Warcry/Tactics/Iron Golems: Difference between revisions
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==General Tactics== | ==General Tactics== | ||
Basically, they are the "Space marines" of War cry. You aren't as good at any one thing, with the exception of Toughness, but you can do a little bit of most things. The goal should be to figure out if you're up against a smashy, or a shooty. If it's shooty? Go in, and punch them. If it's smashy, you stay back to soften them up with Bola hits, and then smash them with the Ogor Breacher. Finish off with the Dominar. You don't play the objective game as well, and you can't keep up, so be prepared to have to wait and camp. Your abilities, in general, hurt like hell, or make you much tougher. | |||
==Minions, Thralls, and Allies== | ==Minions, Thralls, and Allies== |
Revision as of 19:26, 3 March 2020
"We Create War!" Hailing from the Realm of Metal, these obnoxiously Norwegian-accented warriors are renowned for the quality of their smithing, believing themselves chosen by Archaon himself to forge arms and armor for the Slaves to Darkness. They also have both Duardin and Ogors. They seem to be the most Classically Chaos of the warbands.
Faction Overview
Pros
- Cheap Heavy armour: all the fighters, even the cheap one, have Toughness 4 and some (even one grunt) has 5.
Cons
- Slow: lacks move ablitys and some are 3"
Abilities Overview
- [Double] Throw Bolas: Pick a visible enemy fighter within 6" of this fighter and roll 2 dice. For each roll of 4-5, allocate 1 damage point to that fighter. For each roll of 6, allocate a number of damage points to that fighter equal to the value of this ability. (Universal ability)
- [Double] Spine-crushing Blow: Add the value of this ability to the Strength characteristic of the next attack action made by this fighter this activation that has a Range characteristic of 3 or less. (Brute ability)
- [Double] Lead with Strength: A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them this activation. This fighter makes a bonus move action or a bonus attack action. (Leader ability)
- [Triple] Living Battering Ram: Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visible enemy fighter within 1" of this fighter. Allocate a number of damage points to that fighter equal to the value of this ability. (Destroyer ability)
- [Triple] Stand Defiant: Until the end of the battle round, add 1 to the Toughness characteristic of friendly fighters while they are within 6" of this fighter. (Bulwark ability)
- [Quad] Whirlwind of Death: Allocate a number of damage points to all visible enemy fighters within 3" of this fighter equal to the value of this ability. (Berserker ability)
Fighter's Overview
Dominar
- Stats: Movement 4"; Toughness 4; Wounds 20; 175 Pts.
- Rule: Leader, Brute
- Weapons:
- Sword-Range 1"; Attacks 3; Strength 5; Damage 2/5
- Fighter Commentary
Iron Legionary
- Stats: Movement 4"; Toughness 5; Wounds 10; 80 Pts.
- Weapons:
- Club-Range 1"; Attacks 2; Strength 3; Damage 1/3
- Fighter Commentary
- Weapons:
Iron Legionary with Bolas
- Stats: Movement 4"; Toughness 4 Wounds 10; 65 Pts.
- Weapons:
- Sword-Range 1"; Attacks 2; Strength 3; Damage 1/3
- Reach Weapon-Range 3"; Attacks 3; Strength 3; Damage 1/2
- Fighter Commentary
- Weapons:
Iron Legionary with Twin Hammers
- Stats: Movement 4"; Toughness 5; Wounds 10; 70 Pts.
- Weapons:
- Club-Range 1"; Attacks 3; Strength 3; Damage 1/3
- Fighter Commentary
- Weapons:
Armator
- Stats: Movement 3"; Toughness 4; Wounds 12; 90 Pts.
- Weapons:
- Hammer-Range 1"; Attacks 4; Strength 4; Damage 1/4
- Fighter Commentary
- Weapons:
Drillmaster
- Stats: Movement 5"; Toughness 4; Wounds 15; 125 Pts.
- Rule: Berserker
- Weapons:
- Hammer-Range 1"; Attacks 4; Strength 4; Damage 2/4
- Reach Weapon-Range 3"; Attacks 4; Strength 4; Damage 1/2
- Fighter Commentary
Ogor Breacher
- Stats: Movement 4"; Toughness 5; Wounds 30; 235 Pts.
- Rule: Destroyer
- Weapons:
- Unarmed-Range 1"; Attacks 2; Strength 6; Damage 4/8
- Fighter Commentary
Prefector
- Stats: Movement 4"; Toughness 4; Wounds 15; 125 Pts.
- Rule: Brute
- Weapons:
- Hammer-Range 1"; Attacks 3; Strength 4; Damage 2/5
- Fighter Commentary
Signifer
- Stats: Movement 4"; Toughness 4; Wounds 15; 120 Pts.
- Rule: Icon Bearer
- Weapons:
- Hammer-Range 1"; Attacks 3; Strength 4; Damage 2/4
- Fighter Commentary
General Tactics
Basically, they are the "Space marines" of War cry. You aren't as good at any one thing, with the exception of Toughness, but you can do a little bit of most things. The goal should be to figure out if you're up against a smashy, or a shooty. If it's shooty? Go in, and punch them. If it's smashy, you stay back to soften them up with Bola hits, and then smash them with the Ogor Breacher. Finish off with the Dominar. You don't play the objective game as well, and you can't keep up, so be prepared to have to wait and camp. Your abilities, in general, hurt like hell, or make you much tougher.