors can only take Additional Hand Weapons or Shields as their standard weapon loadout (hmm, tough choice on stark-naked Beastmen with no other armour ), but True-horn champions can now always take either a Great Weapon or something magical to add some extra oomph to the unit. Additionally, one unit of standard Gors per 1000 points can take a 50 point-max Magic Standard for a real boost - Poisoned Attacks with the Vitriolic Totem? Yes please! -1 to the enemy's armour save with the Totem of Rust? Don't mind if I do! Just like Magic Standards though, we can only take one unit of Ambushing Gors per 1000 points, so if we do go with one then we either need to make it a big 'un to make it count, or use it specifically for relatively painless jobs like War Machine hunting (and with our ability to now take Gors in units as small as 5, a crack Kill Team of War Machine killers led by a True-horn with Great Weapon is certainly possible to bring to the battle while costing negligible points). At least it'll be pretty much certain to arrive when it needs to, though. Ungors: As before, our shorter, scrawnier Ungor friends are there purely to either die for the Warherd, annoy the enemy, or a bit of both. Same profile, though with the Leadership of non-Champion models reduced by 1 again (though once again the Mark of Chaos Undivided and the Warband Rule help to compensate somewhat). Like their Gor brothers they have the flexibility to switch between Skirmishing and fighting in Open Order, and the Horde rule helps them out when they're in the latter formation and find themselves in melee. However, unlike the Gors they have the diluted Primal Fury but no Blood Rage or Bestial Charge, so don't expect them to cover themselves in glory in a melee. They can now choose whether to have spears purely when charging (Throwing Spears) or in any turn where they're not charging (Thrusting Spears), but even with these they're best suited for engaging other weaker infantry units, from State Troopers downwards. But then, melee is not primarily what they're there for - their Raider shortbows are still there as a perfectly viable option. Though they can't be taken in darts of 5 anymore, a small unit of 10 with bows is still only 50 points spent, and can still make a terrific nuisance of itself. Additionally Ungors have the new Chariot Runners special rule, which allows Chariot models to move through them while they're skirmishing (if they end up in the middle of the unit simply move models aside, the Chariot counts toward unit coherency if this happens), meaning they can form a great little screen in front of your Tuskgor and Razorgor Chariots to protect them from missile fire and prevent them from being charged pre-emptively, and then charge the chariots straight through them and into the enemy ranks. Like Gors only one unit of Ungors can ambush per 1000 points, so any units taken to support their bigger brothers when the ambush is sounded need to have a fair few models in them (or at least a wide frontage plus some sort of Spear to maximise attacks). Minotaurs: Minotaurs, oh Minotaurs! These lads have been given some serious beef (geddit?) to their rules. They were already a potent melee unit in 7th/8th, but were overly pricey for what they could do. Not for much longer! They have the same profile as before, but are now a significant way cheaper than what they used to be, at 47 points per model and with their weapon upgrades being half what they were in the 7th book - now they'll cost only around 50 points per model including upgrades, where before they cost over 60 each. Already an improvement, but the special rules these boys have collectively boost them significantly. Fear of course is significantly stronger now. Bull-gors gives their Impact Hits AP -1. Minotaurs now get the Primal Fury and Blood Rage tag-team so will be getting Frenzy regularly (and Foe Render makes Primal Fury useful by giving their attacks AP-2 while they have it - so long as they have shields, making hand weapon and shield builds actually useful at being armour-crackers). Bloodgreed now gives them a straight +2 attacks when Frenzied rather than +1, allowing models with additional hand weapons to pump out 6 Strength 5 attacks each so long as you pass your Primal Fury test. Motley Crew is particularly fun, allowing your Minotaurs to play at being Ogre Maneaters and take a mix of their different wargear options, giving you the chance of tooling them up to take on anything. Warband and Mark of Chaos Undivided make them virtually immune to Psychology, particularly if they're deployed with at least one additional rank. Any unit can take a 50-point Magic Standard. The Bloodkine can take 25 points of Chaos Mutations and 25 points of Magic Items. And guess what? One unit of these lads can ambush. And guess what? That one unit can be taken as a Core choice if you have a Doombull/Gorebull general. Minotaur fans rejoice!!!! It sounds as if the Minobus is back, has no brakes and is here to stay. Chaos Ogres: The first of the units we borrow from the Warriors roster, and one of the units that's returned from our 6th Edition book. Also one of the few units we can actually give Marks to, directly because it comes from the Warriors list. However, these guys certainly aren't the best one of those units. In a Warriors army, since Warriors have lost some of the biggest hitters, they do have a place, but in a Beastmen army where Minotaurs are many times better on the attack and can be taken in Core as well as Special, plus Dragon Ogres and Chaos Trolls as more resilient units (and with a higher base Strength again), I honestly think there is little point in taking Chaos Ogres in our army. Their one real strength is that they are only 33 points per model, so can be taken in pretty large numbers for a Monstrous Infantry unit, particularly as they are part of our Special allowance, and they need to be in order to be at their most effective, for the new Ogre Charge rule is particularly dependent upon the unit's rank bonus for them to be able to inflict a significant number of Impact Hits. If you really want to use them, Great Weapons are the order of the day, as with a meagre Initiative of 2 and a standard Strength of 4 they need a serious Strength and AP boost, which Great Weapons can provide at the expense of just a single point of Initiative. The best Mark to take is Nurgle to hamper the enemy's hit rolls when attacking back - Khorne is nice but makes them Frenzied which allows them to be baited, Slaanesh's Initiative boost is wasted on low-Initiative Ogres and Tzeentch is just awful sadly. Chaos Trolls: Another unit borrowed from Warriors, Chaos Trolls are more useful than Chaos Ogres - still with a solid Regeneration save (though it's been reduced to 5+ and light armour) and now with the option of taking Great Weapons, at only 8 points more than a Chaos Ogre before upgrades they can be used to fulfil the role of a more durable Great Weapon unit than Minotaurs that is cheaper than Dragon Ogres (especially as they can be taken in units as small as 1). The only caveat with these chaps is, of course, Stupidity - with a pathetic Leadership of 4, they will need to be kept close to the general's unit to avoid becoming a waste of points. Also unlike with Warriors these are a Rare choice for us, so they will be competing with our biggest and strongest monsters, though their cheapness again comes in handy with mitigating this somewhat. Chaos Spawn: Ah, the Chaos Spawn, the butt of many 1d4chan memes and Warhammer fandom jokes. Still the same profile, with Random Movement (2D6) and Random Attacks (D6), Toughness 5 and now heavy armour as well but only Strength 4, though can now be taken in units of up to 4 to be able to make a somewhat decent number of attacks a turn overall despite the random number. Chaos Spawn now have a potential to be useful armour-crackers with Armour Bane (2) as standard and the option to give them Spawn of Khorne to give them Killing Blow, but we already have Razorgors for this job, which can be taken in greater numbers, are Core and objectively faster-moving with their constant movement rate. Spawn of Nurgle have Poisoned Attacks which can make them useful anti-monster units, though the Ghorgon now arguably does well at this job. Slaanesh Spawn have Strike First so can be pretty handy against higher Initiative armies like Warriors and Elves, but with a maximum of only 4 models in the unit they won't be able to endure a war of attrition. Finally Tzeentch Spawn again get the short straw by getting only Flaming and Magical Attacks. Useful against Wood Elves and their flammable Forest Spirits, I admit, but otherwise, don't bother with them. Harpies: Pretty much as they were before, with same points cost and same profile. They're fast and can serve as War Machine hunters or Frenzy-baiters, but don't expect them to achieve much against formed units, their Leadership is poor and if they die or flee near one of your units they'll trigger a Panic test. Pretty much faster Chaos Warhounds with an additional attack at the cost of a point of WS that come out of your Special allowance rather than Core. Take some if you like playing the cheesy redirecting game, but otherwise don't bother when you've got more important Special choices to shell out on.
