The Herdstone

Beastman Summary of Abilities and Tactics

Summary of units and Pros and Cons

Characters-
Strengths-Minimum Toughness of 5 and 1 more wound than other equal level characters. Relative to other chaos characters, your characters are affordable.
Weaknesses- Cannot ride a mount. The only mobility your character can have is chariots, which have their own drawbacks and strengths covered later.

Beastlord- A combat monster worth his 200 points. You should know what to do with this character-protective armor, decent magic weapon, or 2 handed sword and a third item to taste, crown of command is very good if he is your general. Appropriately equipped-your beastlord can handle everything up to a demon prince-Greater demons are possible too, but luck will be required- your stats and weapons alone will not be enough.

Warchief- Good as a secondary leader. Has stats to beat up elven, human, and skaven generals; slaans, chaos characters and undead leaders will chew him up-losing the 3rd magic item hurts this character. For games of 1000 points, the warchief or a mage will be your general.

Battle Standard Bearer- Don't take one. Very characterful. Chaos Battle Standard Bearers are the best money can buy, but until Games Workshop changes their victory point awards, leave this character at home. If you do insist on taking one, you can use him to give an ungor unit a magic standard or a gor unit a 2nd magic standard. You can also go the super death routine and field a chariot with the standard bearer and General in the same chariot-very ugly. If I did take one, I'd be much more tempted to use him as a hero and make his magic item something protective, Armor of Meteoric Iron comes to mind.

Shamans:
You have to examine how you want to use your shamans, they can serve as generals, magic users or herotype characters(used to kill rank and file.) Your shamans will not kill all that many rank and file, but their superior toughness and multiple wounds will soak up attacks that could be better spent killing your rank and file. If you choose to have them as your general, respect that they are pretty tough to kill, but their weapon skill and number of attacks is substantially below average. If used as magic users-you want to focus your efforts on a mix of offense and defense. Chaos spells and Dark magic have the potential to be very destructive, but they also have the usual assortment of crap spells. By which I mean overly focused, that may end up useless against your opponent.

Level 1- Not very useful- For carrying dispel scrolls and retaining cards- he serves a purpose, but a level 2 is almost always better. You can't even separate him from a unit to receive charges, at 5 toughness and 2 wounds- he'd likely survive combat and flee back into the parent unit.

Level 2- I love level 2 wizards, I usually take 2 and use one as a mage and another as a hero. One takes rod of power and skull staff or destroy scroll and warpstone charm and the other takes crown of command and chaos armor or the black amulet. This lets you field 4 magic spells and you retain 2 cards a turn, more with the rod of power. It's a flexible arrangement that will let you field an offense or defense depending on your opponent.

Level 3- Serious wizards. This is the stage and point cost where you need to focus on offense or defense. If offense, take the potion of knowledge, rod of power, warpstone charm and 3 dark magic spells. Chaos spells tend to have a limited range, Dark magic has a further range, with the rod of power and potion of knowledge you will get to cast more of the overpriced, destructive spells. If going defense, you want a destroy scroll and a dispel here, with the skull staff as a backup. A level 1 mage here might actually do some good, just to retain cards and keep a scroll.

Level 4- Once you spend this many points on a rather immobile character, you might as well cut costs by making him your general. Everything I said for level 3 applies to this guy, but kit him out for combat too, because he will be attacked. This guy deserve the ward that a level 2 or 3 might not have the points available to use. The black amulet or golden crown of atrazar is almost a must once you spend this kind of points. On the plus side, he is 5 toughness and has 5 wounds, your opponent will be hacking for quite some time to cut this guy down.

Champions: Need to be mentioned as characters, even though they are immune to the retinue system. Gors, ungors-need champions. Minotaurs, Chaos hounds, and bestigors do not. I'll expand further under each unit.


Retinues:
There are three approaches to building armies in WFB: 1) Build a power army, designed to win, 2) Build a fluff army that suits that background of the army, 3) Build a decent fighting army that still falls well within the fluff or background knowledge.

1) Power army- you will want a block of bestigors and a block of gors, 3 chariots, Chaos hounds can be very good as they maximize attacks over a narrow frontage. Ungors are good for screens or nothing.
2) Fluff army-Take 2 ungor to every gor, leave bestigors for bigger battles and take minotaurs, even though they very rarely accomplish much. You will probably be taking the Battle Standard Battle.
3) Mixed-Take one big block of gor, 1 same size block of ungors, and a few smaller units of ungors as screens. Leave the BSB and Bestigors at home. Minotaurs are incredibly characterful, make sure you take some and work hard to make them work for you.

