Old World Faction Focus: Beastmen Brayherds

The Beastmen have traditionally had a bit of a rough hand in Warhammer Fantasy Battles. From a strong, powerful army in sixth edition down to the dejected, abandoned children of GW in seventh and eighth, they spent the better part of the last decade of the game’s life as one of the worst armies in the game, bar none. They were fragile, low damage, didn’t do anything that those arrogant Warriors of Chaos didn’t do better, and generally seemed like an army that would go down in history as a borderline unplayable mess.

Fortunately, Old World is not Warhammer Fantasy Battles, and the Beastmen fucking rip. Welcome fellow fans of big goat to Goonhammer’s overview of the Beastmen Brayherds. Beastmen are tricksy, clever little woodland horrors, with dirt cheap troops, some of the most devastating shock attack units in the game, and some properly menacing statlines on their monsters and characters. The True Children of Chaos are here to trample the crowns of men and elves and make unholy examples of their most sacred icons.

ABCs for Beastmen

Beastmen have a few army rules worth mentioning before we go any further into a discussion of the units at the disposal of any up and coming Beastlord. While it isn’t unique to them, the Beastmen have incredibly wide access to the Ambush universal special rule. Ambush allows you to bring units on from unexpected angles at unexpected times, and while there is a risk that a given unit might not show up when you need it to, when it works out it is an incredibly powerful tactical option. Smart use of Ambush will let you do horrible things to war machine crews, enemy flanks, lone wizards, and is a very powerful rule if you are up against a very shooting heavy army, just to help hide your units and bring them on out of line of sight. Another generic rule that Beastmen make heavy use of is Warband. This grants extra leadership to a unit based on their number of ranks and allows any unit to reroll their charge roll. More or less the entire army has Warband, and rerollable charges is an incredibly valuable trait to have for an army built almost entirely around shock assaults. It also makes large units of Gors and Ungors deceptively brave.

For properly unique rules, the Beastmen have an incredibly long list. Any that are particularly unique to a given unit will be brought up when that unit is discussed. To start off, one of the core rules of the Brayherds is Primal Fury. Nearly every unit has this rule, and it is very simple. When you select a unit to fight, you make a leadership test. If you pass, your goat boys get unreasonably fuckass mad and reroll 1s to hit. This is a pretty nice benny, but a lot of units have other rules that trigger off of this. Blood Rage is on most units and grants Frenzy to the unit if the result of that leadership test is a natural double. Frenzy is a very mixed rule, with it forcing you into bad charges and generally making a unit hard to control. This is an incredible rule. Beastmen are focused nearly purely on offense, so they love having near army wide, albeit inconsistent, access to +1 attack. Being forced to charge sucks, but you will usually want to be charging anyway and this doesn’t trigger until you are already in combat, so it won’t hurt you early game but might bait you into a bad charge late game.

You also have Foe Render, which is a contributing factor to how cheap Brayherd characters are. Foe Render means that, assuming you pass your primal fury test, a model with Foe Render gets AP -2 on their hand weapons. This is incredible. Assuming you can get primal fury, which isn’t hard due to Warband, you get something very similar to a free Biting Blade on every character, and some units. This only works with basic hand weapons though, and only one of them, so if you want a fancier magic sword or to dual wield you will lose the benefit. I think there are cases where you will take a character with a magic weapon but 90% of the time I would just lean on this rule.

You share two rules with the Warriors of Chaos, those being Gaze of the Gods and Mark of Chaos Undivided. Most of your units are marked Undivided, which grants rerolls on most psychology tests, though not all of this. This makes your goat boys just a little bit less afraid of anything, so it is a nice benny.

Gaze of the Gods, meanwhile, is fucking hilarious and has been in nearly every Chaos Army that GW has ever released for any of their games. It either grants a small bonus for a turn or two, a big bonus for the whole game, or it makes your character stupid. This can be rolled for each character every turn for free, no activation conditions. In most cases I would recommend to roll this for every character in your army, every turn. Five out of six results are good, and that is some good odds. Your leadership on most characters is also high enough that the Stupidity won’t hurt too bad.

As for the ABCs of this faction, ABC stands for Always Be Charging. Beastmen are brittle compared to an army like Chaos Dwarfs or Warriors of Chaos, but your damage output is nearly as high or higher, usually for a lower price. Your troops are fast and you need to take advantage of that. Get charges off and rip people apart.

List Construction

Beastmen have a fairly open army list with good options in every slot. An important note is that you are required to take at least one herd of basic Gors, no matter what your game size is. This isn’t a bad thing, but it is good to keep in mind if you are considering picking up the faction and leaning harder into Minotaurs or Ungors.


Beastmen characters are incredibly fucking strong, one of the high points of the faction. Your magic items are strong, you have access to unique Chaos Mutations which are strong, your statblocks are strong, and your leadership is pretty high due to near-universal Warband. You have a lot of options here.

Beastlord – Credit: RichyP


The big boy headliner of the Brayherds, the Beastlord is a combat monster. He has pretty decent weapon and armor access, and may be mounted on a chariot if that is how you roll. The big highlight is his statblock. Mr. Beast is walking around with WS6, S5, T5, 4 attacks, and initiative 5. In addition, Beastmen are fast on their feet and the Beastlord has the same boosted movement speed. With Foe Render and Blood Rage, Beastlords do frightening damage when they have their primal fury. I would keep them cheap and cheerful with heavy armor and a shield for that 4+ save, and lean on Foe Render to increase your damage. They make good use of a lot of Chaos Mutations and come in at 115 points base. Beastlords are high grade fighters and have appropriate menace on the tabletop, easily ripping Elf characters and most Human characters into very small pieces.

In addition, if a Beastlord is your general, you get a unique rule that lets him toot a horn and reroll your check to see if friendly units Ambush. It is nice to have if you are using a lot of Ambush. In practice you are usually better off not taking one of these guys, despite all of those awesome traits. Other characters just do so much more for the army in terms of being a beatstick or buffing your dudes. He is pretty awesome in a chariot, but footslogging one is not a great play. The lack of a big ridable monster hurts the viability of the Beastlord as a centerpiece combat character in this army, because you can’t get the extra utility and force multiplication that something like a Chaos Dragon or Griffin gives to other factions.


The Wargor is fundamentally the -1 version of a Beastlord. You have one fewer wound, one fewer Strength, one fewer Weapon Skill, and one less attack and leadership. Wargors have the exact same special rules, toughness, and equipment access as the Beastlord though, and are much cheaper at 55 points. Honestly these guys will still absolutely obliterate most of the characters in the Empire or Bretonnia army list. One per army can also be upgraded to a Battle Standard Bearer, and you should always do this. BSBs can take all the same equipment as a regular Wargor, and get a variety of bonuses and access to magical standards.

