Total War: WARHAMMER II Beastmen Special Herdstone Guide [New Update]

Total War: WARHAMMER II Beastmen Special Herdstone Guide [New Update] 1 - steamsplay.com
Total War: WARHAMMER II Beastmen Special Herdstone Guide [New Update] 1 - steamsplay.com

Hi everyone, Since the new update for the Beastmen came out one of it’s major features is the Herdstone settlements feature that allows the Beastmen to:

A. Colonise certain areas a few times.
B. Stop Enemies from colonising an AoE.
C. Allow recruitment of certain units for new Beastmen armies.
D. Provide areas where you can get buffs for your Beastmen.

Besides these however, CA has added that certain areas (namely the capital regions of enemy factions) not only provide the above bonuses when you place a Herdstone, but also other area and even faction bonuses ontop. So this guide aims to help everyone by telling people:

A. Where are these special Herdstones?
B. What bonuses do these Herdstones give the Beastmen once created and even upgraded?

From there, we will go over each of the areas in alphabetical order.

 

Altdorf

Our guide will begin with the pesky Empire and their dreaded Emperor Karl Franz, when you place a Herdstone here you manage to not only take out the Emperor and his precious Empire and stop their respawning, you also get some neat bonuses:

TIER 1 Once-great landmarks, torn from their foundations and trodden into the ground, are a prime location for a Herdstone of marked significance.
    Horde recruitment capacity +1 (Local Armies)
    Ambush success chance +5% (Local Armies)
    Hero recruit rank: +1 for Bray-Shamans (Factionwide)
    Melee attack +1 when fighting against Men (Factionwide)
TIER 2 Upon the rubble of failed civilisation sits a deluge of beast-filth and battle loot where blasphemous ritual becomes the dark reflection of reverence.
    Campaign movement range +5% (Local Armies)
    Horde recruitment capacity +2 (Local Armies)
    Ambush success chance +10% (Local Armies)
    Hero recruit rank: +2 for Bray-Shamans (Factionwide)
    Melee attack +2 when fighting against Men (Factionwide)
TIER 3 Dark energies of Chaos coalesce to manifest animalistic pandemonium, attracting groups of Cloven Ones for leagues around.
    Campaign movement range +10% (Local Armies)
    Horde recruitment capacity +3 (Local Armies)
    Ambush success chance +15% (Local Armies)
    Hero recruit rank: +3 for Bray-Shamans (Factionwide)
    Melee attack +3 when fighting against Men (Factionwide)
TIER 4 Wherever the Children of Chaos dwell in numbers, doom is always imminent.
    Campaign movement range +10% (Local Armies)
    Campaign movement range -5% for enemy armies starting their turn in this region (Local Enemy Armies)
    Horde recruitment capacity +4 (Local Armies)
    Ambush success chance +20% (Local Armies)
    Hero recruit rank: +4 for Bray-Shamans (Factionwide)
    Melee attack +4 when fighting against Men (Factionwide)
TIER 5 Mankind’s decline is now nigh-on unstoppable; the return to their primeval status as nothing more than food-creatures, inevitable!
    Campaign movement range +15% (Local Armies)
    Campaign movement range -10% for enemy armies starting their turn in this region (Local Enemy Armies)
    Horde recruitment capacity +5 (Local Armies)
    Ambush success chance +25% (Local Armies)
    Hero recruit rank: +5 for Bray-Shamans (Factionwide)
    Melee attack +5 when fighting against Men (Factionwide)

Altdorf also provides the usual port bonuses as well.