Gors:
Stats: You should be aware of their stat line if you are reading a tactics article for them. Movement, Weapon Skill, Toughness of 4. Your troops are slow, a little better then average at fighting and have above average toughness. Initiative of 3, Leadership of 7, Strength of 3 and 1 attack-all average characteristics, they need characters to bolster attacks and leadership and equipment to bolster strength. The most important statistic with gors is 2 wounds. A block of 20 has 40 wounds, that means archers and war machines can shoot all day and only whittle away at your main gor block.
Equipment: The equipment options for this troop are poor, Light armor and shields combine poorly with strength increasing equipment. If you take halberds or doublehanded weapons, you will only have a 6+ save from light armor that will be negated by all Strength 4 attacks in hand to hand. My personal preference is doublehanded weapons and no armor or just ordinary hand weapons, light armor and shield. Tailor your equipment options to your usual foe. Just remember that strength boosting weapons reduce armor saves, which is very important against, knights, dwarves, chaos warriors, highelves, and lizardmen. They can take extra hand weapons to increase combat potential, but it will still be at strength 3.
Banner: This is one of the units that can have a magic banner-common choices are: Banner of Rage, Might, Sorcery, Defiance, Dread. Essentially all banners that aid with combat ability or combat resolution. Sorcery is an exception, because you may run out of places to put a banner and I believe at 25 points the banner of sorcery should be in every army, except khorne and dwarves.
Tactics: For tactics, just march this unit through hell and high water, expect to take casualties and take a block of 20 to insure that you have full rank when you get to hand to hand. Characters or Magic banners are required to boost combat resolution.
Weaknesses: Infighting-With bad luck your main combat unit can spend the whole game in your deployment zone. You need a character with 8 or better leadership to make sure you pass your infighting rolls. With a movement of 4 you will very rarely pick your fights, expect to face your opponents toughest blocks or delaying units. Only having 1 attack means that combat resolution will not be very high, you cannot afford to be flanked. Characters or a flank charge by a supporting unit are required to break opposing units.
Champions: They look great and they have an additional attack, almost mandatory.

Ungors:
Stats: Movement 4, Weapon skill 3, toughness 4, Strength 3, attacks 1, leadership 6, Initiative 3, Wounds 1. Average troops in all respects. They are going to be slaughtered by any elite unit and will only hold their own against other units of average caliber. Their 4 toughness is vital to keep them alive. Bring a character to boost leadership or don't bother with a big block, one terror or panic test and they will flee.
Equipment: Shields and Spears, for the cost of .5 points apiece they deserve it in your main block. Skirmishing screens do not need shields.
Banner: Sadly no magic banner.
Tactics: Lots of potential uses. One unit can skirmish, and I usually take a 5 man unit to go out there and look for chariots and other things to wipe them out- so I can counter charge with chariots and gors and chaos hounds. One big block-led by a level 2 mage or a hero with the crown of command can hold the enemy up forever, just keep refusing challenges and taking that unmodified leadership 10 break test. Killing toughness 4 troops one by one is laborious, your opponent will cry as his best unit is spent trying to wipe out a fairly cheap block. The one true advantage to ungors is their cost, for 4.5 points, you can field hordes of the little blighters. Other than that, they are average troops, with above average toughness.
Weaknesses: Below average leadership, infighting rolls will be very tough without your general or a character to help them out. Same problem with gors as far as movement goes, they will probably not choose their fights, just deploy them to anchor a flank or take on average troops.
Champion: Mandatory, along with killing power is the fact that he bolsters leadership to a 7. Lots of fun ways to convert a gor champ to a spear wielding gor.

