For discusssion purposes, here's a list that have been testing that'sworked out pretty well. It doesn't exactly fit with DarkWingDuck's take on how the army should be themed, but it's fun to play and seems to be well balanced (i.e., wins about half the time vs. the armies I've tested it against - HE, Empire and Dwarfs). Maybe there are some ideas in here that you will like.
Well - I see that the list comes out all messed up, but I don't know how to fix it. Hopefully you all can figure it out.....
BEASTS OF CHAOS (Updated based on comments received)
Army Selector
Troops Type Attacks Hits Armour Command Size Points Min/Max Special
Beastman Herd Infantry 3 4 6+ - 3 60 2/- 1*
Bestigors Infantry 4 4 5+ - 3 110 1/4
Minotaurs Infantry 5 4 5+ - 3 125 -/1 2*
Centigors Infantry 3 4 6+ - 3 95 -/1 3*
Tuskgor Chariots Chariot 3 4 5+ - 3 110 -/3
Chaos Hounds Cavalry 2 3 0 - 3 30 -/4
Chaos Giant Monster 8 8 5+ - 3 150 -/* 4*
Chaos Spawn Monster 3/3 4 3+ - 1 110 -/* 5*
Dragon Ogres Monster 6 4 5+ - 3 250 -/*
Shaggoth Monster 6 4 4+ - 1 130 -/* 6*
Harpies Monster 2 3 6+ - 3 65 -/* 7 *
Beastlord General +2 - - 9 1 125 1/1
Great Bray Shaman General +2 - - 8 135 1/1 8*
Doombull Hero +2 - - 7 1 80 -/1
Beastman Chief Hero +1 - - 8 1 80 -/1
Beastman Shaman Wizard +1 - - 8 1 90 -/2
Beast Mount Mount +1 - - - 1 10 -/1
Gorgon Mount +2/3 - - - 1 70 -/1 9*
Special Rules
MONSTERS – Chaos Monsters play an important role in Beast armies and a wide variety of them are available. However, they cannot be taken in too great a quantity lest they become unruly and impossible to control. No more than TWO monster units may be selected for every 1000 points in the army, and each type may only be selected once per 1000 points. So, a 2000 point could include up to four Monster units, but no more than two of any one type.
GENERAL - Although this list contains two entries for General only one may be selected. You may have your army lead by either a Beastlord or a Great Bray Shaman. You may not select both.
NOTES:
1 Blood Lust – Beastman Herds are a bloodthirsty lot and so must always use their initiate to charge an enemy within range. Exception: A Character within 20cm may prevent this initiative charge by making a successful roll against his Command value. A character may make this test for any number of units and a failed test does not preclude him from making additional tests that turn. Each unit must be tested for individually. A +1 die roll modifier (i.e., a -1 command modifier) must be applied to the roll for each adjacent unit (to the unit being tested for) that has charged during the current initiative phase, either by choice or through failing a hold test. The Blood Lust of the Herd also requires that it always make Pursuit and Advance moves, if possible. These moves cannot be prevented or controlled by a character.
2 Minotaurs are also subject to Blood Lust as described above, but can ONLY be held in place by a Doombull.
3 Centigors are an exception to normal infantry and have a movement rate of 30cm. Centigors also have a rather nasty disposition, even compared to other Beastmen, as well as a strong tendency to drink too much (way too much!). Therefore, they may not be brigaded with any units other than other Centigors and suffer a double penalty for distance from a character issuing them commands (i.e., a +2 for 20-40 cm distant, +4 for 40-60 cm, etc.).
4* As Orc Giant
5* Use modified Chaos Spawn rules.
6* Dragon Ogre Shaggoth are monstrous creatures and therefore cause Terror. Shaggoth are infused with the power of natural lightning, allowing them re-roll one wound taken per turn (this also allows shaggoth to make a single save against 1 hit that would normally ignore armour).
7* Standard rules for Harpies.
8* Great Bray Shamans control the power of magic as well as the chaos hordes. Great Bray shaman counts as a general but may cast magic. A Great Bray shaman may only order troops up to 80cms. Great Bray shamans have their own specific spells.
9* The Gorgon is a big bull-like monster that beastmen characters may take as a mount. The Gorgon causes Terror. It has a magical gaze attack, which works like Dragons Breath. If attached to a unit the gorgon may make three normal shooting attacks; range = 20cm.
Shaman Magic
Bloodrage – 4+ to cast. Range 30cm. 1 friendly unit gains +1 attack per stand in the following combat.
Whip of Flames – 5+ to cast. Range 30cm. 3 shooting attacks that ignore armour. Requires line of site.
Stare of the Gorgon – 5+ to cast. Range 30cm. One friendly unit counts as being terrifying for the next combat.
Soulbattle – 6+ to cast. Range 60cm. May be used on an enemy wizard or runesmith. If cast on a wizard it may not cast spells in the next shooting phase. If cast on a runesmith it may not use its anti-magic ability for the remainder of the beast man players shooting phase
Great Bray Shaman Magic
Bloodrage – 4+ to cast. Range 30cm. 1 friendly unit gains +1 attack per stand in the following combat.
Whip of Flames – 5+ to cast. Range 30cm. 3 shooting attacks that ignore armour. Requires line of site.
Dark Calling – Great Bray Shamans Only
5+ to cast. Range 45cm. The shaman reaches into the darkest fury that lies within his troops, stirring it up until this evil, primitive rage explodes thrusting his troops unexpectedly forward into combat. The shaman can only cast this on Gor, Bestigor or Hound units that are in charge range of an enemy unit. If successful that unit may charge the closest enemy unit to it. The power of this chaotic rage is so infectious that any Gor, Bestigor or Hound unit adjacent to the charging unit will also charge on a 6+ (may move to support if no clear target is available). Line of site to targeted unit is required
Twisted Sanctuary – Great Bray Shamans Only
5+ to cast. Range 60cm. The shaman reaches into the heart of chaos to corrupt the surrounding lands; the forests darken and twist to the will of chaos, even the rocks and earth can succumb to the will of chaos. Any single enemy unit can be targeted when counted as defended (even if engaged in combat). The unit will automatically lose its defended status. (Unless the defended status is a natural ability i.e. Ghosts).