These guys are just brutal, the value for points are low levels and for the cheap units is just crazy. One of our local players has stopped using them because he feels that they are way too strong for their points.
I don't expect Beastmen to be paired up with the Empire in the release schedule. I think the main Old World art work / rule book cover reveals what it is going to be. On there, the heraldry of all good and evil armies face another. Bretonnia stands opposite to Khemri, Greenskins opposite to Dwarfs - and Beastmen opposite to Wood Elves. Thats obviously not a coincidence and goes along with all previous releases so far.
You could be on to something. Always considered WE and beastmen the “skirmishing” armies so it would make sense. Also empire and WoC play such a part of each others lore that would be my guess (haven’t seen that bit In the book you mentioned)
Something that puts me off this game a bit is all the special rules. Even a basic core choice, like Gors, have 9 special rules to keep track of. In an army with say 6 to 8 different units that’s an awful lot to keep track of - on top of all the characters, magical items, spells and army faction rules. Cognitive load is a thing, especially on a Friday night after a long week at work.
That’s fair but there is a lot you can do to mitigate that. Reducing the number of unit types and focus on a playstyle can get around that a bit. My list is Minotaurs, giants, bonegrinder and gorgon (basically my sons of behemot army). I only need to remember primal fury, frenzy and motley crew. The rest basically are giant tables to see what they do.
I have played beasts since ToW came out and shared same concerns. For me, I continued to play the same generic lists and units until i felt i had all their specific rules down. I felt this helped me a lot. I still want to make or buy unit specific cards for quick reference if anyone knows let me know!
To be honest, it's why i love this game. Lots of customisable options, lots of thinks your untis can do. I find it really interesting amd to be honest, it really isn't hard to keep track of at all after a couple of games.
Gommo: "We're going to try to keep this to an hour."
Narrator: "They did not succeed."
Hahah I was going to cut that part out and thought haha no. It’s tradition at this point
@@oldworldfanatics quite right! Good overview by the way, I'm very excited to see what they do with Beastmen in they're Arcane Journal.
Love these “quick” little deep dives.
They are great, keep them coming.
Suggestions for next one?
Tomb Kings and Brets.
Well guys, my first impressions were that the beastmen would be scary. Looks like it's panning out that way.
So I saw events were ruling if you can’t take a type of armour then you can’t take the magical type. Does that make the dark plate useless?
Yeah, this type of thing is creating headaches. We understand what they were going for, but implemented it poorly
These guys are just brutal, the value for points are low levels and for the cheap units is just crazy. One of our local players has stopped using them because he feels that they are way too strong for their points.
Nice to know. We're building our first 'studio' army of them
I don't expect Beastmen to be paired up with the Empire in the release schedule. I think the main Old World art work / rule book cover reveals what it is going to be. On there, the heraldry of all good and evil armies face another. Bretonnia stands opposite to Khemri, Greenskins opposite to Dwarfs - and Beastmen opposite to Wood Elves. Thats obviously not a coincidence and goes along with all previous releases so far.
You could be on to something. Always considered WE and beastmen the “skirmishing” armies so it would make sense. Also empire and WoC play such a part of each others lore that would be my guess (haven’t seen that bit In the book you mentioned)
I did not realize Beastmen had a knock off of the 6th ed Book of Hoeth, seems like it should be pretty good!
😎😎
Something that puts me off this game a bit is all the special rules. Even a basic core choice, like Gors, have 9 special rules to keep track of. In an army with say 6 to 8 different units that’s an awful lot to keep track of - on top of all the characters, magical items, spells and army faction rules. Cognitive load is a thing, especially on a Friday night after a long week at work.
That’s fair but there is a lot you can do to mitigate that. Reducing the number of unit types and focus on a playstyle can get around that a bit. My list is Minotaurs, giants, bonegrinder and gorgon (basically my sons of behemot army). I only need to remember primal fury, frenzy and motley crew. The rest basically are giant tables to see what they do.
I have played beasts since ToW came out and shared same concerns. For me, I continued to play the same generic lists and units until i felt i had all their specific rules down. I felt this helped me a lot. I still want to make or buy unit specific cards for quick reference if anyone knows let me know!
To be honest, it's why i love this game. Lots of customisable options, lots of thinks your untis can do. I find it really interesting amd to be honest, it really isn't hard to keep track of at all after a couple of games.
"Basically " Andrew is getting me paralytic. Got to stop playing this drinking game...
😂