Beastmen are mutant creatures of Chaos, part human and part beast. Primal and full of rage, they roam the forests and wilderness. The Beastmen despise all civilization, but have a special hatred for humans and Wood Elves, who they see as usurpers. Beastmen forces primarily consist of fast-moving melee infantry as well as larger monsters. They suffer from low-leadership and low armour, but can be recruited in large numbers and are hard-hitting.
- Horde: Armies act as mobile settlements when encamped. Growth is tied to Bestial Rage.
- Herdstones and Bloodgrounds: Beastmen pay no upkeep, but are limited by unit and army caps. When razing a settlement, they can erect a Herdstone. Causing further Devastation will increase Marks of Ruination, unlocking unit/army caps.
- Dread: A unique resource gained after victories, spent on upgrades, confederation and unit cap increases.
- Stances: Beastmen armies have a chance to ambush by default, and use Beast-Paths to cross impassable terrain.
- The Dark Moon: Beastmen have unique dilemmas which trigger every 7 turns, when the Chaos Moon is full.
- Roster of lightly armoured, mobile, hard-hitting units, and many monsters.
|“||"Tear down their totems, befoul their colours! Kill the kings and burn the priests! Into the mud with them, break their skulls and eat their hearts!"||„|
Beastmen are a bestial, Chaos-touched race of horned creatures who dwell in the dark forests of the Warhammer World. Most resemble a sickening blend of horned beast and man, though there are many other variations such as some resembling dogs, pigs or insects, and those in the Far East are said to resemble tigers or apes. Beastmen are especially common in the Chaos Wastes, The Old World and Naggaroth. They range through the secret Beast-Paths of the woods, ambushing the unwary or the isolated. Most victims of the Beastmen are killed, but those who are not suffer a far worse fate...
Beastmen first arose in the ancient past when the polar warpgates collapsed and the raw magic of Chaos first spewed into the world. It was in that time of mutation and madness when the energies of Chaos touched the world, that man became animal and animal became man. Even still, the beastmen will replenish their numbers by capturing human women, or adopting mutant babies abandoned by parents in the forest.
The Beastmen have an ancestral memory of the Time of the Beast, when primitive tribes of humans were prey and Beastmen ruled supreme. Now they look upon the walled cities of men with rage, and seek to tear down every stone, defile every shrine, and return to the true primeval chaos of the wild.
The true children of Chaos, Beastmen belong body and soul to the dark powers from their very birth. The Dark Gods have no need to woo Beastmen with divine gifts and offers of immortality, for the Beastmen instinctively serve Chaos with their bestial, violent nature. As such, the attention lavished on mortal humans (even those who have no wish for such attention!) by the Dark Gods causes the Beastmen to react with a jealous rage.
Beastmen herds are made up of a collection of creatures, from man-sized Ungors and Gors, to troll-sized Minotaurs and horse-like Centigors. These are accompanied by horrifying monsters such as Cygors, Ghorgons and Jabberslythes, while Harpies and Feral Manticores fly overhead.
In Beastmen society, status is determined by size, strength and the size of one's horns. So it is that the more bestial Gors rule over the smaller, human-like Ungors. The spellcasting Bray-Shamans perform a mystic role, reading signs and omens, communing with the Dark Gods and performing black rituals and sacrifices at sacred sites.
Every so often, a powerful Beastlord or Doombull will unite the herds, drawing them to a sacred Herdstone under The Dark Moon, and uniting them into a mighty warherd to ravage the lands of men, or even the hallowed boughs of the Wood Elves against whom they wage a secret war amongst the trees.
Beastmen are a horde faction who don't generally control settlements or have defined territory, but they can still erect Herdstones and lay claim to Blood-grounds, eventually preventing others from colonising an area.
In The Old World campaign, Khazrak, Morghur and Malagor are in same generic Beastmen faction. In An Eye For An Eye, only Warherd of the One-Eye is playable. The information below is accurate for Total War: Warhammer II onwards:
- Warherd of the One-Eye, led by Khazrak the One-Eye.
- Harbinger of Disaster, led by Malagor the Dark Omen.
- Warherd of the Shadowgave, led by Morghur the Shadowgave.
- Slaughterhorn Tribe, led by Taurox the Brass Bull.
Total War: Warhammer
Factions introduced in The Old World campaign:
Factions introduced in The Season of Revelation campaign:
Total War: Warhammer II
Factions introduced in The Eye of the Vortex campaign:
Total War: Warhammer III
Factions introduced in The Realm of Chaos campaign:
- Beastmen Rebels - This faction was in TWW1 and TWW2 files but only actually appears in TWW3
Beastmen forces primarily consist of fast-moving melee infantry as well as many larger monster units that cause fear and terror. This includes a monstrous infantry hero called the Gorebull. They suffer from low Leadership and low armour, but are quite cheap to recruit and very hard-hitting. Beastmen also have many units which can vanguard deploy.
