While friends at university went to parties and pretended to like drum and
bass, I was reading about Beastmen on the Warhammer website. It was easy to
visualise sunless forests full of monsters, crowding around profane monuments,
but the tabletop game only captured the moment they emerged from the woods to
attack. The Call of the Beastmen DLC lets you experience all the supplementary
stuff that makes the race so interesting—plotting, raiding, stamping on dead
humans—and in doing so, gives us an expansion that feels truly different to
play.
Because you’re controlling a horde, you never have to worry about defending
settlements. The constant movement makes more sense here than it ever has
before, because the Beastmen are a hit and run army. I pissed off a collection
of factions on the Grand Campaign, who united and chased me, Benny Hill-style,
right into the northern wastes. I waited until they were ravaged by attrition,
frozen and depleted, before picking them off individually. That’s why it feels
so refreshing. You never need fret about the fringes of your empire—just how
you’ll escape unscathed.
It’s terribly satisfying looking back and seeing scorched earth where
settlements once stood, but there are downsides. The Eye for an Eye campaign
ends when Khazrak the One Eye’s warherd is destroyed, so you have to be
cautious. But far from being a criticism, this is another element that forces
you to play in character. You’re a guerilla force. When you’re not on the
warpath, you need to stay concealed, scrambling along hidden roads and setting
up camps where humans fear to tread. Beast-paths work like the Dwarven Underway,
letting you move through impassable terrain unimpeded—think of them like public
bridleways, but instead of bumping into cagouled ramblers you’re more likely to
be trampled into the filth by a stinking herd of monsters. It’s another smart
implementation of lore hidden in ancient army books—throwaway paragraphs turned
into essential game mechanics. Grandiose dwarven halls have never seemed so far
away.
Your economy also works in a different way, in the sense that you don’t have
one. Your income comes from raiding and razing, and this forces you to stay
mobile and find fresh lands to despoil. I love the feeling of ranging into rich
enemy settlements, ruining everything, then slipping back into the forest to the
sound of wailing children and pounding hooves. It’s tricky to balance at
times—there are no fat gold mines to boost your finances—so you rely on buffs
provided by the lunar cycle. If there’s anything more bestial than using
moon-magic to swell your dark forces, I’d love to know what it is.
Momentum is important because it lets you summon Brayheards. These work in a
similar way to the Orc Waaaagh! They appear when your bestial rage builds to the
required level, and you can send them to attack specific targets. They’re
incredibly powerful, to the point that I didn’t feel I’d earned such an
effective boon. If you’re a meticulous Total War planner who takes the time to
compose the perfect army, it might feel like a shortcut, but it helps give the
race character. You build rage by constantly harassing, raiding and fighting—all
the things that make me hate AI factions—so you can’t help but feel like a
delicious menace.
The sense of racial distinction continues on the battleground. The Beastmen
are an army of pace and brutality. Many of your units get vanguard deployment,
so the plan is always to outmanoeuvre, surprise and destroy. Battles of
attrition rarely succeed. Beastman units struggle against the specialist troops
of the later game, so location and circumstance are paramount. That’s why the
repetition of the ambush location is disappointing. Your standard army stance on
the campaign map gives you the opportunity to surprise enemy forces, meaning
every ambush takes place in the same bleak setting. I hate auto-resolving
important engagements—the beauty of Total War’s scale and detail is that I get
to see Karl Franz chased from the map by angry mutant pigs—but it’s tempting
when you’re seeing the same location for the 20th time. The Eye for an Eye
campaign itself is also quietly underwhelming. The feud between Beastman leader
Khazrak the One Eye and Middenland’s Boris Todbringer never gathers enough
momentum to be as compelling as the rivalries that occur organically in every
Total War game. It’s still great fun, but I got a better sense of place and
character from playing Beastmen in the Grand Campaign.
The price might seem steep for a new race, but they do change the game. I got
around eight hours play out of the Eye for an Eye campaign, and it made me start
a new Grand Campaign, too. Ten hours into that, and I'm still enjoying it. I'm
biased because I love Beastmen, but they're still a fun, worthwhile addition to
the vanilla game.
Call of the Beastmen will satisfy anyone looking to enrich the vanilla
Warhammer experience with a distinct army. The Warhammer fluff tells us every
forest in the Old World is teeming with Beasts of Chaos—heck, some of us even
wasted our uni years reading about it—and this DLC embodies that assurance with
savage detail.

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