Skip to content
Riot Bits

Riot Bits

  • Home
  • News
  • Guides
  • Video Guides
  • Patch Notes
  • Report Abuse
  • Toggle search form
Total War: WARHAMMER II

Total War: WARHAMMER II – Beastmen Special Herdstone Guide

Posted on 07/17/2021 By A Soul Reaver No Comments on Total War: WARHAMMER II – Beastmen Special Herdstone Guide
  • Title: Total War: WARHAMMER II
  • Release Date: September 28. 2017
  • Developer: CREATIVE ASSEMBLY, Feral Interactive (Mac), Feral Interactive (Linux)
  • Publisher: SEGA, Feral Interactive (Mac), Feral Interactive (Linux)

Since the new update for the Beastmen came out one of its major features is the Herdstone settlements feature that allows the Beastmen to:

  1. Colonize certain areas a few times.
  2. Stop Enemies from colonizing an AoE.
  3. Allow recruitment of certain units for new Beastmen armies.
  4. Provide areas where you can get buffs for your Beastmen.

Besides these, however, 1 and 3 have 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 areas and even faction bonuses on top. So this guide aims to help everyone by telling people:

  1. Where are these special Herdstones?
  2. 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.

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 civilization 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)

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 a lot 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 civilization 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 civilization 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 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.

That's everything we are sharing today for this Total War: WARHAMMER II guide. This guide was originally created and written by A Soul Reaver. In case we fail to update this guide, you can find the latest update by following this link.

If you believe that any of the content on this site violates your rights, including your intellectual property rights, please contact us immediately using our contact form.
Guides Tags:Total War: WARHAMMER II

Post navigation

Previous Post: Creepy Tale 2 Achievement Guide and Walkthrough
Next Post: Lunch Lady – Basic and Strategy Guide

Leave a Reply Cancel reply

Your email address will not be published. Required fields are marked *

  • Title: Total War: WARHAMMER II
  • Release Date: September 28. 2017
  • Developer: CREATIVE ASSEMBLY, Feral Interactive (Mac), Feral Interactive (Linux)
  • Publisher: SEGA, Feral Interactive (Mac), Feral Interactive (Linux)

Disclaimer

All content cited is derived from their respective sources. If you think we have used your content without permission, make sure to reach us and we will be taking it seriously.
  • About Us
  • Contact Us
  • Privacy Policy
  • Terms of Service

Copyright © 2025 Riot Bits.

Powered by PressBook News WordPress theme