Total War: WARHAMMER II

Total War: WARHAMMER II

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Beastmen Special Herdstone Guide
By A Soul Reaver
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.
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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
The next major location is that of the blasted Greenskins homeland, taking out Black Crag not only takes Grimgor Ironhide off the map, but also it provides some good bonuses like this:


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)
    Melee attack +1 when fighting against Greenskins (Factionwide)
    Income from post-battle loot: +5% (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)
    Melee attack +2 when fighting against Greenskins (Factionwide)
    Income from post-battle loot: +10% (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)
    Melee attack +3 when fighting against Greenskins (Factionwide)
    Income from post-battle loot: +15% (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)
    Melee attack +4 when fighting against Greenskins (Factionwide)
    Income from post-battle loot: +20% (Factionwide)
TIER 5
The feeble Greenskins have no grounds to disagree, the Cloven Ones are unsurpassed as the deliverers of civilisation's extinction!
    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)
    Melee attack +5 when fighting against Greenskins (Factionwide)
    Income from post-battle loot: +25% (Factionwide)
Castle Drakenhof
Next up is the dreaded undead at Castle Drakenhof and home to the mighty Vampire Counts, now besides knocking off Mannfred Von Carstein and as well dropping Vlad Von Carstein out of the picture as well (thanks to the cloven bloodgrounds surrounding BOTH of their homes) you also get these 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.
    Melee attack +1 when fighting against Vampire Counts, Vampire Coast and Tomb Kings (Factionwide)
    Magic resistance: 1% for all units (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.
    Melee attack +2 when fighting against Vampire Counts, Vampire Coast and Tomb Kings (Factionwide)
    Campaign movement range +5% (Local Armies)
    Magic resistance: 2% for all units (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.
    Melee attack +3 when fighting against Vampire Counts, Vampire Coast and Tomb Kings (Factionwide)
    Campaign movement range +10% (Local Armies)
    Magic resistance: 3% for all units (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.
    Melee attack +4 when fighting against Vampire Counts, Vampire Coast and Tomb Kings (Factionwide)
    Campaign movement range +10% (Local Armies)
    Campaign movement range -5% for enemy armies starting their turn in this region (Local Enemy Armies)
    Magic resistance: 4% for all units (Factionwide)
    Horde recruitment capacity +4 (Local Armies)
    Ambush success chance +20% (Local Armies)
TIER 5
Immortal or not, all men shall suffer doom by the Children of Chaos.
    Melee attack +5 when fighting against Vampire Counts, Vampire Coast and Tomb Kings (Factionwide)
    Campaign movement range +15% (Local Armies)
    Campaign movement range -10% for enemy armies starting their turn in this region (Local Enemy Armies)
    Magic resistance: 5% for all units (Factionwide)
    Horde recruitment capacity +5 (Local Armies)
    Ambush success chance +25% (Local Armies)
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
Next up is the glorious stone hold of the Dwarves home, though by the time you're done with it the only glorious thing that should remain is Dawi bones, by taking Karaz-A-Karak you not only knock out Thorgrim Grudgebearer and Grombindal, but you get to pickup these addatives to your hordes as well:


TIER 1
Once-great landmarks, torn from their foundations and trodden into the ground, are a prime location for a Herdstone of marked significance.
    Armour-piercing weapon damage: +1 (Factionwide)
    Horde recruitment capacity +1 (Local Armies)
    Ambush success chance +5% (Local Armies)
    Melee attack +1 when fighting against Dwarfs (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)
    Armour-piercing weapon damage: +2 (Factionwide)
    Horde recruitment capacity +2 (Local Armies)
    Ambush success chance +10% (Local Armies)
    Melee attack +2 when fighting against Dwarfs (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)
    Armour-piercing weapon damage: +3 (Factionwide)
    Horde recruitment capacity +3 (Local Armies)
    Ambush success chance +15% (Local Armies)
    Melee attack +3 when fighting against Dwarfs (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)
    Armour-piercing weapon damage: +4 (Factionwide)
    Horde recruitment capacity +4 (Local Armies)
    Ambush success chance +20% (Local Armies)
    Melee attack +4 when fighting against Dwarfs (Factionwide)
TIER 5
Defaced Dawi statues dragged to the Herdstone and perverted into horrible forms stand as defiled monuments to the Dwarf's downfall.
    Campaign movement range +15% (Local Armies)
    Campaign movement range -10% for enemy armies starting their turn in this region (Local Enemy Armies)
    Armour-piercing weapon damage: +5 (Factionwide)
    Horde recruitment capacity +5 (Local Armies)
    Ambush success chance +25% (Local Armies)
    Melee attack +5 when fighting against Dwarfs (Factionwide)
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.
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.
16 Comments
Napo 20 Sep, 2021 @ 2:47pm 
Really good travel guide for the beastmen tourists.
Kronos202 12 Sep, 2021 @ 2:49am 
Wish they'd add something to places like the Black Pyramid or Galleon's Graveyard...
A Soul Reaver  [author] 22 Jul, 2021 @ 7:52am 
I'll see what I can do :)
Hubris423 22 Jul, 2021 @ 5:17am 
Some screenshots of map locations would be nice please
⎝⧹Spinach♰Sack⧸⎠ 20 Jul, 2021 @ 1:14am 
Couronne has one too its bonus is 5+ charge bonus :)
Darbie 19 Jul, 2021 @ 1:59pm 
If you really want to list the regular Herdstone stuff, perhaps list it first in it's own section? All Herdstones get this:

Special Herdstones below this line:

I just really think listing it for every single Special Herdstone is redundant and bloats the list unnecessarily.
Darbie 19 Jul, 2021 @ 12:43pm 
Castle Drakenhof:
Melee Attack +1 per level against VCounts, VCoast, TK. (faction wide)
Magic Resistance +1% per level all units (faction wide)

As to your response; you are just giving information that is already known, and making it harder to figure out what your guide says it provides. The SPECIAL herdstone info. Putting in the stats that every single herdstone in the game gives bloats the info, effectively hiding the differences for these specific herdstones.
A Soul Reaver  [author] 19 Jul, 2021 @ 3:13am 
@Darbie i'm aware they do but i perfer to give all the info, that way no-one misses anything :)

Thank you for this info though as I am about get the Brettonian one and Altdorf, I also assume Castle Drakenhof is also one so I'm gunna find out about that.

Skaven is the only one I am unsure of as it seems that Skavenblight is not a location, so I think it might be the CLan Moulder start but need a confirmation.
Darbie 18 Jul, 2021 @ 6:00pm 
Black Crag:
Adds: Melee Attack: +1 per level when fighting against Greenskins (factionwide)
Adds: Income from post-battle loot: +5% per level (factionwide)
Darbie 18 Jul, 2021 @ 3:22pm 
I'll add more as I come across them, but you might also want to clean up the way you present this. ALL of the herdstones add the Recruit Capacity, Movement Range - and + and Ambush chance. Just list the thing that makes each of these places different from every other one.

Similar to my comment below. It makes the list cleaner, providing only the info it needs to.