Black Crag

 

Castle Drakenhof

 

Couronne

The Brettonian capital is next on our list as it contains a special Herdstone against the dreaded cavalry masters and their fabled Knights of the realm, and trampling it underneath Cloven Hooves will provide you with these bonuses:

TIER 1 Once great landmarks, torn from their foundations and trodden into the ground, are a prime location for a herdstone of marked significance.
    Charge bonus +1 (Factionwide)
    Horde recruitment capacity +1 (Local Armies)
    Ambush success chance +5% (Local Armies)
    Melee attack +1 when fighting against Brettonia (Factionwide)
TIER 2 Upon the rubble of failed civilisation sits a deluge of beast-filth and battle loot where blasphemous ritual becomes the dark reflection of reverence.
    Campaign movement range +5% (Local Armies)
    Charge bonus +2 (Factionwide)
    Horde recruitment capacity +2 (Local Armies)
    Ambush success chance +10% (Local Armies)
    Melee attack +2 when fighting against Brettonia (Factionwide)
TIER 3 Dark energies of Chaos coalesce to manifest animalistic pandemonium, attracting groups of Cloven Ones for leagues around.
    Campaign movement range +10% (Local Armies)
    Charge bonus +3 (Factionwide)
    Horde recruitment capacity +3 (Local Armies)
    Ambush success chance +15% (Local Armies)
    Melee attack +3 when fighting against Brettonia (Factionwide)
TIER 4 Wherever the Children of Chaos dwell in numbers, doom is always imminent.
    Campaign movement range +10% (Local Armies)
    Campaign movement range -5% for enemy armies starting their turn in this region (Local Enemy Armies)
    Charge bonus +4 (Factionwide)
    Horde recruitment capacity +4 (Local Armies)
    Ambush success chance +20% (Local Armies)
    Melee attack +4 when fighting against Brettonia (Factionwide)
TIER 5 Soiled Knightly banners trodden in muck lay about the Herdstone, befouled in dread mockery of all that Brettonia holds dear.
    Campaign movement range +15% (Local Armies)
    Campaign movement range -10% for enemy armies starting their turn in this region (Local Enemy Armies)
    Charge bonus +5 (Factionwide)
    Horde recruitment capacity +5 (Local Armies)
    Ambush success chance +25% (Local Armies)
    Melee attack +5 when fighting against Brettonia (Factionwide)

 

Hexoatl

The Capital of the Cold Blooded Lizardmen is also another great place to stick a Herdstone because not only does it also stop the great Mazdamundi, but also it provides the following bonuses:

TIER 1 Once great landmarks, torn from their foundations and trodden into the ground, are a prime location for a herdstone of marked significance.
    Winds of Magic starting amount +1 for all armies (Factionwide)
    Melee attack +1 when fighting Lizardmen (Factionwide)
    Horde recruitment capacity +1 (Local Armies)
    Ambush success chance +5% (Local Armies)
TIER 2 Upon the rubble of failed civilisation sits a deluge of beast-filth and battle loot where blasphemous ritual becomes the dark reflection of reverence.
    Winds of Magic starting amount +2 for all armies (Factionwide)
    Campaign movement range +5% (Local Armies)
    Melee attack +2 when fighting Lizardmen (Factionwide)
    Horde recruitment capacity +2 (Local Armies)
    Ambush success chance +10% (Local Armies)
TIER 3 Dark energies of Chaos coalesce to manifest animalistic pandemonium, attracting groups of Cloven Ones for leagues around.
    Winds of Magic starting amount +3 for all armies (Factionwide)
    Campaign movement range +10% (Local Armies)
    Melee attack +3 when fighting Lizardmen (Factionwide)
    Horde recruitment capacity +3 (Local Armies)
    Ambush success chance +15% (Local Armies)
TIER 4 Wherever the Children of Chaos dwell in numbers, doom is always imminent.
    Winds of Magic starting amount +4 for all armies (Factionwide)
    Campaign movement range +10% (Local Armies)
    Campaign movement range -5% for enemy armies starting their turn in this region (Local Enemy Armies)
    Melee attack +4 when fighting Lizardmen (Factionwide)
    Horde recruitment capacity +4 (Local Armies)
    Ambush success chance +20% (Local Armies)
TIER 5 The City of the Sun drowns in the shadow of the Chaos Moon’s Herdstone-fuelled influence, indulging the depravity of the Beastmen.
    Winds of Magic starting amount +5 for all armies (Factionwide)
    Campaign movement range +15% (Local Armies)
    Campaign movement range -10% for enemy armies starting their turn in this region (Local Enemy Armies)
    Melee attack +5 when fighting Lizardmen (Factionwide)
    Horde recruitment capacity +5 (Local Armies)
    Ambush success chance +25% (Local Armies)