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Post by markdienekes on Jan 15, 2024 9:42:53 GMT
Thanks for this information, really looking forward to trying this edition out, though I'm not rebasing, hehe. I'm probably gonna paint up my pestigors and use them on a 30mm conversion tray. Thanks for the work here mate, great work. Need to get the books...
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Post by lordofskullpass on Jan 15, 2024 17:49:03 GMT
Post 4 - Cavalry and Chariots
CAVALRY
Centigors: Centigors have been given a boost too, with a significant points discount taking them to just 19 points per model now, plus access to a significant number of new rules and weapon options. Though they no longer get Spears as standard, they can now choose between Cavalry Spears, to give them +1 Strength on the charge, or the new Throwing Spear option, allowing them to attack with an additional rank of models on the charge. They can still choose to take Great Weapons, which gives them 2 additional points of Strength in any round of combat but striking at Initiative 1 (not much of a loss with their lower Initiative of 2), and can choose between throwing axes or javelins as ranged weapon options - Javelins have the longer range (though only by 3") and the revised 'Move-and-Shoot' rule allows them to be fired whenever the Centigors march, while Throwing Axes have a Strength of S + 1, meaning Centigor throwing axes are now a mighty Strength 5. Additionally, as per their fellow Gors a Centigor champion can now take 25 points' worth of Magic Items, 1 unit per 1000 points can ambush and 1 unit per 1000 points can take a Magic Standard. Additionally like Gors and Ungors they can now choose to either Skirmish or fight in Open Order, giving them some protection against missile units as they move in for the kill, and giving them the option to form up before charging to benefit from their rank bonus and the additional bonus from the Horde rule. Fast Cavalry allows them to make a free pivot after they move in the latter formation even after they march, and Swiftstride plus Move through Cover means they'll be pretty nippy with their Movement value of 8, and the Warband rule plus the Mark of Chaos Undivided will give them help in morale testing (though given that cavalry can normally only take a maximum Rank Bonus of 1 now and they need their champion just to get Leadership 7, they may well need a Centigor Chieftain or two to keep them staying in the fight). Additionally unlike standard Gors they lack the Blood Rage rule, and are relying entirely upon the meagre bonus that Primal Fury has been reduced to giving to make them in any way effective in melee. They certainly have their uses now as ambushing War Machine hunters and a threat to the enemy rear ranks, but I'm not so sure they can be relied upon to break full-size enemy units head-on in the way that Gors, Bestigors and Minotaurs can.
Dragon Ogres: These lads are well and truly back, and fill a much-needed hole in the Beastmen army list. At Movement 7 they can pick up a good pace, and with 3 Strength 5 attacks plus two Stomps each, plus the option to take additional hand weapons to take that up to 4 standard attacks each (5 if the Shaggoth's Storm Call hits them), or Great Weapons to increase their Strength to 7 (Halberds aren't really worth it as Great Weapons simply reduce Initiative to 1 now rather than force a unit to strike after Initiative order, not much of a sacrifice for Initiative 2 Dragon Ogres), these chaps can kick out damage to rival Minotaurs. Additionally unlike Minotaurs they can take the pain as well as dish it out, with a 4+ armour save from light armour and Armoured Hide (2) (with the option to increase that to 3+ if the light armour is replaced with heavy armour), and 4 wounds each - these are easily the most durable thing we have in our roster now. So why should we take Minotaurs now when we can take these? Well I've already mentioned their reduced Initiative means they won't be striking first all that often, plus they lack Primal Fury, Blood Rage, Foe-Render and the ability to take Magic Standards, meaning the boost in attack numbers you can give them with weapons and Stomps are pretty much all you get. Not to mention that they can never be taken in your Core slot or ambush in the way Minotaurs can in certain circumstances. Plus they're considerably more expensive than Minotaurs, clocking in at around Minos' 7th Edition book points cost before weapon and armour upgrades. So these chaps have pretty much taken up Minotaurs' slot in the hefty points-cost department, but they can arguably dish out more hits (though won't be re-rolling any of them hits) and can definitely take more. The two real builds you want with these will either to be to max out on Strength 5 attacks with additional hand weapons or to make them real armour-crackers with their Great Weapons (their natural Armour Bane taking their AP value to -3 with the latter option). Plus you'll probably need a Shaggoth to power them up with Storm Call. It certainly seems as though you have to commit a lot of your points to get the best out of Dragon Ogres, but if you do then they'll certainly serve you well.
