Warcry/Tactics/Cities of Sigmar: Difference between revisions

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* '''[Triple] Volley of Shots''': Add half of the value (rounded up) of the ability dice to the number of attacks of this fighter's next attack action against an enemy fighter that is more than 3" away.
* '''[Triple] Volley of Shots''': Add half of the value (rounded up) of the ability dice to the number of attacks of this fighter's next attack action against an enemy fighter that is more than 3" away.
* '''[Quadruple] Righteous Purpose''': Both this fighter and another one within 3" get a free attack action with a weapon with range 3 or less.
* '''[Quadruple] Righteous Purpose''': Both this fighter and another one within 3" get a free attack action with a weapon with range 3 or less.
*Twin-tailed Comet (Quad, Mystic runemark) Do damage to a visible enemy fighter anywhere on the battlefield based on the roll of multiple dice.


=== Hallowheart===
=== Hallowheart===

Revision as of 10:28, 23 February 2021

Hammerhal Tactics

Faction Overview

Pros

Cons

Abilities Overview

Hammerhall

  • [Double] Reclaim for Sigmar: This fighter gets +1 Strength and Attacks to all their weapons with range 3 or less when within 3" from any objective.
  • [Double] Pulverising Strike: This fighter's critical hits from weapons with range 3 or less deal extra damage equal to half the value (rounded up) of the ability dice.
  • [Double] Form Shieldwall: Fighters with the Bulwark runemark (AKA Freeguild Guards with sword and shield and Ironbreakers) get +1 Toughness when within 3" from this fighter.
  • [Triple] For Sigmar and for Hammerhal!: Can be used only by a fighter that already killed an enemy fighter this turn. Fighters within 6" from that fighter get +1 attack to their weapons with range 3 or less.
  • [Triple] Volley of Shots: Add half of the value (rounded up) of the ability dice to the number of attacks of this fighter's next attack action against an enemy fighter that is more than 3" away.
  • [Quadruple] Righteous Purpose: Both this fighter and another one within 3" get a free attack action with a weapon with range 3 or less.
  • Twin-tailed Comet (Quad, Mystic runemark) Do damage to a visible enemy fighter anywhere on the battlefield based on the roll of multiple dice.

Hallowheart

  • Imbue with Eldritch Energy (Double, Everyone) Decrease the damage and critical damage of of attack actions that target this fighter until the end of this battle round.
  • Arcane Channeling (Quad, Everyone) Gain additional Wild Dice in the next hero phase based on a dice roll.
  • Warding Brand (Triple, Mystic runemark) Improve the Toughness of friendly fighters in an area around this fighter until the end of the battle round.
  • Ignite Weapons (Quad, Mystic runemark) Improve Attacks of attack actions made by friendly fighters in an area around this fighter until the end of the battle round.

Anvilgard

  • Merciless Raiders (Double, Everyone) In the first battle round, improve Attacks of melee attacks actions and the Move characteristic of this fighter.
  • Show no Mercy (Quad, Everyone) Make a bonus attack action. If the target of the attack action is wounded, improve the damage of each hit and critical hit of that attack action.
  • Make an Example of the Weak (Triple, Leaders) Pick a friendly fighter close to this fighter. That fighter is then taken down. Then, improve Attacks and Strength of melee attack actions made by friendly fighters in an area around this fighter until the end of the battle round.
  • Vitriolic Spray (Quad, Mystic runemark) Do damage to an enemy fighter close to this fighter based on a dice roll. Also decrease the Toughness characteristic of that enemy fighter for the rest of the battle round.

The Living city

  • Hunters of the Hidden Paths (Double, Everyone) Improve the Move characteristic of the next move action this fighter makes this activation based on the value of the dice rolled for this ability.
  • Strike and Melt Away (Quad, Everyone) Make a bonus attack action with this fighter. Then make a bonus move or disengage action.
  • Ambush (Triple, Leaders) In the first battle round, improve the Attacks of attack actions by friendly fighters in an area around this fighter until the end of the battle round.
  • Lifesurge (Quad, Mystic runemark) Remove damage points based on the roll of multiple dice from a friendly fighter in medium range of this fighter.

