Editing
Kings of War/Tactics/Abyssal Dwarfs
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Hero=== *'''Abyssal Grotesque Champion:''' A beastly hero so grotesque it doesn't have a model. Large cavalry hero with Brutal, Crushing Strength (2), Nimble, Regeneration (5+), and Thunderous Charge (2), but only 5 attacks. Somewhat spendy, but it does have more special rules than most heroes would get. This thing is actually more combat oriented than an Supreme Iron-Caster on Great Winged Halfbreed, but does lack the spell access. Not the greatest at putting out damage and probably rarely a good hero choice, but not the worst in the army either. *'''Abyssal Halfbreed Champion:''' The Inspiring cavalry hero for the army. This one also comes with Crushing Strength (3) and Regeneration (5+), making it harder to kill then your infantry equivalent. It also comes with 6 attacks and 8 speed, but like most Inspiring heroes you probably want to keep him behind your larger blocks within the nerve re-roll bubble. It's debatable if you want to save the points and go with the cheaper version or invest in the extra survivability. *'''Baβsuβsu the Vile:''' The living legend that seems to be in half the evil army lists in the core rule book. He comes with Crushing Strength (2), Fly, Individual, Inspiring (Gargoyles only), and Regeneration (5+). He also still makes a unit of Gargoyles defence 4+ and gives them Crushing Strength (1) for 20 points. In a lot of ways he fits the same role as an Archfiend of the Abyss, but is more maneuverable on his smaller base and Nimble from his Individual rule. He's still really expensive though, so only take him if you got a specific plan for him and his Gargoyle pals. *'''Brakki Barka:''' Your second living legend choice. Brakki Barka has Crushing Strength (3), Individual, and Regeneration (5+) on a cavalry base with a fairly standard cavalry stat line, although he does hit on a 3+ in melee. He also is known for being a bit of a loud mouth, which translates into having an Inspiring bubble of 12" instead of the usual 6" range. You want him in melee combat though, so he'll be charging a lot if you take him, but that Inspiring bubble is the best in the game so it's not all bad. *'''Iron-Caster:''' Your basic caster. He comes standard with Fireball (6) and Heal (3), although the latter only works on war engines, Immortal Guard, and golems. He can upgrade to get Lightning Bolt (3) and Surge (8) as well. His best use is probably as an engineer to heal your war engines as he also has Inspiring for them. Place him behind and between your war engines and/or Immortal Guard units to maximize his effectiveness. *'''Overmaster:''' The Inspiring infantry hero for the army. Cheaper by 40 points than the Abyssal Halfbreed Champion, he loses 4 speed, 1 attack, 2 points from Crushing Strength, and Regeneration altogether. Not great, but expected for your budget inspiration. If you take him, keep him behind your infantry blocks as with most heroes to get your nerve re-rolls. *'''Overmaster on Great Abyssal Dragon:''' Shockingly expensive for what you get. This is the most expensive unit in the army and it only comes with 8 attacks at Crushing Strength (3). It does have Fly and Inspiring, which it should at the points, and a Breath Attack (10) for shooting. This puts it in that weird zone where it wants to fight in melee, but you're better served just blasting away with the Breath Attack instead. If you like dragons, it's a nice aesthetic, but if you like value it's probably not up your alley. *'''Slave Driver:''' Your basic army standard hero. You know the drill if you've played a bit; for 50 points you get your cheap source of Inspiring. You know you want to take a few, give in to your hate... *'''Supreme Iron-Caster on Great Winged Halfbreed:''' The Mantic equivalent to a Chaos Dwarf on a Taurus. For 85 more points you get a slight buff to nerve, more than double your speed, gain Fly, and upgrade your Inspiring to work on all your units, as well as Crushing Strength (2). His spells are larger as well, trading up to Fireball (10) and Heal (4), although the latter still only works on war engines, golems, and Immortal Guard. As before he can also upgrade to Lighting Bolt (3) and Surge (10). Expensive, but if you take him, use him in much the same way as you'd use a foot-slogging Iron Caster.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information