An Army Book in the Warhammer Fantasy tabletop wargame, is a rules supplement containing information concerning a particular army, environment, or worldwide campaign. Army Books for particular armies were introduced for the fourth edition of the game prior to that all armies were included in the main rulebook. The sixth edition rendered these obsolete. Until superseded by newer versions, the 6th edition and later books remain valid for the newer editions of Warhammer. Games Workshop has also released various expansions over the years, including a siege rules supplement and campaign expansions. Expansions and Supplements may or may not be valid over multiple editions, though generally they cycle similarly to the Army Books.

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What does this army play like? What things does it bring to the table? Beastmen are a Horde army. We have infantry with above-average stats WS4, T4, and even S4 are fairly easy to obtain in this army , but with below-average defensive equipment when compared to other troops with these stats, like Saurus Warriors or Chaos Warriors. This is somewhat mitigated by their lower points cost when compared to those same elite troops, so we can compensate for our poor armor with numbers, and take advantage of mechanics such as rank bonuses, steadfast, and Horde formation more effectively.

Even our more elite builds benefit greatly from having lots and lots of guys on the table. Beastmen have a strong Magic phase. While our Lore access is relatively limited and our native Lore is in the running for being the worst in the game, the main rulebook Lores we do have access to are all exceptional, and we have access to several items that can generate additional power dice, which makes our magic phase quite formidable.

Beastmen depend heavily on their characters. Because most Beastmen troops have average or below-average Leadership, little immunity to Fear, Panic, or Terror, and a Leadership test-dependent combat gimmick, a strong Leadership value is crucial, and that is invariably provided by characters.

Additionally, the magical strategy that sets Beastmen apart is dependent on multiple casters, so this is an army that will put lots of investment into Lords and Heroes. This is especially true for any army that looks to use Minotaurs as its primary offensive unit, as they feature poor defense for their cost and thus depend on characters who can stand in front and take damage for them.

The chart is very unfavorable. The occasions when you get an Ambushing unit in a genuinely useful tactical position should be celebrated, because they are rare. And gods help you if your opponent can cause Fear Requires unit redundancy. Given that you need another unit of the same size or larger on the table to ambush something, this is a tactic that can either get really pricey quickly, or force you to water down your main units in order to pack fighting-caliber numbers on your ambushers.

Neither of these propositions are appealing. If you already out-chaff your opponent handily and he has some squishy stuff like war machines in his back line, an ambushing squad of Ungor Raiders is a great way to put some early pressure on it.

But, as you can see by all the qualifiers in my statements, there has to be quite a bit that goes right in order to get good mileage out of it.

Lower casting values on a buffing Lore that is characterized for having rather pricey spells is a welcome boon. An excellent spell to have, as even a Level 2 Wizard has a decent chance of casting it on 2 power dice. The Flock of Doom: A magic missile with decent range that inflicts a handful of low-Strength hits. Very vanilla and kind of weak, but it can be useful on occasion. The Amber Spear: Our version of an artillery shot, you can use it to replicate the effects of a bolt thrower, or a cannon if you use the boosted version.

Can be useful for threatening monsters, fliers, and other problem targets. The Savage Beast of Horros: A whopper of an offensive spell, this can make one or more characters absolutely murderous in combat. The Great Fire Dragon is a great way to get a one-time dose of Flaming Attacks if you desperately need them, and the Mountain Chimera is an absolute blender of a monster.

Overall: This is a pretty strong Lore to have around. My recommendation is to either bring a L4 Great Bray-Shaman who can exploit the buff spells to generate more power dice using the Jagged Dagger, or multiple L2 Wizards who can cast Wildform over and over again and really make your troops monstrous. Lore of Death Lore Attribute - Life Leeching: A Lore Attribute that has good potential synergy with the Beastmen book, as it can allow you to string together a potentially devastating magic phase.

Spirit Leech: A roll-off modified by Leadership is not quite as good for Beastmen wizards as it is for those of other races, but it can still be useful to hunt monsters or to attack Hero-level characters. Caress of Laniph: An interesting spell you can use to go after enemy characters monsters are usually a bit too beefy for this.

The boosted version has a longer range, which helps it out a lot, as does its potential synergy with the Hagtree Fetish. Soulblight: An absolutely amazing spell. Also has synergy with the Hagtree Fetish. That said, its range is a bit unreliable, the casting value is monstrous, and it can hurt you quite a bit if it backfires.

Use with caution. Overall: This is a strong Lore in that it can help us do things other than fight while providing spells that are useful in fights, but I strongly recommend a high-level caster in order to get good mileage out of it. Meet its competition. An absolute gem of a spell. Steed of Shadows: Useful for advancing characters such as lone Doombulls to enemy lines quickly.

The Enfeebling Foe: Reducing enemy Strength can swing combats and help keep a lot of your guys alive, and its being a Remains in Play spell means that it will sap enemy dice before it goes away.

The Withering: A potentially backbreaking spell, this spell can help even the humblest regiments of Gors chew through big tough monsters with little trouble. Being Remains in Play means that your opponent has to expend resources to make it go away, which is always nice.

The Penumbral Pendulum: A "cannonball" that has unreliable range and allows an Initiative test to avoid. A great spell to have. Overall: I consider this the best Lore we have access to overall. I heartily recommend a few low-level Bray-Shamans so you can cast Miasma multiple times per turn as the absolute minimum you should bring.

Started off on the wrong foot, here Bestial Surge: The fact that this spell makes you turn to face the closest unit makes it very difficult to use if your opponent brings any stripe of chaff, and the range and magnitude of effect are quite weak.

Only truly useful against gunlines. Viletide: The Strength of these hits is very low, but Beastmen have access to the tools that you need like the Hagtree Fetish to actually make this spell a threat, and it will definitely spell doom for squishy chaff units. Not amazing and worthless against armor , but solid. Bray-Scream: A decent spell from the shooting perspective, but it would be much better if it could be cast into combat for a shot at free combat resolution.

Traitor-Kin: The emergence of Monstrous Cavalry has made this a solid spell, but it does suffer from being mediocre or worse against any army that does not have that unit type. Mantle of Ghorok: A less reliable, more expensive, shorter-ranged, and more dangerous version of The Savage Beast of Horros. Not really my cup of tea.

Not a spell for the risk-averse. Overall: This is a very difficult Lore to use effectively, and the main reason why is because the spells are either conditional or mediocre. However, a L4 Great Bray-Shaman with this Lore and a casting partner in crime to help get the debuffs across could work.

Last edited by rothgar13; January 16th, at George S.


Warhammer/Tactics/8th Edition/Beastmen

What would an army of this sort look like? Like Daemons and Warriors, Beastmen have all that cool chaos flair, like spiky bits, evil and malice, awesome looking models, etc. Also, if you like tough, fast-moving cores supported by awesome lords and heroes, one of the most bad-ass special units and literally terrifying rare choices, Beastmen are for you. Sadly, Beastmen were written when 7th edition was in vogue and they were able to go head to head with the other factions on a more balanced scale. Today, they are overpriced and nowhere near as durable as they used to be. As a side note, the Beastmen faction is still perfectly viable to play as, it just takes more manoeuvring, strategy, and brains than previously, much like how the Dark Pansies USED to be in this regard.


Warhammer Army Book

Ghorgon pts. Also considering nerfing the Preyton to a MB, similar to that of a Great Eagle, and make it a special unit. The model is pretty small for a Mo, and is about the same size as a Great Stag which is a MB , so it would probably be more fitting and set it apart from the other Mo more. Finished with version 1.

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