Bestigors:
Stats: The elites and you pay for it. 18 points a model buys you weapon skill 5, strength 4, armed with halberds and heavy armor. These models have the same stats as gor champions, with 1 less attack and 1 lower initiative.
Equipment: They start with Heavy armor and halberd, I don't see the point in a shield, their 4 toughness, 2 wounds and 5+ armor save should be enough. The shield also reduces your movement to 3".
Banner: Really the banner of rage and the banner of defiance are your best bet, at their point cost they will not have the numbers to benefit from the banner of dread, and their 5 weapon skill, means they hit everybody on 3's. You need to boost combat resolution, double attacks or double ranks will do it. Another option is the rapturous banner, If you do not deploy a character with this unit, you want to avoid using their leadership of 7.
Tactics: This is the cream of the Beastman infantry, use them well, at their point cost they will rapidly be targeted by the heaviest unit that can be thrown against them. Their high point cost means that you will have a hard time building a unit of 20. Use these guys to target elites, if used on a flank they can be deployed as expensive herders, your opponent will work to avoid sending his weaker units against this block, and you can send your second assault unit straight up the middle. Their immunity to infighting and ignoring ungor panicking makes them one of your more reliable units. You may end up putting a lower level character in this unit.
Weaknesses: Guard your flanks, only 1 attack and a high point cost, means that combat resolution will be low. Leadership of 7 is not spectacular, without your general to help out they could panic or be frightened by a terror causing monster.
Champion: If you want to pay 47 points for +1 initiative and +1 attack, go ahead. I think that it is a poor choice.

Minotaurs:
Stats: Movement 6, weapon skill 4, strength 4, toughness 4, wounds 3, attacks 2, leadership 9. High movement and high leadership, what a great troop type. Unfortunately it is not to be. Their point cost of 42 points a model naked is too expensive, it is virtually impossible in a 2000 point game to afford more than a handful. Their fear causing aspect can be a great boon against low leadership armies, but a unit of 3 will never beat rank and file in a frontal charge. Also because of their large base size you won't get more than 3 in base to base contact against most units.
Equipment: No heavy armor, you're stuck with a 6+ save from light armor. I'd pay the 2 points a model to get light armor, it might save an arrow here and there. The choice to use extra hand weapon or two handed weapon is difficult. If you expect to face lots of monsters with 6 toughness, the 6 strength is very good, against rank and file, the extra attack is more useful. Sometimes 2 units of 3-one with extra hand weapons and one with 2 handed weapons is good, but again it's 260 points. Equipment choice needs to be dictated by opponent, but as a default, extra hand weapons are better.
Standard: Great model, extremely unlikely to be useful, the 42 extra points can be spent elsewhere. The ability to field a magic banner is good, but increases the cost of a marginally combat effective force even more.
Tactics: Use them as flankers or mopup units, when a unit breaks from your gors or chariots it may not be caught, but will likely rally. Without characters or full ranks, most units are a prime target for minotaurs to finish off. The added bonus of maybe gaining frenzy just increases their value. As flankers they will not remove rank bonus but will do more damage than they receive and increase combat resolution. Psychologically many people get scared when they see big models and will dedicate resources to killing them. Be happy if your opponent does this, that's one less serious threat for you to focus on. Their high movement(relative to the rest of your force) is a boon, use it to kill skirmishers, and if a pursuit leaves you behind enemy line, pick off war machines.
Weaknesses: Many and various. Their large target status, combined with no armor and 4 toughness means that a few rounds of accurate bowfire will see them off. A panic test will be required for each model that dies, not a big deal on 9 leadership, just be aware of the tests and try to avoid collapsing a flank because 1 minotaur died. They do not generate enough combat resolution to break large units of rank and file. They are too expensive to afford 5 as a regular flanking unit.
Champion: A hero or lord may be worth it in big games, but in small games, more minotaurs or other units are better served by the points of a champion.

Chariots:
Stats: Standard chariot, 7 strength, 7 toughness, 3 wounds, 1 initiative. 2 gor crew. The difference is the steeds. Tuskgors are weapon skill 3, strength 4, toughness 4, wounds 2, attacks 1, and have a 4+ armor save. Your steeds will not be shot apart. In fact, I find it much more common to lose the crew to massed archery and have the chariot rage out of control. The movement of 7 is lower then most chariots, but the toughness and immunity to bowfire is worth it. The chariots and harpies are your only 3d6 pursuit models, use this to chase down breaking foes.
Equipment: Buy scythes. I could give you a long explanation, but the end result is this-buy scythes for every chariot you field. The crew deserve light armor and doublehanded weapons, if anything survives to strike back at the crew, you have very big problems. Striking last should not be a hinderance. I never wish for changes to an army list, but I do wish a third steed was an option. Once you are slowed to 4", you have lost a great deal in your chariots.
Standard: One chariot in your army can field a magic banner-If you have a mage as crew, buy the standard of sorcery. Sometimes I field the banner of shielding, but the fact that squadrons don't gain the benefit of standards makes your choice limited.