Chaos Warhounds: You know them and you love them, your expendable sword-fodder dogs are still pretty expendable, particularly at a cost of 6 points per model and the ability to take them in units as small as 5. I think they've now been boosted slightly with an extra point of Weapon Skill, but other than that they're still not the best fighters in the world, especially now that characters definitely can't join them thanks to the Loner special rule. They also can still cause Panic if they are destroyed near your units, as it seems the 7th Edition rules of not panicking at the sight of a unit with lower Unit Strength (a good idea that made sense) has not made the transition, but the Panic only occurs 6" away, so if you can march your Warhounds ahead of your army repeatedly with the rest of your force standing at a good distance away, they can still serve the Warherd admirably in baiting Frenzied and Impetuous units. Plus, the Mark of Chaos Undivided allows most of your units to re-roll failed Panic Tests anyway.
Razorgor Herds: The original Bad Piggies can once again be fielded in small units, now of any number, and they are now Core, meaning you could potentially field an entire army of them! (A fun idea that'll get you a lot of laughs from your gaming buddies, but not one that will get you far at tournaments). With a Leadership of 6, no way for Characters to join them and no Warband rule, your Razorgors will be quick to spook at the first sign of resistance, but with 4 Strength 5 attacks and D3 Impact Hits each, Foe Render alongside Primal Fury, Armour Bane (1) and Razor Tusks giving them yet another point of AP on the charge, these beasts can be a surprisingly good counter to Knights and other heavily-armoured units. They can also be fielded in units of 1-4, meaning small units of them won't even trigger a Panic test when they die (which they inevitably will with their meagre 6+ armour save). Whether you field them on their own as disposable pig-bombs or in significantly-sized herds to form a Bretonnian player's worst (k)nightmare, Razorgors are a fun way to pay some of your Core Tax.
CHARIOTS
Tuskgor Chariots: Our standard chariots are back, and are still in Core. They've gone up by a measly 5 points in cost, pittance to pay in exchange for them now being able to Disrupt enemies in their first charge of the game, and the Warband special rule allowing them to re-roll failed Charge rolls, ensuring they make that all-important charge just when they need to. Still pretty effective, still cheap as chips, and still dependent upon making that charge for them to count, but at least they'll be better at achieving that now. Plus, Primal Fury now definitely affects both crew and steeds, for what little that's worth now.
Razorgor Chariots: The bigger brothers of the Tuskgor Chariots have been given a 25-point discount in return for all the new-found armour-cracking power of its Razorgor draft beast, an additional Impact Hit and the ability to disrupt its first charge target. It doesn't have the Warband rule like its smaller cousin does, but its greater durability and the ferocity of the Razorgor means it's less dependent upon getting that all-important charge, as it has always been.
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Post by lordofskullpass on Jan 15, 2024 17:50:33 GMT
Thanks for this information, really looking forward to trying this edition out, though I'm not rebasing, hehe. I'm probably gonna paint up my pestigors and use them on a 30mm conversion tray. Thanks for the work here mate, great work. Need to get the books... You're most welcome, glad you're enjoying it all! Beastmen certainly look particularly fun and unique to play now and significantly more competent than they once were. Definitely don't rebase, especially if you still want to play older editions as well. Conversion trays and/or base adapters are definitely the way forward. Any ideas on what your army build is going to look like yet? Are you going to focus on skirmishing (and all the trolling fun that brings) or keep to forming Open Order units ready for the big crunch of melee?
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Post by Sweet_Totally on Jan 15, 2024 22:57:03 GMT
One thing to note about Dragon Ogres is that you can take them in units of 1, which opens up some fun possibilites regarding their usage. Fielding one (or perhaps two) unit(s) of 1 Dragon Ogre Shartak with Heavy Armour and Great Weapon for 70 points seem like a great, if perhaps somewhat costly, multi-tool to have in your arsenal.
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Post by chronicallychaotic66 on Jan 16, 2024 1:40:41 GMT
Good stuff LoSP.
Couple of points on Beast chariots though (heavy chariots in general really) which seem to make them less nippy and flexible and dangerous - on paper at least. This also applies to my (many) chaos warrior chariots (though those are even more unwieldy with their bigger bases - the beast ones have dodged that at least).
They do not have swiftstride - so max charge of only 13 inches. They are seriously out charge ranged by e.g. Bret knights.
A canny enemy can take your impact hits out of the equation by moving up within 3 inches (e.g. fast cav could do this with impunity, against tuskgors at least). This will also be annoying if the result of you chaffing/baiting an enemy hammer is it’s pursuit/overrun ends within 3 of your waiting chariot.
No free pivots during the move, a single 90 degree one at the end. In eighth I was fond of using them as flank guards. Say pivoting 90, moving a full move off in whatever direction then pivoting 180 to threaten the area I’d come from - can’t do that any more.
One good thing is I think they can march now.
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Post by lordofskullpass on Jan 16, 2024 11:54:51 GMT
Have added entries for Harpies, Chaos Ogres, Chaos Trolls and Chaos Spawn into the Infantry section, as I had forgotten we also get the latter three from the Warriors list, though even if we didn't we're not missing that much, and just plain forgot about Harpies. Of those only the Chaos Trolls seem to be of any real use and they clash with our other Rare choices.
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Post by lordofskullpass on Jan 16, 2024 11:56:19 GMT
Good stuff LoSP. Couple of points on Beast chariots though (heavy chariots in general really) which seem to make them less nippy and flexible and dangerous - on paper at least. This also applies to my (many) chaos warrior chariots (though those are even more unwieldy with their bigger bases - the beast ones have dodged that at least). They do not have swiftstride - so max charge of only 13 inches. They are seriously out charge ranged by e.g. Bret knights. A canny enemy can take your impact hits out of the equation by moving up within 3 inches (e.g. fast cav could do this with impunity, against tuskgors at least). This will also be annoying if the result of you chaffing/baiting an enemy hammer is it’s pursuit/overrun ends within 3 of your waiting chariot. No free pivots during the move, a single 90 degree one at the end. In eighth I was fond of using them as flank guards. Say pivoting 90, moving a full move off in whatever direction then pivoting 180 to threaten the area I’d come from - can’t do that any more. One good thing is I think they can march now. Ah yes I notice our chariots now lack Swiftstride, but being able to march gives them more mobility in getting into position - denying marching to Chariots was always a particularly dumb rule in previous Editions - so it's a trade-off we'll just have to adapt our playstyles to.
