Total war warhammer beastmen units. Total War: Warhammer – Call of the Beastmen Review

Total War: Warhammer Beastmen

This guide will discuss the strengths and weaknesses Beastmen. It's time to think like a predator.

Beastmen are one of the most beautiful and original races of Warhammer total war. It’s worth choosing them even just to watch how a crowd of minotaurs breaks apart almost any formation.

The economy of the beast people is one of the most difficult, since they are deprived of buildings that improve the income of the faction, however, they also have their advantages. They have the strongest looting and raiding abilities compared to other factions.

The faction's base income is 2500 on medium difficulty as "favor of the gods". In principle, not so little, although at first it may not be visible.

One of the main properties that determine the success of a horde is its growth. Growth is needed to build increasingly powerful buildings necessary to gain access to the most powerful and dangerous units, but the beast people are deprived of the usual methods of increasing their numbers. The most in an efficient way accelerating growth is the investment of skill points in the hero panel. Three skill points will give a very significant increase, but this is not the only method. You can also improve growth from the research panel and when defeating enemy cities, but the others do not provide such an increase.

In the future, the maintenance of additional armies will fall entirely on the shoulders of the foreign population. How? Sword on the doorframe. Plundering enemy settlements, especially large ones, will seriously increase the amount of money supply that you simply won’t know where to spend. They say that the sword feeds a warrior. Well, the robber too.

Get ready for a stable minus in the money supply, such is life on debt.

War tactics

Until the army grows, it makes sense only to plunder or partially destroy, since the resulting growth is not so effective. The most important thing is experience, which will improve the growth and skills of your horde.

After you have developed the army to the appropriate size, you should begin to destroy everything living and good so that it is not possible to come to your rear. The AI ​​may want easy redevelopment of destroyed settlements, so be careful. Do not leave a single enemy army behind.

It is worth fighting armies using ambushes, which can work even in a direct attack on the enemy, but no one has canceled the rule of numerical superiority.

Castle siege

A siege is a real test for beastmen. They are used to fighting in the forests, attacking from ambushes. In a direct assault, beastmen may not be very effective, even with all their power, but they are strong in a siege.

A well-leveled lord can have in his reserve a reduction in the moves of enemy resistance to occupation by 3 moves. However, that’s not all, research and skills will also help reduce these moves. minor characters, if I'm not mistaken, a shaman.

In this case, the siege will be reduced by 6+ turns, which will allow short time wear down enemy troops. There is no need to wait; in a very short time, the enemy army will lose some of its fighters and become very vulnerable. As soon as you see a significant increase in your chances of winning, storm, there is no need to waste “unnecessary” time.

In parts of the Old World covered with impenetrable forests there are the possessions of the Goatfoots, who hate with all their hearts and try to destroy any manifestations of civilization. And in this they are assisted by various Chaos monsters and other dark creatures.

Army Features

AdvantagesFlaws
+ Numerous squads
This is ensured by cheap cannon fodder and a special option on the strategic map.

Very fast
Almost all beast-human units have a frantic speed, exceeding on average the speed of units of other races by a good quarter.

Strong offensive
In addition to high speed, most Beast-human troops are also distinguished by their high onslaught, which makes this race one of the best in fast battles and ambush attacks.

Strong Monstrous Infantry
The Beastmen have some good single monsters, but they are especially strong in minotaur infantry units.

− Weak armor
Almost all units of beastmen have rather weak armor, many of them are also no different and high protection in close combat, and therefore in a protracted battle they may find themselves in a vulnerable position.

− Weak arrows
In addition to poor armor, goatfoots are also not great marksmen, and despite having good artillery, it is best to bring them into battle as early as possible.

− Poor discipline
Even elite units Beastmen are not distinguished by high fighting spirit and often flee if the battle does not go well from the very beginning.

Infantry
Bestigors are excellent, but all other infantry units are much weaker, unless, of course, you consider minotaurs in the category of regular infantry.

Cavalry
It exists, but it doesn't have that much important due to the high speed and pressure of almost the entire beast-human army.

Artillery
Oddly enough, it also exists and is represented by a monstrous squad that throws huge magical boulders at the enemy.

Legendary Lords

ViewNameDescription
Khazrak One-Eye Khazrak can take a chariot as transport, which will make him effective in battle against enemy infantry. Possesses abilities and items that significantly improve the attack and damage of both its own and allied units, which can repeatedly play decisive role in many battles.

