Hello I recently picked up the new beastmen book and I thought I would break it down and do a little review of the army.
Advantages
Primal Fury is badass
Lots of High STR attacks
Very Fast Moving
Characters come with some Odd rules (Mutation Guy, Anti-Magic Guy ect.)
Named Non-Characters that are an upgrade on unit Champions
Mantle of Ghorak (spell) is really strong
Disadvantages
Difficult to cast spells.
Gifts of Chaos are Awful
Magic Banner Selection
Little to No armor Saves
Expensive Rares
Lack of Good Magic Missle Spell
Some really bad Items (Negate enemy Musician, Extra -1 to hit if in cover ect.)
Lots of stuff has frenzy/hatred causing unwanted charges and pursuits
Special Rules:
Primal Fury -> Units with this ability roll a leadership test EVERY close combat phase. If passed the unit gains Hatred for that round of combat. If the test is pass with double 1's the unit gains Hatred and Frenzy. The Frenzy lasts until they lose combat.
Beastmen Ambush -> Units with this rule may start off the board and will enter the battle like a unit that overran something off the table. On a roll of 1, 4, 5 or 6 the unit will enter the field.
Spells: Lore of the Wild. Others Available Death, Shadow, Beasts
Bestial Surge -> All units within 6" make a d6+1" move towards the nearest enemy stopping 1" away from other units. The first time I read this I thought it was really strong but now im not so sure. I wish it could get units in combat.
1. Viletide -> 24" Missle 5d6 STR 1 Hits. If this is cast on the right unit it could be very successful. Against tougher units it might get a few hits through but its risky.
2. Devolve -> ALL enemy units take a LD test. # of wounds equal to the difference in leadership (like Banshee) no armor saves.
3. Bray-scream -> Character within 12" of caster can make a breathe weapon, STR 3 no armor saves.
4. Traitor-kin -> This one is confusing and hard to summerize but basically enemy Mounts attack handlers, Chariot horses attack chariot, Monsterous mounts attack rider ect. Wierd spell.
5. Mantle of Ghorok -> 1 Friendly Character within 6" gains d6 STR and d6 Attacks (Max of 10) until the end of the following players turn (basically until you can cast it again lol) If one or more 6's are rolled the character takes a wound with no saves.
6. Savage Dominion -> Summons one of the Rares from the armybook, it starts on the table edge and is considered a Remains in Play spell. For any wound the Rare takes the shaman takes a toughness test and may potentially take a wound. If the shaman is killed the rare wanders back into the forest.
Units:
Gors -> No Armor. These guys are cheap and can be upgraded to have an extra hand weapon. They also come with Primal Fury and can be an Ambush unit.
Ungor -> Shields. Ungor's are dirt cheap and can be upgraded with spears. They also come with Primal Fury and can be an Ambush unit. There is a named ungor that you can take that doesnt takeup a character slot.
Ungor Raiders -> Same stats as above but come with shortbows. These ungor's are skirmishers and come with Primal fury and the ambush rule.
Tuskgor Chariot -> Hell yes a Chariot that counts as a core choice! How badass is that. Drawn by 2 tuskcores and loaded with 1 gor and 1 beastigor. With the impact hits Its quite a steal at only 80 points. Also can be used as a mount for characters, comes with Primal Fury.
Chaos Warhounds -> Not Fast Cav. Similar stats to Dire Wolves, doesnt count as core.
Special:
Beastigor -> Heavy Armor. Primal Fury. Beastigor collect standards from anyone they kill and it counts as additional CR for the remainder of the game unless they flee and drop it.
Minotaurs -> Light Armor. May be given a GW, Shield or additional HW. Comes with Fear, 1x Impact Hit and bloodgreed that allows them to only pursue/overrun d6" because there eatting the dead. This rule is stupid.. so they dont come with Primal Fury.. and for something thats bloodthirsty in lore they sure dont care about finishing things off. This rule doesnt make sense in any way but to limit the units potential strength.
Centigors -> Light armor and shield. Count as Cavalry, may take throwing axes or GW and comes with Primal Fury. Purchasable named non-character to replace champion. Comes with drunken, effects are either +2 Ini, Re-roll primal fury tests or Stubburn.
Harpies -> comes with Fly. Can become scouts. Weak stat-line
Razigors -> Fear, +1 STR on Charge. Unit size is 1+ which is nice and gives good options.
Razigor Chariots -> Powered by 1 Razagor housing 1 Gor and 1 Beastigor. Fear, +1 STR on Charge. Unlike Razigor "herd" the chariot gets Primal Fury.
