
A unique stance, Beast-Paths, lets you move through otherwise impassible forests, opening up opportunities to attack and then vanish into the woods next turn. Ducking back and forth between recruiting new units and being on the march felt a bit passive when applied to Chaos, but here it’s re-styled as semi-Guerilla warfare. The default marching stance for all Beastmen is Ambush, which gives their forces a real hit-and-run feel on the strategy map particularly if you level up a Lord with ‘Lightning Strike’ (allowing you to deny a target stack nearby reinforcements). It makes sense for them to be a roaming band, setting up spontaneous camp wherever necessary. Aside from differences of scale between the two campaigns, and slightly more of a guided narrative on Eye for an Eye, the Beastmen have the same mechanics, tech tree, and so on, in both.Īs noted, the horde system works rather well for the cloven-hooved ones. Rather than just screwing with Todbringer, the Beastmen need to effectively torch Bretonnia and the Empire (plus the Dwarf faction if you’re going for the ultra-long victory). Your quest is much the same on the grand campaign, just on a larger scale. For this 12-ish hour campaign you’re automatically in control of Khazrak’s host, and have the task of setting fire to Boris Todbringer’s back yard and pushing over his bins. A tighter map, in this case 52 regions stretching from the Marienberg coast to Hochland, and an emphasis on a specific bit of Warhammer rivalry. In addition, there’s a mini campaign called ‘An Eye for an Eye’ which follows a similar structure to the more focused expansions added to Rome 2 (Caesar in Gaul, Hannibal at the Gates). Call of the Beastmen adds Khazrak, Malagor, and a whole rabble of goat and bull headed followers to the main campaign (playable if you own the DLC, an AI nuisance if you don’t).