Tactics: Regiment breaker and character vehicle. These are the two choices for chariots.
As a regiment breaker you want to charge in conjunction with a main block of troops or have two chariots charge the same block at once. The 2d6 +4 autohits will break most everything. Regiment breakers are fairly easy to use, line them up with and enemy unit, try not to get caught up in screens and charge away. Character vehicles are much more risky, but have huge potential rewards. There is nothing more destructive than a beastlord with the helm of many eyes and a doublehanded weapon on a chariot with the banner of rage. Chariots also provide more protection to character models because of their mobility. In addition they allow your spellcasters to roam the battlefield and extend the range of their spells. The one downside to this strategy is that you have much more points in a single model that doesn't have the protection of ranks. It is much easier for your opponent to break a chariot if he gets the charge, when it loses combat, you will have a several hundred point model fleeing. Do not field your chariots as squadrons, unless you have a character riding one, the only bonus you get is leadership, drawbacks include: magic will affect the whole squadron and the whole unit will be slowed if a single Tuskgor is killed.
Weaknesses: A single chariot may not be enough to break a regiment, if your opponent has full ranks and a banner you will probably lose combat if you roll poorly for impact hits. If you get charged by any modestly decent regiment with ranks it will break you. Not too many weakness, one of the best troops for your army.

Chaos Hounds:
Stats: Movement 6, WS, Strength, Toughness of 4, 1 Wound, 2 attacks, 3 Initiative and 6 leadership. Poor leadership means that they have to operate near your general. They have no armor save and a single wound, so relative to the rest of your army, they can be shot up by archers or artillery. They are one of the fastest movers in your army and with two attacks over a 25mm frontage they are an excellent buy.
Equipment: None to speak of.
Standard: None
Tactics: Chaos Hounds are the unsung heroes of the Beastman army list. At twelve points apiece you can actually afford to buy a fair-sized unit or 2 half-sized units. They are incredible as a flanking force, I almost always field a unit of 17(very unwieldy) or two units of 9. They have the movement to engage war machines, if you choose not to take harpies. They also do not suffer from infighting, taking a block of 17 will serve you as a main unit quite well. They will please you every time, until they run away from a panic test or terror test.
Weaknesses: They run at the drop of a hat, a poor combat for these beasties and they will run and never come back. Terror, panic, and fear tests will also give the same result. They have a large base size, this makes them have a huge flank if you take a large unit, additionally they need more room to turn in. As a result of having one wound, no armor and pathetic leadership; a smart, missile- heavy enemy will wipe them out in one turn of shooting, the panic tests may cause other units to flee as well.
Champion: You can boost the leadership of this unit to 7 with a champion. The downside is that this fast troop will now be stuck moving 4 inches with the rest of your army, not worth it in my opinion.

Allies:
Because of the retinue system, all allies will reduce the number of points you can spend on characters. If you are like me, that's no big deal. If you like 999 points of characters in your army, you may want to think long and hard before including any of these units.

Chaos Spawn: Incredibly useful, can receive a charge and survive and still dish out d6 auto hits at strength 4. Toughness 5 is very good, with 3 wounds. They won't break and are immune to psychology. Their only real drawback is movement 2d6" per turn can be very short. I've had games where these guys have only moved 12" over 4 turns, unlikely until it happens to you. It is impossible to coordinate charges with spawn, so just set it up as a possibility and play the odds. Remember on average they will move seven inches, so sooner or later the dice will work for you.

Harpies: The best flyers in the game. Their weapon skill 4, strength 4, toughness 4 and 2 wounds make them indispensable. Just be sure to realize that they will never pass a psychology test and will fail break tests at will. They only have a 42% chance of making a straight psychology roll, do not expect them to pass or rally. For 90 points you can have 6 harpies or for 120 take 8 and get 1 rank bonus. I usually take 1 flock, but I have seen armies with as many as 3 flocks of 6. The usual uses apply to all cheap flyers, stop march moves, engage war machines, wipe out skirmishers. Harpies have the tools to do all of the above, but will not be of any use against rank and file. Don't forget flanking rules either, flying creatures do not negate rank bonus under any circumstances, they are always treated as engaging the front of the unit. (some people play differently, but strictly according to the rules-it's a no-no)

Trolls: Lots of points that can be extremely variable. Stupidity makes these models risky, a character helps, but will slow the unit down to 4" movement, which negates one of their purposes in a Beastman army. Two or three trolls can devastate a unit if used in a flank or from the rear. Any decent character will be able to see these to the graveyard though. A 4+ regeneration roll is wonderful, but remember any models that die will not be able to strike back. I almost always give my trolls 2 handed weapons, with a 1 initiative they will strike last anyway, so a 7 strength insures a kill. Uses include killing knights, large monsters and low leadership units. Remember to keep trolls within 12 inches of your general, with his leadership they should pass the majority of their stupidity tests. Against rank and file with average rolls, they will inflict 2 casualties per troll and only receive 1 wound in return. A flank charge will not remove rank bonus, but will generate good combat results.