Great Bray Shaman

The Great Bray Shaman is your big caster, and can be either level 3 or 4. In my experience with the game so far it is nearly always worth it to upgrade to a level 4 wizard. Great Bray Shamans have strangely respectable melee stats for a wizard, with WS 5, S4, T5, and 2 attacks. They lack Foe Render and have no weapon or armor options. You do have the Braystaff, a super weird weapon that comes baked in for free. You can either use it as a Great Weapon, or you can use it as a hand weapon and gain a 5+ armor save. I would usually always use it as a hand weapon unless you are bullying something like a captain of the empire or you are planning on using the Mantle of Ghorok.

For lores of Magic, you have access to Daemonology, Dark Magic, and Elementalism. All of these are good, and my personal favorite was Dark Magic at first. Word of Pain helps your goats kill things better, and Battle Lust is more Frenzy access in an army that loves being Frenzied all the time. Daemonology has taken over as my favorite after having played a few games though, it is really really good if you have him in a unit of Bestigors or something else he could buff up with the awesome buff spells that that lore has access to. The Brayherd specific spells are very, very funny, with some good usages. My personal favorite is Mantle of Ghorok, which gives the caster +D6 attacks and Strength, which can juice up their respectable melee into batshit crazy melee pretty damn fast. This is a wizard you do not want to challenge, because he could just obliterate you, sometimes, if it works, on his turn. I love it.

180 points for a level 4 Great Bray Shaman is honestly a fair price. Brayherds are limited to a single Great Bray Shaman, a Doombull, or a Beastlord for every 1000 points, and in my opinion the GBS is the best choice out of the three if you have to pick.

Bray Shaman

Fundamentally the same as a Great Bray Shaman, but only level 2 and with vastly worst stats, only WS4 S3 T4 and one attack. Don’t fight anything with this guy if you can avoid it, unless you have Mantle of Ghorok up, in which case he will slap people to death. I have had terrible luck with smaller wizards in Old World so far, so I am not a huge fan of paying 95 points for a level 2 loser who will get dispelled constantly by any enemy level 4s. He exists if you want a smaller, worst wizard.


Doombulls are the cocaine bears of Old World, apex goddam predators that will hunt and kill anything on the table with very little your opponent can do about it. This crazy bastard comes in at WS6, S6(!), T5, 5 wounds, I5, and five attacks. That isn’t even close to all though. They have the same item and gear access as a Beastlord and can be distressingly durable with magic armor and a shield. They also have Foe Render to reduce the need for magic weapons. For other generic USRs, they have Armor Bane 1, Impact Hits, and Warband.

The most important parts are the unique, Minotaur specific rules. For one, you have Blood Greed. This means that you only roll 1 die when pursuing, but in exchange you get two attacks from Frenzy instead of one. This gives a Doombull 7 fucking attacks when frenzied. They also have a unique rule called Slaughterer’s Call. This means that if the Doombull is Frenzied, his whole unit is Frenzied. This usually won’t come up if he has joined a unit of Minotaurs, as they also have Blood Rage. There is a better usage of this rule, but we will talk about it more when we cover the next hero. The Doombull is pricy at 210 points, but if you give him a spare great weapon and mostly fight with Foe Render active he will probably kill anything in the game that he can get his monster fucking hands on, and he is very, very fast. He is competing for slots with the Great Bray Shaman and the Beastlord though, and I would still probably go for the Great Bray Shaman, because of our next unit.


The Gorebull is possibly the sleeper best character in the army. He is very similar to a Beastlord, with WS5 S5 T5 I4 and four attacks, but he comes with an extra wound, one less leadership, and a slightly higher price tag at 130 points. He and the Doombull are on much bigger bases though, 50mm by 50mm, and this is a surprise tool that will help us later. You have all the same USRs as the Doombull, and they are just as incredible here. The big cheese, the reason I think the Gorebull is the best character here, is that he still has Slaughterer’s Call. This lets him grant Frenzy to his unit, even if they don’t have Blood Rage by default. You could have given him a Berserker Blade to have Frenzy to start with, but GW has FAQ’d that only the Frenzy from Blood Rage shares to his unit. This sucks, but its still a great buff for some units in particular.

Like, say, Ungors.

Ungors are shitty, low grade Brayherd chaff, but they are cheap and you can get them throwing/thrusting spears to fight in extra ranks. The Gorebull’s 50mm base ranks up cleanly in a unit of 25mm base Ungors, and after much divining of the tomes and deliberation, there is absolutely nothing preventing you from putting a Gorebull in a unit with them. This is a symbiotic relationship, and both units benefit greatly. The Ungors get real fucking mad and get some substantial killing power from both Frenzy and the, you know, gigantic fucking minotaur in the middle of the unit. They also gain the boosted Leadership that a Gorebull brings, which, when added to Warband, can make them strangely brave. The Gorebull gets a fuckload of ablative armor in the form of Ungors that can eat arrows and bullets on his way to the enemy, keeping him nice and safe as he beelines for a unit that he will almost certainly kill with 6 S5 AP-2 Armor Bane 1 attacks when frenzied and raging. Blood Rage is really inconsistent but when it triggers it will make this unit hit way harder than it should.

I have also had pretty great success running a Gorebull or Doombull on their own, not even joining a unit. It is pretty easy to get one a 3+ or 2+ save using magic items, and with all of these wounds, all that toughness, and the speed that they are working with, they are fully capable of landing a charge and wiping out a unit. I have had a kitted out, 200 point Gorebull front charge a brick of Stormvermin and wipe them out, there is a LOT of power in these minotaur characters.

There are a lot of Brayherd magic items that fit very well on a Gorebull, and he importantly doesn’t take up slots like the Doombull, Beastlord, and Great Bray Shaman do. This means you can take him even if you already have one of the above, and have no limit on how many Gorebulls you can take. I would nearly always say to spend at least one slot on a Great Bray Shaman, and if you only had that one slot, the Gorebull is your easy best choice for a combat character. Big Bull good.

Centigor Chieftain

Oh yeah these guys are here too. Centi Boy is interesting, WS5 S5 T4 with 3 Wounds and four attacks for a fairly low 75 points with the same gear access as a Wargor. They can join Centigors because they are cavalry, and also can rank up in a unit of Bestigors if you feel like doing that? The most notable part of both the Centigor Chieftain and Centigors on the whole is that they have a special rule to represent how drunk they are. It will usually do nothing, will sometimes screw you over, and will occasionally give you Frenzy. He isn’t terrible, and Centigors as a unit are solid, but I think he is pretty easy to pass on. If you really want to make a properly scary unit of Centigors instead of just using them to harass, CC here might have some play. I also had the idea for a deeply funny build where you give him one of the Beastmen magic items, the Hunter’s Spear. This makes him an expensive Bolt Thrower that can run around to hit units in the side and sit in a big unit of ablative Centigors. Probably not good, but it is incredibly funny.


