Editing
Hordes/Tactics/Skorne
(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!
===Warbeasts=== ====Lesser Warbeasts==== *'''Reptile Hound:''' A mediocre Animus and a bad melee attack tied to a body tougher than most two-point solos. Treat it like a suicide distraction missile to tie people up while the important things get close and it can contribute, or play it as a cheap Gang source with Zaadesh. ====Light Warbeasts==== *'''Basilisk Drake:''' A weird model; it's got a magical spray in a melee-oriented army, an Animus that grants Bushwhack in an army where nobody really uses it, and generally uninspired melee. It takes some work to fit into a force - unless you're playing the wacky and e-popular Epic Xerxis list that fields at least six. *'''Basilisk Krea:''' One of the best Animi around; if you can cover your shieldwall with it the enemy pretty much has to get into melee with you, and melee with Skorne is a bad place to be.Its a utility beast that fits in most anywhere. *'''Cyclops Brute:''' The tanky Cyclops. You can force it to make the other guy reroll hits on you, which helps if you have defense buffs but less otherwise; everything else makes it a bodyguard beast to babysit your warlock and ensure nobody gets to him. *'''Cyclops Raider:''' The shooty Cyclops. POW 12 and Burst Fire is okay, his Animus is good to have if you want to build a ranged army. *'''Cyclops Savage:''' The choppy Cyclops. He can pick whether to boost attacks or damage after seeing the roll, which makes him very Fury-efficient; he can grant that to other beasts. A decent beatstick for his price and fair synergy with a variety of melee beasts; seldom a bad choice. *'''Cyclops Shaman:''' The support Cyclops. He can use other beasts' Animi himself and extend your Warlock's spells' range; he doesn't hit very hard, but in larger games extra options for using good Animi can be pretty useful. *'''Razor Worm:''' A baby sandworm. It's hard to shoot and easy to shoot over when concealed; it's cheap and can screen your units from charges. ====Heavy Warbeasts==== *'''Archidon:''' Weird and situational, but if you have a way of granting it immunity to free strikes it's a fair assassination vector for a reasonable price. Its Animus is workable, though not a lot synergizes with it, and Critical Pitch lets you get the most out of charging the enemy caster by throwing him back towards your army. *'''Rhinodon:''' Cheap for a heavy; it's an infantry thresher, nothing more. Its animus does almost nothing for any other beast but it's helpful on the Rhinodon. *'''Titan Cannoneer:''' It's got the statline of a Titan but fewer damage boxes and it trades one high-POW melee attack for a (wait for it) cannon. Decent at range, its animus isn't impressive on it since you don't want to stick your artillery beast in melee but Xerxis or Makeda running around applying a Strength penalty to anyone who wants to hit them can be useful. *'''Titan Gladiator:''' The king of slamming, plus one of the best Animi in Skorne. He comes in the battle box because he makes a slow army faster, which is enough to give him a place in almost every list. *'''Titan Sentry:''' Tougher than the other Titans but doesn't hit quite so hard and has no open fists for power attacks. Tiberion does almost everything it does better, its Animus is the only exception. The ability to lock people into your melee range shuts down a lot of caster assassination vectors, so a Sentry is nice to have on some of your squishier casters. *'''Bronzeback Titan:''' A rare alpha Titan that never appears in Skorne captivity and needs to be caught and tamed in the wild. Yes. It's durable, surprisingly fast on its own with Counter Charge and the Animus to grant Beat Back, makes a bunch of other models and beasts flat-out better by granting them Beat Back, higher Strength than other Titans, makes other Titans not Frenzy, and has a Chain Attack: Grab & Smash to boot on top having its tusks and gauntlets, meaning this thing will likely make three attacks on likely get a free power attack. Even tarpit units aren't likely to slow it down. Hands-down the best non-character warbeast in faction for all-round offensive power. ====Character Warbeasts==== *'''Despoiler:''' Situationally powerful. Without Mordikaar all it really has going for it is Arcane Suppression, not really worth a ten-point beast with no offensive potential; with Mordikaar, you reduce the ARM of nearby enemies so he can kill stuff and the Void Spirits you put into play actually pull their weight. Crit Brutal Damage on the tail is pretty nice. *'''Molik Karn:''' King of the Cyclopses. He's a heavy warbest with two Weapon Master (!) falchions with Reach; combine with Bronzeback Animus and Makeda3 feat and you can walk through enemy infantry like they weren't there. He has both Future Sight and Intuition on the same model, Fury 5 if near Makeda, Side Step for starting the rape chain and Fate Walker to finish it. Note that Fate Walker doesn't grant Sprint so if you have an Archidon you can make Molik Karn move twice after he attacks in melee. If you're a not WMH player, this stuff basically makes Molik Karn one of the strongest pieces in both games as he is incredibly consistent at hitting targets and swings for a bullshit amount of damage as well as being able to reposition a pretty decent distance afterwards. The joke with this guy is that your army and warlock is an attachment to him instead of the other way around. But makes sure you have support for him, on his own he can end up doing less damage than a Bronzeback and for a greater cost and lower survivability. *'''Tiberion:''' A Sentry on all the steroids. Unlike the Sentry he has Shield Guard, his Animus means most people are only getting one attack in on him. His giant mace has POW 18 and slams the target on a critical. He never, ever moves outside his own activation, whether you want him to or not. ====Gargantuan==== *'''Mammoth:''' One of the better Gargantuans, the Mammoth comes with three high-POW melee attacks instead of the two most colossals/gargantuans have, a POW-15 artillery battery shooting 4" blasts, Assault, and Critical Pitch on its tusks. The Animus is not game-winningly broken but at the same time a free attack during the enemy's turn with the weapons available isn't too shabby. *'''Desert Hydra''' A debatable Gargantuan. It comes with five attacks - either 6" sprays or high-POW melee bites with Grievous Wounds - and can buy up to four more melee attacks. It can also trade in its five sprays for one 10" spray. It regenerates like a Dire Troll, snacks like a Dire Troll, and its animus shuts down enemy ranged attacks within a modest radius. All sounds good, but it has to be right up in your opponent's grill to do anything, whereas the Mammoth is contributing on the way in. Jury's out on whether it's worth the effort. It's also, apparently, a grade one bastard to manufacture, but PP assure us it will be out... eventually.
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