Dragon Ogres: Potentiall an extremely useful troop choice. They have 4 wounds and can do incredible damage, but with a leadership of seven they do have to be concerned with psychology tests. At 87 points apiece, this unit has to kill many models to win back it's point value. Beware of crossbows, massed bowfire will take a toll, even with a scaly skin armor save. Incredibly threatening psychologically, your opponent will spend major points killing this unit. Consider a champion with the crown of command. If you do a frontal charge with this unit, they will lose to ranks and banner the first round, but will stay with the crown and win subsequent rounds against most infantry.

Swarms: Tie things up-at 100 points, you are better served by chaos spawn.

Dragons and monsters: I don't use them, preferring units.

Demon Allies- Impossible at 2000 points, can be entertaining at 3000 and up. Don't summon greater demons, everybody thinks they are cheesy.

Warrior Allies- A very good idea, mounted marauders can provide some real speed to your army. I'd avoid the infantry, your own troops are this slow, and better in combat, for most purposes. Chaos sorcerers can take mounts that will make chaos magic more useful. The short range can be overcome by the 16" move of a chaos steed. As with all things Chaos, you will not get many models for your points.

Enemies and how to cope:

Bretonnians: They will have 2 lances of very heavy hitters, these need to run into spawn or skirmishing ungors. Their bowfire is inaccurate and weak, but because of the arrowhead rules there can be a lot of shots per turn. Concentrate on getting a counter charge on the Bretonnian lance formations, if you have double handers you will still strike last, but you won't have Strength 6 lance hits to worry about. Double handed weapons are almost mandatory against this list to combat the 1+ and 2+ armor saves. Chaos hounds and minotaurs will have a field day with archer blocks, because of the reduced number of models. Beware of the Pegasus riding hero with tress of issoulde, virtue of knightly temper and rending sword. The Tress combined with either of the other two items will kill your general without breaking a sweat. Magic is not really an issue, they only have battle magic which can be tough, but is not unbeatable.

Skaven: This can be a very bad matchup, with the huge numbers of troops that a skaven army can field and their decent leadership that's provided by rank bonus, not to mention the nasty magic, you will be in for a fight. Skaven have incredible cheap characters, expect that the only troops you fight directly will be characters. The plague censer bearers are absolutely lethal with their Strength 6 hits and frenzy, deathfog is not so bad though. A single chariot charge will be enough to killoff a unit of PCB's. The gutter runners will be bad but a unit of minotaurs should be enough to put them away, excepting the assassins that may be travelling with the gutter runners. The main threat is magic and flanking forces. If you are not prepared to play defensive magic and destroy lots of flanking units, you will find yourself surrounded and blasted in short order. The units you need to focus on destroying are stormvermin and clanrats, they will cause other units to panic and are actually worth a few points in an otherwise cheap army. Killing slaves and rats do not cause panic tests.

Wood Elves: Can be a very boring fight, they will be afraid to engage because the main wood elf tactic of shooting away rank bonus is so ineffective against beastmen. All of your units, including support units can stand up to concentrated bowfire. Expect to face one dual flank and front charge somewhere late in the game to break an important unit; combined with your poor leadership this may be effective. If they are playing with chariots, simply expect the frontal charge to come from a chariot, if you can tie up or disable the chariot or chariots, you will be in much better shape, harpies will serve this role well. Glade riders, wardancers, and dryads are hard hitting, but the 4 toughness and character support will be more effective than trying to defend against a chariot charge. Your mobile units need to get across the battlefield to gobble up the free points in the form of archers. Try to ignore scouts and waywatchers, if the opponent leaves them vulnerable- attack, but be aware of the potential 18" countercharge from glade riders and chariots if you charge too far froward. Mutual support of units is vital, don't leave a unit exposed to multiple charges if possible. Magically Wood elves need to take a 4th level mage to be dangerous, High magic is bad, but battle magic is so variable as to be useless to plan against.