Moving on from Characters, Brayherd Infantry units are very solid. While definitely lower power than something like Chaos Warriors, they are very cheap and come in huge numbers. Most Brayherd lists will probably have quite a bit of Infantry, there are a lot of good choices here.

Gor Herds

As your basic bread and butter and a unit you are literally required to take at least one of Gor Herds are awesome. They are WS4 troops for seven points a model, and have a boosted toughness of 4 instead of the standard human 3. They don’t wear armor though, and have the choice between shields and extra hand weapons. I would recommend the extra hand weapons, doubling their offense is worth the lack of an armor save, particularly with the Banner of Rust, a fantastic magic banner for this unit specifically. It gives a bubble of -1 to armor saves, and Gors with two hand weapons have no armor saves to get a -1 to, so it is straight upside with them. They have Blood Rage and a special rule that grants them +1 Strength if they charged at least 3 inches, making them bargain bin Chaos Warriors on the charge, offensively speaking.

They are dirt cheap, die fast, and kill faster. I can see lists showing up that only have one small unit of them, but hell, you have to take some anyway, might as well get some use out of them and take a big mass, probably a 20-30 Gor unit, deployed wide. A unit of 21 in a 7×3 is probably going to be your best option for a cheap unit, and I would go 28 in a 7×4 if you want to take full advantage of horde and warband. Another valid build is to put a Gorebull in the unit to boost the damage output

Beasts of Chaos Ungors. Credit: Mugginns

Ungor Herds

Ungors exist to be cheap and die. They are five points per model for a basic human statblock, which is about accurate on rate, and come stock with hand weapons and shields. You can swap the shields out for Bows to make a skirmishy ranged unit, and you can add spears of various kinds for extra melee damage. The way the math works out these guys are nearly identical to Empire state troops with spears and no shields, costing the same amount, losing close order, but gaining horde and warband. I see this as a good trade, so these are functionally marginally better state troops. That has value in smaller units, and going throwing spears would let you get some good side arc charges if your battle line survives contact with the enemy. I’d run these side charge units small, 10 models or so.

Skirmishing units have some value as harassers and they do have Chariot Runners, so they can help screen for your pretty good chariots for the first couple of turns. I think that taking a melee horde of 30+ Ungors isn’t the worst idea if you, hypothetically, had a way to give them Frenzy to make just a million attacks. Yeah the Gorebull thing is the only real circumstance I would recommend using these over Gors as a mainline melee unit, the lack of T4, Blood Rage, and the extra strength on the charge are just really bad for Ungors. A big brick with spears could do alright without a Gorebull, but I really think they need the help to kill things.


Harpies are incredibly valuable, take at least one unit of five. They are human statblocks with initiative 5 and 2 attacks for 11 points, which seems terrible, but they have Fly (10), Scouts, and Swiftstride. They are a goddam menaces to any war machines on the table. They will absolutely body any war machine crews for their price, and can even go bother a wizard or get a rear charge off after they have killed every cannon or bolt thrower on the table. I could even see running two units if you have a local meta with an Empire player or just a lot of war machines in general. Beastmen do not like getting shot by Organ Guns, Hellblasters, Cannons, or really anything, and Harpies are your answer to that particular problem. Get some birds and have them go rip up whatever is shooting you. They are even probably good enough to kill like, Empire Missile Troops or something else with low WS and no/light armor. I can see not taking them if your local meta just lacks good targets for them, but I nearly always would want some of these.


The hardened core of a Brayherd army, Bestigors are your heavy infantry option. They come with Blood Rage, heavy armor, great weapons, and a respectable statblock with WS4, S4, T4, and I4. They are a bit brittle compared to something like a Black Orc as they can’t take shields and don’t have access to Full Plate, but their great weapons hit fucking hard and when their Blood Rage is up they get a distressing amount of attacks. I would generally recommend taking a brick of these somewhere in a list as a scary, sustained combat threat. I would either go MSU with a unit of 10, or 7×2 with a unit of 14. Bestigors are not the same grade of line-holding tough bastard that Black Orcs or Infernal Ironsworn are, and they will lose any sustained fights with the enemy. Multiple small units of Bestigors can see great use though, and can really put the hurt on something before their bad saves and bad sustained combat initiative kills them. They have to be used in a shock attack role, if they get charged they tend to all die. They do have the advantage of being incredibly good miniatures though, so that is a plus.

Bestigors are honestly a bit underwhelming compared to the elite units in some other armies. Black Orcs are a particularly unflattering comparison, as they get Full Plate, Shields, and more or less the same stats, for one less point per model. Bestigors are, however, a unit in the Brayherd army list, and within this faction they are not terrible, if frenzied by a Battle-Lust spell or Blood Rage they do a truly frightening amount of damage on the charge. Gors are already crazy strong infantry for the price, if Brayherds had access to tier one heavy infantry they would be completely insane. I have been using 13 of them as the bodyguards for my Great Bray Shaman, and they keep him nice and safe and are pretty good at killing anything that tries to keep him from casting spells. This is the only place I would really recommend them though, because the rest of your list just has better shock attack units.

Monstrous Infantry

We are now into the Monstrous infantry, and this is where the faction really starts to shine. Beastmen have some incredible Monstrous infantry, with high damage options all around, lots of wounds, and a dizzying array of choices compared to most armies. Most factions have one, maybe two monstrous infantry units, but Brayherds have access to 4 separate choices and most of them have a place in the army and a use case. Most.


Minotaurs are incredibly strong shock troops. They come on a 50mm base for 47 points with WS4, S5, T4, and 3 wounds each. They pack a whole hell of a lot of damage into their frontage, with Blood Greed, Blood Rage, and Foe Render. They also have Impact Hits, which you shouldn’t be like me and forget constantly. I would recommend going hand weapon and shield on these boys, S5 is usually enough and passing a Primal Fury test isn’t particularly hard. Great Weapons are also a good option if you are worried about monsters, lords on dragons, or other high toughness targets. From personal experience Minotaurs win fights against Rat Ogres, Regular Ogres, and honestly most things in this game. T6+ monsters are a bit rough if you went hand weapon and shield, but they are fairly rare. Due to their higher wound count, this is one of the few units where I would consider possibly giving the champion a magic weapon or something, as it would give the unit access to magical attacks to help them kill ethereal targets and bypass some ward saves. Once they are Frenzied, either from Blood Rage or Battle-Lust, each of these Big Bull Bastards is making five attacks, six on the champ, which is an insane amount of S5 attacks. Add onto this that they are nearly as fast as Cavalry and it is very easy to get good use out of a unit of Minotaurs.

