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===Fighters=== ====Serpent Caller==== *'''Stats''': Movement 5; Toughness 4; Wounds 15; 145 Pts. **'''Weapons''': ***''Fangs''-Range 2"; Attacks 4; Strength 4; Damage 2/4 ***''Throw Snake''-Range 8"; Attacks 1" Strength 3; Damage 1/3 *''Fighter Commentary''-The heavy lifter of this Warband. A surprisingly decent statline for what is largely a support Fighter. He has a good amount of high crit attacks and above-average movement for the Warband. His true value shines in the form of his '''[Triple] Snake Charmer''' ability, by which he can grant friendly chaotic beasts a bonus, out-of-activation attack. Always field him in the battle group with your Serpents and keep him within 4" of them to use his ability when the time is right. Park him 2" behind Serpents and he can attack the target using his Fang attack. ====Pureblood==== *'''Stats''': Movement 4; Toughness 4; Wounds 12; 125 Pts. **'''Weapons''': ***''Paired Short Swords''-Range 1"; Attacks 4; Strength 4; Damage 2/4 *''Fighter Commentary''-An average beatstick fighter, given his point cost. While he lacks a mid-ranged weapon that many other Fighters in this Warband have, he makes up for it with good damage. His ability '''[Triple] Relentless Killer''' is conditional but can be useful after you've finished off an already wounded model that just has a few wounds left on it before being taken down. Overall, a very average Fighter. Consider that for 10 points more you can get a Venomblade with more toughness, wounds, and range at the cost of only 1 attack. Also, consider that for 40 Pts. less you can grab a Venomblade with Duelling Blades and have the same damage profile and higher movement for 1 less strength (which you can easily offset using '''[Double] Poisoned Weapon'''). His lackluster ability doesn't warrant his points cost when weighed against the other options in the Warband. ====Venomblood with Barbed Whip==== *'''Stats''': Movement 4; Toughness 5; Wounds 10; 110 Pts. **'''Weapons''': ***''Barbed Whip''-Range 3"; Attacks 3; Strength 4; Damage 1/2 *''Fighter Commentary''-The first of four variants for the Venomblood. The Whip+Shield combo offers the added protection of a shield-bearer (a rarity in this Warband) with the versatility of the whip. As such, it's costs slightly more than the purely offensive Venombloods. It can hold objectives fairly well with Toughness 5 while keeping out of range of 1" retaliation strikes provided he's roaming with a Trueblood. While '''[Double] Fanged Buckler''' is rather lackluster as an ability, it's better than nothing and gives him at least some variety when it comes to ability choices. He is outclassed by his Spear+Shield brother, but if you want to save some points he can be worth it. His real downside is his below-average damage profile (1/2) which gives him the distinct title of worst damage dealer in the entire faction. He does have an extra 1", but the damage drop-off is too large to warrant his points cost. You ''can'' offset this by giving him either '''[Quad] Paralysing Venom''' or '''[Quad] Rampage''', but at that point, you're mostly sacrificing wild dice and Trips to get his damage up to a level which other Fighters can get to with little to no effort. The Shield+Spear variant can tank and hold objectives much better and the Duelling Blade variant can put out better damage. ====Venomblood with Spear and Shield==== *'''Stats''': Movement 4; Toughness 5; Wounds 10; 135 Pts. **'''Weapons''': ***''Spear''-Range 2"; Attacks 3; Strength 4; Damage 2/4 *''Fighter Commentary''-This is the Spear+Shield variant of the Venomblood. He sacrifices 1" of reach for doubling his damage potential for an extra 25 points. If you are looking to have a tanky fighter who can also dish out some pretty good damage then this is your go-to guy. Stick him in a battle group without the Trueblood and he will hold his own as he doesn't need to rely on an immobilized opponent to stay out of range. Toughness 5 makes him tough to hit for most low-point Fighters (and even some higher-point ones). Again, '''[Double] Fanged Buckler''' is there if you want to use it, but otherwise is nothing to write home about. If you want a tanky fighter, this is your best option. Combines toughness, reach, and good damage for a very solid all-around Fighter for this Warband. ====Venomblood with Duelling Blades==== *'''Stats''': Movement 5"; Toughness 3; Wounds 10; 85 Pts. **'''Weapons''': ***''Paired Blades''-Range 1"; Attacks 4; Strength 3; Damage 2/4 *''Fighter Commentary''-The budget version of the Pureblood. Sacrifices weapon reach and Toughness for some increased movement and an extra attack. It's damage profile is pretty good for its points cost but the lack of reach and its overall weak durability means he needs to be very picky about which targets to go after. Generally speaking, Serpents can fill the damage-dealing role much better and if you are looking for something to stick around for a while you're much better off with either of