I need hints for my next game against a beastment army.
Since it's a 2000pts game, I don't think the casket would be good...
As a beastmen player (along with TK, DE, and HE...man, I need to pick one and stick with it!), here are my thoughts:
Just want to explain a few things lots of people don't know about beastmen. The standard beastmen unit of gors and ungors counts as skirmishers, with the exception that in combat, they get two rank bonuses, as well as getting flank and rear bonuses. In addition, these units can ambush (along with warhounds and most characters), where they come from a table edge, though if they fail a leadership test (if I recall corectly), they come on from a point on the table. Their basic infantry unit is, IMO, the best infan try unit in the game, being both very cheap, fast (movement 5 along with skirmishing while still getting rank), have really advantages mixed unit composition (front models can fight with 2 HW, while rear models fight with spear) and with a great statline (WS 4, T4, have free 2 HW or HW+Shield). The biggest weakness of Beastmen is leadership, as well as army composition. By army composition, I mean: the best units in the beastmen army are core, but people almost always try to take the cooler special and rare units that are greatly overpriced, and lots of time, underpowered.
I wouldn't take a casket, as with ambushers, this won't last long. Actually, I would even have to think hard about taking two SSC, as ambusher will destroys these really fast. I would, however, take lots of archers, as beastmen have little armour, and most people choose to let the ungors get shot first, meaning that your shooting at a toughness 3 target. You should be able to panic a unit or two. Carrion are always good, but maybe not essential, as with the raiders rules, their is a good chance that Carrion will get caught, and they don't effect the regular gors and ungors who skirmish. Chariots will do well, however don't just charge them into a flank, as the skirmishers can form up so that your charging the front if their not currently engaged in CC. Most beastmen armies tend not to be very magic heavy, so whether you choose a HLP or TK is your choice, you should be able to control the magic phase pretty well. Tomb swarms might not be a bad choice if you know your opponent is going to be bringing lots of 40mm monsters, though other that this they're probably not a good choice. Pretty much, you'll want to shoot away and try to panic a few units, then use blocks of troops to hold up the beastmen units while you get in flank charges.
Hope this helps,
What about if your facing a Khorn beastmen army at a 1000 point game? :P...
My opponent is sporting something like this
Beast heard (ambushing)
The better beast unit (marked)
I find them hard to play against since well TK is hard enugh at 1000 points but when fightning frenzied high str opponents They tend to win most combats..
Most of them have very poor armour saves and are very prone to being shot to bits.
Khorne armies work on the principal that for every marked unit you take out, the more powerful your magic phase will be against them.
So my first choice in shooting targets would be the marked stuff. Beastmen have very low ld and so if you panic them they are likely to flee.
Dont forget that the core units can not be marked, only the lords and hero's. The bestman(the rank and file beastmen) they can be marked. So there wont be that many units out there that are marked khorne.
my version works wonders on the BoC, hell on most of the stuff out there
is having a TK with the Death mask, other items ur pick
since their low Ld is the Curse of all beastmen, just worry about the Doombull with the twin axes of khorne that things rips through a TK like a tissue paper
for a 1K same with TP, a skelle block with couple of scorps and carrion should do the trick...with a few chariots of course :P
but u get the picture