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The 9th Age/Tactics/Old/Beast Herds/v2.5.0
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==Unit Analysis== ===Characters=== '''Beast Lord''' A pretty good character with good stats and a cheap price. He doesn't have all the defensive options of other armies, but resilience 5 will help keep him alive. You're taking him for two things, Discipline 9 so your army passes Primal Instinct rolls, and Hunting Call so your ambushers will reliably arrive. '''Beast Chieftain''' Can take totems and be Battle Standard Bearer. Beast Chieftain and Lord are the only characters that can take Hunting call, and only if they are the general. If you are running an ambush centered army, make one general. '''Soothsayer''' Your wizard choice. Has access to Druidism, Evocation, and Shamanism. Also has resilience 5, making this one of the tankier wizard choices. '''Minotaur Warlord''' You know him, you love him. Will trash anything you throw him at. Canny opponents will string him along by the nose abusing his frenzy rule. '''Minotaur Chieftain''' Your minotaur battle standard bearer and totem bearer and now cheaper. Hilarious when your opponent tries to bait your minobus around the table and you get black wing totem off and just dump truck their chaff. '''Centaur Chieftain''' Can also be BSB. Starts with Looted Booze, so if you're running a lot of centaurs, take one to babysit them. Being able to switch from light bait cavalry to shock cavalry whenever you want is very powerful. ====Character Mounts==== '''Raiding Chariot''' available to Beast Lord/Chieftain and Soothsayer. Is a good way to add speed, and if you aren't planning on hiding your character in a unit, is a good way to tank up the character with +1 hp and +2 armor. '''Razortusk Chariot''' available to Beast Lord only. An incredibly strong option. +2 hp and +1 armor gives your lord some survivability, and the chariot gives all units within 6" +1 to charge range. ===Core=== '''Wildhorn herd''' 10 pts/model is their main upside. They come with shields standard, but a 6+ armor save will not help them and Parry has very little benefit for them. Run them with paired weapons to blender enemies. If you use them, you have to screen for them or ambush them to make sure they make it to melee range. Throwing weapons are not useful either. Champion can be a totem bearer. '''Mongrel Herd''' up to 50 models, only 8 pts/model. Start with shields standard. These are your best option for screening. Throw these guys around to clog charges and block line of sight to your more important units. '''Mongrel Raiders''' Same as above, but max 20 models and come with bows. Useful for peppering flankers, but don't expect them to do much on their own. ===Special=== '''Feral Hounds''' units of 8 or more count as core. Come with ambush, feel free to threaten enemy wizards and warmachines and hope they make it there from the board edge before they get shot to bits. '''Longhorn Herd''' Wildhorns but good. Come with Bodyguard for Beast Lords/Chieftains, heavy armor, and halberds. You can trade halberds for great weapons for free, you aren't losing much with agility 3 anyways. Champion can be a totem bearer and the unit has the option to ambush. '''Minotaurs''' The bus you want. Take paired weapons, more attacks will get the most out of them. Champion can be a totem bearer. '''Centaurs''' Drunkard gives the option to run these as chaff cavalry or shock cavalry. You can take throwing weapons to be annoying, take a chieftan to make them both. Champion can be a totem bearer, the unit has the option to ambush. '''Raiding Chariot''' Units of 3 models counts as core. If you really want to, you can pretend your undying dynasties. The lack of ranged support in your army makes it harder to run a full chariot list. '''Razortusk Herd''' Take them in small units (3 at most), point them at what you want dead and hope they get there. If any of them get shot at, Discipline 6 will make sure they run for the hills. '''Razortusk Chariot''' At the cost of 3 razortusks, it loses some attacks but gains survivability and won't run if combat doesn't go its way. '''Briar Beast''' It's a Chaos Spawn. Can Ambush, but has a special rule that it can ambush in from any forest as well as from the table edge. '''Gargoyles''' Flying skirmishers, come with devastating charge (+1 str/ap). Don't expect them to survive if anything looks at them funny. ===Terrors of the Wild=== '''Cyclops''' Is a big walking catapult. His hurl attack has divine attacks, meaning that not even characters are safe from him. Resilience 5, Aegis 5+, and Magic Resistance (3) makes him a pretty tanky catapult. '''Gortach''' The Minotaur's big ugly redneck uncle. You can statistically rely on his Strength from Flesh to trigger once a round, meaning he'll heal 1 hp each round while in contact. '''Jabberwock''' Other armies have dragons, but Beast Herds have this, um, you know, thing? Has a breath weapon, poison attacks, and an Aura of Madness. Anything it'll fight suffer -1 to discipline. '''Beast Giant''' Is a beasty guy, gains forest strider and drunkard. Take the beer barrel so you can run him quick into the enemy before they can shoot him too much and then get wasted for close combat. You can make him big if you want, he'll get +1 hp and maximized rolls for number of stomps, but gets a bigger base size.
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