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===Units=== *'''Druids of Orboros''' - Magical tricksters: they heal warbeasts use magical smoke grenades, push or pull things around and their boss can stop enemy magic around them. People either love them of hate them. **'''Overseer''' He can make the unit immune to most elemental effects and throws spells much better. *'''Druid Stoneward & Woldstalkers''' - a druid with his pet laser-shooting golems. A good ranged unit. With the Druid's Concentrate Fire spell they hit harder for every member of the unit who hit the same target previously, this means that they start at POW 12 and get to POW 16. The unit is fucked if caught in melee so use Zephyr to GTFO as <strike>PP didn't give these guys gunfighter</strike> they still don't fair well in combat but they have gunfighter now. Have lost their title as workhorse shooting unit as Reeves are good now and Mannikins got buffed. *'''Reeves of Orboros''' - Hunters with double-shot crossbows. <strike>Considered poor for their cost</strike> Now they're actually good again. Reeves continue a trend of Circle having good anti-infantry options, recent changes to themes have lowered their popularity a little from everywhere to just common, but they're no longer the joke they were awhile ago. Keep them out of melee and and away from blasts as each casualty is 2 shots lost. **'''Chieftan & Standard Bearer''' <strike>generally considered the most useless unit attachment in the whole game because it attaches to Reeves</strike> Now its almost mandatory to take the CA with Reeves as the Chieftan's mini-feat protects against blasts, gives you some ability to respond to melee threats, while the standard bearer lets you spread out wider to avoid blasts. *'''Sentry Stone & Mannikins''' - Wooden golems and their control tower. A utility unit that can kill easy-to-hit units, provides fantastic Fury management, and provides forests for defense; it's not going to kill a lot alone but it's crucial to some lists. *'''Shifting Stones''' - Magical stones that heal or teleport things. One of the best support pieces in both games. With several spaced apart properly you can chain teleport things across the board to deliver them anywhere. **'''Stone Keeper''' Hides the stones to protect them, allows them to spread more. Often used for the forward set of stones while you leave a set without the Keeper in your deployment zone to start the teleport chain. *'''Tharn Bloodtrackers''' - Women who are really good at throwing javelins on people. This is our other main ranged unit, it can hold up better in combat than Reeves or Woldstalkers but it brings very mobile shooting and coupled with terrain generation they can dance out of combat range throwing their Weaponmaster Javelins. **'''Nuala the Huntress''' Tharn queen, allows the Bloodtrackers to hit and run, makes a great unit fucking amazing. *'''Tharn Bloodweavers''' - the Tharn priestesses, they gut people to do magic. They're a quick melee toolbox; they can clear light infantry, crack heavy infantry, and take buffs off of enemies. *'''Tharn Ravagers''' - Furry lovers who took things too far. Now look like monster movie rejects. Our heavy infantry, and true to form, softer and more mobile than the next leading competitors. Have an advantage if they can alpha strike a light infantry unit and get a bunch of hearts before hitting their main targets and using the hearts to boost. They can get places they really shouldn't be if you can put forests on the field. **'''Ravager Chieftain''' - He gives the unit Advance Deployment and a bonus to charge damage to get the Heart Eater chain going. **'''Ravager Shaman''' - He provides a mid-POW ranged attack with Assault and Electro Leap to soften up the enemy before the heavy hitters get into the fight. *'''Tharn Blood Pack''' - Ravagers who decided to grab bows. They can do a respectable amount of damage if the dice cooperate, but they're pretty dependent on killing things with their charge. *'''Tharn Wolf Riders''' - Bloodtrackers on wolves to go faster. They're about twice as expensive but they come with some extra damage output tricks and they're a fair bit tougher. *'''Warpborn Skinwalkers''' - Man-sized werewolves. They are tough and go faster when you hurt them. Most Circle players swear by them when they have their Alpha. **'''Warpborn Alpha''' Makes the skinwalkers be able to attack twice and eat their enemies to regenerate. No point taking the Skinwalkers without him thanks to the sheer damage boost. *'''Wolves of Orboros''' - Basic grunts and all around expendable troops. Cheapest infantry in the faction. Potential attachment - Chieftain & Standard: can make the Wolves of Orboros very effective in melee one turn per game.
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