To be Continued
All the rares below cost an arm and a leg
Rare:
Cygor
Gorghon
Chaos Giant
Chaos Spawn
Jabberscythe
Advantages
Primal Fury is badass
Lots of High STR attacks
Very Fast Moving
Characters come with some Odd rules (Mutation Guy, Anti-Magic Guy ect.)
Named Non-Characters that are an upgrade on unit Champions
Mantle of Ghorak (spell) is really strong
Disadvantages
Difficult to cast spells.
Gifts of Chaos are Awful
Magic Banner Selection
Little to No armor Saves
Expensive Rares
Lack of Good Magic Missle Spell
Some really bad Items (Negate enemy Musician, Extra -1 to hit if in cover ect.)
Lots of stuff has frenzy/hatred causing unwanted charges and pursuits
Special Rules:
Primal Fury -> Units with this ability roll a leadership test EVERY close combat phase. If passed the unit gains Hatred for that round of combat. If the test is pass with double 1's the unit gains Hatred and Frenzy. The Frenzy lasts until they lose combat.
Beastmen Ambush -> Units with this rule may start off the board and will enter the battle like a unit that overran something off the table. On a roll of 1, 4, 5 or 6 the unit will enter the field.
Spells: Lore of the Wild. Others Available Death, Shadow, Beasts
Bestial Surge -> All units within 6" make a d6+1" move towards the nearest enemy stopping 1" away from other units. The first time I read this I thought it was really strong but now im not so sure. I wish it could get units in combat.
1. Viletide -> 24" Missle 5d6 STR 1 Hits. If this is cast on the right unit it could be very successful. Against tougher units it might get a few hits through but its risky.
2. Devolve -> ALL enemy units take a LD test. # of wounds equal to the difference in leadership (like Banshee) no armor saves.
3. Bray-scream -> Character within 12" of caster can make a breathe weapon, STR 3 no armor saves.
4. Traitor-kin -> This one is confusing and hard to summerize but basically enemy Mounts attack handlers, Chariot horses attack chariot, Monsterous mounts attack rider ect. Wierd spell.
5. Mantle of Ghorok -> 1 Friendly Character within 6" gains d6 STR and d6 Attacks (Max of 10) until the end of the following players turn (basically until you can cast it again lol) If one or more 6's are rolled the character takes a wound with no saves.
6. Savage Dominion -> Summons one of the Rares from the armybook, it starts on the table edge and is considered a Remains in Play spell. For any wound the Rare takes the shaman takes a toughness test and may potentially take a wound. If the shaman is killed the rare wanders back into the forest.
Units:
Gors -> No Armor. These guys are cheap and can be upgraded to have an extra hand weapon. They also come with Primal Fury and can be an Ambush unit.
Ungor -> Shields. Ungor's are dirt cheap and can be upgraded with spears. They also come with Primal Fury and can be an Ambush unit. There is a named ungor that you can take that doesnt takeup a character slot.
Ungor Raiders -> Same stats as above but come with shortbows. These ungor's are skirmishers and come with Primal fury and the ambush rule.
Tuskgor Chariot -> Hell yes a Chariot that counts as a core choice! How badass is that. Drawn by 2 tuskcores and loaded with 1 gor and 1 beastigor. With the impact hits Its quite a steal at only 80 points. Also can be used as a mount for characters, comes with Primal Fury.
Chaos Warhounds -> Not Fast Cav. Similar stats to Dire Wolves, doesnt count as core.
Special:
Beastigor -> Heavy Armor. Primal Fury. Beastigor collect standards from anyone they kill and it counts as additional CR for the remainder of the game unless they flee and drop it.
Minotaurs -> Light Armor. May be given a GW, Shield or additional HW. Comes with Fear, 1x Impact Hit and bloodgreed that allows them to only pursue/overrun d6" because there eatting the dead. This rule is stupid.. so they dont come with Primal Fury.. and for something thats bloodthirsty in lore they sure dont care about finishing things off. This rule doesnt make sense in any way but to limit the units potential strength.
Centigors -> Light armor and shield. Count as Cavalry, may take throwing axes or GW and comes with Primal Fury. Purchasable named non-character to replace champion. Comes with drunken, effects are either +2 Ini, Re-roll primal fury tests or Stubburn.
Harpies -> comes with Fly. Can become scouts. Weak stat-line
Razigors -> Fear, +1 STR on Charge. Unit size is 1+ which is nice and gives good options.
Razigor Chariots -> Powered by 1 Razagor housing 1 Gor and 1 Beastigor. Fear, +1 STR on Charge. Unlike Razigor "herd" the chariot gets Primal Fury.
To be Continued
All the rares below cost an arm and a leg
Rare:
Cygor
Gorghon
Chaos Giant
Chaos Spawn
Jabberscythe