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Author Topic: New Beastmen some of the best plastic ever!  (Read 858 times)
Simon
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« on: January 08, 2010, 08:11:19 AM »

http://www.games-workshop.com/gws/catalog/armySubUnitCats.jsp?catId=cat1491876&rootCatGameSty le=


check out the doombull, it is insanely awesome.
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Antony
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« Reply #1 on: January 08, 2010, 09:10:53 AM »

Thumbs down from me

They look like demented moo faced body builders  Sad
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« Reply #2 on: January 08, 2010, 02:29:06 PM »

They're all good miniatures.  As with skaven, it will be nice to see one of those rarer races appear more often on the tabletop, diversity is very important in gaming.
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Simon
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« Reply #3 on: January 08, 2010, 04:39:23 PM »


Army-wide Special Rules, Magic Lores, and Magic Items

Ambush is no longer dependant on the General - for every unit laying in Ambush, there must be one of equivalent or greater size on the table. Roll a D6 at the start of each turn for each Ambushing unit.
Code:
Ambush Table
1: The unit comes onto the table, your opponent choosing which edge.
2-3: Roll again next turn.
4: The unit comes onto the table on your left hand table edge.
5: The unit comes onto the table on your rioht hand table edge.
6: The unit comes onto the table on an edge of your choice.
Unruly has been replaced by a new "Primal Fury" rule, whereby Gor Herds, Ungor Herds and Raiders, Bestigor Herds, Tuskgor Chariots, Minotaurs and Centigor Herds in combat may pass a Leadership test to gain Hatred (if passed on a double 1, Hatred and Frenzy are gained). The Beastlord allows a re-roll of this.


Lords & Heroes

Beastlord/Wargor – Ld 9, T5, with appropriate price hikes. May take Chaos Armour. May be accompanied by a 'pet' Revered Beast Spawn. Allows any unit he has joined to re-roll their "Primal Fury" roll.

Great Bray-Shaman/Bray-Shaman – T5, with price hike. Beast Spawn as above, access to new Lore. Bray-Staff may come as standard.

Doombull/Gorbull – S5, with price hike. The Doombull does not allow Minotaurs as Core. The Gorbull is a hero-level Doombull who may be the BSB. Both cause D3 Impact Hits on the charge. Any Gorbull or Doombull may declare The Slaughterer's Call at the start of the turn - all Minotaurs lose Primal Fury and gain Frenzy.

Centigor Hero - Aside from the Centigor Special Character, there will be a Centigor character available as a standard Hero choice.

Core

Gor Herds - A ranked unit, with no price change. Ld7 base - Foe Renders no longer provide +1Ld. Equipment options as now, at 1pt/model each.

Ungor Herd - A ranked unit, with Shields and the option for Spears. 20x20mm bases. A cheap Special Character is available as a Champion. 5pts per model.

Ungor Raiders - A skirmishing Ungor unit, with Shortbows and BS3. 20x20mm bases. 6pts per model.

Warhounds - Varieties of Warhounds allowed through upgrades - Hunting, Guarding, etc.

Tuskgor Chariot – Tuskgors are S4, but no longer gain +1S on the charge. 5pts cheaper.

Special

Bestigor Herds – Bestigors may capture enemy Standards upon winning a round of combat, thereby depriving them of their bonuses - this allows the Bestigors to gain the bonuses of the captured standard themselves.

Centigor Herd – Not Fast Cavalry. New Drunken Rules, rolled for at the start of the game (as Eye of the Gods or Possessed).
Code:
Drunken Table
1-2 = +2I
3-4 = -1M, Re-roll failed Primal Fury
5-6 = Stubborn
Minotaurs – S5, 55pts. Options for Additional Handweapons, Great Weapons, Shields, and Full Command. The only "Ogre-Sized" infantry in the list. Frenzied upon winning a round of combat, gaining an additional attack per round of combat won as they go deeper into their bloodgreed. Only ever pursue and overrun D6". Cause one impact-hit on the charge.

Razorgor - A warthog-esque unit of monsters. M7, S5, T5, 4A. +1S on the charge.

Razorgor Chariot – Ridden by Bestigor, pulled by Razorgor. Very hard-hitting.

Harpies - As in the Dark Elf book. May Scout for +6pts per model.

Rare

Chaos Giant – As in WoC book, with no Marks available.

Cygor - Cyclops monster, with WS2, S6, T5, W5, A6 and Ld8. It may move-and-shoot as a Stone Thrower with no minimum range, and re-roll failed hits against Undead, Daemons, and models with Ward Saves. In addition, wizards attempting to cast a spell within 24" must pass a Ld test - if they fail, any of their failed casting attempts this turn also count as Miscasts.

Spawn – As in WoC book. Possibility of slight changes with regards to "Marks".

Gorgon – A new monster, a great mutated Minotaur. Movement 8 and stats in the 5s, with Impact Hits and Killing Blow. May sacrifice its attacks to make a single attack which causes Killing Blow on a 4+. Upon causing a Killing Blow, it regains D3 Wounds.