Generally, a battle with Beastmen will be won or lost early on. Beastmen often rush towards the enemy, since they are weak to ranged attacks and have few ranged options themselves. Though the Cygor is a powerful monster artillery unit.
Most Beastmen units have the ability Primal Fury (Minotaur units have Bloodgreed and non-Beastmen units like Giants, Harpies, and Razorgors have neither) which gives melee attack, speed, and charge bonus so long as the unit's leadership is above 50%. This emphasizes the play style of aggressive and fast charges that fade away as units get weaker and lose morale. Finally, almost every unit on the roster has the Woodsman (Attribute) which allows them to pass through trees and are unhindered by that terrain type.
Beastmen have several Regiments of Renown available. These are elite, unique versions of standard Beastmen units.
For a list of possible names for generic Beastmen characters, see Beastmen names.
Beastmen spellcasters have access to four lores of magic, one of which is unique to their race:
Beastmen do not rely on magic too heavily, and can take an army with no spellcasters. However it can still be a powerful strategy for them, as they have access to summons and direct damage spells. Uniquely, from Total War: Warhammer II onwards, Malagor the Dark Omen has access to a combination of spells from the Lore of Wild, Beasts, Death and Shadows. This sets him apart from other Beastmen casters.
In the Campaign
They spread Chaos Corruption but, unlike the Warriors of Chaos, don't take any penalties in areas without it (though they are still harmed by Vampiric Corruption). Money for Beastmen is Favour, which reflects the fact that Beastmen do not seek gold but rather the attention of the Chaos Gods, although even then they have little use for it, as their units don't cost upkeep but are instead limited by unit caps.
Beastmen have little use for diplomacy, they cannot trade at all, and most other factions despise them. Instead they favour an aggressive playstyle, rampaging around the campaign map, sacking and razing settlements, erecting Herdstones and then causing yet more devastation. Successful Beastmen forces will leave whole areas depopulated while gaining Dread and Marks of Ruination for permanent upgrades to their faction. Their special stances allow them to pick their fights, avoiding or ambushing enemies.
If the player is playing as Beastmen, then he or she can choose to ally with the Warriors of Chaos and bring ruin to the world.
Hordes and Bestial Rage
In the campaign, Beastmen factions are hordes. They do not generally occupy settlements (apart from Herdstones), control provinces. or rely on having a permanent territory. To construct buildings, their horde armies must enter into encamped (Hidden Encampment) stance. This also means they do not have any commandments, and are unaffected by climate or regional occupation. They can use Dread and Marks of Ruination to raise their army cap, allowing them to recruit more horde armies. Unlike the Warriors of Chaos, Beastmen do not suffer from Horde Infighting so their horde armies can be close to each other with no penalty.
For Beastmen, Horde Growth is directly linked to the Bestial Rage bar which each horde army has, next to the lord's portrait in the bottom left of the screen. The bar is increased by fighting and winning battles, which in turn provides horde growth and other bonuses.
In Total War: Warhammer, each Beastmen lord will start with a main horde and also a secondary horde army led by a generic lord. Additionally, the Bestial Rage mechanic works completely differently, instead spawning AI-controlled "Bray-Herds" armies when it is full. However, in Total War: Warhammer II onwards, each playable Beastmen faction only starts with their main horde and Bestial Rage works as described above.
The Dark Moon
Beastmen have a special Dark Moon dilemma which triggers for them every 7 turns when the Chaos Moon, Morrslieb, is full. The dilemma will provide several bonuses to choose from at random. Each option also provides greater or lesser buffs depending on whether the moon is a Green Moon, Lunar Eclipse or Solar Eclipse.
Herdstones, Blood-grounds and Marks of Ruination
In TWW2, Beastmen factions gain Herdstone Shards after razing settlements. Once they gather enough shards, they can build a Herdstone when razing a settlement. The Herdstone is a special settlement with limited building options, and the regions around the Herdstone are known as Blood-Grounds.
Every time the Beastmen raze a settlement in the Blood-Grounds, they earn a varying amount of Devastation points, which are increased for higher-level settlements. They can spend 10 Devastation points to begin a Ritual of Ruin at the Herdstone. Once the ritual is complete, other factions cannot colonise the ruin with the Herdstone without destroying the Herdstone, the shards are returned to the player, and the Devastation is converted into Marks of Ruination. As the player reaches higher levels of Ruination, they are able to recruit more high-tier units.
Like the Tomb Kings, the Beastmen are limited by unit and army caps.
Rewards of Dread
Dread is a resource introduced in Total War: Warhammer II which Beastmen accumulate through fighting and winning battles. In the Rewards of Dread screen, it can be spent on increasing unit caps, army caps, hero caps, upgrading Herdstones, or forcing the other Beastmen Legendary Lords to confederate with your faction.
As a horde faction, Beastmen have a rather limited selection of buildings. Most can only be built in encamped horde armies, while a few can be built at Herdstones. There are also a few unique Special Herdstones scattered around the campaign map.