It’s a bull market and I am investing hard. The new AOS Ogroid Theradons rank up nicely on 50mm bases and look the part, and I am sure the old Minotaur kit will be back in stock someday. One unit of these guys can be Core if your general is a Doombull or Gorbull, and that is fucking awesome. I’d generally stick to units of three or four for these, possibly going up to six if you really want a rank bonus for whatever reason. Multiple units of three roaming around and trampling things has seen great success in my games so far though, and I would recommend sticking with that. Strangely, I wouldn’t super recommend running the minotaur characters in units of Minotaurs. They easily have enough damage without character support, and Ungors/Gors need the support a lot more. I consider this an A+ unit, one of the best pieces in the game, and they fit the Brayherd gameplan of running forwards and smashing things to bits on the charge exceptionally well.

Chaos Ogres

Next in line, we have the other thicc bois of Chaos. Chaos Ogres are shared with the Warriors of Chaos, and as a result actually have access to Marks of Chaos. For 33 points, a fair bit less than the cost of a Minotaur, you get heavy armor instead of light armor, lose access to shields, and lose 2 points of WS and a point of Strength and initiative. These are all pretty bad things to lose, but I do think that Chaos Ogres might still end up with a place in the army in the long term.

For one, they are a fair bit cheaper and are on 40mm bases instead of 50mm bases, so larger units of Chaos Ogres are significantly easier to maneuver than large units of Minotaurs. On top of that, they get extra AP on their impact hits based on how deep their unit is, so you have an actual reason to go for larger units. They are missing Primal Fury, Blood Greed, and Foe Render though. Considering that along with their low initiative, you should basically always equip them with Great Weapons to boost them to S6 and AP -2. They are also Close Order instead of Open Order, which can situationally be better or worst.

Overall Chaos Ogres are probably worst than Minotaurs, but you could make an argument to include some to bulk out your line with extra thicc bois at a lower price. They also make good monster hunters with the great weapons that might as well be bolted to them. A Chaos Ogre with a great weapon and Mark of Khorne makes 4 attacks at WS3 S6 AP-2, which is pretty good at killing Giants or other low WS monsters. Not a tier one choice, but not the worst thing in the world either.

Chaos Trolls

Chaos Trolls are bad. They cost six fewer points than a Minotaur, have worse WS, have LD 4 and Stupidity, can’t take command models, and have some weapon options but should basically always take Great Weapons. Stupidity is a huge drawback, and basically requires your general to full time babysit the Chaos Trolls all game. They are runnable as a unit of just one troll, which is where I think they are the most functional as you are not losing nearly as many points to a failed stupidity check, but overall I think they are straight up a bad choice and are the worst Monstrous Infantry unit in this army, and possibly in the entire game.

Chaos Spawn

Okay so hear me out: I think Chaos Spawn have legitimate play in a Brayherd army. They come in four flavors themed around each god, and each seems like a list might want to have them depending on what it is already lacking. I probably like the Slaanesh Spawn best, as Strikes First is a massively strong trait on any unit. All of them have 2d6 random movement, D6 random attacks, S4, T5, Heavy Armor, and a Stomp attack. Armor Bane 2 gives them a chance to spike some high AP, and they are Unbreakable.

Unbreakable is the key here, and the thing that makes running a few Chaos Spawn a viable choice. Three Spawn of whichever god you prefer will be somewhere around 160 points and will gum up a flank with 9 T5 5+ save wounds that all have to be killed before the enemy can get through that flank. A lot of basic infantry units, like State Troops and High Elf Spearmen, bluntly do not have the damage output to power through that. I even doubt that a lot of cavalry could manage it, your main options would be other monstrous units which still might get stuck on them for a turn or two. Anything with less than 5 strength is going to have a really rough time chewing through Spawn, and while they are inconsistent they are way less annoying to deal with than Chaos Trolls are.

I am a huge fan of Chaos Spawn and will be running a ton of them. I think units of three are the play here, reasonably priced compared to a lot of basic units and a fair bit cheaper than most more elite units. You will lose combat a lot, but fuck it, you are Unbreakable. I think in a long fight you have a pretty good chance of winning, and even if you don’t, Brayherds are a very fast and maneuverable faction and can probably get a flank charge off before all the Spawn die.


Brayherds have access to one proper Cavalry unit, one unit of Monstrous Cavalry, and a couple of War Beasts that are in the Cavalry section and will be listed here as a result.


Centigors have some uses, which surprised me. They have the drunk chart, they are fast cavalry, are S4 T4, cost the same as Brettonian Knights Errant but trade the Lances for your choice of Cavalry Spear or Throwing Spear, have significantly worst armor but higher WS and toughness, are Fast Cavalry, have Horde and Warband, can Skirmish, and have Stomp attacks. They also have a shield which you can swap for a Great Weapon, which is honestly not a bad idea. You can also give them throwing axes or javelins, if you want. They are fast cavalry and I genuinely think you can build these guys around either shock attacks or skirmishing with missiles and get good use out of them in either role. The bad armor does suck, but they are decently tough and can fight in multiple ranks. They would love to get hit with a Battle Lust spell from a Great Bray Shaman to buff their offense.

I think you are best either running a skirmishy blob of 5-10 with Throwing Axes or Javelins, a mongol horde of 14 with Throwing Spears or Cav Spears, or a brick of five with great weapons as a counter-charge threat. Out of the weapon choices, I think I prefer Cav Spears and Great Weapons for melee and Javelins for range. The extra AP and Strength on the Cav Spears pushes them up to S5 AP-1, and the extra rank of fighting helps them beat other cavalry in sustained fight through sheer weight of attacks. Javelins have Move and Shoot and Quick Shot, which is a very powerful combination of rules that lets a skirmishing blob of Centigors slide forwards and really annoy the hell out of any T3 dorks in the enemy army with S4 missile attacks.

Another valid option is to go for a skirmishing unit of five with Great Weapons. They already have a terrible save and bad initiative, so you don’t lose a ton for doing this, and going up to S6 AP-2 is a big deal. Their main role like this is probably to flank charge problem units that got into your lines. Lords on flying monsters, Knights, things like that. 100 points for a basic five man unit with great weapons really isn’t bad if you are using them in a support role. The bad save is easily the worst part of this unit, but there is a banner that can make it a non-issue and I am way more excited about Centigors than I expected to be. I should get some.

Dragon Ogres

Dragon Ogres are in the running for best unit in the game, full stop. They are a fucking menace to society and cannot be stopped. They have stolen an Aldi shopping cart and everyone is too scared to stop them. They are WS4, S5, T4, I2, with 4 wounds and three attacks each. They also come stock with a 4+ save, and can be upgraded to a 3+ save. Upgrade them to a 3+ save, you have no reason not to. They have Ensorcelled weapons to boost their hand weapons to AP -1, but considering you have bad initiative and huge strength you should upgrade to Great Weapons basically 100% of the time. A unit this fast with 3+ saves, 4 wounds, and 3 S7(!) AP-2 attacks each is a war crime. Halberds are also an option, and can situationally be better if you are playing against Elves with their reflexes when charged, or anything with I2 across the board. I think I prefer the Great Weapons. They also have a 5+ ward save against magic missiles, which are very powerful spells so this is much appreciated.

