Khazrak the One-Eye
Khazrak the One-Eye
Khazrak the One-Eye is a Beastmen legendary Lord unit in the Call of the Beastmen DLC. He is the main playable Lord in the An Eye For An Eye mini-campaign. More than a savage and destructive beast, Khazrak has a keen mind for strategy combined with animal cunning and guile.
Description[edit | edit source]
Possessing a ruthless cunning far above that of his bestial kin, Khazrak the One-Eye is the most dangerous and powerful Beastlord in the Drakwald. He has plagued the region for years, descending without warning and then slipping away into the shadows once more. Khazrak has a unique ability to control and harness the unruly spirit of the herd and devise simple but effective battle plans. He is unlike most Beastmen, his patient and cunning mind at odds with the normal headstrong nature of his kind. Khazrak's warband roams the Drakwald terrorising the townships and roads, and never before has a Beastman leader proven so elusive to retribution. No one is spared in Khazrak's attacks, his superbly trained Warhounds chasing down the few who manage to escape.
Attributes[edit | edit source]
- ↑ Armoured: Armoured units can block damage from any source apart from Armour-Piercing damage.
Campaign effects[edit | edit source]
When chosen as starting lord:
Additional Starting Units
- Leadership: +10 when fighting against humans (all forces)
- Income from raiding: +40%
- Charge bonus: +10 for Bestigor Herd units (all forces)
- Recruitment cost -50% for Bestigors (lord's army)
- +3 Recruit rank Bestigors
- -30% Upkeep Bestigors
Mounts[edit | edit source]
Abilities[edit | edit source]
Items[edit | edit source]
Start Position[edit | edit source]
The Old World, Mortal Empires[edit | edit source]
An Eye For An Eye[edit | edit source]
Strategy[edit | edit source]
In terms of Multiplayer, Khazrak leaves a lot to be desired. Morghur is the best LL because he regenerates and has magic, Malagor follows because he has magic. Khazrak however, lacks the health or defensive capabilities to preserve himself or provide utility like the others. He is a fearsome melee combatant, but one slip up against a faction that can focus him down with arrows or Characters will kill him very quickly. As such Khazrak is better as a niche pick to throw your opponent off guard. He should be committed to only the most important engagements and kept moving on his chariot so that he is never pinned down.
In Campaign, Khazrak gets enormous benefits to Bestigors. It is really a competition to stay alive until you can spam armies of them to fight off all but the heaviest infantry. His starting Minotaurs go a long way to destroying any early game army, as they are arguably the best unit on the Beastmen roster. Obviously with the Leadership bonus it is best to fight against human factions especially in the early game as Beastmen units have overall low morale.
Some suggestions for starting moves is to first destroy Estalia then work your way north into Bretonnia. If you can knock out a faction or two that is great but it won't really matter. You just want to maximize horde growth, loot, and weaken your enemies. Avoid fighting a head to head engagement, always be ambushing or hiding and attacking on your terms. You never want to be the defender (unless you have a second Lord as bait) because that means you were caught. From there work your way East into the Empire, again knocking out factions if you can. Perhaps wise to ally with other "evil" factions like Clan Skryre, Clan Moulder, Norsca, etc. The biggest threat to you is the late game consolidation of "good" or order factions, so you need to head them off as soon as possible.
Trivia[edit | edit source]
In Warhammer I, Khazrak's trait allowed him -3% reduction to recruitment (or upkeep can't remember) for Bestigors. This led to him being a bit of a meme when it came to Warhammer II and most units would get at least a 10% reduction but more likely 50%.