You immediately have two packs of Beastmen at your disposal, at war with the Estalians. The campaign begins in command of your hordes in the province of Estalia, on the southern border of the Bretonnian kingdoms. The Settlement is Raided, and then instantly Flattened. The army that performs the action also receives a +8 population growth bonus for one turn. The settlement is Razed, and the Corruption of Chaos in the Region is immediately increased by 100 the settlement will continue to spread Chaos Corruption in the Region to neighboring ones. If an enemy army enters range, however, an ambush is not unleashed, and if the army in the hidden encampment is identified, the Mode is immediately canceled (also blocking any reintegration / recruitment / construction).
Hidden Camp works exactly like Camp, but the army using it also becomes invisible to other factions, just as if it were in Ambush mode. Pillage works just like Assault, but it also increases the army's Beastly Fury.
The Paths of the Beasts function exactly like the Underground Way (see Dwarves). Beastmen Ambush is identical to the normal “Neutral Mode”, but each time you attack another army there is a chance to turn the battle from pitched into ambush.
This Mode replaces the normal “Neutral Mode” that armies of all other factions have at their disposal. It allows you to choose one of 4 outcomes, and produces large bonuses and some limitations to the entire faction for a small number of turns.īeast Fury works just like Combativeness (see Orcs and Goblins), allowing you to generate additional AI-controlled armies called Barking Herds when it's high enough or causing attrition when it's too low.
Beastmen cannot therefore under any circumstances possess Settlements or tighten Trade agreements. All Beastmen armies are gods Order, like the Chaos Warriors, but unlike the Chaos Warriors they suffer no attrition losses due to the proximity of multiple distinct armies.All Beastmen harbor a deep, innate contempt for all forms of civilization, but they particularly hate man, who in ancient times defeated them in a struggle for territory and forced them to take refuge in the forests and in the most inaccessible regions of the Old World.īeastmen are an army based on mobility, speed and shock strength, well stocked with units of all types but lacking in super-heavy shooters and choices. Beastmen live in the forests in semi-nomadic packs, called Bray Packs, raiding and ambushing the villages and caravans of the most advanced races. All Beastmen have a physical component and some mental traits proper to man (including a discreet and often underestimated intelligence), in addition to those of some animals most Old World Beastmen display goat, bull, or equine traits. The Beastmen, also called "gor" (a term that we could translate as "bestial being") are hybrid creatures, born from the mutation of men caused by the influx of chaotic energies. … And in an age of darkness, man became beast and beast became man.