High Elves: Cheap armor and hard hitting cavalry. This is actually a fun game, your opponents best war machine, the repeating bolt thrower is mediocre against the high toughness and multiple wounds that your army possesses. White lions and sword masters are really the big threats to worry about, their high strength attacks and multiwound attacks negate one of your armies biggest talents. The fact that White lions don't break if the general is there is easily negatable. Kill the general, don't challenge him, just line your general or hero up with his and hack away. The triple rank spearmen are generally ineffective, their Strength of 3 means that they will not do many casualties to you. Their cavalry is very fast and heavily armored, with a 2+ or 1+ save, use double handers to kill them. They will not have rank bonus, so they need to strike a flank to be effective. Chaos spawn or ungor skirmishers provide a great target for them to kill, countercharge with ranks and banner and your characters should be able to pull down one or two troops and win combat. High magic is deadly, prepare to play defensively or have a way to totally crush them in your magic phase, because they will do ugly things otherwise.

Lizardmen: One of the toughest armies around. With their incredibly cheap skirmishers, hard hitting units like skink/kroxigor blocks and saurus/temple guard, and stegadons, you will be in for a major fight. Their General the Slaan mage can be a hand to hand nightmare- a master mage mage lord should be avoided when possible they will make short work of your characters. Make sure that you kill the saurus/temple guard block if possible, at 15/18 points apiece, this will net you a lot of points in a hurry. Your chaos hounds, harpies and minotaurs will make short work of your opponent's skirmishing screens. Expect to sacrifice these 130 point units to a counter charge and then counter charge with your main units. Do not sacrifice your chariots to kill a 30 point skink screen, your chariot will be charged and wiped out in short order. Alternatively you can march your main gor/bestigor unit into the skirmishers and hope to survive the countercharge. Another big threat of the Lizardman army list is the terradons, they are incredibly hardhitting with their rock drop ability and can easily swing a combat to your opponent. Toss in a skink hero with the flail of skulls and they might actually win combat in a frontal charge. Some point values to be aware of 16 skink/2 kroxigor-just under 200, stegadon-around 250-275 depending on a magic banner. Magically you must play defensive because Skink shamans can carry 2 dispel scrolls apiece, enough to shut down almost any magic offense. The slaan mage is a lethal caster and hand to hand monster, just ignore him and focus on your game plan.

Empire: This army is tough to plan against because of the diversity of the army list.

Dark Elves: Laugh and be happy, Dark elves simply aren't much of a threat. I'll prepare to be assailed from all dark elf players, but the simple truth is this, they can deal out damage in tight concentrations, but not overwhelming amounts. Cold One knights are incredibly hard hitting, but they are unlikely to wipe out enough gor to prevent strike back which will be fatal with their 3 toughness. Their more numerous, but less accurate crossbow fire is an irritation, but not strong enough to wipe your units out. Witch elves die to any counter charge or decent chariot or hound charge, they also have to chase your minotaurs and skirmishing ungors, lead them away from their army and hammer them. Obviously it is not as easy as I describe, but the dark elf army lacks the hitting power to destroy a beastmen army. If your enemy takes a unit of 16 Cold One riders with the general you should be concerned, this might be a big enough hammer to kill your troops. Magically-they have dark magic, play defensive, wait unil he's out of cards and then zap him.

Dogs of War:

Chaos Warriors: Expect a tough, long fought match with you removing troops that weren't killed and never struck a blow, but were wiped out from high combat resolution and ensuing pursuit. Chaos Warriors are the master of amassing a huge combat resolution and forcing the break, with their many 3d6 pursuit units they will catch anything in your army that breaks. Their characters are going to be harder than yours with a 1+ armor save and 5 toughness to boot. You need to focus on destroying a unit at a time, you will have more troops on the table, albeit lower quality. Every unit you take should have full ranks when applicable, that's the only likely way you will have to equalize combat resolution. Flanks need to be anchored securely, this means a unit of 2 chaos spawn or double layered flank, a unit skirmishing ungors, with a unit of minotaurs or a chariot to countercharge.

Beastmen:
Daemons:
Undead:
Vampire Counts:
Khemri:
Dwarves:
Orcs and Goblins:

Almost 9 months after I finished this and I still haven't finished the versus section, not sure what that says about me.

That's it, comments

Nicholas Kost
Department Assistant
Office of Interdisciplinary Centers and Programs
Case Western Reserve University