Background: If you do a search around the web, you will find an excellent set of Trail Rules for new armies for fantasy Warmaster. These armies reflect the many armies available in the Old World of Warhammer. Within that document, you will find a list for the Beastmen. A couple of years ago, GW updated their Warhammer Beastmen Army with new models and a revamp of their rules. Needless to say, I was hooked! I'm not much into 28mm (love the Beastmen and War of the Ring though!) as I like BIG battles with lots of units and not skirmishes. 28mm, I find, tends to lend itself to more of a skirmish setting than true battles, and costs a bundle. 10mm on the other hand, now that's real armies!
So given the revamp for the Beastmen, I set about coming up with a set of house rules for my Warmaster Beastmen Army that was on the painting table (and that you will see in the Whatever Happened to the Red Duke dustup). The goal was that I wanted to create a Chaos Army that was definitely different from the other Chaos army selectors. In particular with all the new monsters available to the Beastmen revamp, I wanted an army that had lots of choice for weird and wonderful critters. One that could make good use of forested terrain on the battlefield and that could keep your opponent guessing where their foe could appear next on the table edge.
Given that this was a total re-write of the Trail Rules, and that the Red Duke Battle-report has the Beastmen being trailed with these house-rules, I thought I should post my house rules here. So, without further delay, I give you the Beastmen....
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Army Rules
Children of the Forest. The Beastmen's natural habitat is the thick forests of the Old World. As such, all Beastmen units are able to travel through woods and forests. They are also adept at communication through the forests with their bray shouts, hoots and calls being very audible through the thickets. As such, Beastmen do not suffer any command penalties when attempting to order units that are within a wood or forests terrain.
Beastmen Ambush. Endowed with the cunning
of the hunting pack, Beastmen are adept at encircling the enemy army and
attacking from an unexpected direction. Certain Beastmen units may ambush.
This means that half of a total number of Ungor, Ungor Raider and Gor units
(rounded down) may count as ambushers rather than be deployed on the table at
the start of the game. Ambushers may be divided into Brigades or kept as
individual units. Each brigade or individual unit of ambushers is known
as an Ambushing Party.
Beginning in the Beastmen
players’ 2nd turn, at the start of the players’ Command phase before Initiative,
they may test to see if any unit or brigade of ambushers enters the table. The
player can choose to delay the arrival of any ambushes to subsequent turns if
they wish. They are not required to test for ambusher arrival in turn 2. The
player also is not required to test for ambusher arrival each of their turns
after the turn 2. The decision to test for ambusher arrival is solely up to the
Beastman player. The only stipulation is that they cannot test for ambusher
arrival in turn 1.
The Beastmen player tests
for each ambushing party (unit or brigade) separately to see if they enter the
table. The player does not need to test for all their ambushes, only those ambushing
parties they wish to bring on to the table during that turn. The player can
chose to leave some ambushing units or brigades for a later turn. Ambushes
entre the table in to following manner:
When ambushers enter play, place them along the table
edge designated above in any formation desired by the Beastmen player. The ambushers
may then move by Initiative or be given orders later in the Command Phase.
Primal Fury. Beastmen are rightly feared for their primal and
violent nature and in battle this nature is never more evident. Beastmen are
known to throw themselves into violent, frenzied attacks against their foes,
becoming consumed by a savage fury tearing apart their hated foes with little
regard for their own self-preservation.
SPECIAL Rules (see the army selector below)
1. Beastman Ambush: These units can ambush. See
the Beastmen Ambush rules above.
2. Minotaurs. Minotaurs are subject for Bloodlust – they always use
initiative to charge if possible and cannot be given orders instead. Minotaurs
never use initiative to evade and must pursue or advance where possible. Also
they are immune to terror.
3. Centigors. Centigors are cavalry, and are both able fighters
and skirmishes (throwing spears and other barbs). They can shoot in any
direction (360 degree arc of sight) in range up to 15cm. When they charge into
combat, they gain the Shock troop type
ability (refer to p. 127 of the Warmaster Ancients Rulebook)
4. Chaos Spawn. Spawn cannot be given orders in the Command phase
unless they are part of a brigade that includes at least one unit other than
Spawn. Spawn can act on their initiative as normal.
Spawn can be included as a bonus to the size of the brigade up to a
maximum of one Spawn per non-Spawn unit. For example, 4 Bestigor units plus 4
Spawns counts as a brigade of 4 units - the 4 Spawns do not count towards the
size of the brigade. Where several Spawns are brigaded with fewer non-Spawn
units, then only the additional Spawn count towards the size of the brigade.
For example, 2 Bestigor units and 4 Spawns count as 4 units - 2 Spawns are included
for ‘free’.
Spawn cause terror in its enemies.
Spawn have a shooting range of 15cm and can shoot to the side or
behind as well as to the front. Just measure the range form any stand edge,
front, side or rear. They can therefore shoot at any enemy charging them from
any direction.
5. Shaggoth. Shaggoth must always be given a separate order. It cannot be brigaded
with other troops even with other Shaggoths. It has a great many hits, 8 in
fact, which are almost impossible to inflict during even a fairly lengthy
combat engagement. Because Shaggoths have so many hits we must consider the
possibility of hurting the Dragon Ogre Shaggoth and reducing its effectiveness
in subsequent turns. Therefore, if a Shaggoth has accumulated 4-7 hits by the
end of the Shooting and Combat phase it is deemed to have been badly hurt. Once
a Shaggoth is badly hurt then all accumulated hits are discounted and its
maximum Hits value and Attacks are halved for the rest of the battle (to 4 Hits
and 4 Attacks). Shaggoth causes terror in its enemies.
6. Doombull. Ungors, Gors and Bestigors joined by a Doombull will become subject to
Bloodlust
in the
same way as Minotaurs and can only receive orders from the Doombull as long as
it is part of the unit.
7. Tuskgor Chariot. Beastlord or Wargors (Gor Heros) can ride a
Tuskgor Chariot. A character riding a chariot adds +1 to his Attacks.
8. Giant. Giants are maddeningly dim-witted creatures with
a fondness for strong beer and the raw flesh of men, Elves and even Dwarves.
Because of their turgid mental processes and weakness for drink they must
always be given a separate order. They cannot be brigaded with other troops,
although several Giants can be brigaded together if you wish. If you attempt to
give an order to a Giant and fail, then you must make a test to see what he
does. Ignore potential blunders; these are taken into account by the following
rules. Roll a dice and consult the Giant Goes Wild chart.
Where Giants are brigaded together roll for each separately. A Giant
causes terror in its enemies.
Giants have a great many hits, eight in fact, which are almost impossible
to inflict during even a fairly lengthy combat engagement. Because Giants have
so many hits we must consider the possibility of hurting the Giant and reducing
his effectiveness in subsequent turns. Therefore, if a Giant has accumulated
4-7 hits by the end of the Shooting phase or Combat phase it is deemed to have
been badly hurt. Once a Giant is badly hurt all accumulated hits are discounted
and its maximum Hits and Attacks are halved for the rest of the battle (to 4
Hits and 4 Attacks).
-see Warmaster Rulebook for the Giant Goes Wild Table -NB: Still playing with the rules for the Cygor, Ghorgon and Jabberslythe so will update this post in the future with these additions.