These guys will do unholy things to anything you point them at, and are the best unit in the army, possibly the best unit in the game. Basically nothing can stand up to a charge from a unit of Drogres. I am not overselling this unit, I genuinely don’t think there is anything short of some very specific Chaos Lord on Dragon builds that can survive being in combat with three of these guys. Get you some and make all of your friends hate you with a violent passion. They are killable, but god it is going to cost your opponent a lot more to kill them than they costed you to field.

Chaos Warhounds


Chaos Warhounds continue their traditional existence as a cheap, fast little speedbump of a unit that can bully skirmishers and annoy war machine crews. They cost very little, can be upgraded if you feel like, and have a very basic and clear job. They are decent budget replacements for Harpies if you want something to bully war machine crews but I think I like Harpies better. A unit of five is only 30 points though, so you really can’t go wrong with a couple of mobile things that can make attacks for that price. They are pretty good at blunting lances and messing up charges, so learning how to finesse the dogs is a good idea.

Razorgor Herds

There is no maximum unit size for the Big Pig. Take a unit of 18 Big Pigs, it’ll be funny. Big Pig is a monster with D3 impact hits, Foe Render, S5 T5, four attacks, Armor Bane, and extra AP on the charge. The Big Pig fucking rocks, three S5 attacks and 3 T5 wounds for 52 points is a fantastic deal. You get an extra point of AP on the charge from a special rule which is great and I think your Impact hits get it too though I could be wrong. Big Pig also has Foe Render which is inconsistent off of the Big Pig’s leadership, which sucks. Horn of the First Beast will help with that.

The Big Pig has a pretty good chance of doing d3 S5 AP -1 Impact Hits followed by 3 S5 AP -3 hand weapon attacks. This is such an incredible deal for 52 points. I’d honestly be tempted to either take two units of three of them or three units of two and run them in a big pig roaming hit squad with a Razorgor Chariot Beastlord or Wargor in the middle with Horn of the First Beast to give them good LD for Primal Fury. I am amazed at how many T4-5 3 wound monsters that Beastmen can spam and how fucking good all of them are at killing things.

Also, as a final note, these are Core. The big pigs are legitimately your best Core, I can see a really good case being made to take five naked Gors to meet requirements and then fill your Core requirement just with Big Pigs. They are possibly the best Core unit in the game, use them.


Beastmen have a few chariot options, and both can be taken as mounts. Easily the best Beastlord builds are going to be mounted on a Razorgor Chariot, it adds so much mobility and damage output to the Beastlord for a pretty reasonable rate.

Tuskgor Chariot

The lesser of the two chariot options, the Tuskgor Chariot comes in at 85 points for a heavy chariot with good armor, meh toughness, good strength on its impact hits, First Charge, and extra AP on the attacks that the pigs make in the first turn. It is fine, but it is badly overshadowed by the other chariot option. If you have already maxed out on Razorgor Chariots it isn’t the worst thing if you just want more chariot, but I would maybe reconsider taking that many chariots.

Razorgor Chariot

This is the good shit. For 120 points you get a S5 T5 chariot with 4 wounds, D6+2 impact hits, your pig attacks go up to S5 and you get four of them instead of two. In addition, three very important things are added to the Tuskgor Chariot statblock: You gain Foe Render on the Pig attacks, you get Fear, and you get Armor Bane 1 on the pig attacks. That is a hell of a lot of extra damage and extra strength for a comparatively low cost. In my opinion, if you are going to take a chariot, take this one. A kitted-out Beastlord on one of these is going to rip things up and is probably the best thing to do with one. Get a ward save and let Foe Render do the work.


Good god Beastmen have a lot of monsters. A lot of random Chaos monster models have been placed into this army, along with a couple of Brayherd specific choices. I don’t have much else to say, let’s get into it.

Dragon Ogre Shaggoth

What are you doing down here? This is a Character by any other name, it just doesn’t count as a character. You can’t join units, get look out sir, or a number of other things, but you can still take magic items and mutations and man you really want to. For 225 points you get a M7, WS6, S6, T5, 6 Wound, five attack Monstrous Creature. He comes stock with Armor Bane 2, a 4+ save you can and should upgrade to a 3+, Ensorcelled weapons, D3+1 crappy no AP stomp attacks, Terror, and a cool bound lightning spell. I’d give him a great weapon and maybe some durability focused chaos mutation and just let him rip things up. Fight with hand weapon if you think you need the initiative but otherwise S8 great weapon attacks are just brutal at popping literally anything in the game that dares to exist on the same table as the mighty DOS. Less good for the price than regular Dragon Ogres, but also completely fucking awesome and S8 is hilariously strong.


Oh god this is a weird one. The Jabberwocky is a S5 T5 W5 monster for a reasonable price, with five attacks, fly 9, poisoned attacks, and Terror. It also has some stomps, but isn’t a Behemoth so they are lame loser stomps. It does damage to things that wound it, which is really cool but I question the value of those sorts of abilities in general in this game. The coolest part is that it has an 8 inch bubble that makes people go crazy and take S3 hits with no armor or regen allowed, which is awesome. Their attacks are good and it has a ranged attack. I think this has some use as a bomb that you fly just behind your enemy’s lines and start causing terror and insanity. There is a magical standard, the Manbane Standard, that gives a leadership debuff, and that would combo pretty well with the Jabberslythe. It is cool and usable with fun gimmicks, but I don’t really see it becoming an auto include.


Wait there is a Cockatrice in this game?

The Cockatrice is a smaller monster with a shittier statblock but a longer fly distance. It still has Terror and crappy stomps. The good parts are a Breath Weapon, which we always love to see, and it is Initiative 6, at the start of combat it can do no armor save wounds if an initiative test is failed, and it can shoot a single petrifying stare at the enemy as a shooting attack if it is too far away to use it’s breath weapon. 6 S4 attacks aren’t too terrible in close combat considering how fast it is, even without any AP. This monster seems good into Lizardmen, Orcs, Dwarfs, or anyone else with crappy initiative but good toughness as a flank charge threat. I might get/convert one. I live in a meta full of Dwarfs so it will have plenty of things to petrify.


We are not even close to done with the monsters. The Cygor is a lot of text for a simple monster. It is a behemoth, which is good, it has a bunch of wounds and middling melee attacks. The important parts of the monster are that it is a stone thrower, just a basic stone thrower statblock that can move and shoot, and also it makes wizards slightly more likely to miscast in a radius. It is pretty cool, I like the idea of a stone thrower that can beat anything that tries to fly up and kill it to death, and it is a really kickass model, but it is also very expensive and I don’t know if it will make it’s points back. It is resistant to the flying bastard lord of your choice in a way most war machines aren’t though, and that has value.

