Warcry/Tactics/Disciples of Tzeentch Daemons: Difference between revisions

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===Pros===
===Pros===
 
*Decent ranged options
*Ability to multiply fighters
===Cons===
===Cons===
*No heavy hitters
* Fragile: all Toughness 3 fighters


==Abilities Overview==
==Abilities Overview==
* '''[Double] Locus of Sorcery:''' add half the value of this ability (round up) to Strangth of the next attack action made this fighter that has a range of 3" or less.  
* '''[Double] Locus of Sorcery:''' add half the value of this ability (round up) to Strength of the next attack action made this fighter that has a range of 3" or less. ('''all''')
* '''[Double] Splite:''' when a  
 
* '''[Double]  
* '''[Double] Blue Fire:''' roll two dice against a fighter within 9", Deal 1 damage for each 4+, or damage equal to abilities value on 6s. ('''Fluxmaster''')
* '''[Triple]  
 
* '''[Quad]
* '''[Double] Split:''' Pink Horror only. when a Pink Horror is allocated 1 or more damage, Place 2 Blue Horrors within 3" then take down the pink. (Don't roll for injury in Campain). ('''Pink Horror Only''')
 
* '''[Double] Split again:''' Blue Horror only. when a blue Horror is allocated 1 or more damage, Place 1 Brimstone Horrors within 3" then take down the Blue. (Don't roll for injury in Campain). ('''Blue Horror Only''')
 
* '''[Triple] Latching bit:''' Screamer Only. Add the value of this ability to the strength of this fighter next attack. In addition, the targeted enemy cant' make a move or Disengage action for the rest of the battle round. ('''Screamer Only''')
 
* '''[Triple] Pink Fire:''' Pick a enemy fighter within 9" and roll 9 Dice. each 3+ deals 1 damage. ('''Changecaster''' only)
 
* '''[Triple] Master of Destany:'''  Leader only. until the end of the battle round. add the value of this ability to the value of other abilities used by fighter within 6" (Max 6) ('''Leader Only''')
 
* '''[Quad] Capricious Warpflame:''' Flammers only. Allocate a number of damage equal to this ability's value to all enemies within 3" fo this fighter. ('''Flammers Only''')


==Fighter's Overview==
==Fighter's Overview==
===Leader===
===Leader===
'''''Iridescent Horror'''''
====Iridescent Horror====
*'''Stats''': Movement 4"; Toughness 4; Wounds 22; 190 Pts.
*'''Stats''': Movement 4"; Toughness 4; Wounds 22; 190 Pts.
**'''Rule:''' Leader, Elite
**'''Rule:''' Leader, Elite
Line 20: Line 33:
***''Blast''-Range 3-10"; Attacks 2; Strength 3; Damage 1/4
***''Blast''-Range 3-10"; Attacks 2; Strength 3; Damage 1/4
***''Claws''-Range 1"; Attacks 4; Strength 3; Damage 2/4
***''Claws''-Range 1"; Attacks 4; Strength 3; Damage 2/4
**''Fighter Commentary''
**''Fighter Commentary'' - Your melee lord. Not actalue to best in melee but still decent damage dealing and some wounds. If near-death can use '''[double] Split''' to turn him into two blues so you still get value from your Leader's inevitable death.
 
====Changecaster====
*'''Stats''': Movement 4"; Toughness 3; Wounds 22; 190 Pts.
**'''Rule:''' Leader, Destroyer
**'''Weapons:'''
***''Magical Flame''-Range 3-10"; Attacks 2; Strength 3; Damage 3/6
***''Dagger''-Range 1"; Attacks 3; Strength 3; Damage 2/4
**''Fighter Commentary'' - a longer range vertion of the Irridecent. Trades splitting for the '''''[Triple] Pink Fire'''''.
 
