Warcry/Tactics/Cities of Sigmar

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Revision as of 10:24, 23 February 2021 by 1d4chan>Stephenlucas600 (→‎Hammerhall)
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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.

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.

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:
  • 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