Chaos Giant

I was really expecting the Giant to lose the funny giant attacks chart. Giants actually look kind of good in this edition, and the Chaos Giant can buy both a 5+ armor save and a 6+ regen, and probably should. You have good stomp attacks, the Giant Attacks table which means you have very little control over what the Giant does in combat but it will always at least kill something. Also Giants are Unbreakable now, what the hell, this rocks. Take Giants, they look really good in Old World actually and I own two of them already. It is big boy time.

Update: Having now played a couple of games with a Giant after initially writing this, I was basically spot on. The armor and regen are super handy and unbreakable makes the Giant a rat bastard to put down. It isn’t a tier one monster or anything, but it is pretty playable and that is an awesome thing to be able to say about the Giant. Giants traditionally have kinda sucked; thrilled to see it be playable.


God there are a lot of Monsters in this army. The Ghorgon is a big boy with great stats, a lot of attacks, Monster Slayer and Killing Blow, it can kill models in the command phase, and it has a 6+ regen, 6+ armor, and stubborn. The Swallow Whole attack is the most interesting part, during your command phase if the Ghorgon is engaged in combat with an enemy infantry unit it can force them to make an initiative test or it just devours one on the spot, which is fun added value if you are engaged with expensive infantry. The attacks here are really good and Monster Slayer is incredibly fucking useful in this lord on big flying bastard meta that Old World is slowly developing. The Ghorgon is expensive, but it should win combat with anything it charges due to high initiative, strength, and attack volume, and it fucks up other monsters like few other things in this game do. It has T6 and 6 wounds, so it is pretty hard to kill with incidental shooting, and overall I think the Ghorgon is actually probably the best monster that Brayherds have. It fills a vitally important role as a monster-duelist, and against most of this game’s monsters it will win the kaiju fight. I’d hold the Ghorgon back in deployment order until your opponent has committed their monsters, and do everything in your power to get him into combat with the enemy monsters. The Ghorgon will almost always win unless the enemy also has monster slayer.

Magic Items

Good lord we are finally done with all the units. I started writing this article when the book came out; there is a lot to chew through with each army in Old World.

Anyway, for magic items, Beastmen are absolutely spoiled for choice. I won’t be talking about core book magic items unless they have a particular synergy with one of the items here. Beastmen both have a list of standard magic items, as well as their own army specific sub-type of magic item called “Chaos Mutations”. Each mutation can only be taken once per army, and nearly every character has a 50 point allotment of them. As the book lists the mutations first, let’s start with those.

Chaos Mutations

Chaos Mutations are a strong piece of most Brayherd character builds. There are a lot of high power options here. I will call out any specific characters who really like each item/mutation and any synergies I have discovered in about ten games of Brayherds so far.


For 50 points Slug Skin gives the bearer and their whole unit -1 to be hit in melee. This is great and very simple. 50 points is a lot, but on a big brick of melee infantry or a Dragon Ogre Shaggoth/Doombull, this is a good durability buff in long combats. That said, for the most part Brayherds don’t have long combats, you either win or lose on the charge most of the time. It is a good item for mitigating the defensive weaknesses of the army, not maximizing the offensive strength. I’d rather have something that gives more damage.

Crown of Horns

Very simple; 45 points for Stubborn. Stubborn is awesome but a lot of Beastmen units die way too quick to use it. Would be potentially decent for Bestigors, but those can already be upgraded with Stubborn for a low cost. I could also see this being useful on a Gorebull leading a unit of Ungors, just to keep them around a bit longer if they get charged.

Muscular Monstrosity

35 points for +1 Strength. Could be cool on a Beastlord on Chariot and I have gotten hilarious use out of combining this with Mantle of Ghorok on a Great Bray Shaman. You push him up to S5, S7 with his great weapon, and Mantle will then put you at S8 to S10. Hilarious if your opponent likes running the T10 rune in Dwarfs, or just a lot of high toughness bastard characters in general.

Pelt of Midnight

35 points for -1 to be hit in the shooting phase. This is a much better durability buff than Slug Skin or Crown of Horns in my opinion. It comes cheaper and Brayherds have an intense allergy to shooting attacks due to the lack of armor across the whole army. Sticking this on a character in a unit of Bestigors, Minotaurs, or Centigors seems great.


30 points for 1 point of extra AP on all weapons used by the character. Incredibly good, this is an auto-take on any combat character.

Rune of the Beast Ascendant

25 points for +1 leadership to all units within your command range. Theoretically nice but Beastmen have universal Warband, so this is not that helpful. Bit of a miss.

Many-Limbed Fiend

20 points for +1 attack. Combines incredibly well with Gouge-tusks, giving an additional attack to a Gorebull or a Beastlord on Chariot. Auto-take.

Gnarled Hide

15 points for +1 to your armor save. Once again, this is an auto-take. It can be used to give a Great Bray Shaman a better save when fighting hand weapon style, or combined with another Brayherd magic item, the Pelt of the Dark Young, to give one a 5+ save when fighting with his great weapon or a 3+ save when fighting hand weapon. I recommend taking this, Pelt of the Dark Young, and Muscular Monstrosity on your Great Bray Shaman, you need to take one for magical defense anyway and MM plus this is exactly your 50 point mutation allotment and will make your T5 Wizard hit insanely hard with Mantle of Ghorok active. Could also trade Muscular Monstrosity for Many-limbed Fiend on a GBS to get more attacks out, you are spoiled for choice.

Uncanny Senses

10 points for +1 initiative. This is pretty good, it is cheap and can push most characters up to the speed where they fight before charging great weapons get to, which is a big deal. Probably not an auto take but if you are expecting great weapons this can be a good inclusion.

Beastmen Brayherds Magic Items

Now we are on to the magic items proper. You have a lot of good options here, though not as good as a lot of other armies. Your base character chassis are so insanely strong that even the slightly lower grade of magic item power does not matter at all in the context of the army.

Primeval Club

60 points for an AP -3 weapon, hatred (Empire), and strength equal to leadership. Because of Warband, this will frequently be a strength 10 weapon, which is a lot of fun for messing with Dwarfs and tanks. Not an auto-take, but usable if you need S10 for some reason.

Axe of Men

50 points for AP-1, Killing Blow, and Terror for the rest of the game after you kill a character. This isn’t a great magic item; Killing Blow is nice but the Headsman’s Axe from the core book is better in 90% of cases due to having extra strength. Being able to use it with a shield is nice, but Beastmen thrive on the charge and struggle in sustained fights; it’s better to maximize your alpha-strike damage over your durability.


Gruesome name for a weird weapon. For 40 points you get S+1, AP-1, and cause Terror. You also inflict -1 leadership per unsaved wound with the Mangelder, up to a max of -2. Combined with the AOE debuff from the Manbane Standard and you can push a unit down -3 leadership, which is incredibly brutal. I like the idea of using this with a Beastlord on Chariot charging a unit near a BSB with the Manbane Standard to just shatter the hell out of them on the spot.