Challenges of the Dark Gods
Challenges of the Dark Gods is the name of the Beastmen tech tree from Total War: Warhammer II onwards. It is divided into several branches, which must be unlocked by completing missions such as "sack 3 settlements in a single turn." A few more powerful technologies are separate at the bottom, with more challenging missions.
For Beastmen tech tree in Total War: Warhammer, please see Beastmen tech tree.
Beastmen can only use 4 stances.
- Beastmen Ambush – replaces default stance and ambush stance, gives a chance to ambush enemies while allowing movement
- Hidden Encampment – replaces encamp, hides the army
- Use Beast-Paths – accesses the Beast-Paths to bypass impassable terrain
- Sacrifice Captives - increases Treasury, decreases replenishment
- Kill Captives - increases Leadership
- Devour Captives - replenishes units
Beastmen have these settlement options when they have captured a settlement:
- Raise Herdstone - Raise a Herdstone here, marking nearby regions as part of a Blood-ground. Herdstones require the Herdstone Shard resource to construct, and cannot be constructed in existing Blood-grounds. Conquest penalty -10 public order, Provincial instability -5 public order, -1 Herdstone Shards.
- Raze & Advance - Take only the prizes, then advance forwards. Treasury increased, Raze (1 turns) Destroying its enemies has strengthened this horde. Casualty replenishment rate +10%, Allows for a moderate amount of additional movement.
- Loot & Raze - Revel in the destruction and take everything you can! Treasury increased, Raze (1 turn), Destroying its enemies has strengthened this horde. Bestial Rage +10, Allows for a small amount of additional movement
|- | TWW1:
- Loot & Raze - razes settlement and increases Total Favour (treasury).
- Raze & Defile - razes settlement and erects a Herdstone which gives +100 Chaos Corruption and +8 Horde Growth.
Victory conditions (Total War: Warhammer)
In Total War: Warhammer's The Old World campaign, the Beastmen legendary lords share a joint playable faction called Beastmen, and share joint victory conditions.
For An Eye For An Eye victory conditions, please see that campaign's page.
From Total War: Warhammer II onwards, they have separate playable factions and their victory conditions can be found on the individual Beastmen playable faction pages. |- |The Old World Short Campaign |The Old World Long Campaign |- |
- Win the following battle with Khazrak's army: The Fall of Man
- Raze 50 settlements
- Earn 20000 Favour from razing
- Destroy the following factions: Reikland, Couronne, Averland, Hochland, Middenland, Nordland, Ostland, Ostermark, Stirland, Talabecland, Wissenland, Karaz-a-Karak
- Win the following battle with Khazrak's army: The Fall of Man
|In addition to the paid DLC below, the Beastmen have had free content updates:|
|DLC||Base game||Content TWW1||Content TWW2||Content TWW3|
|Call of the Beastmen||Total War: Warhammer||???|
|The Silence & The Fury||Total War: Warhammer II||N/A||???|
Beastmen represent the ultimate in stealth gameplay on the campaign map - even more so than the Skaven. Picking out potential targets, and hitting when the time is right is crucial: While powerful, the Beastmen are a Horde faction, so losing an army can be literally game-ending. Use stealth (Hidden Encampment, Beastmen Ambush) to avoid battles that cannot be won, and then take out weakened, separated or vulnerable enemies and territories. In general, the Beastmen will struggle to maintain enough money to be solvent on their own. As a result, Loot & Raze tends to be necessary to build up favour so you can run a negative economy. The Beastmen are also prone to poor replenishment, so either combine weakened soldiers, or be able to spend a couple turns in Hidden Encampment to rebuild your armies.
As mentioned, Beastmen tend to run a negative economy, though Raiding can help with that. An army full of cheap troops kept on Raiding in high-value territories will not only bring in Favour, it will also spread Chaos Corruption, cause negative Public Order to the victim and build Bestial Rage. Traits and Followers that reduce Upkeep are all but necessary to run high-value troops as well.
Once Bestial Rage exceeds 80, a Brayherd will be created. These can be a double-edged sword, as while they'll double the amount of forces you have available, they'll also give away your position when you're trying to hide. It can often be worth sending them on a suicide mission to weaken enemies rather than keep them near your own forces. Send the Brayherd towards your target, then follow one turn later. This will keep you from being discovered, and one can either fight a weakened survivor of the Brayherd, or retreat away if the opponent proves too powerful.
- At the start of some campaigns, the Advisor will greet the player "Tduigu-Uis" and "Nuis-Ghurleth" (the s in the latter is silent). "Tduigu-Uis" is a greeting and "Nuis-Ghurleth" is a title.
- Beastmen got a complete and total overhaul in the final update for Total War: Warhammer II, alongside the release of The Silence & The Fury. Prior to the update, all Beastmen Legendary Lords had the same faction in Mortal Empires, but they were split into separate factions after the update.