Jabberslythe - A new monster, based around the Jabberwock of Wonderland fame. A Flying, Terror-Causing Large Target with Poisoned Attacks and Poisoned Blood. Any enemy unit within 12" that can draw Line of Sight to the Jabberslythe must make a Ld Test or take a number of wounds equal to the amount they failed by, with no Armour Saves allowed. This does not affect units that are Immune to Psychology.
« Last Edit: January 08, 2010, 06:20:46 PM by Simon » Logged
Vaul
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« Reply #4 on: January 08, 2010, 05:55:38 PM »

the monsterhammer trend continues.... GOD what will high elves or bretonnians get when their book comes out?  A giant elf that causes terror and does impact hits? 

Start taking more cannons boys!
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Simon
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« Reply #5 on: January 08, 2010, 06:08:46 PM »

Lore of the Wild

0: Bestial Surge - Cast on a 7+, the unit may make a free move, but may not use this to charge.

1: Viletide - Cast on a 7+, 24" Range Magic Missile, 5d6 S1 Hits

2: Devolve - Cast on a 9+, Enemy units within 12" take a Leadership Test, losing wounds equal to the amount they failed by, with no Armour Save allowed.

3: Bray-Scream - Cast on a 10+, One friendly character within 12" may use a S3 Breath Weapon with no Armour Save allowed.

4: Traitor-Kin - Cast on a 10+, All enemy models within 12" riding a mount of any kind suffer a number of attacks equal to their mount's attacks, at the same Strength, with no Armour Save bonus for being mounted or barded. The same applies to the handlers of Monsters and the riders of Chariots.

5: Mantle of Ghorok - Cast on a 13+, One friendly character within 6" gains +d6S and +d6A (max 10), if one or more 6s are rolled, the character suffers a wound with no saves of any kind allowed.

6: Savage Dominion - Cast on a 16+, You may 'summon' a new Giant, Gorgon Cygor or Jabberslythe, entering play at any point on a table edge and moving as if returning from pursuing an enemy off the board. While the monster is on the board, the wizard that cast this spell may not cast another spell, nor may he "dismiss" the model voluntarily, and if he dies the monster immediately disappears. Every time the monster takes a wound, the wizard must pass a Toughness Test or also suffer a wound with no saves allowed.





Magic Items include:
Nangelder: The wielder causes Terror. In addition, models wounded by the wielder suffer a -1Ld penalty for every wound.
Scimitar of Skultar: +D3 Attacks. If a 6 is rolled for bonus attacks then the wielder's attacks ignore Armour Saves for this turn. Two-handed.
Hunting Spear: A Magical Spear. May also be used as a Bolt Thrower, which may shoot after moving (not marching) and may be used to Stand-and-Shoot.
Axes of Khorgor: +1A, the wielder may re-roll failed "To Hit" rolls. Two-handed, and cheaper.
Stonecrusher: +3S. The wielder has S10 against Steamtanks, Chariots, Warshrines, Corpse Carts etc. NOT a Great Weapon.
Brass Cleaver: The wielder may make a single bonus attack against each enemy model in base-to-base contact.
Everbleed: Whenever the wielder inflicts a wound on an enemy model, roll a D6. On a 6, the model suffers another wound with no saves of any kind allowed, and you must roll again until you do not roll a 6.
Unnamed Weapon: The wielder treats the opponent's Leadership as his Strength. 100pts.
Unnamed Weapon: A magical Great Weapon. The wielder may re-roll all failed "To Hit" rolls.
Unnamed Weapon: The wielder has Killing Blow. In addition, if the wielder kills an enemy character in a challenge, they (and any unit they are with) become Unbreakable and cause Terror.
Unnamed Weapon: Bray-Shaman only. Put aside every model killed by this weapon - they may be used as one-use Power Dice by the wielder.
Trollhide Armour: Light Armour, Confers Regeneration upon the wearer. 50pts.
Unnamed Talisman: Confers a 2+ Ward Save against Flaming Attacks upon the bearer, and a 4+ Ward Save against Flaming Attacks for the unit he is with.
Horn of the Great Hunt: Beastlord/Wargor only. Bound Spell, Level 3. Contains the spell "Bestial Surge" with a range of 36".
Horn of the First Beast: Beastlord/Wargor only. All Beastmen within 36" of the bearer may re-roll failed Primal Fury rolls.
Crown of Horns: The wearer and any unit he is with is Stubborn. 75pts.
Stone of Spite: Bound Spell, Power Level 5. One Use Only. All enemy Arcane Items within 18" of the user are destroyed. The bearer of each item that is destroyed takes D6 S4 hits. 25pts.
Unnamed Enchanted Item: The bearer may force the opponent to re-roll a result on the Miscast table.
Herdstone Shard: Mark one spot within your deployment zone. All friendly wizards casting a spell within 6" of this spot may roll an additional "free" power dice every time they cast a spell.
Staff of Darkoth: Bray-Staff. Bound Spell, Power Level 3. Casts "Viletide".
Unnamed Arcane Item: The Shaman with this item may Scout.
Banner of Rust: All units (enemy or otherwise) within 6" suffer a -1 penalty to their Armour Save. Units in Base-to-Base contact with the banner suffer a -2 penalty. This does not affect Scaly Skin saves. 50pts.
Unnamed Banner: The unit carrying this banner has +1S. 75pts.

