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Primal Fury - Essentially have a chance to gain Hatred each time they attack in melee.
Beastman Ambush - Will probably translate to almost the entire roster having Vanguard Deployment.
Troops:
Gors - The standard Beastmen, usually looking like Satyrs with goat heads and sharp teeth. Cheap, and in large numbers.
Bestigors - The name says it all. The biggest and strongest Gors, with the most impressive horns (status symbols among the Beastmen, you'll notice a theme. "Gor" literally means horn.) and first pick of the looted armor and weapons. Think of Gors like Orc Boyz, and Bestigors like Big 'Uns.
Ungors - The lowest of the low, more traditonal looking Satyrs with only small horn buds (Ungor means "no-horn", and are mocked and abused because of it). The Goblins of the Beastmen, they make up masses of cheap expendable infantry but are also responsible for maintaining and building Beastman equipment and camps.
Ungor Raiders - Ungor bowmen that serve a Skirmisher role, and are just about the only ranged unit in their roster.
Chaos Warhounds - You probably already know what these are
Minotaurs - Pretty self-explanatory. The Black Orcs of the Beastmen, but instead of discipline and order they embody pure rage and act like giant berzerkers. The more enemies they kill, the more damage they do.
Tuskgor Chariots - Chariots pulled by mutant warhogs, and crewed by spear-wielding Gors. Nuff said.
Razorgors - Even scarier mutated warthogs the size of demigryphs or bears. Even the Beastmen can't actually control them, and tend to just either set them loose on an enemy or use them as ill-advised chariots for Characters and just hang on tight and hope for the best.
Centigors - Traditional drunken ♥♥♥♥♥♥ Greek centaurs, but with fangs and claws and ♥♥♥♥. On the tabletop they have a special rule to decide what level of drunk they showed up at, with associated bonuses/penalties. With any luck they'll actually figure out a way to simulate that other than just tagging on Stubborn or something. Serve as makeshift cavalry, and messengers apparently (although I doubt that part will have nay bearing on the game). Not actually Beastmen, but tend to work together anyway to serve their common interests.
Harpies - Your flying units. If you want to use them true to the lore then you'd only use them for flank attacks into weakened or routing units, since they're cowardly scavengers rather than Beastmen proper.
Chaos Spawn - Also self-expanatory.
Cygors - Bigger minotaurs with only one eye, which can only see the Winds of Magic and the Chaos Realm. They're all completely insane and practically blind, but can see magic or mages with perfect clarity. Also serve as Beastmen artillery, and fling chunks of rune-covered masonry at enemy lines in order to clear a path to their mages so they can eat them (because Cygors can't see non-magical things they have a hard time catching prey and because of their connection to magic they actually get sustenance from souls rather than meat, and since Wizard souls are the biggest and tastiest they hunt them for miles in order to eat). Also they're resistant to magic.
Jabberslythes - Giant mutant blob-monsters that are so hideous just looking at them will literally drive you insane. They can (somehow) fly for short distances, and their bodily fluids are acidic. Oh, and they have frog or chameleon tongues with spines at the end of them and can eat enemies from several yards away. Fun fun!
Ghorgors - Giant-sized (I mean that literally), four-armed, cannibalistic, mutated Minotaurs that are said to be capable of destroying entire tribes solo should they desire to. And they often do desire to because they're psychotic cannibals. Can swallow enemies whole to regain health, on top of having a superior statline to actual Giants.
Giants - Ironically enough, they're next on the list. Pretty standard stuff, but Beastmen Giants are Immune to Psychology unlike the other three types since they've been magically controlled rather than joining willingly.
Lords:
Beastlords - The biggest and strongest Bestigors, with massive horns and bonuses against humans. Beyond that they're your typical melee Lord, about statistically on par with a Warboss.
Great Bray-Shamans - Beastman Shamans, obviously. Actually have pretty decent combat stats for a Wizard, and can (on the tabletop) have access to the Lore of the Wild (the Beastmen racial Lore), the Lore of Beasts (which hasn't been added into the game yet), the Lore of Death, or the Lore of Shadow (also not in the game). Chances are they'll come alongside the Lore of the Wild and just have access to that.
Doombulls - Minotaur Chieftans. Nasty stuff, with strength on par with Giants or Dragons. I'm not holding my breath for them to be in the game though, which is probably for the best.
Heroes:
Wargors - The hero variant of Beastlords. Slightly worse stats, but retains their bonus against humans.
Bray-Shamans - Pretty obvious.
Gorebull - Hero variant of Doombulls. Not quite as strong obviously, but still scary as hell.
Mounts:
Tuskgor Chariots
Razorgor Chariots
Legendary Lords that are all but confirmed:
Malagor, the Dark Omen - We pretty much already know for a fact that he's going to be the Faction Leader (which is kind of a shame actually, I was hoping it would be Khazrak [who I'll get to later]). A Bray-Shaman with crow wings (which he can in fact fly with, which should be fun), an aura that essentially nullifies the enemy Lord's aura, and is hailed by the Empire as being literally Satan. Also gives a bonus to Primal Fury results.
Khazrak the One Eye - The Beastlord of the Drakwald (the big forest in Middenland/Nordland), arch-enemy of Boris Todbringer, and "the most cunning Beastman to have ever lived" (direct quote from the army book, essentially meaning that he has a professional grasp of tactics and planning). Would serve as the typical "direct upgrade" style LL to the Beastlords, and has some pretty sexy armour that completely negates the effects of his opponents' magic weapons PLUS gives him a better armour value than a Chaos Warrior (by a TON).