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Post by lordofskullpass on Jan 16, 2024 15:21:46 GMT
Post 5 - Monsters
MONSTERS
Dragon Ogre Shaggoth: Along with his smaller brothers, the Shaggoth is back and adds a new option for bringing some serious combat muscle to the Beastman army. WS 6 means most enemy units will be hitting him on 4s or 5s, and 6 wounds and 5 Strength 6 attacks means he can both take and dish out the hits. Like his smaller relatives he can choose from an additional hand weapon to maximise attack number, or Great Weapon to up his Strength to a mighty 8 (though at a hefty cost of reducing his solid Initiative of 4 to a lowly 1), and can take Heavy Armour to take his armour save down to a cushty 3+. Not only that, but like your characters he can take Chaos Mutations and Magic Items to make him all the nastier. Add to that a natural Armour Bane score of -2, 2-4 Stomp Attacks and a Bound Spell he can cast that can inflict Strength 4 hits on enemies around him, and he's certainly the all-round best monster we have, though also potentially the most expensive by far. Plus, unlike Warriors who have to take one Shaggoth per unit of Dragon Ogres, we can take as many of these as our Rare points will allow, whether we have smaller Dragon Ogres or not. Bear in mind his Storm Call spell is best used when he's in the thick of enemy units, as the spell damages friendly units as well as foes. He's pretty much essential if you're going Dragon-Ogre heavy, as he and his kin are Quickened when he uses Storm Call in their vicinity, and he's an excellent pick otherwise too, though if you want to use Storm Call often, make sure to keep him away from the rest of your army and give him as much armour and protection as you can afford for him.
Jabberslythe: On one hand, the Jabber has been given a whopping 80-point discount, making it one of the cheapest monsters we have. On the other, its main gimmick has been given a big nerf - where once its Aura of Madness was a repeat of Devolve in that it automatically inflicted a number of wounds equivalent to the number by which its target failed its Leadership test, now it just inflicts D3 Strength 3 hits. Whoopee. Of course, these hits do ignore both armour and regeneration saves, so if you can wound with them it's a good thing to use on that scary block of Trolls, but on the other you do have to wound first, and Strength 3 is usually only any good upon models which usually have pretty rubbish armour to begin with, and appear in such large numbers that D3 casualties isn't going to do much against them. The one exception is Knights, human or Elven, but they have generally a pretty decent Leadership so you'll need to make use of spells and items that can reduce that Leadership and make it easier for them to fail those Leadership tests. Additionally, the way the ability is worded means it could be the case that all enemy units within its range have to test (and certainly those fleeing and in combat also have to do so), so pretty much standard Jabberslythe tactics are the order of the day - keep him back until the enemy battleline marches forward, then fly over them and just sit behind them all day long and watch them take the occasional casualty from failing a Leadership test (and its Slythey Tongue). Otherwise the rest of it is pretty much the same - Spurting Bile-Blood is OK for inflicting additional damage in combat, its claws have kept their -2 armour save penalty from previous editions, Poisoned Attacks is always useful and its profile has high Weapon Skill for a monster but not much else. Its significantly reduced points cost means it's not so much of a risky points-sink as it was, but its reduced effectiveness at the one thing that made it particularly fun to use is a big drawback. There are other more competitive choices elsewhere, it has to be said.
Cockatrice: Originally released for Storm of Magic back in 8th, the Cockatrice has now been given a home in the Beastmen army. Overall its effectiveness is about the same as the Jabberslythe - a couple of ranged attacks that don't achieve all that much, not hugely good in close combat, but it is cheap at the very least, and a fast-moving Terror-causing scary thingy. Additionally its attacks do have an edge against low-Initiative enemies (Dwarfs, Orcs and Tomb Kings beware!) and it's the one monster we have that counts toward our Special slots rather than Rare, so against the foes it's designed to take out it does have a use and doesn't stop us taking some more killy entries with our Rare allowance.
Cygor: Pretty much the same as he has always been, with a 60-point discount. More a shorter-ranged Stone Thrower with double-Wounds that can fire on the move and simply suffers a wound when Misfiring than an actual Monster, though it can now re-roll failed to Hit rolls in melee against things with a Regeneration save as well as a Ward Save or magical things. Look out Tomb Kings. Oh, and he dies like a Giant now - the winner of a roll-off chooses for him to fall across one of his arcs (front, flank or rear) and inflict D6 Strength 6 hits on all units in that arc. Great if you can win the roll-off, not fun at all if you don't.
Chaos Giant: Giants are significantly better and more reliable now for the same points, so our mutated version may have more of a use now. No longer does he fall over when crossing scenery or jumping, or simply yell at his enemy and inflict no casualties at all, and he can always choose to Pick Up And... models repeatedly from a target enemy unit (so long as he doesn't forget what he's doing and roll a 1-3 after picking a model up). 'Eadbutt is good at killing characters, the new Belly Flop is great against massed rank-and-file units, Mighty Swing is fine against anybody, Thump With Club is horrendously brutal against characters and monsters and Jump Up and Down is good against any armoured foe. He can also now be made surprisingly durable by taking both Heavy Armour and a 6+ Regeneration Save. A good jack-of-all-trades for fighting jack-of-all-trades armies.
Ghorgon: Ghorgons have received the least points discount of the monsters from our 7th Edition book, but has also received a glow-up in its attack capabilities - all its attacks now have both Killing Blow and Monster Slayer, allowing it to bypass armour and Regeneration on any Infantry, Cavalry or Monster model (including Monstrous Infantry and Cavalry I believe) on any to Wound roll of 6 and kill the model in question outright regardless of Wounds. Though the number of wounds it regains from its Swallow Whole attack is now only 1 per turn, it can use it during the Command Phase rather than in place of its standard combat attacks, and it is simply an Initiative test now (more useful against Dwarfs, Orcs and Skeletons than Elves and Chaos Warriors admittedly, but even the latter have all lost a point of Initiative and are still reasonable game). Frenzy + Bloodgreed gives it 7 base attacks now, and Primal Fury (which it will very often get) allows it to re-roll 1s to hit things. Regeneration (6+) gives it a small save against missile fire. A solid Rare choice (and one can be taken as Special in a Doombull/Gorebull-led army), though his one Achilles heel is, unlike our Beast units and Minotaurs, he starts off with Frenzy from the beginning - meaning he'll be difficult to control and is liable to being baited, so it's important to either keep him in the centre of the battleline where it is more difficult for chaff to lead him astray or make use of your smaller Beastmen to kill off or scare away the chaff before he can get to them.
