1500 pt. Beastman army

by Patrick Russell


List

Beastlord
two handed weapon
chaos armor*
enchanted shield
potion of strength
helm of many eyes
200
2
10
5
10
25
Level 3 shaman (h)
chaos armor
book of ashure
jade amulet
skull staff/ skull of katam
225
10
50
5
35
4 Minotaurs
light armor
additional hand weapons
180
12 Bestigors (s)
Standard of shielding
266
12 Gors (s)
additional hand weapons
143
12 Gors (s)
additional hand weapons
143
5 harpies 75
chariot
scythed wheels
2 halberds
88
20
4

Total cost = 1499


Tactics

I have been modifying and improving this army for a long time and this is what I have come up with. It is by no means a "beardy" army, but I have successfully won with it several times against various armies. I usually put the Beastlord in the unit of bestigors to counter their low leadership of 7. The bestigor unit is very tough and reliable with the usual beastman strengths (2 wounds, toughness 4) combined with their 4+ save. If you want, you can improve it to a 3+ by giving them shields, but I find that the -1M is too much of a weakness as these troops belong in combat! On either side of the bestigor unit is a flanking force of gors. The other strength of this formation is that the gors benefit from the general's leadership, thus lessening the effects of infighting. I put the minotaurs on a far flank because they are a fast moving unit with the same leadership as the general. The shaman either goes off on his own, taking cover in woods and difficult ground, or I hide him in or next to a gor unit. His deployment depends on what spells I am delt. The Beastlord is a very powerful model with a surprisingly low points cost. His helm of many eyes counteracts the strike last rule of his two handed weapon and instead makes it always strike first. Make him drink the potion of strength and he has a 1+ armor if he is in the bestigor unit (standard of shielding). The mage can either be powerful offensively or defensively. That is up to you. If you want him to be defensive, give him the skull staff (+1 dispel, any enemy character within 12" must reveal all magic items). If you want him to be offensive, give him the skull of katam (the wizard may take one extra winds of magic card in the magic phase. He must roll a D6. On a roll of 1 he suffers 1 wound) The mage starts out with 4 wounds, so that the skull of katam should not be a problem. The harpies are a very handy unit for taking out enemy war machines as well as a rear/flank attacking force. I hope you enjoy fielding this army as much as I do.

by Patrick Russell


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