So If your like me you'll have had fun with the last codex fielding daemons, warriors and Beastmen. I've got to say I'm still irritated that Beastmen lost so many units to Warriors of Chaos.
Well the New codex is Stronger even if it has lost some of the cool rules. Since I was unsure what to do with my old army I felt I should run through codex noting rules and such as I went along. Since I type I thought I’d share and get some feed back, I’m thinking of writing this up as an article so if at any point I have my head up my but tell me (giving reasons why). After all I know full well that I’m not the greatest fantasy player.
=========== Core
Let’s start with the core Units, you've got to take them, so what are they like now? Well No more Minotaurs or Bestigor which is a shame but you can now take Centigors so not all bad.
Gor Herd ... well when you get past the fact they've no armour (only the option of a shield) they're not bad. Good movement and toughness, Primal Fury when you get it Hatred will prove a nice bonus (LD7 21/36, if you move your beastlord close enough then L9 = 5/6) since beastmen always get rerolls to hit. Frenzy? Well if you get it when you want to charge its a blessing +1a and rerolling hits.
Ungor Herds ... Primal Fury, Weaker with a point low weapon sill, Toughness and Leadership. In many ways I like them, they're cheaper and get a shield to start with.
Ungrol Four-Horn ... I like Ungrol, he ether gets
WS+2 & S+1 or gets to be a level1 wizard for that turn.
Ungor Raiders ...Primal Fury, Skirmishers with bows, taking lots of little units and throw half into ambush and enjoy.
Tuskgor Chariot ...Primal Fury. yay, love these, In my view one of the strongest Core choices They wont be winning combat on their own but they'll be an asset on the flank.
Chaos warhounds ... with the option of poisoned attacks I am at a loss with what to do with these guys. At their base price they have allot going for them fast with good weapon skill. Given poison they become a threat to models that would normally be untouchable (though this does cost). However you choose to set them up I feel they'll be ideal to work with Chariots.
=========== Special
Minotaurs ... wow ... they cost lots but worth it, fast strong lots of wounds and attacks. Only problem if it is one) is that they will suffer from frenzy once they start winning combats. Yes it’s nice they start to gain extra attacks (by the looks of it 1 for every victory) they will start getting harder to control. Things to note BloodKine can take a magic item up 25pts ... I've got to say I like the Ramhorn helm and Blackened (see magic armour)
Centigors ... Primal Fury; Well they're your standard Cavalry. Don't take the great weapon it’s a trap, shield and spear have most of the benefits as well as a 4+ armour save. Throwing axes? I don't know be nice if you get charged or have a spell like Bestial Surge. If you take these guys take Ghorros warhoof; he's almost as much as a Gorebull but all centigors are now core.
Harpies ... ok flying unit which can have scout ... If you want to have a unit behind the enemy then maybe take them but I'm not a fan.
Bestigore Herd ... Primal Fury; These guys were great core but there's nothing special about them. Yes you can take a gift of chaos on the gouge horn and a magic standard, to beef them up but still they're missing some thing. Still end of the day they are still relatively cheap models with a great weapon and numbers win battles. If taking a unit I would take a War Banner.
RazorGor Chariots ... Primal Fury; Bigger, Badder cousins of Tuskgor. They cost almost double but do cause fear. Personal preference is that they should be taken for characters rather then as specials.
Razorgor Herd ... Problem is they're not any better then Minotaurs and don't get impact hits like Chariots. That this is a massive problem I've had with beastmen these 3 units are rather samey. Minotaurs are a better unit and RazorGor Chariots are better single units. If you take them I'm sure you'll enjoy all those strength 6 attack as you charge but not for me.
=========== Rare
Rares ... yawn ... generic Giant, dragon (in this case part toad and insect), blind giant and four armed giant.
Cygor ... WS2 ... had to get that over with, now for the good. He has to jobs, he's a stone thrower (in an army with very little ranged weaponry) and he likes to eat wizards. He can re-roll hits (in
CC) Vs wizards, people with magic items, undead, or ward saves. Oh not forgetting Magic Resistance 2 and soul eater rule make him fun to use.
Ghotgons ... So imagine a Minotaur the size of a giant, that's what we've got here. Oh and he can swallow people to regain wounds.
Chaos Spawn ... it’s a Spawn ... only possible redeeming features is you can take two as a single rare choice.