Alongside Magic Items, "Gifts" will be available in the same way as WoC Gifts, operating on the same budgetary lines. Bonuses like Scaly Skin or extra Attacks will be available, as well as more esoteric abilities like Breath Weapons.
« Last Edit: January 08, 2010, 06:12:00 PM by Simon » Logged
Simon
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« Reply #6 on: January 08, 2010, 06:22:58 PM »

Beastmen have some of the most broken rare choices....
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Philfy
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« Reply #7 on: January 08, 2010, 07:40:58 PM »

it will be nice to see one of those rarer races appear more often on the tabletop, diversity is very important in gaming.

Yes you missed the last beast "trend"...  personally I'm looking forward to playing against some more VC's..  they seem as rare as hens teeth...  Cool
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« Reply #8 on: January 09, 2010, 12:16:03 AM »

The new sculpts are a mixture for sure. Doombull looks the business but what were they thinking about the Mino's???
The new leaked rules may make this the new army to break 2010.
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Josh
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« Reply #9 on: January 09, 2010, 03:33:46 AM »

I can't believe I'm seeing this...

Most of the new plastics for the Beastmen are the worst I believe GW has produced to date. There is a massive lack of basic anatomy knowledge esp with muscle placement, etc. The models are static, unbelievable and lack all forms of character. The Minotaurs just make want to hurl and WTF is that Pumba-pig.

GW need to have a serious rethink about using those sculptors ever again if they are to continue to entice me to purchase new miniatures.

 Lips sealed Lips sealed Lips sealed :'( :'( Lips sealed Lips sealed Lips sealed
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Simon
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« Reply #10 on: January 09, 2010, 03:57:56 AM »

I think those models look awesome, especially the Bestigor Herd and the doombull, the Razorgor and Ghorros Warhoof are the only 2 I don't really like from the range.


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« Reply #11 on: January 09, 2010, 04:17:34 AM »

i have got to agree on the minotaurs.. They seem to be body builders in their spare time.

though the rest of the models i do actually like. Static poses, im actually fine with, some of the better models out there do have static poses, though i agree they probably could of made them a little more lively.

The pig, though my initial reaction was ewwwwww. Its starting to grow on me for some unexplained reason
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« Reply #12 on: January 09, 2010, 06:11:06 AM »

They may also be making a concious effort to move the Beastman range away from "men with animal heads" and "pigs with horns" more into the realm of horribly mutated monsters with only a passing resemblence to the creatures they once were. Which in my opinion is the way Beastmen should be. Some of the models are ugly and like the minotaurs, fail human anatomy 101, but they should, as they are not human, or even close to it.
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« Reply #13 on: January 09, 2010, 10:59:35 AM »

 Shocked

I am in whole-hearted agreeance with Josh.

And here was I thinking that I may even be interested in making a Beastmen army... The Minotaurs are cringe-worthy to say the least.

Pumba... Smiley Haha.

Lezle
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« Reply #14 on: January 09, 2010, 03:25:18 PM »

+1 to Josh and massive lols at the Pumba-pig comment. Spot on.

High casting values for those Beast-lore spells (not seeing a lot of level 1 or 2 Shamans attempting spell three and up which is a pity because then you are talking Lord level casters so no Doombull or Beastlord) but some of them are awesome. Big ups to all the Hydras eating their handlers, Dragons attacking their riders... If it includes all the monsters special rules that's even better - D3 wounds from a Carnosaur eating it's rider? Hatred to reroll the attacks? Killing Blow? Ha!

Overall this looks both hilarious and stupid. Nice to see Elves getting screwed though - one more army they aren't going to want to see on the pitch and that's always a good thing. The Rares don't look any worse than the Skaven army book (so... ridiculous then).

Potentially somewhat Skaven-esque (i.e. unstoppable on a good day, bit of a struggle when the dice don't play). Looking very tier three. Lots of special rules to confuse/annoy the hell out of your opponent and slow the game down.


So glad I'm using Vampires now. Vampires aren't going to care much about this crap.
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« Reply #15 on: January 10, 2010, 04:22:03 PM »

Here's where I got the Pumba comment from... a worthy adaptation.

http://www.warseer.com/forums/attachment.php?attachmentid=78499&d=1262701027


I agree that the Minotaurs aren't supposed to look too human (in this universe, in a lot of other fantasy they are very humanoid), but they are just way too unbelievable. About the only think I can think of doing to fix them would be sculpting fur all over their bodies... or just using the old figures.
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