![]() ![]() You can leave behind herdstones as you like, but you have a maximum number allowed, and enemies can destroy them as they would towns.This is the core of your campaign progression. ![]() Destroying settlements and defeating armies here causes Devastation, which can be turned into Marks of Ruination with the herdstone Ritual of Ruin. This designates the surrounding area as a Bloodground – somewhere to hunt.Rather than being purely roaming hordes, Beastmen can now set up herdstones in any empty settlement (sometimes they will need to ‘move’ the settlement’s inhabitents first).All units have a base capacity of one, so you can at least recruit one when you first have access to them.This may seem like quite a limitation, and it does force some diverse compositions, but is made up for by the lack of upkeep on Beastmen units.There will be many opportunities to increase these caps as you advance and expand. Much like various regiments of renown, you can only have a certain number of each type of unit in your Beastmen armies. Perhaps the biggest difference between the other factions of the world and the Beastmen is the use of unit caps. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |