Editing
Warcry/Tactics/Splintered Fang
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Campaign Tactics== Your starting Warband should be a mix of Serpent Callers, Venombloods w/Shield+Spear, Venombloods w/Barbed Whips, a Venomblood with Duelling Blades and fill the rest of the roster up with Serpents. '''''For specific campaign strategies, see below:''''' ===Nagendra's Gullet:=== *'''Command Traits''': **'''''Master of Venoms''''' adds 3 damage to all crits. This increases your damage potential by a significant margin with an already high crit damage profile on your Trueblood. It's synergy with '''[Quad] Paralysing Venom''' creates a snowball effect and, if the dice go your way, you can very easily take out 20+ wound models in one activation. **'''''Swift Reflexes''''' reduces all incoming damage by 1 for ''each hit''. Some basic math for the 'tards out there, if a Trueblood with this trait is hit with one regular hit and one crit with Strength 4, damage 2/4, he will only take 4 damage as opposed to 6. This is an important distinction, as it can prevent a large amount of damage over the course of a game. Adds a decent amount of durability to your Trueblood and applies to ''all'' damage. While not the most flashy trait, it can be the difference between life in death in some games. **'''''Hypnotic Gaze''''' prevents enemy fighters within 1" from Disengaging. This is the least useful of the Command Traits. While it can be used as another immobilize effect, it's only usable on enemies within 1" of the Trueblood. If you're playing correctly, this shouldn't happen too often as you should be using your net and increased reach to keep enemies at a distance. *'''Artefact of Power''': **'''''Torc of the Serpentfather''''' will allow you to add 1 to the value of any abilities used by the bearer. Functionally, this can only apply to '''[Double] Fanged Buckler''' or '''[Quad] Paralysing Venom'''. This makes it more valuable on a shield bearing Fighters. It really shines on any Fighter with high attacks+crit damage (It's a shame Serpents can't be given this). Prime targets for this Artefact are Venombloods with Shields (any variant), Purebloods, or Truebloods. Truebloods with this+''Master of Venoms'' start to become downright filthy. **'''''Embrace of Pain''''' adds a stock standard +1 Toughness to the Fighter. Give this to a Venomblood w/Shield and Spear/Barbed whip and all of a sudden you've got a Toughness 6 Shield Wearing fighter that can hit things at 2"-3". There. Now you've finally got an actual tank Fighter. If you ''really'' want to make a proper tanky fighter give this to a Venomblood w/Shield with ''Swift Reflexes'' and all of a sudden its 10 wounds don't seem so bad (Keep in mind, this will require you to have completed this campaign and embarked on a new one before conferring the "Swift Reflexes" Command Trait to your Venomblood--who also must be your favored fighter). **'''''Nagendra's Kiss''''' is a once-per-battle use ability that allows you to roll a dice. On a 4+ you can pick and enemy fighter within 1" and deal 10 damage. This Artefact has a huge upside but a once-per-battle effect on a 50/50 chance isn't as reliable as the other options (''*NOTE*: This CAN be effective if you plan on using a Destiny Level roll in case it fails the first time). ===Venom of the Gods=== *'''Command Traits''': **'''''Cold-Blooded Killer''''' grants +1 attack. On a Trueblood, any opportunity for another 5 damage crit is highly valuable. Couple it with '''[Double] Onslaught''' and all of a sudden you have 6 strength 4 attacks at 2/5 damage for an average of 9 wounds per attack action. Nothing to sneeze at. **'''''Scaly Skin''''' adds +1 Toughness to the Fighter, just as the artefact, ''Embrace of Pain'' above does. **'''''Sibilant Whispers''''' grants you +1 Wild Dice at the beginning of the game (so long as the Fighter is in your Warband). This can be useful to guarantee getting that triple or quad when you really need it. Given how common doubles are, you're really using this for triple and quad abilities. *'''Artefacts of Power''': **'''''Sacred Unguent''''' adds a flat 5 wounds to the Fighters profile. You can slap this on a Venomblood with a Shield and give him a healing potion or Ur-Gold Sigil and you'll have a decent Fighter who can hold his own pretty well. Overall, this is a very valuable artefact in a Warband that has below average wounds profiles. **'''''Coiling Kris''''' adds +1 strength to all attacks. Given how easily you can use '''[Double] Poisoned Weapon''' it's not as valuable as the other command traits, but it can be helpful if you are short on doubles for a turn or want to save your doubles for another Fighters activation. **'''''Pendant of Nagendra''''' functions the same as ''Torc of the Serpentfather'', and so everything which was discussed above applies to it here.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information