Kings of War/Tactics/Twilight Kin: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
(→‎Unit Analysis: Cleaned up format)
(→‎Large Cavalry: Added large cavalry units)
Line 53: Line 53:


===Large Cavalry===
===Large Cavalry===
*'''Abyssal Riders:'''  
*'''Abyssal Riders:''' The heavy-hitting large cavalry choice. Comes with Crushing Strength (1) and Thunderous Charge (1), making it slightly better in some situations than Darkscythe Chariots in melee. These also have more attacks and better defence than the other option, in addition to a very handy Regeneration (5+). They are more expensive, however, and lack a ranged attack so you'll always want these things in melee.


*'''Darkscythe Chariots:'''  
*'''Darkscythe Chariots:''' Your second large cavalry choice. This is a pretty middle of the road choice. They're not very defensible, only have a defence of 4+, but they hit in both melee and ranged on a 4+ as well. They also come with Thunderous Charge (2), which you would expect on a chariot. They're cheaper than Abyssal Riders as well, but just not as durable and filing a slightly different role as they seemed geared towards being a mobile ranged weapon platform that can attack in melee in a pinch if needed.


===Monsters===
===Monsters===

Revision as of 13:47, 13 December 2015

Why Play Twilight Kin

Twilight Kin were one of the earlier armies produced by Mantic, combining elements of Dark Elves and Drow with some demonic support. The models in the range were all over the place, from a really good sorceress to some less than stellar infantry models. They were the only first edition army to not appear in the second edition core rule book. Mantic plans to redo the entire line with new models, new units, and new fluff. Until that happens, however, they have provided a tournament legal temporary list on their website so you can still field your old units or similarly themed Dark Elves miniatures from other lines.

Army Special Rules

  • Cruel Masters: All units in this army have Vicious unless otherwise noted. Solid.

Unit Analysis

Hero

  • Archfiend of the Abyss: Large demonic hero to go with your Lesser Abyssals. Comes standard with Brutal, Crushing Strength (2), Fury, Inspiring, Thunderous Charge (2), but can also buy Fly and Lightning Bolt (5). This thing had a pretty good stat line, but at 250 points base you're paying a ton for something that is going to probably do about 7 wounds per turn. It has 9 attacks that hit on a 3+ and most likely will wound on 2+ with a re-roll, so it will do damage, but you probably want it to fly if you're planning to use it differently than a Hydra, so there's another 50 points put into it. Effective, but very spendy.
  • Army Standard Bearer: Same hero as every army. For 50 points you get a source of Inspiring. You needed a use for all those banner bearers from first edition anyway, so might as well use them in this slot.
  • Ba'su'su the Vile: The living legend that seems to be in half the evil army lists in the core rule book. He comes with Crushing Strength (2), Fly, Individual, Inspiring (Gargoyles only), and Regeneration (5+). He also still makes a unit of Gargoyles defence 4+ and gives them Crushing Strength (1) for 20 points. In a lot of ways he fits the same role as an Archfiend of the Abyss, but is more maneuverable on his smaller base and Nimble from his Individual rule. He's still really expensive though, so only take him if you got a specific plan for him and his Gargoyle pals.
  • Dark Avenger:
  • Dark Avenger on Abyssal Fiend:
  • Dark Lord:
  • Dark Lord on Battle Dragon:
  • Dark Lord on Black Pegasus:
  • High Priestess of the Abyss:
  • Twilight Assassin: Your mixed combat hero. This dangerous being comes with Crushing Strength (1), Individual, Piercing (1), Stealthy, Throwing Weapons, and Vanguard, which is pretty standard for these assassin type heroes in other armies. He hits everything on a 3+ both at range and in melee, which is solid, but like a lot of these characters he lacks a significant number of attacks with only 4 base. Not terribly effective at hero hunting, which seems to be the intended purpose, can move in behind a unit to try and get extra attacks. You're probably better served by a High Priestess of the Abyss or mounted hero.

Infantry

  • Blade Dancers:
  • Buccaneers:
  • Crossbowmen:
  • Gargoyles:
  • Lower Abyssals:
  • Reaper Guard:
  • Shadows:
  • Spearmen:

Large Infantry

None.

Cavalry

  • Dark Knights:
  • Heralds of Woe:

Large Cavalry

  • Abyssal Riders: The heavy-hitting large cavalry choice. Comes with Crushing Strength (1) and Thunderous Charge (1), making it slightly better in some situations than Darkscythe Chariots in melee. These also have more attacks and better defence than the other option, in addition to a very handy Regeneration (5+). They are more expensive, however, and lack a ranged attack so you'll always want these things in melee.
  • Darkscythe Chariots: Your second large cavalry choice. This is a pretty middle of the road choice. They're not very defensible, only have a defence of 4+, but they hit in both melee and ranged on a 4+ as well. They also come with Thunderous Charge (2), which you would expect on a chariot. They're cheaper than Abyssal Riders as well, but just not as durable and filing a slightly different role as they seemed geared towards being a mobile ranged weapon platform that can attack in melee in a pinch if needed.

Monsters

  • Hydra: This beast is just like the Forces of Nature version. Comes with Crushing Strength (2), Regeneration (5+), and Pathfinder, but sadly lacks Vicious. It has 5 attacks base, but gains an extra attack for each wound on the creature. With a routing value of 17, this gives you a lot of potential for expansion. This beast is very killy and will be healing wounds every movement phase. Highly recommended.

War Engines

  • Twilight Bolt Thrower:
  • Twilight Dragon Breath:

Tactics

Tactica here.