Personal transport: Chariot with razorgor [ ★ ]

Malagor Dark Harbinger () Malagor is a spellcaster from the Nature school, which has several interesting spells, such as "Savage Dominance", which summons the mighty Kigor to the battlefield, and "Gorok's Mantle", which grants a significant increase in damage and attack to the selected unit in exchange for degrading the quality of its armor.
Morgur Tenedar The Dark Lord, who has colossal protection from enemy shots and resistance to magic. Can regenerate and summon Chaos Spawns to the battlefield.

Lords

Heroes

ViewNameViewName
Howling Shaman ()

Personal transport: Chariot with razorgor [ ★ ]

Howling Shaman ()

Personal transport: Chariot with razorgor [ ★ ]

Howling Shaman ()

Personal transport: Chariot with razorgor [ ★ ]

Howling Shaman ()

Personal transport: Chariot with razorgor [ ★ ]


Infantry

ViewNameDescription
Herd of Ungor Spearmen

300
160

The cheapest cannon fodder of the beastmen. Slightly inferior in characteristics to greenskin goblins, but has protection from the onslaught of large enemies. The purpose of this detachment, like others like it, is to tie up enemy troops in an unnecessary battle while the allied army takes the necessary positions and wins. It has a characteristic characteristic of all infantry units of beastmen, which grants increased pressure, speed and melee attack with high morale.
Herd of Ungor Spearmen(shields)

350
160

Variant of the Ungor herd with shields. More durable, but has less impact.
Herd of Ungors

400
160

Ungors, armed with axes instead of spears, are expectedly a little stronger in attack, but their main difference from other options is the ability to forward deploy and camouflage on the move.
Herd of Gores(shields)

550
120

Mountains, being a more representative and tougher species of beastmen, are not cannon fodder, fight much better than their smaller relatives and, in addition, move even faster on the battlefield. However, they do not wear armor, and therefore can easily be killed by enemy shooters or crushed by cavalry.
Herd of Gores

650
120

Unshielded Gor herds are worse in defense but better in attack, making them more in keeping with the spirit of playing as Beastmen. That's why they are probably more expensive.
Bestigor herd

1050
100

Clad in heavy armor and armed with two-handed axes, the Bestigors are completely superior to all other infantry units of the beastmen and can fight on equal terms with elite infantry other races Despite their heavy armor, Bestigors can develop decent speed and quickly find themselves where their commander needs it.

Rifle Infantry

Horsemen and chariots

ViewNameDescription
Centigors

700
60

Mediocre cavalry, which nevertheless has a couple interesting properties, namely: forward deployment and an endless reserve of forces.
Centigors(heavy weapons)

900
60

Centigors have no shields, but have huge weapons that can penetrate heavy armor.
Chariot with razorgor

1100
4

An excellent armor-piercing chariot, superior in characteristics to the greenskin chariot. Unlike centigors, it has a really high impact, and is designed to fight enemy infantry.

Ranged Horsemen and Chariots

Monsters, beasts and artillery

ViewNameDescription
Warhounds of Chaos

400
80

A classic unit of war dogs, designed to distract attention or attack enemy riflemen and artillery.
Warhounds of Chaos(I)

475
80

A much more interesting version of war dogs, which poisons the enemy with poison when attacking.
Herd of Razorgors

600
32

War monsters that act as a kind of cavalry that can go on a rampage and stop obeying orders. You can think of a reason to take these monsters instead of a chariot (which is weak against enemy cavalry), but it's hard to think of a reason to take Razorgors instead of centigors with heavy weapons. Head to head they are approximately equal.
Harpies

600
60

Harpies are a highly maneuverable flying unit with the ability to deploy forward. Designed for a surprise attack on enemy riflemen and unarmored troops.
Chaos Spawn

1000
16

Indestructible monsters with a poisonous attack. They weakly penetrate enemy armor, but their indestructibility and poison can provide you with invaluable help in a difficult situation.
Minotaurs

1250
16

Minotaurs and their varieties - main impact force beastmen; this is what makes them very strong. Twin-axe minotaurs do not wear heavy armor, but have high speed and are good in battle against any enemies.
Minotaurs(shields)

1400
16

Minotaurs with shields are slightly weaker in attack and attack than minotaurs with two axes, but they receive an increase in armor, excellent protection from enemy arrows and a very large increase in defense in close combat, which makes them very durable in a protracted battle.
Minotaurs(heavy weapons)

1500
16

Minotaurs with heavy weapons were initially nicknamed "Demigriff Slayers" by players, since at that time few factions could field anything comparable to the famous Imperial unit on the battlefield. Minotaurs with heavy weapons have the same characteristics as minotaurs with two axes, except for slightly less attack, improved charge and a bonus against large enemies.
Kigor

1600
1

Kigor is one of the most unusual monsters in the game, since he is both a monster and a powerful artillery unit, throwing huge magical boulders at the enemy, causing significant damage to enemy units when they hit.

