Beastman Warband Strengths:
One of the strongest aspects of the Beastman Warband is it's tough
troops. All of the troops available are T4 and all except
the Ungors have 2 or more wounds. This makes for a tough army that
doesn't die very easily. Even though ungors only have 1
wound, their T4 and cheap cost (4.5 points, meaning they get equipment
at half price) makes them an excellent troop type.
This also makes for an army that is hard to whittle down with missile
fire as S3 bows and even stronger S4 crossbows have
trouble getting past the T4 and multiple wounds.
Beastman Warband Weaknesses:
While the army is made up of very tough troops, it is rather slow.
With no cavalry the only speed comes from chariots, minotuars
and hounds (or through monster and allies). Another thing is that even
though, they are tough, they are not well armored.
None of the units can have better than a 5+ save in HtH and only
Bestigors can have better than 5+ save against shooting
(4+ if they buy shields). Just like Chaos Warrior Warbands, they have
no missile fire ability. Also they have a rather average
(which to me is low) leadership. Even the elite Bestigors only have a
7 leadership. This makes infighting a problem for Gors
(Bestigors are immune to it as are skirmished Ungors) and
non-skirmished ungors. Other leadership tests such as fear and
break tests can also be a problem. It's not inconceivable that the
entire army could panic in a chain reaction.
Now that we've looked at the overall strengths and weaknesses of the
army, lets look at each unit separately.
Beastman Gors:
PROS: They are tough with T4 and 2 wounds, cheap at 10points per model
and have a decent WS (4) enough to hit the
non-elite units of some armies on a 3+ like empire halberdiers and
goblins, skaven clanrats. They also have decent weapon
options (although I wish they could carry spears) and can carry a
magic standard. Like all Beastman units, they can have a
Beastman champion as part of the retinue.
CONS: They are only S3, which makes the option of additional hand
weapons somewhat useless, and have leadership 7 and
suffer from infighting. They also only have the option of taking light
armor and/or shields, which doesn't offer much protection.
USES: In smaller games, these guys will be your core unit. They are
tough a relatively cheap. If facing an army with mostly T3
stuff or stuff that isn't exceptionally well armored, halberds are a
good choice. Against tougher enemies (dwarves for example)
with better armor, double-handed weapons may be the better choice.
Always include a champion in every unit. It looks nice
and can always help. Plus it's a character and magic item slot that
doesn't count as warlord points, its part of the retinue.
Magic Standards like the Banner of Defiance, Dread Banner or even
Banner of Might are all good choices.
Beastman Ungors:
PROS: They are very cheap at 4.5 points (which means they get
equipment at half price) and while only have 1 wound are still
T4. One unit can skirmish and when doing so they are immune to
infighting.
CONS: spears and shields aren't the best of options. And they cannot
have a magic standard.
USES: Giving them spears with a character in the unit with the Crown
of Command could do well as a tarpit unit. But they
seem best suited as a cheap skirmishing screen to the gors and
Bestigors and even the chariots.
Beastman Bestigors:
PROS: They have an extra point of WS and S over gors... making them
WS5, S4, T4 and 2 wounds. They wear heavy
armor (the only unit in the Beastman Warband that can), carrying
halberds for S5 attacks and can take shields to give them a
4+ save against shooting. Bestigors are also immune to infighting and
panic caused by ungors. They can also have a magic
standard.
CONS: They can ONLY carry halberds. Occasionally double handed weapons
or spears or even additional hand weapons
would be a nice option. They are pretty expensive (18points) compared
to Gors so are best suited for slightly larger games.
Especially if you want a big block of them.
USES: If you have a points, a big block can be very strong. They will
be tough to kill, even with only a 5+ armor save
although the Standard of Shielding could improve that to a 4+ helping
a little. Again a champion is a good idea. If a small
game, use gors, if you have the points these guys are a good core
unit. And personally I like the models.
Beastman Chariots:
PROS: Probably the toughest (especially for the cost) chariot in the
game. The crew are ors with T4 and 2 wounds, the
steeds are also T4 and 2 wounds AND have a 4+ save and are S4 (the
crew are S3). The crew have decent options of
halberds or double handed weapons although again spears would be nice.
The chariot can have scythed wheels and one chariot
can have a magic standard.
CONS: Movement 7 is a little slower than most chariots, but not too
bad. The steeds are considerably tougher than the crew
so it's more likely that shooting will kill the crew and the chariot
to go out of control than it is that the steeds will be killed and
the chariot stopped. Which may not seem like all that bad of a thing,
at least until the sucker turns around and plows into your
own beastigor unit :)
USES: USE THEM! The model is very nice and is one of the best chariots
in the game IMO. Tougher than any other chariot I
can think of (a Lizardman Stegedon is tougher but not a true
chariot)... it's only 108pts with scythed wheels. Giving it the
Standard of Shielding isn't a bad idea, along with light armor and
shields for the crew will give the steeds 3+ armor saves, and
the crew 4+ against shooting, 5+ in HtH. Now THAT'S a tough chariot.
It's also one of the few forms of speed in your army.
