
Both the chameleon’s campaign abilities and unit bonuses all play into the sense of an agile, elite assassin surrounded by an equally elite cohort, and the result is one of the more interesting roleplaying campaigns the game offers. Hit and run tactics and ambushes are the order of the day, aided by some welcome buffs to skink missile units. Oxyotl, refreshingly, acts as Taurox antithesis, stranded in an icy wasteland, surrounded by Druchii, Norsca, and Skaven. Suitably Khornate in its mindless, mooing murder-march, but often unsatisfying. It feels like a straight shot to an inevitable victory. Currently, short of getting your main army foolishly wiped before you’ve raised a second – an army that can replenish while it stays invisible, anywhere on the map, and recruit itself up to full strength within a turn or two – there’s no real way to lose as Taurox, or even really lose progress.

For Taurox, without any penalty for having herdstones destroyed once you’ve already performed the rituals of ruin, there’s barely any incentive to defend them, despite the huge garrisons they provide.Īctively reducing your ruination score could well lead to frustrations of its own, and it does lend itself to the campaigns’ forward momentum, but it would at least make sense to reduce the number of armies the beastmen are able to field if they lose too many herdstones. The new herdstone system brings with it new issues, however. Stop reading, go have a look at how it works, and come back. In terms of how the faction plays, it’s clear that an incredible amount of thought and attention has gone into making the chaos cows as enjoyable as possible.

The beastmen rework itself makes some huge improvements across the board.