Hunter’s Spear

For 35 points you turn a character into a bolt thrower with AP -3, Multiple Wounds 2, and a 24 inch range. This is really rad and I desperately want to find a good use for it, but it has Cumbersome and all of your characters are BS3. I’d take this on a Centigor Chieftain with a shield and heavy armor if I was taking it at all, that lets you get into a good position in a woodline or something with a unit of Centigor/Ungor friends in a skirmish formation. Expensive but kinda cool.

Pelt of the Dark Young

40 points for Magic Resistance  -2 and +1 to armor value. From my interpretation this doesn’t count as a piece of armor and can be worn without issues by a Great Bray Shaman, but if it gets clarified that this counts it is still really good on a Gorebull or Beastlord. +1 to saves and extra magic defense is awesome on any character. Auto-take. Update: GW did not confirm if this counts as armor for magic casting purposes in the first major FAQ, so it’s still an open question.

Blackened Plate

25 points for Full Plate with a 3+ ward against Flaming Attacks. Auto-take on a Gorebull or Beastlord, 25 points for +1 armor save over heavy armor and a situational but incredibly strong ward save is awesome. I take this on my unit-leading Gorebull.

Rune of the True Beast

30 points to give all enemy monsters -1 WS in a 6 inch bubble. This seems sorta fine for making a Beastlord on Chariot a bit more of a match for a lord on big flying bastard, but I am not sure how good it is in comparison to just springing the 20 extra points for Slug Skin.

Dark Heart

You can have as many of these as you want, and they are a 25 point item that lets you consume it to regain a wound. Pretty nice on a Beastlord on Chariot, Doombull, or Dragon Ogre Shaggoth, as they all have shittons of wounds and could realistically get to use this.

Totem of Rust

50 points for a 6 inch bubble of -1 to armor saves for both friends and enemies alike. I think this is very good on a single unit of Gors; you have enough magic standard allotment in a unit of Gors to include one, and a unit of double hand weapon Gors with Totem of Rust do a frightening amount of damage for the price.

Manbane Standard

40 points for a 6 inch bubble of -1 leadership to all enemies. This is incredibly strong; leadership reductions are rare for a reason and this can change fall back in good orders into flees at a reasonable rate. Really like this item on the BSB.

Vitriolic Totem

30 points for Poisoned Attacks. This is not great on Gors, who really want Totem of Rust or Manbane Standard, but is really hilarious on a unit of frenzied Ungors if you want to invest your BSB and a Gorebull on the same unit of spear dorks. Fighting two ranks deep with throwing spears, two attacks each, with poisoned attacks and a pair of characters inflicts a really funny amount of damage on your enemies for such a cheap unit. Love it, but Manbane Standard is the safer pick for a BSB.

Banner of Outrage

25 points to reroll your Primal Fury test. Failing Primal Fury really sucks, if you have extra points this can be a nice upgrade for a unit of Minotaurs. Most of your infantry will have high enough leadership from Warband that this isn’t super helpful, but Minotaurs don’t tend to have ranks or characters and really need Foe Render active to do damage if you are running hand weapon and shield.

Stone of Spite

For 45 points you can give the entire table -2 to cast spells until the start of your next turn. As this happens in the Command phase it is hard to cheese it, and this can situationally be pretty useful. The best counter to big wizard is your own big wizard though, so I am unsure of the utility of this in most games.

Horn of the First Beast

For 30 points you can use the leadership of the character for Primal Fury on all units in an 18 inch bubble. This is fine, failing Primal Fury really sucks on a lot of units, but your leadership is pretty good from Warband and your Minotaurs are the main unit that will be happy about this. I’d just go for the Banner of Outrage if you only have one unit of bulls, and Horn of the First Beast if you have a character running with 2 or more units of Minotaurs, like a Beastlord in Chariot leading a flanking force.

Skin of Man

15 points for Scouts and Vanguard. You can’t put this on a Dragon Ogre Shaggoth or Minotaur though, which is lame. You also can’t take it on a Beastlord on Chariot, only Infantry ones. This is kinda lame.

The Plague Chalice

40 points gives you perfect invocation on all doubles, but you take a S4 hit with no armor saves allowed. This is decent on a Great Bray Shaman, as you are T5 and can get a Ward save from a Talisman of Protection or something. Situationally very nice, particularly if your opponent has strong dispels.

Hagtree Fetish

30 points to reroll all wound rolls for Magic Missile spells. This is really good, you have access to some good, but low strength, Magic Missile spells in Beastmen. I really like this if you have a caster with The Summoning or Viletide. 2d6 S4 hits with AP -1 and rerolling all wounds or 5d6 S1 hits rerolling wounds with no armor saves allowed is fucking scary as all hell. I’d probably go with Viletide, as this basically doubles the wounding power of your Viletide, and that is a great deal for only 30 points. Very close to being auto-take, my only reservation is that I like to stack buffs on my Great Bray Shamans to make his bodyguards mess things up in melee. This is probably better than that strategy though, especially because both The Summoning and Viletide are spells you don’t have to leave up to random chance and can ALWAYS trade a spell for.

Jagged Dagger

For 15 points you can sacrifice a friendly model in your unit to add it’s wound value to your casting roll. This will usually be a +1 from an Ungor or something. Not bad but the Hagtree Fetish is comically better.

Lore of Beasts

We have mentioned the Lore of Beasts a few times now, so lets actually go over it in detail. This is a very strong lore with good spells.


15″ range, 8+ to cast Magic Missile that inflicts 5d6 S1 hits with no armor saves allowed. Combined with Hagtree Fetish this is incredibly powerful, otherwise it is still ok but not nearly as good as it is with Hagtree Fetish.


15″ range, 8+ to cast Magic Missile that forces a leadership test, with the enemy losing a number of models equal to the amount they failed by. Mediocre when combined with the Manbane Standard, otherwise kinda bad. Leadership is pretty high in Old World unless you are hitting something far away from a character in an army with bad leadership. Meh.

Mantle of Ghorok

8+ to cast enchantment that gives the caster +D6 to Strength and Attacks, but a 6 on that roll inflicts a wound and doesn’t get the bonus. I love this spell on a Great Bray Shaman in a unit of Bestigors, you can buff up with this, Daemonic Vessel, Daemonic Vigour, or Battle Lust if you prefer Dark Magic to Daemonology and just clap people. Potentially you can get 8 S10 AP-2 attacks or 9 S9 AP-2 attacks with the right Great Bray Shaman build. Really love this spell, but the Viletide + Hagtree Fetish combo is a lot easier to pull off in practice and way lower risk as it doesn’t put your wizard in melee.

Sample Lists

Having had quite a bit of Beastmen play time in Old World and an event under my belt, there are a few lists that jump out at me as particularly likely to become very, very strong.

