Beastmen Magic Tactics
The best use I've found for the magic is to support the units that I
need to do the fighting. Be it by augmenting my own units, or hexing
my opponent. That said, I'm going to talk about the available lores in
the order that I prefer to use them in the game.
- This lore is
great. It's main use is hexing enemy units. Reducing enemy Strength,
Toughness, Weapon Skill, Initiative, and so on is huge. If you can
combine the Toughness reduction with the Strength augmentation of the
Lore of Beasts, you can cut swathes through enemy regiments. Also,
reducing enemy Weapon Skill so that you hit easier makes a massive
difference. One downside to taking this lore hoping for the hex/augment
spells is that you end up with many spells that aren't useful in the
first turn or two of the game. My main goal with this lore is to choose
the important combat(s) each turn, and cast Shadow spells to help ensure
that I win them. The lore attribute is interesting, but I've never found
much use for it.
- This lore is great
as well. I usually take this on more wizards than I take the Lore of
Shadow on. Wildform on a large Gor herd will make them even better, and
the Curse spell (-1 to hit hex) can really save a combat for you. Those
two spells fit my style the best. Beyond that; you can attempt to turn a
shaman into a monster while in combat, and then hit the enemy with a
nasty breath weapon attack. The spear spell is essentially a cannon when
cast on it's higher casting value, which helps add some much needed
ranged attacks. Not all the spells are great, as I don't think adding D3
Strength and D3 Attacks to a character is nearly as valuable in 8th
Edition. It can still help out in a pinch though, perhaps when your Great
Bray Shaman ends up in a challenge (as has happened to me). All in all,
I think this lore is great. Also, the lore attribute makes these spells
easier to cast when casting them on your Beastmen.
- There are two great
hex spells here: Soulblight and Doom & Darkness. Both are great, and have
average casting values. If you take any large monsters that cause Terror,
Doom & Darkness (-3 Leadership for enemy unit) is extremely handy before
charging your monster in. It's great to terror-off an enemy unit with your
charge, only to catch them and wipe them out because you have such high
Movement. Soulblight can be amazing as well, especially once things get
stuck in. The upgraded version gives all enemies within 24" -1 Strength
and -1 Toughness. That can wreck someone's game! I've never gotten much
out of the remaining spells in this lore. The character sniping spells
are very short range. The Purple Sun really intimidates a lot of people,
but from my experience its effectiveness is debatable. That intimidation
is huge though, since people will hold dispel dice; letting my other
hex/augment spells get off. The lore attribute of Death is pretty solid,
assuming you have taken the sniping spells. You can easily pick off many
ogres and similar monstrous infantry types with the signature spell, thus
gaining some more casting dice.
- This lore is
pretty crappy. The signature spell isn't very useful, allowing your
models to move D6" in the magic phase as long as that does not cause a
charge. If you have a wizard in combat, Bray Scream could be decent,
but it's only Strength 3. Traitor Kin is lame; in a tournament setting
your opponents may not even have any troops that would be affected, so
don't take Lore of the Wild with that hope in mind. The Mantle may kill
your own character, and for little gain when opponents are frequently
Steadfast. I generally avoid this lore.
A few of these are great.
- I take this every game.
An easy armor save boost for a character (typically the BSB) is welcome
any time.
- The only decent
use I have found for this is to give a Bray Shaman with the Jagged Dagger
a chance to cause more wounds. If that's your plan though, that means
that your Bray Shaman is in combat; that's never a good thing.
- This could be used
to make a second unit Stubborn, along with the Crown of Command.
Sad thing is that it is almost twice the cost for the same effect.
The rest I don't recommend. They're too inconsequential, too many points, or both.
From the Beastmen Book:
- a good option.
I usually don't take it in favor of a cheaper option.
- Recommended.
I give this to the Gorebull, and Beastlord whenever I can.
- Recommended. Wargors
with Primal Fury can always use extra attacks!
- A great way to boost
a character's armor save. I take this almost every game on a character who
needs it, usually the BSB if he isn't carrying a magic standard.
- A must. Stops that
early turn game-changing spell, and gives you some time to deal with pesky
enemy wizards.
- In 7th edition, this was
a must have. In 8th, I never take it. Mostly because enemies are frequently
Steadfast, and because there are other really good banners that I'd rather
have.
From the BRB:
Useful (and tried) items from the Big Red Book. As time goes on, and
I use these items; this section will get more information added.