 

Karaz-A-Karak

 

Lothern

The pesky home of the High Elves is a great place for a Herdstone as not only does it stop Tyrion from raising from the dead and the High Elves ever getting a foot hold, but also it provides alot of amazing abilities for your Beastmen armies, including:

TIER 1 Once-great landmarks, torn from their foundations and trodden into the ground, are a prime location for a Herdstone of marked significance.
    Cooldown -2% to all spells (Factionwide)
    Horde recruitment capacity +1 (Local Armies)
    Ambush success chance +5% (Local Armies)
    Melee attack +1 when fighting High Elves (Factionwide)
TIER 2 Upon the rubble of failed civilisation sits a deluge of beast-filth and battle loot where blasphemous ritual becomes the dark reflection of reverence.
    Campaign movement range +5% (Local Armies)
    Cooldown -4% to all spells (Factionwide)
    Horde recruitment capacity +2 (Local Armies)
    Ambush success chance +10% (Local Armies)
    Melee attack +2 when fighting High Elves (Factionwide)
TIER 3 Dark energies of Chaos coalesce to manifest animalistic pandemonium, attracting groups of Cloven Ones for leagues around.
    Campaign movement range +10% (Local Armies)
    Cooldown -6% to all spells (Factionwide)
    Horde recruitment capacity +3 (Local Armies)
    Ambush success chance +15% (Local Armies)
    Melee attack +3 when fighting High Elves (Factionwide)
TIER 4 Wherever the Children of Chaos dwell in numbers, doom is always imminent.
    Campaign movement range +10% (Local Armies)
    Campaign movement range -5% for enemy armies starting their turn in this region (Local Enemy Armies)
    Cooldown -8% to all spells (Factionwide)
    Horde recruitment capacity +4 (Local Armies)
    Ambush success chance +20% (Local Armies)
    Melee attack +4 when fighting High Elves (Factionwide)
TIER 5 With the ruined Glittering Tower now replaced by a massive, foreboding Herdstone, Emerald Gate has suffered the ultimate defilement.
    Campaign movement range +15% (Local Armies)
    Campaign movement range -10% for enemy armies starting their turn in this region (Local Enemy Armies)
    Cooldown -10% to all spells (Factionwide)
    Horde recruitment capacity +5 (Local Armies)
    Ambush success chance +25% (Local Armies)
    Melee attack +5 when fighting High Elves (Factionwide)

Lothern also provides the usual port bonuses as well.

Naggarond

This one’s for the Dark Elves homeland in the frozen north, if you place a Herdstone up here you not only take out Malekith (and even stop Hag Graef from being settled once you perform the ritual, added bonus) from the game, you also get these bonuses to boot:

TIER 1 Once great landmarks, torn from their foundations and trodden into the ground, are a prime location for a herdstone of marked significance.
    Horde recruitment capacity +1 (Local Armies)
    Armour +1 for all units (Factionwide)
    Ambush success chance +5% (Local Armies)
    Melee attack +1 when fighting against Dark Elves (Factionwide)
TIER 2 Upon the rubble of failed civilisation sits a deluge of beast-filth and battle loot where blasphemous ritual becomes the dark reflection of reverence.
    Campaign movement range +5% (Local Armies)
    Horde recruitment capacity +2 (Local Armies)
    Armour +2 for all units (Factionwide)
    Ambush success chance +10% (Local Armies)
    Melee attack +2 when fighting against Dark Elves (Factionwide)

 