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Post by Vickrin on Jan 19, 2024 1:48:26 GMT
Hey dude, thanks for the glow up on the Beastmen. I'm toying with playing them in TOW and this was an amazing guide to what I'd be in for.
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Post by lordofskullpass on Jan 19, 2024 10:21:29 GMT
Hey dude, thanks for the glow up on the Beastmen. I'm toying with playing them in TOW and this was an amazing guide to what I'd be in for. Thanks for the kind words, best of luck with beginning your Warherd, and keep an eye upon this thread because there's still more analysis of the army list to come!
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Post by lordofskullpass on Jan 19, 2024 14:14:48 GMT
Post 6 - Race-Specific Magic Items and Chaos Mutations
CHAOS MUTATIONS
Slug-skin: Something from the 7th Edition book given a major glow-up, Slug-skin now inflicts a -1 penalty to Hit rolls on all enemy close combat attacks against both the character clad in it and his unit. An awesome Mutation to take on a melee character in a melee-focussed unit, particularly one lacking in armour (Gors and Minotaurs take note), but even useful for protecting a Shaman who can't take armour. It does eat up all your points allowance for Mutations, though, so you'd better stack up on Magic Items for your character too.
Crown of Horns: A character (not a Champion) that takes this receives the Stubborn special rule, as does any unit they join. Would have been a great thing to have in 8th Edition, but in TOW Stubborn is not what it was. True, it can certainly be worth taking on a Doombull or Gorebull in a Minobus to help the unit resist an early charge, but 45 points to take a rule that only works once per battle is not a wise investment, particularly as Bestigors can take it for significantly less than that anyway. Certainly not something high on the priority list.
Muscular Monstrosity: For 35 points, a nice round +1 Strength. Works nicely with Armoured Hide to give an all-round boost to attack and defence, and without a doubt one worth having. Even a Shaman could have it to give him a decent Strength even with his Braystaff in defensive mode. Thumbs up for this one.
Pelt of Midnight: Any enemy unit that targets the character (not a champ) with this mutation, or any unit he has joined, with a shooting attack suffers a -1 penalty to their to Hit rolls. Another lovely one that can be given to a variety of characters and a variety of units. Great for making that Minobus or Bestigor unit all the more difficult to kill alongside Slug-skin taken by another character, or giving a unit of Gors all the more missile protection.
Gouge-Tusks: Improves the AP value of the character's weapons (though not those of its mount) by 1, pretty much the same as in 7th and 8th Edition. Can't be taken with Muscular Monstrosity, sadly, but can be taken with Many-Limbed Fiend to improve the AP value of a Beastlord maximising on Attacks count, or Gnarled Hide as another simultaneous buff to both offensive and defensive capabilities. Another solid choice.
Rune of the Beast Ascendant: An unusual one. It can only be taken by a Beastlord or Wargor, and it gives all friendly units of Bestigors, Gors and Ungors a +1 bonus to their Leadership whilst in the character's command range. All well and good, and particularly another one that would have been a real hit in 7th and 8th, but in TOW where these units can already add their Rank Bonus to their Leadership and can re-roll failed Psychology tests, we're no longer in absolutely huge need of morale buffs. Still, it could be used on your General to effectively give all units in his command range Leadership 9 before rank bonus buffs and return to those heady days of previous Editions, or could be given to your Wargor BSB or another character who is supporting your forces on the other side of the board to give them the same boost your General is providing to the units immediately around him. Certainly a good, affordable thing to take at 25 points, except that it only works on Gors of all stripes, Minotaurs cannot benefit from it so it so it's useless to a Minobus-oriented force.
Many-Limbed Fiend: A classic back from the 7th book, it gives your character an extra attack (though only one that can be made with a standard hand weapon). At 20 points it's a nice cheap thing to give to a True-horn Gor champion or a Minotaur Bloodkine to give them an additional attack to play with, or to the AHW Beastlord build to maximise the number of attacks he can put out. Not so useful on characters that are using Great Weapons, though.
Gnarled Hide: Another 7th Edition one returned in pretty much the same form, this one gives Armoured Hide (1) to an infantry character (I presume this includes Monstrous Infantry Minotaurs). A staple requirement if you want to get your character down to a 2+ armour save, and at 15 points it leaves a good bit of room for a second Mutation to complement it, though a Shaggoth cannot take it.
Uncanny Senses: To round things off on the Mutation front, a nice, simple +1 to Initiative. A decent thing to take given that though our characters are not lumbering oiks they are also not Quick Draw McGraws, and in this age of chargers getting an Initiative bonus but not always going first, giving this to a fighty character could spell the difference between him being able to knock a charging enemy for six before they can even fight, and weathering that same charging unit's painful round of lance attacks.
MAGIC WEAPONS
Primeval Club: Not a bad item to take at all now, for 5 points cheaper than an Ogre Blade you get a superior Strength bonus (+3 for a Leadership 9 Shaggoth, Leadership 8 Beastlord or a Leadership 7 Wargor) and a superior AP bonus, plus Poisoned Attacks in return for losing Multiple Wounds (which of course is luck-dependent) and Armour Bane(1) (not hugely much use when you've already got AP -3 which will be enough to ignore the armour of most foes anyway). However this weapon is best given to one of the Chieftain characters mentioned above, as Minotaur characters will only get a +2 Strength bonus for a Leadership 8 Doombull or Leadership 7 Gorebull. Also you get Hatred (Empire), for what that's worth.
Axe of Men: This one's a reasonable trade for the Headsman's Axe which costs roughly the same, trading the Strength bonus for the ability to take a Shield, so it has a use in defensive builds. Killing Blow makes you a significant threat to infantry and cavalry models all round, and killing any enemy character in a challenge gives you Terror, which is significantly better now. Certainly useful if you're up against armies with lots of expendable foot characters (Night Goblin armies beware!), and Killing Blow will give you a chance even of getting past a Chaos Lord build if your opponent is unlucky with his Ward Saves. Certainly one worth considering with the right build and strategy.