- I don't have too much to
say about the weapons here that don't also appear in the Beastmen book.
The only thing to note would be that the two 5 point options give a very
cheap way to give a character magical attacks. Most of these are too
expensive to be worth while, but it is fun to break one out from time
to time in friendly games.
- The helms are nice for an
additional armor save that wasn't available before 8th. The Armor of
Destiny is a way to get a 4+ ward on a character. That's huge, perhaps
for the BSB if he doesn't have a magic banner. The rest, I don't currently
rate too high.
- I take Talisman of
Preservation on my Great Bray every game. The 4+ ward save is great, and
helps a character that isn't very survivable hang around. As for the rest,
some are OK, but none are really worth mentioning.
- Standard of Discipline is
great, and I take it every game. Usually on a Bestigor herd with the
Beastlord, for Leadership 10. Banner of Eternal Flame I would love to take,
but don't have a way to take a third magical banner. It comes down to
either taking the Discipline banner or the Eternal Flame banner, and the
Discipline banner wins every time.
- There are many good
options here:
- Handy for wizard
killing, especially when everyone is rolling so many dice for spells
these days. It does mean you have to let a big spell go off, but
hopefully the offending wizard will be dead! I recommend this one for
fun, though probably not in a competitive environment.
- Huge. When you need
that one spell to succeed: this can make it happen. This one was almost
immediately banned from many tournaments.
- Allows a wizard
to channel on a 5+. I usually throw this in at the last minute when I'm
trying to round out a list to a specific points cost.
- There are many good
options here as well:
- The potions are great for mixing it up: Healing Potion, Potion of
Strength, even Potion of Toughness.
- Great on a large
regiment. Cheap enough to be almost a must have. If you pass one save,
it's earned its points back.
- This item is great.
I take it every game on the Beastlord, and then stick him in with a
large block of Gor or Bestigor. Being Stubborn rules!
- Good choice for a
Gorebull or Doombull. Gives some real mobility to a model with a solid punch.
-
Many of the other items here are very usable. I recommend you try them
out as you need them in your army. I will make updates to this section as
time goes on. If you have any you'd like me to comment on, go ahead and
email me.
Here I will discuss the Beastmen magic items from the Beastmen book that I
actually use, or have used.
- I've tried these, and
they have been effective. I usually pass over them in favor of something less
expensive points-wise, like a Sword of Might.
- Extra attacks is always a
good thing. Especially with Primal Fury. This I take occasionally on Wargor and
Beastlord alike.
- Decent for adding some shooting
to the list, but kind of pricey. If you're trying to get lots of ranged attacks in,
then include this.
- A solid choice. I take this
in almost every game, considering the proliferation of Flaming attacks in 8th edition.
I usually take this on my Beastlord, and stick him in with a large block of troops.
Then you find the enemy unit that has the flaming banner, and get stuck in.
- Great pick. Extra armor save, and
attacks. I take this most games.
- This is a great item. An
automatic extra casting die per turn per wizard. That's huge! You just have to model up
a small piece of terrain to represent it, and you're set. I've used this to great effect,
using a 3 wizard list (one level 4, two level 1's). It almost guarantees a great magic
phase.
- This is a great trick to pull on
unsuspecting enemies. The problem is that it will be dispelled almost every time,
unless you cast it irresistably. The key is to run the bearer out to within 18" of as
many enemy wizards as you can, and throw 6 dice at it. If you don't get Irresistable
Force, a Dispel Scroll will be used every time. Any opponent who doesn't use the scroll
will have that scroll blow up in their hands! Be sure your own wizards who are carrying
arcane items are far away when you do this.
- Seems great on paper, but never
really accomplishes too much. I have even tried combining it with the Hagtree Fetish,
but still didn't think it was worth its points.
- If you're going heavy on the direct
damage magic, this is a great item. Problem is that the Beastmen don't have access to a
ton of direct damage magic. I stopped taking this one.
- I've tried this one with little
success. The problem is that the Bray Shamans just don't do that much killing, and you
really don't want them in a situation where they have to try!
- A great augment item. I take
this in almost every game on the BSB. It is a bit pricey, but if you have a large block
of Gor, they become great with this. Even more so when you augment them with magic.
- There are some great uses for the Totem of
Rust, and Manbane Standard. These two are decent choices, if you work them into your
overall strategy. The reason I don't take them is because the Beast Banner & Banner of
Discipline have proven extremely useful, and you can only take a few magic banners in
the army.