Beastmen are, at their core, an infantry army .
We don't have access to ward saves like the blasted banner, shrines, regen etc... but we do have access to fast moving troops and swift hunters.
Here's a list of tactics a smart beastman player can utilize.
(let's assume this is an all comers list)
Razorgors: fear causing giant pigs. T5 and 3 wounds means they can survive a fair amount of gunfire and can make it to most warmachines in Turn 2 failing a bad charge. They are very versatile and dependable. If you need them to take on heavy cav, assassinate a character, take a flank or suicide a unit, they are your GO-TO unit. Even dwarven warmachines, the most resilient of them, can be gored and stomped by these beasts.
Harpies: Dependable, fast, delicate. Vs. Warmachines, they can make it to most in T2, or if you take 'scouting' possibly turn 1. Their high I and 2 attacks means they make mincemeat of most Warmachines (saving dwarves...) and easily overrun with swiftstride into other warmachines. A must in most Beastmen armies. Not as versatile as the Razorgors, but still good for attacking lone units or stalling some one/ march blocking (though March blocking is less effective in this edition)
Raiders: Dirt cheap, potential killers, un-reliable due to their ambush rolls. These cheap CORE units can pop out (or fail miserably) and pepper delicate units then charge the war-machines. Primal fury (bout 45% chance w/o generals ldr) means dead warmachines. Even the charge on most WMs means the warmachine crew should flee in CR. Always run minimum 6 for ambush, as that's the most you can attack WMs with.
Chalice of dark rain: Cost efficient vs MOST armies, shuts down WMs fairly well. If the enemy doesnt roll well, they can't fire. Even skaven Doom rockets are subject to this! (look it up, it's true). BS of gunlines drop too. Very effective.
Centigors: Expensive, reliable, versatile. These units can charge across the field and eradicate any warmachine. Primal fury, AS (shocking for beastmen) , spears, and 2 attacks means a dead warmachine. Easy to overrun into another and you can use them with thought on a flank/ rear. Not easy to fit into most armies as they share a special place w/ minos & bestigors.
Ironcurse Icon: Sheer numbers of saves. T4 easily, maybe buffs, then any armor saves, then ironcurse? Many bestigors have lived due to this 5 point item. a MUST have.
Target saturation: I present so many deadly targets that the warmachines have a hard time figureing out which to shoot. I try to make each a potential threat and asset to my army. Each big enough to take the shooting (damn mortars!), tough enough to survive most (T4 + wyssans) or disposable. Chariots fit this role. I'd rather you kill a chariot completely than hurt my bestigors, but let the chariot live, and it WILL hurt the combats that will ensue.
Tough choice for the enemy.
With beastmen, I try to ram as many down the enemies throats as fast as possible. I don't want to give him time to chew me up long range, I don't want to let him snipe me. I want to get in his face and beat him with a hammer till the blood congeals and I sell his elven teeth for booze.
You can EASILY fit all the above (sans Centigors) in any list. There is no reason not to be blitzing turn two and shut down 50% of warmachines.
Last edited by blackspine; 04-15-11 at 06:48 PM.