The Arcane Journal Beastmen Brayherds was recently released, and while I doubt I’ll play Beastmen I like to support both my local store and The Old World as a whole so I figured I’d pick it up. This is a 48 page soft cover book which provides additional background, two Army of Infamy army lists, a scenario, new troop and character types, two special characters and 18 additional magic items. It also contains a lore of magic, The Lore of Primal Magic, usable by mages in the Wild Herds Army of Infamy.



In the scenario, Clash at the Northern Crossroads an Empire of Man army must hold against a Wild Herd Army of Infamy which surrounds them on three sides. This is an interesting scenario as the game goes on until one side, or both, drops to less than 25% of their starting unit size. Due to heavy snow all troops subtract 1 from their charge range, and shooting, including magic missiles, range is reduced by 3″. Looking at the set up it looks like the defenders would have a very difficult time surviving this battle starting surrounded and with shorter range shooting attacks, but I think it would be fun to give it a try!

The two new Armies of Infamy are the Minotaur Blood Herd and the Wild Herd. The special characters are Kralmaw, The Prophet of Ruin, a level 4 Wizard, and Ghorros Warhoof, Sire Of A Thousand Young, a Centigor Chieftain. Both characters may be included in any Beastman army that has the option for a Wizard or a Centigor Chieftain. Both lists allow for up to 33% Rare as opposed to the normal 25% Rare allowed and requires a minimum of 33% Core troops as opposed to the normal 25%.
The Minotaur Blood Herd allows you to potentially bring an army of nothing but big monsters and infantry as one unit per 1,000 points of Minotaur’s can count as core. The army has a few special rules, some good, some bad. The worst special rule is all Doombulls, Gorebulls, Minotaur Herds and Gore Herds gain Impetuous. It’s definitely not good to have half your army needing to charge 50% of the time against your will! I have heard a rumor that in the upcoming Matched Play Guide Impetuous will change to a leadership, which while not great is better than a 50/50 chance!
If the General of the Army becomes Frenzied due to Blood Rage any friendly units within command range become frenzied as well. Additionally, Doombulls and Gorebulls can take up to 50 points of Chaos Mutations and/or Gifts of Chaos. Finally, the General of a Minotaur Blood Herd must be a Doombull or Gorebull, but they can be up to a level 2 mage and wear armor without penalty!
The Wild Herd list is similar to a Beastman Grand Army, however, there are no options for monstrous infantry, however, big monsters such as Giants, Dragon Ogres, Dragon Ogre Shaggoths and the like are allowed. This list allows Wizards to take the Lore of Primal Magic from this book. The Wizards can add a +1 modifier to their casting or dispel rolls for every other friendly wizard within their command range, however a double of any type causes a miscast or outclassed in the arts that not only effects them but the mages they were using to gain the +1! Characters can take an additional 25 points on magic items and Chaos Mutations and Gor Herds, Ungor Herds, Primal Warherds and Centigor Herds can be Ambushers for +1 point per model, 0-1 units of Gor Herds, Ungor Herds, or Centigor Herds per 1,000 points can be given Ambushers for free, and Beastmen Chieftains and Centigor Chieftans can be given Ambushers for +10 points per model. Obviously we know the theme of this army!


The new units in the book are Warped Gors, Primal Warhounds with Ungor Ravagers, Primal Warherds, and the fearsome Preyton, a creepy looking Monstrous Creature. These units, along with a Herdstone can only be used in a Wild Hunt Army of Infamy. Warped Gors get either poisoned attacks, Armor Piercing -2, or +1 Toughness. The Primal Warhounds are like regular Warhounds only have 1 less Leadership which can be joined by one Ungor for every three Warhounds, which have leadership 7. These Warhounds have Close Order instead of Open Order and don’t get Ambushers. I love the Primal Warherds as they are a mixed unit of Gors and Ungors, just like the good old days! The Preyton is a Monstrous Creature with AP -1 and Armor Bane on it’s D3 Impact Hits, as well as AP -2 and Armor Bane (1) on its regular attacks. It can have frenzy, it flies, and when it wins a round of combat and chooses to restrain and reform enemy units within 6″ must make a Panic test as if a nearby enemy unit was destroyed! I think this beast will be pretty scary, although with only LD 6 he better not be left out on his own! This is the only unit in the Arcane Journal that can be used in a regular Beastmen Grand Army. The Herdstone gives numerous buffs to the unit and army that controls it. The majority of the buffs effect the Beastmen Herds if they control the Herdstone, which only makes sense. Looks like all those other scenarios with a Herdstone make more sense!


While this book doesn’t add much to the regular Beastmen Grand Army both Armies of Infamy look like fun ways to play the game and should be well received by Beastmen players. I do like the idea of the Minotaur Blood Herd, but fortunately I’m not a big fan of the Games Workshop plastic models so I should be safe from that!
-Wachtmeister