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=== Special Units === '''The Cathayan special units are quite interesting, fulfilling several disparate roles and filled with strange units and smaller warmachines.''' *'''Imperial Guard:''' The simplest of the special units, these guys are only pseudo-elite infantry. These guys are here to hold the line, a definite step up from the imperial infantry, at WS4, I4, and L8 with stubbornness. They only have Medium armor and halberds, and they can take a magic banner up to 50 points(which 9/10 times should be the Razor Standard). Of the elite choices, these are the guys you really wanna go to at least 3 ranks. With halberds and Iron Discipline, you'll get lots of decent strength attacks, and they'll be able to power through many engagements through the combat resolution bonuses. At a reasonable 10 points each, it won't break the bank. *'''Dragonblades:''' Your true elite infantry, these guys are the next step above the Emperor's Guard, with WS5, I4, and 2 attacks each, these lads will tear through most targets. They'll chop through light infantry, but they can also take on other elites with their armor-piercing Cathayan longswords and killing blow. They also have iron discipline but are 11 points, so it will be more costly if you want to take advantage of it. The main disadvantage of this unit is their durability in melee, also having Medium armor, and the longsword gives them a 6++ parry. Ranged fire is still the unit's arch-enemy, However, if you're using the lore of Ying and Yan on your wizard, a shroud of darkness will keep enemy firepower off these guys and the path of light will get them to the enemy faster. *'''Shadowblades:''' [[Ninja]]s! In...Fantasy China...? Come on Matthias (To be fair, the basis of ninjutsu did migrate through China before reaching Japan). Historical nitpicking aside, these guys are alright. They are an upgrade to monkey warriors being significantly better at fighting and throwing things. They also possess scout, which the monkey warriors do not. They don't get as many attacks for their points, and at 10 points a model, they hurt far harder and possess significantly more staying power. **They are an elite middle ground between blowpipe monkeys and hill tribesmen, preferring to take down particular units with more guaranteed damage rather than taking numbers to take on multiple enemies. *'''Celestial Dragon Monks:''' Shaolin Monks! Now we've got our stereotypes straight! This unit is a strange one, as its role is somewhat unclear. It's a skirmisher unit with no armor and strider...with a chaos warrior statline, a 6++ Dodge, and immune to psychology. Ain't that a kick in the head? They're expensive at 15 points a model, but in addition to their beastly statlines, they can pick one of five stances that boosts their abilities every turn (+1A, ASF, KB, +1S, Dodge(5+)). **These stances allow the monks to adapt to various situations, meaning they'll be helpful no matter what they're facing. These guys will absolutely mulch infantry with Black Tiger, have three attacks each, and did I mention that the unit champion has a Strength 3 breath weapon? Elves? See how green they get when you throw out ASF against them. Are some enemy elites getting you down? Throw some killing blow in there. I don't think I need to explain how +1 strength or a 5+ dodge save is useful. Its main weakness is its complete vulnerability to ranged fire. Skirmisher and Dodge will help a little, but they have no armor, and Dodge only works against attacks to their font arc. So get em in combat quick. *'''War Chariot:''' your Chariot, two horses, two Imperial Guards with spears and bow. Are not core, but you can do a [[Tomb Kings]]. **'''Elite War Chariot:''' A big beefy chariot. What more do you want? It's got four horses and three crew, T4 and 5 wounds, and you can take them as a mount for your commander. Take a few and smash some stuff up. *'''Mercenary Ogres''': They're pretty much as they are in their own book. They'll provide a giant wall of meat and muscle for you with Impact Hits (1) that add Rank to Strength when they charge. Their big drawback is their limited protection in purchased light armor. *'''Temple Dogs:''' "Hey look at that cool statue-OHGODITSEATINGMEPLEASGODNO!!!!" War Beast is a solid choice with a different role from most. They come in units of 5+, so no singular models to catch charges or lone wizard hunters like razorgors. These guys honestly function like swifter Ogres. They have 2 attacks each at S4 and WS4, but their big pull is their durability. Toughness 5, magic resistance(1), Immune to Fire attacks, and Animated Constructs mean these guys aren't going away anytime soon. However, being Unstable means that the possibility is very there and very possible. Also, the update to Animated Construct makes them now actually slower than marching levies but still have a great change range like calvery. **'''Mercenary Ogres Vs. Temple Dogs:''' Getting a comparison, Both cost the same number of points per model. Ogres can march 12" when not charging while Dogs charges (7" + 3D6 drop lowest). Ogres for the points without including wargear option, they get more attacks + impact hits, Wounds, and unit strength. While Dogs lands more hits against WS3 enemies, harder to wound by most standard troops and other types of unit killing attacks. In conclusion, Temple Dogs are best used to support the flanks of your levies while shrugging of Poison arrows, Magic missiles, and Vortexes. *'''Terracotta Warriors:''' Living stone warriors come to kick your ass! They're toughness 4 with magic resistance, Immunity to fire, and Animated Constructs at 5 points a model! can take Spears, Polearms, Bows, or Crossbows. They seem broken until you see their big downside: unstable, and leadership 3 at that. That's right. Your magical stone badasses crumble like basic skeletons if they lose a fight. They are ok fighters for their cost. The only downside is the lack of armor saves, but with unstable and no resurrection method like the undead armies, they'll completely collapse in an unfavorable matchup. Use them as tougher unbreakable Levies to maximize their time tarpiting important units while not within inspiring presence. *'''Field Engineers:'''Essentially skaven weapon teams, 1 to 5 of these guys can be near any non-skirmishing infantry unit, granting a (4+) ward against ranged attacks and letting them Stand & Shoot when their parent is charged. The only main downside is the Duplicate restriction prevents spamming. **Firebombs: 10ppm. for mobile and cheap, if short-ranged, firepower, breaking up infinity before charging, or discouraging charges against nearby units. **Three-eyed Guns: 11ppm. a 3 shot repeater handgun to take down knights **Skyrockets: 12ppm. mid-ranged mini-Fire Rocket charts. **Dragon's Breath: 35ppm. (max Unit Size 1) For an S3 flamethrower, a tool for infantry clearing. **Hand Mortar: 55ppm. (max Unit Size 1) A portable stone thrower! It can clear blocks at a range, though they're pretty easy to expose. *'''Siege Crossbow''': 35pts. The classic Bolt Thrower. to cheaply impale Calvalry and skewer row of units *'''Stormhurler Ballista:''' 50pts. A fires 6 smaller crossbow bolts instead of one big one. Unlike the Elf ones, these cannot mode change so your only pay more for the ability to wipe a rank than cleave through the unit like a normal Bolt Thrower. *'''Catapult:''' 85pts. Your basic Stone Thrower for infantry crushing needs. When compared to a min size of 2 Hand Mortar for +25 more points, Catapults shrug off more shooting attacks and can pivot and still shoot. *'''Flying Crow:''' 90pts. Rocket S3 fire arrows that operate as a stone-thrower with a large template. Taking Goblin Slaying Further beyond.
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