Graywater Fastness

  • Greywater Welcome (Double, Everyone) In the first battle round, this fighter makes a bonus ranged attack action.
  • Runic Munitions (Quad, Everyone) This fighter makes a bonus ranged attack action. Improve the Strength of that attack action based on the value of the dice rolled for this ability.
  • Rune of Unfaltering Aim (Triple, Priest runemark) Improve the damage of each hit and critical hit of ranged attack actions of friendly fighters in an area around this fighter until the end of the battle round.
  • Descending Ash Cloud (Quad, Mystic runemark) Decrease Attacks of attack actions made by enemy fighters while they are in medium range of this fighter.

The Phoenicium

  • Vengeful Revenant (Double, Everyone) If a friendly fighter has been taken down this battle round, this fighter makes a bonus melee attack action.
  • Witness to Destiny (Quad, Everyone) This fighter makes a bonus attack action. Also, decrease damage from hits and critical hits of attack actions that target this fighter for the rest of the battle round.
  • Blessing of the Ur-Phoenix (Triple, Leaders) Improve the Toughness characteristic of friendly fighters in an area around this fighter until the end of the battle round.
  • Golden Mist (Quad, Mystic Runemark) Remove damage points based on the value of the dice rolled for this ability to friendly fighters in an area around this fighter.

Tempest's Eye

  • Outriders of the Realms (Double, Everyone): Can only be used in the first battle round. The fighter makes a bonus move action based on the value of the dice rolled for the ability.
  • Outmaneuvre the Fore (Quad, Everyone) A number of visible friendly fighters in an area around this fighter can make bonus move or bonus disengage actions.
  • Swift as the Wind (Triple, Leaders) Improve the Move characteristic of friendly fighters in an area around this fighter until the end of the battle round.
  • Summon Eagle Strike (Quad, Mystic runemark) Do damage to a visible enemy fighter anywhere on the map based on a dice roll. Also decrease that enemy fighter’s Move characteristic for the rest of the battle round.

Fighter's Overview

Leader

  • Guild Champion
    • Stats: Movement 4", Toughness 4, Wounds 20; 175 Pts.
      • Rule: Leader, Destroyer
      • Weapons:
        • Sword - Range 1", Attacks 4, Strength 4, Damage 2/4
    • Fighter Commentary:
  • Freeguild Sergeant
    • Stats: Movement 4", Toughness 3, Wounds 20; 130 Pts.
      • Rule: Leader
      • Weapons:
        • Sword - Range 1", Attacks 3, Strength 4, Damage 2/4
    • Fighter Commentary:
  • Marksman with Repeater Handgun
    • Stats: Movement 4", Toughness 3, Wounds 20; 145 Pts.
      • Rule: Leader, Scout
      • Weapons:
        • Bow - Range 3-12", Attacks 3, Strength 4, Damage 1/3
        • Sword - Range 1", Attacks 3, Strenth 3, Damage 1/3
    • Fighter Commentary:
  • Marksman with Long Rifle
    • Stats: Movement 4", Toughness 3, Wounds 20; 200 Pts.
      • Rule: Leader
      • Weapons:
        • Bow - Range 6-20", Attacks 1, Strength 4, Damage 4/10
        • Sword - Range 1", Attacks 3, Strength 3, Damage 1/3
    • Fighter Commentary:
  • Ironbeard with Drakefire Pistol and Cinderblast Bomb
    • Stats: Movement 3", Toughness 4, Wounds 22; 175 Pts.
      • Rule: Leader
      • Weapons:
        • Bow - Range 8", Attacks 3, Strength 3, Damage 1/3
        • Explosion - Range 3-5", Attacks 2, Strength 4, Damage 2/4
    • Fighter Commentary:
  • Ironwarden with Grudgehammer Torpedo
    • Stats: Movement 3", Toughness 4, Wounds 22; 190 Pts.
      • Rule: Leader
      • Weapons:
        • Bow - Range 3-16", Attacks 2, Strength 5, Damage 2/5
        • Punch - Range 1", Attacks 3, Strength 3, Damage 1/3
    • Fighter Commentary:
  • Wildwood Warden
    • Stats: Movement 5", Toughness 3, Wounds 16; 140 Pts.
      • Rule: Leader, Destroyer
      • Weapons:
        • Axe - Range 1", Attacks 4, Strength 4, Damage 2/4
    • Fighter Commentary:
  • Captain of the Black Guard
    • Stats: Movement 5", Toughness 4, Wounds 20; 170 Pts.
      • Rule: Leader
      • Weapons:
        • Axe - Range 2", Attacks 4, Strength 3, Damage 2/4
    • Fighter Commentary:

Fighter

  • Freeguild Guard with Sword and Shield
    • Stats: Movement 4", Toughness 4, Wounds 10; 80 Pts.
      • Rule: Bulwark
      • Weapons:
        • Sword - Range 1", Attacks 3, Strength 3, Damage 1/3
    • Fighter Commentary:
  • Freeguild Greatsword
    • Stats: Movement 4", Toughness 4, Wounds 10; 95 Pts.
      • Rule: Destroyer
      • Weapons:
        • Sword - Range 1", Attacks 3, Strength 3, Damage 2/4
    • Fighter Commentary:
  • Freeguild Guard with Spear
    • Stats: Movement 4", Toughness 3, Wounds 10; 65 Pts.
      • Rule:
      • Weapons:
        • Spear - Range 2", Attacks 3, Strength 3, Damage 1/4
    • Fighter Commentary:
  • Freeguild Crossbowman
    • Stats: Movement 4", Toughness 3, Wounds 10; 80 Pts.
      • Rule: Scout
      • Weapons:
        • Bow - Range 3-16", Attacks 2, Strength 3, Damage 1/3
        • Sword - Range 1", Attacks 2, Strength 3, Damage 1/2
    • Fighter Commentary:
  • Freeguild Guard with Halberd
    • Stats: Movement 4", Toughness 3, Wounds 10; 75 Pts.
      • Rule:
      • Weapons:
        • Axe - Range 2", Attacks 3, Strength 4, Damage 1/4
    • Fighter Commentary:
  • Freeguild Handgunner
    • Stats: Movement 4", Toughness 3, Wounds 10; 80 Pts.
      • Rule: Scout
      • Weapons:
        • Bow - Range 3-12", Attacks 2, Strength 4, Damage 1/3
        • Sword - Range 1", Attacks 2, Strength 3, Damage 1/2
    • Fighter Commentary:
  • Ironbreaker
    • Stats: Movement 3", Toughness 5, Wounds 12; 95 Pts.
      • Rule: Bulwark
      • Weapons:
        • Hammer - Range 1", Attacks 3, Strength 3, Damage 1/3
    • Fighter Commentary:
  • Irondrake
    • Stats: Movement 3", Toughness 4, Wounds 12; 95 Pts.
      • Rule: Scout
      • Weapons:
        • Bow - Range 3-12", Attacks 2, Strength 3, Damage 1/4
        • Punch - Range 1", Attacks 2, Strength 3, Damage 1/2
    • Fighter Commentary:
  • Wildwood Ranger
    • Stats: Movement 5", Toughness 3, Wounds 8; 85 Pts.
      • Rule: Destroyer
      • Weapons:
        • Axe - Range 1", Attacks 3, Strength 4, Damage 2/4
    • Fighter Commentary:
  • Black Guard
    • Stats: Movement 5", Toughness 4, Wounds 10; 105 Pts.
      • Rule:
      • Weapons:
        • Axe - Range 2", Attacks 3, Strength 3, Damage 2/4
    • Fighter Commentary:

Minions, Thralls, and Allies

General Tactics

Other Helpful Bits

Example Builds

Warcry Tactics
Grand Alliance: Chaos
Grand Alliance: Death
Grand Alliance: Destruction
Grand Alliance: Order
Monsters & Mercenaries