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Only
the newest members of our gaming community (or perhaps a blind,
deaf troll hiding under a bridge) would be unaware of the
growing threat of Chaos in the Warhammer world. As declared
in the Hordes of Chaos book, we continue the documentation
of these dread legions in Beasts of Chaos. This volume works
as a stand-alone Armies book just like any other, but can
also be used with Hordes of Chaos. I'll explain more about
this later.
The first things I looked at when it came to writing the proposals
and briefs for Beasts of Chaos were our previous renditions.
As with Hordes of Chaos, my aim was very much to capture the
chaotic essence of the original Realm of Chaos books from
3rd edition Warhammer. In truth, the Beastmen have evolved
less in the last fifteen years than their warrior and daemon
counterparts, and much of that original material still holds
as true today as it did then.
This made the job a whole lot easier, as you can imagine.
Rather than spending time representing background, or trying
to "massage" the history into something that was
more fitting to the present day depiction of the Warhammer
world, I could focus my efforts working on the army itself.
It has been my goal, since taking on the mantle of Loremaster,
to make sure that each Warhammer army not only looks different,
but plays differently as well. I think players should choose
their armies based not only on their aesthetic values, but
also their playing style. I fondly imagine that we're doing
a pretty good job of that at the moment, and I was sure that
I wasn't going to buck the trend with the Beastmen. So, what
would make for a really characterful army?
Well,
like many things Warhammer-orientated, my inspiration came
from history - and the original Beastmen background. In essence,
the Beastmen are akin to the Germanic tribes that fought against
the Roman legions two thousand years ago; tribes such as the
Goths, Saxons, Visigoths, Angles, Ostrogoths, Alamanni and
Jutes. I found particular interest in the defeat of the Romans
by Arminius in 9AD. Accounts of this tell us that the Germans
painted their bodies, made a great clamouring with their weapons
and shields, and generally "psyched themselves"
up for the battle before descending on the Romans. This is
pretty much the archetypical barbarian image we have today.
However, the important point is that it fooled the Romans
into thinking that the forests were swarming with Germans,
unnerving them even further. So, when Arminius attacked, his
foes were already on the back foot and scared.
Which is all very interesting as a history lesson, but what's
that got to do with Beastmen? Well, let me explain. The Beastmen
are the German tribes of the Warhammer world. They lurk in
the deep forests, raiding settlements, attacking supply caravans
and ambushing armies whilst they're on the march (incidentally,
Orcs are Warhammer Scots, raiding out from their highland
homes, but that's not important right now). I wanted the Beastmen
to fight on the tabletop the same way. I wanted someone who
was facing a Beasts of Chaos army to be unsettled, unsure
of what they're facing, unable to predict the direction of
attack.
To this end, I invented the Ambush rule, which many of you
will have seen in the preview in White Dwarf 275. This enables
certain Beastmen units to be set up in ambush. These units
are not deployed as normal, but instead can be brought on
in a later Movement phase when the General gives the signal.
Although Beastmen are quite adept at this type of warfare,
I didn't want them becoming too efficient – it didn't
suit their Chaotic character. Basically, each ambushing unit
has to take Leadership test - if it fails the unit appears,
not where you want them, but at a random point on the table
edge!
Beasts
in the fold...
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