    Ambush success chance +10% (Local Armies)
TIER 3 Dark energies of Chaos coalesce to manifest animalistic pandemonium, attracting groups of Cloven Ones for leagues around.
    Campaign movement range +10% (Local Armies)
    Horde recruitment capacity +3 (Local Armies)
    Armour +3 for all units (Factionwide)
    Ambush success chance +15% (Local Armies)
    Melee attack +3 when fighting against Dark Elves (Factionwide)
TIER 4 Wherever the Children of Chaos dwell in numbers, doom is always imminent.
    Campaign movement range +10% (Local Armies)
    Campaign movement range -5% for enemy armies starting their turn in this region (Local Enemy Armies)
    Horde recruitment capacity +4 (Local Armies)
    Armour +4 for all units (Factionwide)
    Ambush success chance +20% (Local Armies)
    Melee attack +4 when fighting against Dark Elves (Factionwide)
TIER 5 The slavers will become the enslaved. The sacrificers will become the sacrificed.
    Campaign movement range +15% (Local Armies)
    Campaign movement range -10% for enemy armies starting their turn in this region (Local Enemy Armies)
    Horde recruitment capacity +5 (Local Armies)
    Armour +5 for all units (Factionwide)
    Ambush success chance +25% (Local Armies)
    Melee attack +5 when fighting against Dark Elves (Factionwide)

Naggarond also provides the usual port bonuses as well.

The Oak of Ages

This one’s for the Wood Elves most significant building in the region (and the one that makes the most sense for the Beastmen to want to raise a legendary Herdstone here). This one is powerful in that it actually stops alot of the Wood Elf factions from rising up once you perform the ritual here, but beside that juicy bit it also provides the following bonuses:

TIER 1 Once great landmarks, torn from their foundations and trodden into the ground, are a prime location for a herdstone of marked significance.
    Missile resistance: +1% for all units (Factionwide)
    Melee attack +1 when fighting against Wood Elves (Factionwide)
    Horde recruitment capacity +1 (Local Armies)
    Ambush success chance +5% (Local Armies)
TIER 2 Upon the rubble of failed civilisation sits a deluge of beast-filth and battle loot where blasphemous ritual becomes the dark reflection of reverence.
    Campaign movement range +5% (Local Armies)
    Missile resistance: +2% for all units (Factionwide)
    Melee attack +2 when fighting against Wood Elves (Factionwide)
    Horde recruitment capacity +2 (Local Armies)
    Ambush success chance +10% (Local Armies)

 

    Ambush success chance +10% (Local Armies)
TIER 3 Dark energies of Chaos coalesce to manifest animalistic pandemonium, attracting groups of Cloven Ones for leagues around.
    Campaign movement range +10% (Local Armies)
    Missile resistance: +3% for all units (Factionwide)
    Melee attack +3 when fighting against Wood Elves (Factionwide)
    Horde recruitment capacity +3 (Local Armies)
    Ambush success chance +15% (Local Armies)
TIER 4 Wherever the Children of Chaos dwell in numbers, doom is always imminent.
    Campaign movement range +10% (Local Armies)
    Campaign movement range -5% for enemy armies starting their turn in this region (Local Enemy Armies)
    Missile resistance: +4% for all units (Factionwide)
    Melee attack +4 when fighting against Wood Elves (Factionwide)
    Horde recruitment capacity +4 (Local Armies)
    Ambush success chance +20% (Local Armies)
TIER 5 A Herdstone of the Fey-killers stands before the blackened Oak-the Wood Elves taught their place at the sharp end of horn and blade.
    Campaign movement range +15% (Local Armies)
    Campaign movement range -10% for enemy armies starting their turn in this region (Local Enemy Armies)
    Missile resistance: +5% for all units (Factionwide)
    Melee attack +5 when fighting against Wood Elves (Factionwide)
    Horde recruitment capacity +5 (Local Armies)
    Ambush success chance +25% (Local Armies)

A downside to this Herdstone though is the fact that you can only place 1 other stone here at Tiers 3-5 unlike the others that get to place 2 (or 3 in the port ones).

Final Notes (also a mention of incompletion at this time)

I hope you have enjoyed the contents of this guide and they proved useful to you on your cloven way to victory, if you have any locations that I have missed or information that I have yet to add please inform me in the comments below and I will get to them as soon as I am able (Also this guide will be a work in progress as I am currently running through my Beastmen campaign and finding out the areas as we speak, but I will be editing the guide and adding what I have missed as soon as I am able).

Written by A Soul Reaver

This is all for Total War: WARHAMMER II Beastmen Special Herdstone Guide hope you enjoy the post. If you believe we forget or we should update the post please let us know via comment, we will try our best to fix how fast is possible! Have a great day!


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