Mangelder: 10 points cheaper than the Axe of Men, gives you back the Strength bonus from the Headsman's Axe and automatically makes you cause Terror (with the added bonus of taking away a point of Leadership from anything that suffers at least one wound from your character's attacks), at the cost of losing Killing Blow. A great item to bring against armies with poor overall morale (alongside the Manbane Standard on the character's unit for a -2 total Leadership penalty), so human armies and Greenskins are particularly fair game, while Dwarfs, Elves and Undead are less so.
Hunter's Spear: Turns your character into a half-range Bolt Thrower that can move and shoot. Certainly worth it on a Beastlord or Doombull for 35 points as a way of softening up massive blocks of infantry or lances of Bretonnian Knights, and particularly if you have a couple of Cygors in your Rare allowance to prove to your opponents that Beastmen can play the artillery game as well as anyone else can.
MAGIC ARMOUR
Pelt of the Dark Young: With the sad disappearance of the Ramhorn Helm (though it may return in our Arcane Journal, fingers crossed), this item from the 6th Edition book is now part of our ticket to maximising the armour save of one lucky character. Adds a +1 bonus to the wearer's armour save that can work alongside other armour, and as an added bonus gives the wearer and their unit Magic Resistance +2. Noice.
The Blackened Plate: A set of full-plate armour? Yes please! This will form the basis of many super Beastlord and Doombull builds - combining this with the Pelt of the Dark Young and Gnarled Hide above gives our character a lovely-jubbly 2+ armour save, the maximum in this game where everyone generally has less armour-piercing capability. He also gets a 3+ Ward against Flaming Attacks, so can laugh at any character stupid enough to bring them.
TALISMANS
Rune of the True Beast: Worsens the Weapon Skill of Monsters within 6" of the bearer by 1. Not bad for 30 points and something worth taking if you know your opponent loves their monsters, though you'd better hope your opponent doesn't turn up playing Dwarfs.
Dark Heart: Probably one of the best items a Beastman general can get anywhere, every character should have one if you can afford it. A one-use only item that your character can consume in the Strategy Phase to regain a lost Wound, and an Extremely Common item to boot. True, the Healing Potion heals up to D3 Wounds instead for only 10 points more, but a result of 2 or 3 will very often be wasted on a character with only 2 or 3 Wounds to start with. Save the Healing Potions for your chunkier Minotaur characters, while your Beastlords, Wargors and Shamans take a cheaper Dark Heart (or two).
MAGIC STANDARDS
Totem of Rust: Pretty much the same as it was before, the Totem reduces the armour save of all models (friend or foe) within 6" by 1. An annoying remnant of the self-sabotaging items and mechanics from the 7th Edition book, especially for a full 50 points cost, but one unit can make particular use of it - it is a great boon for some units of Gors to be able to take Magic Standards now, as, with their extreme lack of armour, they don't have an armour save to lose, and thus get the full benefit of the Totem without its main drawback. They are also in particular need of its benefit, as they don't have access to any AP value otherwise. Just make sure to keep the unit that carries it more than 6" away from any of your other units, and it'll be fine.
Manbane Standard: All enemy units within 6" of the banner suffer a -1 penalty to their Leadership. Nice and simple and pretty solid. A good one to give to your Wargor BSB, as there are others out there that are better to give to specific units.
Vitriolic Totem: The triumphant return of this glorious banner from the 6th Edition book allows one of your units to have Poisoned Attacks. Would be a good one to give to any unit, but again a unit of Gors with additional hand weapons will make best use of it.
Banner of Outrage: Probably one of the biggest jokes from the 7th Edition book has been drastically reworked, now simply allowing you to re-roll Primal Fury tests, for a cheap 25 points. Note that it allows you even to re-roll successful ones, so can be useful for trying to get those all-important doubles to try and get Frenzy, but this standard is particularly crying out to be given to a unit of Minotaurs, who are particularly reliant upon making their Primal Fury tests to be able to get AP -2 as well as re-rolls of 1 to hit and potentially their boosted Frenzy.
ENCHANTED ITEMS
Stone of Spite: Probably the worst item in our selection this time, though not entirely without use. A one-use-only item that reduces the casting rolls of all Wizards, both friendly and enemy, by 2 - great if you're for whatever reason going without magic and are confident you're going up against a magic-heavy opponent (particularly if you're gunning for a Minotaur army), otherwise a hard pass.
Horn of the First Beast: All friendly units within 15" of the model carrying the Horn of the First Beast may use its Leadership when testing for Primal Fury. Would have been a great item to have in 7th and 8th Edition when our characters had higher Leadership and Primal Fury was what we relied upon to deal our damage, but since units that use Primal Fury can now add their rank bonus to their Leadership through the Warband rule, Primal Fury on its own is poor and our characters have had their overall Leadership reduced, this item is pretty low down on our priority list.
Skin of Man: That silly and fun yet grimdark item from the 7th Edition book is back, and gives a character the pick of Scouts and Vanguard. As before, it can only apply to a character on foot so can't be used to get a Chariot closer to the enemy, and there's generally little reason as to why you would want a non-Minotaur character running around on their own where the enemy can shoot them without issue. However if you combine it with the Flying Carpet from the rulebook it can lead to some fun nuisance shenanigans, particularly if a Bray-Shaman with some offensive magic spells is involved.
ARCANE ITEMS
The Plague Chalice: Potentially a strong item to use, the Plague Chalice allows any roll of a double when casting to produce a perfect invocation, at the cost of a Strength 4 hit with no armour saves allowed on the recipient Shaman each time this happens. Perfect Invocations themselves don't cause a miscast anymore (correctly) so that's the only downside, and a T5 Great Bray-Shaman with an adequate Ward Save should be able to shrug most of these hits off, though it'd be worth taking a Dark Heart or two to heal back any wounds you do suffer from this item. However standard Bray-Shamans, which can be wounded more easily by these hits and will be much less likely to afford a Ward Save alongside this item, should avoid it.
Hagtree Fetish: One of the better items from the 7th book to survive the transition to TOW, and very similar to what it was before - Whenever the Shaman successfully casts a Magic Missile, he may re-roll all failed To Wound rolls for it. Excellent for making Viletide something to be genuinely worried about, but otherwise it won't see that much use given that we only have two other Magic Missile accessible to us, Wind Blast from probably the Lore that is least useful to us, and The Summoning, which is from an all-round better lore and has an already solid Strength that is made even more formidable with this item, but can be resisted by armoured units. Take it if you plan to play with any mixture of The Summoning, Wind Blast or Viletide, otherwise don't.