Monster Mash

Monster Mash

++2000 Points++

++ Characters [330 pts] ++
Great Bray-Shaman [330 pts]
(Braystaff, Level 4 Wizard, General, Razorgor Chariot, Hagtree Fetish, Daemonology)

++ Core Units [516 pts] ++
5 Chaos Warhounds [30 pts]
(Hand weapons (Claws and Fangs))

5 Chaos Warhounds [30 pts]
(Hand weapons (Claws and Fangs))

5 Gor Herd [40 pts]
(Hand weapons, Additional hand weapons, Ambushers)

3 Razorgor Herd [156 pts]
(Hand weapons (tusks), Light armour (calloused hide))

3 Razorgor Herd [156 pts]
(Hand weapons (tusks), Light armour (calloused hide))

2 Razorgor Herd [104 pts]
(Hand weapons (tusks), Light armour (calloused hide))

++ Special Units [833 pts] ++
3 Dragon Ogres [196 pts]
(Great weapons, Heavy armour, Shartak)

3 Dragon Ogres [196 pts]
(Great weapons, Heavy armour, Shartak)

3 Dragon Ogres [196 pts]
(Great weapons, Heavy armour, Shartak)

Ghorgon [245 pts]
(Cleaver-limbs, Light armour (calloused hide))

++ Rare Units [318 pts] ++
3 Chaos Spawn [159 pts]
(Hand weapon (flailing appendages), Heavy armour (scaly skin), Spawn of Slaanesh (only select one))

3 Chaos Spawn [159 pts]
(Hand weapon (flailing appendages), Heavy armour (scaly skin), Spawn of Slaanesh (only select one))

This list is a massive pile of monstrous goodstuff, filling out Core with Razorgors and the rest of the list with as much monster goodness as you reasonably can. The Ghorgon is there to fight other big monsters, the Chaos Spawn should be able to tar pit the hell out of something and with Strikes First they might even kill something, and the Gors and Warhounds exist to be annoying and get in the way.

Fortified Ungors

Fortified Ungors: Part of a Balanced Breakfast

++ 2000 points ++

++ Characters [736 pts] ++
Great Bray-Shaman [330 pts]
(Braystaff, Level 4 Wizard, General, Razorgor Chariot, Hagtree Fetish, Dark Magic)

Gorebull [205 pts]
(Hand weapon, No armour, The Blackened Plate, Charmed Shield, Gnarled Hide, Gouge-tusks)

Gorebull [201 pts]
(Hand weapon, Heavy armour, Pelt of the Dark Young, Charmed Shield, Many-limbed Fiend)

++ Core Units [626 pts] ++
5 Gor Herd [40 pts]
(Hand weapons, Additional hand weapons, Ambushers)

46 Ungor Herd [293 pts]
(Throwing spears, Shield, Half-horn, Standard bearer, Musician)

46 Ungor Herd [293 pts]
(Throwing spears, Shield, Half-horn, Standard bearer, Musician)

++ Special Units [637 pts] ++
3 Dragon Ogres [196 pts]
(Great weapons, Heavy armour, Shartak)

Ghorgon [245 pts]
(Cleaver-limbs, Light armour (calloused hide))

3 Dragon Ogres [196 pts]
(Great weapons, Heavy armour, Shartak)

Leaning into the killing power of Gorebulls + Ungors, this list features two gigantic bricks of Ungors, intended to be deployed 10 wide and 5 deep. You can use the Gorebulls to give each unit Blood Rage and the GBS has Dark Magic to hand out more Frenzy and debuff the enemy. You could switch GBS lores and pick between throwing and thrusting spears on the Ungors, all options should be good. The Gorebulls have 2+ armor saves and a once per game ward from Charmed Shield, so they should be able to keep their Ungor Boys safe from enemy characters. Special is just Dragon Ogres and a Ghorgon again, I expect those units to become mandatory staples in competitive Brayherds lists.

30-50 Feral Hogs

30-50 Feral Hogs

++ 2000 points ++

++ Characters [88 pts] ++
Wargor [88 pts]
(Great weapon, Heavy armour, Ambushers, General, On foot, Gnarled Hide)

++ Core Units [1912 pts] ++
5 Gor Herd [40 pts]
( Two hand weapons, Ambushers)

6 Razorgor Herd [312 pts]
(Hand weapons (tusks), Light armour (calloused hide))

6 Razorgor Herd [312 pts]
(Hand weapons (tusks), Light armour (calloused hide))

6 Razorgor Herd [312 pts]
(Hand weapons (tusks), Light armour (calloused hide))

6 Razorgor Herd [312 pts]
(Hand weapons (tusks), Light armour (calloused hide))

6 Razorgor Herd [312 pts]
(Hand weapons (tusks), Light armour (calloused hide))

6 Razorgor Herd [312 pts]
(Hand weapons (tusks), Light armour (calloused hide))

This is the maximum amount of Razorgors you can fit in 2000 points. 6 units of 6 here, but you could probably go 3 units of 12 if the event is more strict about the rule of 3. Since your Wargor and mandatory Gors start in Ambush, you will literally just deploy 30+ Feral Hogs on the table and then start running at your enemy. I don’t really know what the counterplay is to this, this is going to create a massively strange game for your opponent and you just get to roll dice and hog at people. It is mandatory to announce that you are cranking your hog or slamming your hog into things at every possible opportunity. If you actually play this in a game take pictures and link them to me, I crave the hog.


Beastmen are, in my opinion, an S-tier army: Dragon Ogres, incredibly strong magic, good, cheap troops, good synergies and combos, good magic items and tons of power in Chaos Mutations. You are only really lacking strong long range shooting, but the sheer shock attack melee power that the Brayherds put out is second to none. The best unit in the Warriors of Chaos list, the Dragon Ogres, are also in this list, and in my opinion the rest of the list around the Drogres is better. You are missing a lord on big flying dickhead the way that Warriors of Chaos have, but the Dragon Ogre Shaggoth and Doombull can do a good dragon cosplay with the right builds. Almost every single unit here has a strong use case with the exception of Chaos Trolls. There are almost no other armies in the game that have a roster this packed with useful, powerful, fun units.

They are a riot to play, you will crush the hell out of people, and your games will be quick. Beastmen have a glass jaw though, and are vulnerable to shooting and to armies like Chaos Dwarfs or regular Dwarfs who can survive the initial shock assault and strike back, and armies like Elves that have quality shooting and high initiative spearmen. They also don’t really like fighting armies that are big into heavy cavalry, their infantry melt hilariously quickly to a good lance charge and cavalry heavy armies are the only ones that outspeed them and can get the charge consistently. If you don’t die to the charge you will probably just out-stat the cavalry boys in the long run, but that is a tough thing to do. I’d recommend spending a lot of time working on positioning units and using your army wide M5 to always get the charge. Drogres, Centigors, and Minotaurs are also great if the local meta has a lot of cavalry, as they are just as fast and hit like a sock full of lead Minotaurs with high AP and good WS.

The time of men is over. It is time for Cow to rule the world.

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