the Shield wielding variants. All that being said, he fills the same role as a Pureblood for 40 pts. less. He is a prime target for '''[Double] Poisoned Weapon''' as he has the same amount of attacks and damage as a Pureblood and can ignore the Toughness of any target with it. ====Venomblood with Blade and Barbed Whip==== *'''Stats''': Movement 5"; Toughness 3; Wounds 10; 85 Pts. **'''Weapons''': ***''Blade''-Range 1"; Attacks 3; Strength 3; Damage 2/4 ***''Barbed Whip''-Range 3"; Attacks 3; Strength 3; Damage 1/2 *''Fighter Commentary''-The same as our Paired Blade variant, only this time swapping out one blade for a whip. A model with an identity crisis. He offers a bit of flexibility with the addition of the Whip for more reach but otherwise suffers from being as effective as either his brother with the Duelling Blades or Spear+Shield. Better than his Barbed Whip brother, but otherwise you're better off taking more Serpents or one of the Venomblood Variants. ====Clearblood==== *'''Stats''': Movement 4"; Toughness 3; Wounds 10; 65 Pts. **'''Weapons''': ***''Blade''-Range 1"; Attacks 4; Strength 3; Damage 1/3 *''Fighter Commentary''--Clearbloods are your standard roster-filling Fighters. They have very average stats and really offer nothing special. They would be auto-includes in most lists based on their points cost alone, but honestly Serpents fulfill the same purpose and do a much better job at pretty much everything the Clearblood does apart from staying alive (and, let's be honest, the Clearblood isn't exactly offering a huge increase in durability compared to the snakes). They have a role to fill in campaigns, as they can hold Artefacts of Power and Lesser Artefacts (unlike Serpents) and so can become much more valuable throughout the course of a campaign over snakes. In Open and Matched play, Serpents are a much better value for your points. ====Clearblood with Shield==== *'''Stats''': Movement 4"; Toughness 4; Wounds 10; 70 Pts. **'''Weapons''': ***''Blade''-Range 1"; Attacks 2; Strength 3; Damage 1/3 *''Fighter Commentary''--For 5 points more you can give a Clearblood a shield, increasing their Toughness up to meager 4 and granting them the '''[Double] Fanged Buckler''' ability. In return, you sacrifice 2 attacks. This guy is better than the regular Clearblood, but that's not saying much. Again, outclassed by Serpents for points. He's more useful in Campaign, where he can be given items to boost his viability (Healing Potions, Ironoak Seeds, Ur-Gold Sigils, and Rune-Etched Vambraces can help with this). ====Serpents==== *'''Stats''': Movement 6"; Toughness 2; Wounds 8; 65 Pts. **'''Weapons''': ***''Fangs''-Range 1"; Attacks 5; Strength 3; Damage 1/4 *''Fighter Commentary''--Serpents are, quite frankly, the best value Fighter in your Warband. While they will most likely die within one or (maybe) two hits, their points cost lets you spam them. Their statline is also very interesting. At movement 6", they are the fastest Fighters in the Warband, meaning they can get into and out of combat much more efficiently than any other Fighter in the Warband. Secondly, they have an insane amount of attacks for their points at 5. There are many 200+ point Fighters in Warcry that don't even sport 5 attacks. Lastly, their crit damage at 4 is ridiculously high for such a low costed unit. While they'll die to a swift wind, they should be able to do enough damage to justify their inclusion within any list. At 5 attacks, you have a VERY good chance at landing at least 1 crit for every attack action, which makes their damage potential one of the best in the entire game. Put '''[Quad] Paralysing Venom''' on them with two full attack actions and 1 Serpents Fighter has a good chance of taking out most models in the 15-20 wound range. To make things even more ridiculous, Serpent Caller can use '''[Triple] Snake Charmer''' to grant them an extra out-of-activation attack. **The trifecta of Serpent combo goes like this: *** 1.) Activate Trueblood and throw a ''[Double] Ensnaring Net'' onto a high-value target. *** 2.) Activate Serpent 1, move into range and attack netted target. *** 3.) Repeat Step 2 for however many Serpents you have that can get in range and attack the netted target *** 4.) Activate Serpent Caller, throw Snakes, then use '''[Triple] Snake Charmer''' and command one of your Sneks to attack again. **Alternatively, if anything does get in range of your Serpents and you have an opportunity for a double attack activation you should ''always'' give them '''[Quad] Paralysing Venom''' if you have it available. Remember, Serpents are fishing for crits and having 5 attacks per attack action all but guarantee them to have at MINIMUM one crit on a double attack activation. Any added damage on crits is a bonus. You'll be also effectively increasing the chance for an immobilizing effect from a lowly 16% to a 33% chance to inflict it. **Serpents are, simply the most cost-efficient Fighter in the entire Warband.
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