In close combat, Kigor stands out for its high damage and attack, and therefore can easily cause significant damage in a regular fight. He also has a large supply of health, resistance to magic and gives an evil eye to enemy magicians throughout the map, and therefore his appearance on the battlefield is always unpleasant news for most hostile factions.

However, we should not forget that Kigor has a very unenviable defense in close combat, and therefore can be defeated by enemy spearmen, cavalry or monsters. Another drawback is that throwing boulders at the enemy quickly exhausts Kigor, and therefore over time he quickly loses his effectiveness.

Giant

1600
1

A giant, no different from giants of other races. Disciplined and extremely unpleasant for enemy infantry, but vulnerable to any fire.

Famous units

ViewNameDescription
Drakvaldian Assassins(herd of Ungor spearmen)

600
160

+ Poison attacks
+ Increased melee defense
Black-horned bandits(herd of mountains - shields)

750
120

+ Infinite stamina
+ Increased armor
+ Increased pressure
+ Disguise on the go
+ Ability to deploy a squad outside the deployment zone
Horrock Rippers(a herd of bestigors)

1200
100

+ Increased melee defense
+ Protection from the onslaught of large enemies
+ Advantage against large targets
Sons of Gorros(centigors are heavy weapons)

1250
60

+ Increased armor
+ Magic attack
+ Physical damage resistance aura for adjacent non-lord or hero allies
Kalkengard butchers(minotaurs - shields)

1550
16

+ Terrifying view
+ Regeneration
− Vulnerable to fire

These may not be the most useful bonuses for a famous unit, but considering how effective and useful a basic unit of minotaurs is, the Kalkengard Butchers themselves are also formidable opponents on the battlefield.

Eye of Morrslieb(kigor)

1800
1

+ Magic attack
+ Warp-look ability, making the enemy’s movement impossible for some time

Tactics for playing as Beastmen

  1. Rapid attack. Like Greenskins, Beastmen are good at dealing large quantity damage in a short period of time, but at the same time they do not stand out for their good defense or arrows, and even the artillery of the Beastmen quickly gets tired. You must start a battle as quickly as possible and just as quickly crush the enemy, fortunately for this the Beastmen have everything they need: the possibility of forward deployment for most units, fast speed movement and excellent pressure for almost the entire army.
  2. Cannon fodder. Again, the Beastmen, like the Greenskins, have numerous squads of cannon fodder that can distract the enemy while the core of your army surrounds and destroys the rest of the enemy forces.
  3. Fighting on the flanks. The Beastmen have weak marksmen that don't have much value to defend, and the Beastmen's artillery in the form of the Kigors is quite capable of taking care of itself (and besides, it loses effectiveness over time, and therefore value). In addition, the speed of the Beastmen's vanguard does not lag much behind the speed of their flanks, and some units, such as minotaurs, are versatile against both infantry and cavalry. All this makes it difficult for the enemy to implement the classic "surround and destroy" tactics, but Beastmen, on the contrary, can execute it very well.
  4. The magic of sorcerers. Beastman sorcerers can provide significant support to allied units and inflict great damage on enemy units, so you should not neglect them. In addition, they have one interesting school dedicated to the power of nature.
  5. "Waaagh" of the beastmen. Beastmen, like the Greenskins, can bring an additional fully equipped army to the battlefield, which automatically appears on the strategic map under the appropriate conditions, and therefore can truly please the enemy a huge amount fighters.

Best Late Game Beastmen Army Composition

In the early stages of the game, the optimal composition of the army balances on the line between your victories and the cost of maintaining troops. At a later stage, you can afford to create armies from the strongest and most expensive units, but here, too, various options are possible depending on who your opponent is.

Among ordinary infantry, bestigors stand out too much against the background of everything else, and therefore recruit cheap spear infantry in late game I don’t really want to, but I need to. Minotaurs are always worth recruiting more, simply because they are good. It is worth taking minotaurs with heavy weapons against enemy monsters and cavalry - they are also effective against infantry. Chaos Spawns are situational, but they weaken the enemy and are excellent cannon fodder, although they cannot be stretched very far along the front line. Kigors will come in handy in any situation (don't forget about their ability to counter enemy magicians).

Options from readers

Lord Haarhus

As expected, in the newDLC for Total War: WarhammerCreativeAssembly has started adding new races. The first “newcomers” turned out to be the warriors of Chaos - brutal monsters, burning everything in their path, who do not care about anything except war. The second, oddly enough, were the same fiends dark gods- beast people. A very controversial choice.

