Warcry/Tactics/Cities of Sigmar: Difference between revisions
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===Tempest's Eye=== | ===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 == | == Fighter's Overview == |
Revision as of 10:23, 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.
The Living city
Graywater Fastness
The Phoenicium
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:
- Stats: Movement 4", Toughness 4, Wounds 20; 175 Pts.
- 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:
- Stats: Movement 4", Toughness 3, Wounds 20; 130 Pts.
- 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:
- Stats: Movement 4", Toughness 3, Wounds 20; 145 Pts.
- 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:
- Stats: Movement 4", Toughness 3, Wounds 20; 200 Pts.
- 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:
- Stats: Movement 3", Toughness 4, Wounds 22; 175 Pts.
- 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:
- Stats: Movement 3", Toughness 4, Wounds 22; 190 Pts.
- 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:
- Stats: Movement 5", Toughness 3, Wounds 16; 140 Pts.
- 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:
- Stats: Movement 5", Toughness 4, Wounds 20; 170 Pts.
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:
- Stats: Movement 4", Toughness 4, Wounds 10; 80 Pts.
- 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:
- Stats: Movement 4", Toughness 4, Wounds 10; 95 Pts.
- 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:
- Stats: Movement 4", Toughness 3, Wounds 10; 65 Pts.
- 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:
- Stats: Movement 4", Toughness 3, Wounds 10; 80 Pts.
- 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:
- Stats: Movement 4", Toughness 3, Wounds 10; 75 Pts.
- 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:
- Stats: Movement 4", Toughness 3, Wounds 10; 80 Pts.
- 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:
- Stats: Movement 3", Toughness 5, Wounds 12; 95 Pts.
- 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:
- Stats: Movement 3", Toughness 4, Wounds 12; 95 Pts.
- 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:
- Stats: Movement 5", Toughness 3, Wounds 8; 85 Pts.
- 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:
- Stats: Movement 5", Toughness 4, Wounds 10; 105 Pts.
Minions, Thralls, and Allies
General Tactics
Other Helpful Bits
Example Builds
Warcry Tactics | |
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Grand Alliance: Chaos | |
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Grand Alliance: Death | |
Grand Alliance: Destruction | |
Grand Alliance: Order | |
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Monsters & Mercenaries |