My favourite faction in MoM was Gnolls, any chance of a Gnoll civ to fill a Beastmen slot?Though Gnoll dlc that adds it as a Race is also good!
While Minotaurs would be big, tanky and smaller beastmen (say Ratmen) would be small and swarmy, Gnolls could have a very voodoo feel and fight like skirmishers to give them more of a unique feel and keep to their real world myth as well.
Placeholder army list:
Settler -
Spearmen - Anti-Cav
Skirmishers - Basic Troop
Hunters - Archer
Stalkers - Battlefield Assassin, Disrupter
Hyena Clan - Disrupter
Witch Doctor - Battlefield Wizard
Dire Riders - Shock Troops, Disrupters
Obscene Altar - Artillery, Disrupter
Clan Blooded - Advanced Troop
Gnolls should be a serious combined arms race. As you move your Spearmen into place to counter initial charges by any cav, your Skirmishers should be moving along the battlefield taking advantage of the terrain to block out key units or weak points.
Combine this with Hunters, pinpointing the weak prey that your Skirmishers have surrounded and let fly a torrent of projectiles.
Gnolls, in D20 lore, are fearsome and they should reflect that in game...in this case units that panic opponent's units. A group of swordmen should be terrified seeing a huge group of snarling, cackling hyenas barrelling down on them. Units 'panicked' could flee but that might be too powerful; I'd propose a fair debuff on any unit panicked....and only one unit can be panicked per 'disrupter' unit.
Through this gnolls could weaken a dwarf defence line by tossing cheap hyenas at the 'weakest link' in the chain (line, in this case) and then bursting through with their Dire Riders, Skirmishers or such.
Weakened units could then be Stalked by Stalkers, gnolls that 'hunt' out their mark with the sole intention of taking them out...this would fulfil a unique Rogue role.
Witch Doctors could toss out voodoo spells to curse opposing units, though could be a bit much when used on panicked units. Perhaps focus them on bestowing 'dark gifts' down on comrades and using hoodoo to heal allies?
Dire Riders should be designed as a less all-round cav and more the kind for smashing through a wall...the thing about gnolls is they tend to ride dire hyenas (they have a great kinship with them) and a hyena itself has a ferocious mount...so dire hyena could be just as deadly as its rider! should have a glass cannon feel. Even an dwarf might be unnerved seeing a group of these charging him.
The obscene altar...now, this would probs work less for damage, more for special effects: shooting dark blasts of shadow energy for damage + an effect?
Lastly, Clan Blooded should be the overseer's of a fight and should be tactical in who they engage (they should allow the lesser units to 'set up' the battlefield for them, much like a chessboard)...ideally they should be a tanky, unit that holds its own version several lower level units or a knight. Perhaps it can become enraged? toxic weapons?
For other traits, gnolls are known carrion eaters and cannibals...perhaps their units heal better just after a battle? or a higher rate of healing?