Legendary Lords that are fairly likely to be included if they decide to add three LL's instead of two:
Ghorrof Warhoof, "Sire of a Thousand Young" - A several centuries old Centigor who has had more children than Ghengis Khan (hence the title), and repeatedly claims to be the father of the entire Centigor race. Gives a bonus to Melee Attack to nearby allies, and if he dies (or is near-death more likely, like Thorgrim's tabletop death effect got added as) gives a Leadership bonus to the entire army. Has a pretty nasty magic weapon, and wears the skull of the "Unicorn Lord" (which is exactly what it sounds like) which gives him magic resistance but makes Wood Elves want to brutally murder him. Technically he's actually just an upgraded Officer on the tabletop, but notable enough that I'd be ok with him being an LL.
Morghur, Master of Skulls - Chaos Incarnate in the most literal sense. Twists and mutates anything he comes close to, and has a chance to randomly turn nearby models (friend or foe) into Chaos Spawn. Also is immune to ranged attacks and magic unless the shooter/caster is right up on him, and passively deals damage to enemies that engage him in melee. Probably the most likely of the bunch to be added as a third.
Taurox, the Brass Bull - A Minotaur with brass skin. Practically invincible (and by that I mean that only attacks that ignore armor can even hurt him), but with a fleshy spot on his throat that if struck will kill him instantly. Also dual-wields flaming axes that ignore armor. Has no model though, so might not be included. Who knows.
Legendary Lords that are either unlikely to be added due to lack of models or would better serve as a Legendary Hero despite that not being a thing:
Moonclaw, son of Morrslieb - For those who don't know, Morrslieb is the giant green second moon in the sky that is actually a massive comet made of pure warpstone. Moonclaw arrived on the planet via warpstone meteor, Superman style. To be honest he's actually pretty crappy. He has an aura that causes everybody (friend or foe) within a certain radius of him to have to take a Stupidity test (which isn't in the game, so shouldn't be relevant here), is a level 1 (the worst rank) Wizard and can choose between the Lores of the Wild or Shadow, has a ward save and magic resistance, and for a grand total of one turn (randomly selected via dice roll at the beginning of the game) gets a bonus to casting rolls and can drop a few meteors on people but if he screws up then he gets damaged instead. Also has no model and his art is extremely vague and rather abstract, so he's pretty unlikely.
Ungrol Four-Horn - Actually a two-headed Ungor who, after having enough of being beaten and mocked, murdered his tribe's Beastlord and Bray-Shaman in their sleep, cut their horns off, and strapped them to his heads as trophies. He was chased out because apparently even the Beastmen have rules, and now he lives in a cave with a bunch of other outcasts. On the tabletop he negates the General's leadership aura for any unit he belongs to, but since Legendary Heroes aren't a thing then in the game it'll probably just mean that he doesn't have an aura himself. His stolen horns are enchanted by the spirits of their former owners, and so each turn he randomly swaps between being a much better melee fighter than normal (and he starts off pretty good) and being a Level 1 Wizard with a random spell from the Lore of the Wild. Also gets a bonus against both humans AND other Beastmen.
Slugtongue, Lord of the Black Harvest - Winter incarnate. Hero-level Wizard, but causes attrition damage to anybody nearby because where he goes famine follows. Would probably get a Hun-style auto-attrition modified on enemy provinces he's in. Also has poisoned attacks and Regeneration.
Bras bull ? i know what the name means. but what is it more specifcily ? why is it best ?
Thanks, Belial :) you always good for some info about the old Warhammer World :D
that's one badass looking unit...
Beastmen was created when chaos came to the earth, and are half man half beast. They are mostly ambushers and live in the forest.
common units:
Gor: Satyrs/faun. Goat men
Ungor: Satyrs/faun. Goat men
Bestigor: satyrs/fauns. Goat men
Cool units:
Minotaur, bullmen
cygor, don't know exactly what it is but looks like a cyclop mixed with a bull
And some other
LL: probaly Khazrak the one eye (preety strategic beastman) and Malagor the dark omen (a shaman who has wings). maybe Taurox (achilles in minotaur form and with his throat as weakness and not the heel)
Thanks, Belial :)
what do you think are Beastmen's strong points and why ? same with weak points.
From a gameplay point of view not lore :D
Masters at ambush, much damage. Fast
Weakness:
Almost or no armor at all.
"He would never tire, or grow weary of the rage that was consuming him. He became all but immune to the weapons of his many enemies, except for an area of flesh on his throat that remains vulnerable. An expert sword thrust or arrow shot could slay him instantly. Such is the price of spiting a Daemon."
And that, is why he is my favorite Beastman hero guy.
Edit: Forgot to add that he has an army of minotaurs that joins him on his rape & pillage spree.
http://worthplaying.com/article/2016/7/13/news/99985/
Their strength on the tabletop was having lots of ambusher units so im gonna guess that alot of their units will have vanguard and they'll have better chance at ambushing than other races. As for the units well Minotaurs are gonna be a pretty important part i imagine. They are Damage dealing monsters but low to no armour so ranged units will tear em a new one. suprisingly good cavalry options with Boar chariots, Warhounds and Centigors (Centaurs but with a Goat head and generally alot larger than a regular horse.) and unlike Warriors of Chaos they have archers (albiet not particularly good ones) Probably their biggest advantage will be that they are the masters of hit and run in the old world able to charge in cause carnage and fall back into the forrests before any reinforcments can arrive so yeah a pretty solid faction in theory. On the other hand Games workshop pretty much hated them and they were one of the weakest factions on tabletop with overpriced and underpowered units so hopefully CA buffs em a bit :P hope this helps one of my fave factions :D