Anderas wrote:I get that Fimir and Beastmen will appear in different styled maps like undead and orc in the original.
A Beastman which is too strong will be a match up for a highly equipped group. Where does the Minotaur fit if we have already something for the well equipped? As Boss Monster only?
I want the Beastman and Minotaur to be sufficiently differentiated. See below for a possible nerf. I'll get to work on the Minotaur poll next to get a better idea where we stand between the two.
Anderas wrote:The Fimir like statline, give or take a defense die, makes the Beastman a highly versatile Monster. He can be the Boss Monster for a beginner's group, the strong Monster for a medium group, and even for the endgame equipped Heroes he is still not ignorable, so he can be used there as common Monster.
The Fimir fails to do that because of the lack of models. There are just not enough of them in the Box.
I would hope the Beastman would be more dangerous than a Fimir. Our grunt story arc first features Orcs and Goblins, then Kobolds and Fimir. After that, Beastmen are introduced. I don't recall where Cultists come in, but I believe they will mainly be encoutered in the final Chaos chapter with the Chaos Dwarves.
A couple of Beastmen placed earlier in a Kobold and Fimir Quest would work fine as tough elites. When they are featured in the middle Quests as dangerous grunts and re-purposed in the later Quests as fodder I think 6 models should work fine.
Anderas wrote:A Beastman with 4 Attack dice can be an instant kill for a injured beginner Hero or the Wizard. More so if he gets to attack twice because of the counter attack ability.
This is the scary reality of a dangerous Beastman. Beginning Quests should avoid using Beastmen without careful consideration, and then only in minimal numbers. Quest makers should treat their placement almost as conservatively as Chaos Warriors.
Anderas wrote:If you give him four attack dice, he won't be useable too much against beginner groups, whereas strong groups will instant kill him so there the 4 dice don't make a difference.
The counter attack skill is a lot stronger than the additional die, but again, only against beginner groups. The high level groups will likely skip by the one BP threshold and instant kill him. So this skill would make him unusable with beginners groups and against strong groups it is useless, therefore reducing the usability of this beautiful model to medium groups only.
Most strong groups will have Heroes with battle axes or longswords, plus a Wizard's spells. I don't know the numbers as well as you, but shouldn't it be likely only 1 BP of damage will be done about a third of the time with a strong group? This will certainly reduce their threat to grunts for kitted-out Heroes. At that point I think increasing their numbers in a room will keep them useful but different when they are no longer the featured Quest monster in our story arc.
Anderas wrote:If you want him stronger than a Fimir, give him an AT die more. That reduces his use in the low end, but at least not in the high end.
But the special ability for counter attack should be reserved for Beastman Characters only. It is too restrictive.
If you perceive the counter attack as too strong, how about this nerf:
When a Beastman's Body Points are reduced to 1, it may immediately apply any skulls from its defend roll as hits against the Hero. These hits are defended normally. This could optionally be extended to any damage against a Beastman as well, evening out its threat against differently equipped Heroes.