Jagged Dagger: Very much as it was in 7th/8th again, you get to sacrifice unwilling Beastmen to improve your casting results (though this time it adds the Wounds characteristic of the deceased model to the casting roll instead of a Power Dice). Obviously a reason as to why you'd want some Ungors in your force, though of course your Bray-Shaman would have to join them to be able to do this (not a good idea if there are enemies close by waiting to charge you). On the other hand you can choose to sacrifice more valuable models - even Minotaurs to give a mighty +3 bonus - but obviously losing these models would be a lot more painful for your army as a whole. Even sacrificing a standard Gor could influence the loss of a combat later in the game, so this is very much a gambler's item. But the upside is that is only 15 points to spend, so if you're a punk that's feeling lucky you can have a go with it and see where it takes you.
Pretty much a solid Magic Item list all round except for the Enchanted Items. Everything else has its uses, and we have both much less overpricing of items and many more actually good items than we used to.
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Post by lordofskullpass on Jan 22, 2024 11:27:55 GMT
Post 7 - Rulebook Magic Lores
DAEMONOLOGY
Signature Spell: The Summoning (Cast on 9+) - A Magic Missile where a target within 18" suffers 2D6 Strength 4 hits with an AP of -1. Not bad at all. Indeed, probably the best of the three Signature Spells available to us, particularly if the Hagtree Fetish is used to re-roll failed to Wound rolls.
1. Steed of Shadows (Cast on 9+) - A Conveyance spell which gives a whole friendly infantry unit within 18" unit Fly (12). Much better than previous incarnations of this spell, and obviously really good for getting a unit of Gors (or perhaps even Minotaurs, given that it simply restricted to 'infantry' which Minotaurs are, just the Monstrous variety) into combat quickly. Plus, it allows them to soar over any interfering enemy Skirmishers so that they can engage proper missile units, War Machines or any other unit they're designed for killing.
2. Gathering Darkness (Cast on 9+) - A Hex spell that inflicts a -2 penalty on an enemy unit's Leadership and Initiative, and denies them the ability to benefit from the General's Inspiring Presence. A very nice debuffing spell that can allow us to fight first even against Elves or Chaos Warriors, and combined with other Leadership-reducing items like the Manbane Standard and Mangelder on our own units can reduce even Dwarfs to a paltry Leadership 5.
3. Daemonic Familiars (Cast on 8+) - An Assailment spell that only works when the caster is in combat - the target he is engaged against suffers 2D6 Strength 2 hits with no armour saves allowed. Has the potential to compete with Viletide as an anti-armour spell, but the latter inflicts a far greater quantity of hits, and can be used on an enemy up to 15" away as opposed to having to be in combat with them. This one is one of the poorer spells in this Lore.
4. Daemonic Vessel (Cast on 10+) - An Enchantment that gives the caster and any unit they have joined +1 Strength and Attacks, and improves the AP value of their weapons by 1. The new Wyssan's Wildform! A really good thing to cast on a Gor unit with additional hand weapons, especially with the +1 Strength bonus they get on the charge being able to take them to an almost obscene Strength 5. The one snag is, of course, that it's limited to the caster's unit (which means Minotaurs cannot benefit from it unless you decide to join a Shaman with them, which will reduce their Movement), and such a high casting value isn't a huge help either, though if you can get it off, it'll certainly be a combat-winner.
5. Vortex of Chaos (Cast on 8+) - A Magical Vortex that lets you put a small blast template counting as Dangerous Terrain on the table, watch it move in a random direction (slowly) and inflict D6+1 Strength 3 hits (with no AP) on any enemy unit it moves over. Not a hugely good damage output (which, given our lack of armour, is more likely to inflict significant injury on our units than those of the enemy) and has the potential to hit anyone. However like the old Comet of Cassandora it is something that can scare your opponent into trying to move his units around the template's potential path, exposing flanks and making his units more predictable. I'd say this is the worst spell of the Lore, but if you roll it and are up against a low-Toughness, poorly-armoured army like Elves, humans or Goblin-heavy Greenskins, it still has its uses.
6. Daemonic Vigour (Cast on 9+) - Another Enchantment that gives any friendly unit within 15" +1 Toughness, Initiative and Movement - I'd definitely take this one over Daemonic Vessel if you have the chance to choose. Though the +1 Strength and Attacks will be missed, Toughness 5 Gors will be all the more resilient to shooting and melee attacks to make up for their lack of armour, +1 Initiative makes them more likely to go first in a fight which is something they most desperately need, and +1 Movement makes it easier for them to get behind cover, close with the enemy and complete charges. A must-have if you can get it.
Overall a very good Lore, with only two spells that are pretty duff and these can be swapped out for the quality Signature Spell and one of our own Lore of Beasts spells.
DARK MAGIC
Signature Spell: Doombolt (Cast on 9+) - A Magic Missile blast weapon with a range of 24", a Strength of 3 and an AP of -2. A solid anti-armour spell with a comparatively long range, but has the potential to Scatter. I'd still take The Summoning over this one I must admit, but if you're lucky at rolling Scatter Dice then this one can certainly work well for you.
1. Word of Pain (Cast on 10+) - A steep casting value for this Hex spell, but it is an incredibly good one, inflicting a -1 Strength and Toughness penalty on an enemy unit, quite capable of neutering it in melee and giving us a big advantage. I'd certainly rather have this than Daemonic Vessel, as it can be used on any target enemy within 18". Combine with Gathering Darkness to utterly cripple that unit of Swordmasters, Black Orcs, Hammerers or anything else you don't fancy fighting fairly.
2. Stream of Corruption (Cast on 8+) - So that's where Bray-Scream went! Another combat-only spell where you Flame Template the enemy you're fighting and inflict a Strength 3 AP -1 hit on any model underneath it. Not as good as our race-specific counterpart was as it now only reduces armour saves by 1 rather than ignoring them entirely, and it can also now damage friendly models under the template too so be careful where you position it. This one's now more of a horde-killer than an anti-armour weapon, and with 20x20mm bases now gone and even the weakest infantry on bigger bases, it won't even be the most effective at that job. Again it has its uses, but there are better spells out there.
3. Infernal Gateway (Cast on 10+) - A Conveyance spell like Steed of Shadows, but this one teleports a single character 12". Not the most useful spell around, but can be a life-saver by teleporting a Bray-Shaman out of combat and over to a more secure location. Alternatively it can turn a combat around by teleporting a fighty character into it. In particular this can be combined with the Magic Carpet, the Skin of Man and potentially the Pelt of Midnight to make one extremely annoying character that zooms around the board, taking on units by himself and just being an all-round professional nuisance.
4. Phantasmagoria (Cast on 9+) - A remains in play Magical Vortex spell that forces all enemy units within 12" of the small blast template to take a Panic test - those that fail either flee or Fall Back in Good Order (depending on how much they fail the test by), those that pass instead receive Impetuous while they remain within 12" of the template. A spell that has the potential to cause absolute havoc amidst the enemy army, either breaking enemy units or making them eager to charge and thus easy to bait. In particular it becomes all the funnier if a mixture of enemy units suffer from each outcome, and is quite capable of pulling units out of position everywhere, which we can then take advantage of with our mobility. Of course, there are some enemy units that tend to spoil the party (units that are Immune to Psychology, Veteran or Undead all either ignore Panic or are particularly resistant to it), but against any unit from any army that doesn't have any of those special rules this is a great spell to take to really mess up the enemy's battle plans.
5. Battle Lust (Cast on 9+) - Gives a target friendly unit within 12" Frenzy and Hatred (All Enemies). Just what we want, this spell can take us back to the days when Primal Fury by itself was all you needed to propel your Gors to stardom, and can also be used on Minotaurs to really get that Minobus going. However, Frenzy being Frenzy, this is one that is wise to not cast until the unit has safely reached combat or is already within charge range of their chosen target. Otherwise though, thumbs way, way up for this one.
6. Soul Eater (Cast on 7+) - Another one that can only be used in close combat, this one inflicts a single Strength 3 hit on one enemy model with the Multiple Wounds (3) special rule and no armour saves allowed. This one can obviously be used to kill most characters instantly, and will be a firm reminder for your opponent to always remember to take a Ward Save, but can also allow your Shaman to KO a Monstrous Infantry or Monstrous Cavalry model or severely damage a Chariot or Monster. You just need to be able to nail that To Wound roll though, that's the tricky bit when the Strength of the hit is a mere 3. Certainly though this is still a good spell to take, particularly with its low Casting value meaning it's something you can pop off in any combat with a suitable target your Shaman finds himself in.
Again another solid Lore, perhaps not so many good spells as Daemonology but certainly some great ones that are a must-have for our units to win combats. Indeed combining this lore with Daemonology through taking a Shaman or two with each is definitely the way to go.
ELEMENTALISM
Signature Spell: Storm Call (Cast on 7+) - A Hex spell that annoyingly has the same name as the Dragon Ogre Shaggoth's party trick but behaves very differently. Inflicts a -1 penalty to Movement and Initiative upon a target enemy within 12", nice and simple and a good one for curbing the manoeuvrability and striking-first capability of Elves. The critical thing to remember with this one, though, is that it causes other Hexes that have been previously cast on the target to expire, so if you want to stack debuffs you'll have to cast this one first (and of course you won't be able to cast any other hexes that do this on the same target).
1. Flaming Sword (Cast on 8+) - Inflicts D6+1 Strength 3 hits on an enemy unit in combat with the caster, with an AP value of - and the Flaming Attacks special rule. An OK spell to use against units with a Regeneration save, otherwise sub it out for Storm Call or a Lore of Beasts spell.
2. Plague of Rust (Cast on 9+) - A delicious long-ranged Hex spell that inflicts a -2 penalty on the target's armour save, which can be cast on units already in combat. Combine this with the Totem of Rust and it's bye-bye, Knights, Chaos Warriors and Dwarfs.
3. Summon Elemental Spirit (Cast on 9+) - Everything Vortex of Chaos wants to be - this one uses the same gimmick of a small blast template that counts as dangerous terrain moving D6" in a random direction, but only damages enemy units and inflicts D3+3 Strength 4 AP -1 hits. Also this one blocks line of sight, so can provide your Gors with a moving piece of cover to give them additional protection against shooting. A good'un all round.
4. Earthen Ramparts (Cast on 10+) - Though a good one for many other armies, this spell is not the best one for us - gives a 5+ Ward Save and treats the target friendly unit as being behind an obstacle when charged, but the target cannot march or charge while behind the ramparts. Can be useful if you notice a knight unit has got within a charge range that is beyond that of your Gors, but we really want to be moving as fast as we can to be able to make our charges first, and there are other spells out there (alongside Skirmishing) that give us just as good protection against shooting and charging without incurring this penalty. This spell definitely seems to have been designed for use by missile units, of which we only have Ungors with shortbows, and though we can now take those in large units capable of providing a good amount of shooting, we prefer to use them as expendable chaff distractions and there's not a huge amount of point spending time (and potentially risking one of our Shamans) to increase their short lifespan.
5. Wind Blast (Cast on 8+) - Inflict D3+3 Strength 5 AP -1 hits on the target, then force them to Give Ground. Another good one to use on Elves, alongside human armies (particularly Bretonnians), Tomb Kings and Greenskins, though less effective on Warriors of Chaos and Dwarfs who can laugh off the damage. Can also be a good threat to Monsters if the Shaman has the Hagtree Fetish to up the Strength to 6.
6. Travel Mystical Pathway (Cast on 10+) - Teleport a whole unit within 9" of the caster 12" away, though said unit cannot move again this turn. Not nearly as good as Steed of Shadows which allows units to Fly-March 24", but more useful than Infernal Gateway and does work on non-Infantry units so can be used to move a Ghorgon away from annoying chaff unit so his Frenzy can take him into combat with his desired targets, or pop a unit of Dragon Ogres round behind a key target already engaged in melee.
Still some useful spells in here for us, particularly if we're playing our hated mortal enemies the Wood Elves, but it lacks many debuffing spells that we can put to real use and a caster will definitely need a Lore Familiar for this one to be able to get the spells we really want and avoid the duds.
On the whole, we could do well in using any of the three Magic Lores, but I would certainly prioritise the use of Daemonology and Dark Magic first, and then if we want to go with a 3+ caster build we can spice up our spell repertoire with those from Elementalism we can particularly benefit from.
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