4M2A wrote:
Lords and Heroes
Doombull / Gorebull - A close combat killer. This is one of the best lords / heroes in the game. One on one he can take most other characters and elite unit. Great for killing expensive units but wasted on normal units.
Beastlord / Wargor - Normal fighting character. Pretty good in combat, the best choice for killing weak units as they aren't hugely expensive. Good leadership is helpful.
Core
Warhounds- A nice unit which is good at killing anything left unsuported, I suggest having at least one unit of these. They are fast so have a good chance at hitting the flank. Are best used in combination with a harder hitting unit.
Special
Harpies-Good for blocking marches and subduing people, but there are a lot better choices for special. This section needs to be used for some of the killer units so harpies don't really cut it.
Rare
Chaos Spawn- Compared to other rare choices ths is horrible. Too unreliable.
Ghorgon- Giant Minotaur that Saintspirit mentioned. Hard to kill and good for taking out tough units.
Cygor- A One eyed Giant that is good against magic users. Very useful against magic heavy armies, and great against daemons. Can also throw rocks. WS 2 (IIRC) lets this guy against down against non magic users. Good as long as you can find a magic target otherwise a waste of points.
Jabberslythe- This is the best rare choice. This monster flies around forcing nearby units to go insane and take damage. Also this guy can put up a reasonble fight in combat. A pair of these flying around and keeping out of an enemies range will really mess uo their battle line.
Just wanted to add a few thoughts to the above. First off, keep in mind that
Ld is going to be your achilles hill and to some extent your list, and larger extent your luck in game, are going to need to deal with Beasts' low
Ld.
Doombull / Gorebull - Not only are they tanks but they make their unit frenzied, which is the only ItP you can get for your troops. Frenzy is of course a double-edged sword that you as a new player will have to learn to control and limit.
Beastlord - 4M2A suggested that their better leadership is useful, but this is especially true of the beastlord. With Ld9 it's looking like most every list needs this guy, or it goes balls out frenzy and ignores all the psych it can.
Warhounds - These are good because they cost nothing, so you can bait-and-flee with them, release fanatics, charge into war machines to hold them up (not necessarily win), sit in a quarter all game and nab +100 points, and/or move up and divert enemy power troops by dying or purposefully losing (to pull frenzy and hatred units after them, as they must pursue). Warhounds are not made to kill much beyond getting very lucky against light stuff or the occasional war machine, but are made to die or do other junk jobs while messing with the other guy in the process. Something to keep in mind: warhounds are great, but they're also just naked T3. If you have your warhounds within 6" of a lot of your stuff, your opponent just needs to cause 5 easy wounds to wipe the hounds and cause everyone around them to take panic checks. If
Ld is everything for beasts (as it often is), warhounds are not the auto choice they are for
WoC.
Harpies - These gals are totally excellent, particularly with the option to scout. Scouted up, a harpy unit can turn 1 be march blocking the enemy or setting up for a war machine charge turn 2. They're pretty ferocious with 2 attaks each, but should really be used to nab war machines, scrap solo wizards or simply march block and quarter grab. Yes the other special slots are designed to KIL KIL KIL, but I'd say reserve your 4th slot for 5-6 flying bird girls
Spawn - Compared to the other rare choices spawn also cost 220 points less

... I personally still like the idea of spawn, but in a Beasts army (as opposed to
WoC) you don't quite need yet another utility unit, and you have other 360-chargers to toss into march blockers should you need to. And the main issue with spawn, which M42A might be alluding to, is that you can't take 2x terror-causing large target rares if you take 1-2 spawn
Ghorgon - Yea he's smashy, but he's also a non-flying frenzied large target that can't really handle a fully ranked unit on his own. I don't think he's worthless, though many people (me included) put him at the low end of the Cygor / Jabber / Ghorgon debate. Really it's his stubborn rule that makes him functional
IMO, as he doesn't need to win combats or run (like the
WoC shaggoth).
Cygor - Easily my favorite choice of the three. Quite versatile, pretty massive stats, and that reroll to hit is pretty easy to get, frankly. And again, stubborn
ftw. I think it's a mistake to focus on the cygor as anti-magic, he's really quite good against everyone - a moving stone thrower attached to a stubborn terror-causer giant monster tends to mess with everybody!
Jabber - This is also the most specific rare choice for what it's great against - i.e. non-ItP units / armies. It totally does tear those apart, and since none of my armies are ItP I can only assume it'll rock my world too. However against ItP things (most all powerful units / armies) he's essentially a US5 flyer with 5 attaks, and a random S5 shooting attak. Sure that's good, and the ultimate war machine / light support hunter, but it's 'good' not 'great.' Still a strong choice though.
- Salvage