Minotaurs:
PROS: They are pretty fast (movement 6) and tough (T4 and 3 wounds).
Their leadership 9 is also a nice thing in an
otherwise leadership challenged army. Any unit can have a magic
standard as well and they cause fear. They are also subject to
bloodgreed which causes them to frenzy on a4+ if they break and
opponent in HtH or wipe them out completely.
CONS: They could have better equipment options. Double handed weapons
and additional hand weapons are both nice, but
a middle ground of halberds would be great too. And what's the point
of a model with T4 and 3 wounds having light armor
only? They either need good armor or none at all. They also are
subject to bloodgreed that can make them frenzy. Yes it can
be a pro and con as a good opponent with fast troops (like elf armies,
for example) can lead frenzied units around by the
nose. Also, the model cost a bloody $15 per model! That's a little
much. I'm inclined to use my Warhammer Quest minotaur
models and convert them to look nicer.
USES: Well some people love them. I'm not sure, I think they can be
good because of their speed and toughness, but I
generally don't like the risk of frenzy as it's easy to lead them
around. If you use them 3 are best (maybe 2 and a champion)
because of their base size. If playing an army with lots of weaker
troops or not really well armored, additional hand weapons
are a good choice. if you want them to fight heavy cavalry knights
like bretonnians, double-handed weapons are a good idea.
Chaos Hounds:
PROS: Just like for a Chaos Warrior Warband, hounds are cheap and fast
troops that are pretty tough T4 and 2 wounds.
They also have 2 S4 attacks.
CONS: Low leadership. LD6 just isn't a good thing to be taking
leadership tests with.
USES: The Beastman champion isn't a good option because it slows down
the unit too much. But these guys could be good to
swing around and get a flank charge on a enemy unit that your gors or
beastigors are fighting in the front. They can also be
useful at attacking missile units, just try to keep them from taking Ld
tests unless within 12" of the general.
Beastman Characters:
BeastLord: This guy is pretty darn tough. T5 and 4 wounds is nice.
Like Chaos Warrior warlords, he can't take both a flail
and additional hand weapon for example. He can only choose ONE of the
weapons he's allowed. His leadership 9 is important
so unless you are playing a small game he's worth his 200pts.
Beastman Chief: Almost as tough as the lord with T5 and 3 wounds
(better than the lord characters of many armies). His
leadership 8 is a good addition to a unit as well. If playing a small
game, he would make a decent general. but if you can afford
it, the BeastLord is better, this guy makes for a good second choice
for a warlord though.
Beastman Battle Standard Bearer: One of the few really useful battle
standards in the game IMO. With T4, 2 wounds and
heavy armor and shield he will be fairly well protected and can lend
an extra magic standard to a unit. But generally I'd rather
spend 5 more points and get a Beastman Chief.
Beastman Shamans: All T5 and anywhere from 2 to 5 wounds! That makes
these guys tough. A Shaman Lord is T5 and 5
wounds which is excellent. The only other armies which can have a
general/mage with 5 wounds (without special characters)
are Daemon Warbands and Lizardman Armies. However with a leadership 7
for all but the shaman lord (who has an 8) if you
want a shaman to be your general, you should invest in the crown of
command. Your general's leadership is too important to
keep the 7 IMO. But their ability to mix chaos god decks is an
interesting and fun ability (although not always useful).
Overall Army Tactics/Ideas:
Generally you are going to have a slow and plodding, tough to kill
army. You do have access to some speed in Minotaurs,
hounds and chariots, but your core will be slow. A unit of Gors or
Bestigors make a good core unit, at least 20 models strong
including characters/champions/etc. Make them have the ability to take
a charge (cause you likely will) and stand firm. The
Banner of Defiance is a good choice for your core unit. While the unit
won't be able to pursue, you can use hounds or
minotaur flank charges to help break and then pursue the enemy. Take
at least 1 or 2 chariots (assuming around a 2000pt
game). Their d6+ 2 (always take scythed wheels) is a good way to break
that unit that your Bestigor unit is fighting back and
forth with. Remember, you don't have any missile fire so you have to
get your guys into HtH. Even though your troops are
tough, you don' want to take too much missile fire, so Ungor screens
are virtually a requirement (besides they are very cheap).
Think about your unit when you put characters in it and how best they
can help. For example, if you have a core unit of Gors
with double handed weapons, a Beastman chief or BeastLord with the
helm of many eyes and a flail (or suitable magic weapon)
is a good way to get in some attacks and hopefully kills before the
enemy kills off some of your strike last Gors. Don't be too
tempted to give your character heavy armor and shields. While a 4+
save is nice, it slows him down to Movement 3 and
hence, slows any unit he's with as well. If you want armor, make one
of them magical or only take heavy armor.
If you want your Beastman chief or BeastLord to get into HtH quick,
mounting him on a chariot is a good idea. However be
careful of rank bonus, while the impact hits from a chariot can
equalize even full rank an standard bonus, you might just roll a 1
and have 3 hits only 1 or 2 wounding. This may leave your general
broken from HtH and run down (even fleeing 3d6). Which
is a lot of points to have rundown.
I'm not sure who wrote this, but if it's you take your credit!