The Beastman race is by no means the most popular in the Warhammer Fantasy universe. She is a fusion of Chaos mutants and animal orcs, so she is often lost against the background of the classic “evil guys” and does not have her own pronounced charisma. Indeed: who would choose an army from satyrs, centaurs and other representatives of human mythology, when it is possible to lead Archaon the Destroyer himself to victory or declare WAAAGH to the whole world?

Beast people, uniting in herds, panicked the armies of all civilized states of people, elves and gnomes. This happened in the Principality of Midland, where the local ruler Boris successfully fought off the armies of mutants and was even able to wound the leader of the race of beast people, Khazrak One-Eye. Naturally, he could not come to terms with such humiliation from a person, and began to gather an army that the world had never seen before. It is this army that you will lead into battle in the new story campaign. It would seem that we can rejoice: new campaigns are appearing, interesting races, the game is growing with additional content. Unfortunately, not everything is so rosy.

The new global map turned out to be a greatly reduced part of the original, without bringing with it any new interesting locations. Theoretically, most of its territory should have been part of the Great Forest, but in reality this is not the case, and the battle will almost always have to be fought on a standard plain. In total, to capture all regions - main goal campaign - it will take no more than six hours.

Half of the beastmen's troops have the ability to deploy forward, which allows them to be deployed almost anywhere on the map, making ambushes in any suitable forest.

Stretching out this time will be problematic, even if you really want to. And all because of the horde mechanics inherent in the army of beastmen. They, like the chaosites, burn everything they meet on the way settlements and get money exclusively from robberies. This frees you from having to protect anything, but the economy will be just terrible. Beastmen soldiers are very expensive, and the race does not have any buildings in the camp that bring in money. There are only buildings that reduce the cost of maintaining troops to the detriment of the growth of the camp itself. And given that raids bring practically no money, you have to earn money exclusively by looting settlements. Since there is always not enough money, it is simply impossible to sit out.

From the very beginning, you need to think through a global strategy, determining where to move and who to rob first, since you can get stuck somewhere in the middle of the looted territories and simply spend your entire treasury. And the imperial troops at this time will sit behind high walls and laugh at your impotence.

On the global map, the beastmen will adhere to a strategyhit&run, since it will be difficult to play against races with the ability to quickly create reinforcements. However, by luring the enemy outside the city walls and hitting him in the rear, you will win.

When it comes to open conflict, the opponents will not be laughing. It's safe to say that up until the late game, the Beastmen army completely dominates the battlefield. Almost naked, weakly armored creatures focus on constant pressure, damage and mobility. Crowds of Ungors with spears, mountains with axes in each hand and centaur-like centigors simply trample the enemy into the mud.

But the most terrible in the army of beastmen are the minotaurs. These are very powerful, resilient melee infantry units the size of two Imperial cavalrymen. At the same time, they move approximately at the speed of this same cavalryman, and therefore have a ramming blow. One squad of minotaurs in a battle can kill up to three hundred enemy infantry, destroying almost an entire squad in one go. Well, they do it beautifully - impaling soldiers on horns, tearing them apart. Watching them work is a pleasure. The only thing that can stop the minotaurs is arrows and very heavy infantry. Alternatively, you can try to reduce their morale, but this is a very unreliable method.

However, when other factions are still able to reach the end of the technological tree and rebuild their cities, the beast people will not have it at all sweet. Due to weak armor, it is very difficult to take cities full of riflemen, and artillery salvoes will be very effective at thinning out your ranks.

The beast people themselves have a hard time with technology. Their tree is even smaller than that of the Chaosites, and each bonus researched separates you from the next by five percent. There are also those that will speed up your science, but there are very few of them and they are expensive.

On the global map, the Beast People faction is completely boring. The only tasks are to destroy everyone on the map indiscriminately. We have to take into account the huge fines to diplomacy and the lack of the ability to trade, which is quite logical. The Beastmen are a mixture of the Chaos and Orc factions. From the former they got the mechanics of the horde and the destruction of settlements, and from the latter - the strengths and weaknesses of the troops and the scale of bestial rage, which works exactly the same as the orc WAAAGH.

The only original aspect of the beast people is their dependence on the phases of the local moon Morslib. Every few turns you will receive a bonus of your choice. This can be either an instant replenishment of troops to the detriment of the growth of your camp, or an increase in the attack and defense of your troops. But the general’s movement range on the map will be halved. You have to pay for everything, but some bonuses are very strong. And the development branches of the beast-people generals are, perhaps, one of the best.

In principle, we could have ended here, if not for one thing. Price. Of course, the quality has nothing to do with it, but the price tag for DLC is too high. And this practically kills the desire to try Call of the Beastmen and admire the dance of death performed by an army of minotaurs.



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