Giant ... Did I mention the other Giant like rares? He's a little cheaper.
Jabberslythe ... Effectively a dragon of madness. Poisoned attacks, Bleeding acid and turning people within 12" mad. Dropping him behind your enemy will screw with most people’s plans.
=========== Heroes & Lords
I thought about splitting these guys up more but every time I do I can't escape they're not massively different. (So I don't repeat this every time *can also take armour, shield, great weapon, second hand weapon.)
BeastLord ... Lord, Primal Fury, 100pts of gifts &/or Magic items(and *) Big strong can take a Chariot
Wargor ... Hero, Primal Fury, 50pts of gifts &/or Magic items(and *) can take a Chariot
DoomBull ... Lord 100pts of gifts &/or Magic items(and *) Bigger stronger Cause D3 impact hits.
GoreBull ... Hero 50pts of gifts &/or Magic items(and *)
Great Bray-Shaman ... Lord, Primal Fury, wizard level 3-4 (lore of the wild, beast, death or shadow) 100pts of gifts &/or Magic items. He's also T5 which is rare in a wizard.
Bray-Shaman ... Hero, Primal Fury, wizard level 1-2 (lore of the wild, beast, death or shadow) 50pts of gifts &/or Magic items. (T4)
+In an army with sooo many low
Ld units I find my self draw to Lore of the beast, 5+ on Oxen stands may save that expensive unit from running off the board. Also if you take enough shamans you could set up so one of them is likely to get and cast Savage Dominion.
Special character Lords and Heros ... These guys are bigger badder versions of the above (¬_¬) with there own rules weapons and without options (you can upgrade chariots).
=========== Gifts of Chaos
At first I thought some of these were great then I saw you’re only able to take each one once. I'll Skip the bad ones
Crown of Horns ... 75pts for stubborn. This is a Joke unless you’re building a death star unit.
Many-Limbed Fiend ... one extra attack at base strength. (Good for Doom or Gore bull)
Gouge-Tusks ... All close combat attacks are armour piercing. One of the best upgrades since it works with any weapon you give the model.
Gnarled Hide ...5+ scaly skin. How else are you going to get a beastman up to 1+ armour save? (shield, heavy armour, and Ramhorn helm in close combat to the front)
=========== Magic Items
====weapons
Primeval Club ... WHAT THE HELL??? No one should ever take this over-priced piece of rubbish.
Axe of Men ... Costs lots but then it does give you Killing blow and if you kill an enemy character in challenge (very likely) then he and the unit he leads is Unbreakable and cause Terror ...
Stonecrusher Mace ... So this cost Lots less then Primeval Club but give +3 strength (and str10 vs warmachines, chariots and buildings). I'm at a loss why any one would take Primeval Club when they can take this for less.
Hunting Spear ... As I've mentioned before beastmen have little in the way of ranged weapons. Turns any lord or hero into a short ranged Bolt thrower. I do like this even though it will be a shot on BS3, after all if it hits then we're look at some good damage.
Steel Claws ... extra attacks (D3) on a 6 ignores armour saves ... what’s not to like?
====Armour
TrollHide ...wonder what this does? Yep light armour gives Regeneration ... bit pricey would only use this on a Doombull.
Blackened Plate ... Heavy Armour, 2+ ward save vs flaming attacks and bonus the unit gets 4+ ward save against flaming attacks. Cheap great effect.
Ramhorn Helm ... cheapest armour only giving the smallest upgrade to the save. However when you make the save (I’m assuming that you've taken heavy armour, a shield and Gnarled hide or riding a chariot) he may make an extra attack at his base strength ... sounds great.
====Enchanted Items
Shard of the Herdstone ... shaman within 6" gain an extra power dice; nice even if it does force you to gather your shaman round it.
Horn of the great hunt ... bound spell, Bestial Surge with a 36" range. Meh could be much better (after rereading you don't get to charge ... so what's the point)
Stone of Spite ... I'm ignorant of what sort of arcane item are out there and whether they're taken. But it’s not expensive and idea of blowing them up sounds fun. (should be noted it affects friends and foes alike so don’t give the model an arcane item ^_^)
====Arcane Items
Skull of Rarkos ... mentioned the Shaman huddling round the herdstone ... Every one with 6" (including the bearer) +1 to casting result. (Do wonder if these stack)
===End===

wow you still here? Thanks for reading.