====Fluxmaster====
*'''Stats''': Movement 12"; Toughness 3; Wounds 25; 250 Pts.
**'''Rule:''' Leader, Mystic
**'''Weapons:'''
***''Magical Flame''-Range 3-10"; Attacks 2; Strength 3; Damage 3/6
***''Dagger''-Range 1"; Attacks 3; Strength 3; Damage 2/4
**''Fighter Commentary''-  Changecaster on disk. Lets him keep up with other flyers. He is not that good with being expensive and his '''''Blue Flames''''' ability is too weak.


'''''Flammer of Tzeentch Champion'''''
====Pyrocaster====
*'''Stats''': Movement 8"; Toughness 3; Wounds 25; 220 Pts.
*'''Stats''': Movement 8"; Toughness 3; Wounds 30; 210 Pts.
**'''Rule:''' Leader, Berserker
**'''Rule:''' Leader, Berserker
**'''Weapons:'''
**'''Weapons:'''
***''Blast''-Range 3-10"; Attacks 4; Strength 3; Damage 2/4
***''Blast''-Range 3-10"; Attacks 4; Strength 3; Damage 2/4
***''Claws''-Range 1"; Attacks 2; Strength 3; Damage 2/4
***''Flangs''-Range 1"; Attacks 2; Strength 3; Damage 2/4
**''Fighter Commentary''
**''Fighter Commentary''


===Fighter===
===Fighter===
'''''Pink Horror'''''
====Horrors====
Your "rank and file" troops. Do well at range and melee, though not very tough. this lack of toughness is made up with the abilities '''[Double]Split''' and  '''[Double]Split Again''', allowing a Horror on its last legs to become two new healthy but weaker fighters. Athough Flammers make more out of '''[Double] Locus of Sorcery'', Horror will still make use of it to deal decent ranged damage against tougher fighters.
 
'''Pink Horror'''
*'''Stats''': Movement 4"; Toughness 3; Wounds 12; 90 Pts.
*'''Stats''': Movement 4"; Toughness 3; Wounds 12; 90 Pts.
**'''Rule:''' Elite
**'''Rule:''' Elite
Line 37: Line 69:
***''Blast''-Range 3-10"; Attacks 2; Strength 3; Damage 1/4
***''Blast''-Range 3-10"; Attacks 2; Strength 3; Damage 1/4
***''Claws''-Range 1"; Attacks 3; Strength 3; Damage 1/4
***''Claws''-Range 1"; Attacks 3; Strength 3; Damage 1/4
**''Fighter Commentary''
**''Fighter Commentary'' - your well rounded, Dealing 4 crit damage, and can use '''[Double]Split''' to turn into two Blue when on last legs, which actually greatly boost your Pinks damage potential.


'''''Blue Horror'''''
'''Blue Horror'''
*'''Stats''': Movement 4"; Toughness 3; Wounds 8; 80 Pts.
*'''Stats''': Movement 4"; Toughness 3; Wounds 8; 75 Pts.
**'''Rule:''' Warrior
**'''Rule:''' Warrior
**'''Weapons:'''
**'''Weapons:'''
***''Blast''-Range 3-10"; Attacks 2; Strength 3; Damage 1/3
***''Blast''-Range 3-10"; Attacks 2; Strength 3; Damage 1/3
***''Claws''-Range 1"; Attacks 3; Strength 3; Damage 1/3
***''Claws''-Range 1"; Attacks 3; Strength 3; Damage 1/3
**''Fighter Commentary''
**''Fighter Commentary'' - -1 to crit damage and less wounds. You buy a blue for the Warband because you need a Pink for 15pts cheaper. Get more value by having a pink '''[Double]Split''' so you get two for a 60% discount. you can '''[Double]Split Again''' when he is about to die for a Brimstone, but it's a question of a situation if you need to hold out a few more wounds to win an objective or those dice better spent on a different ability. 


'''''Brimstone Horror'''''
'''Brimstone Horror'''
*'''Stats''': Movement 4"; Toughness 3; Wounds 6; 55 Pts.
*'''Stats''': Movement 4"; Toughness 3; Wounds 6; 55 Pts.
**'''Rule:''' Minion
**'''Rule:''' Minion
Line 53: Line 85:
***''Blast''-Range 3-10"; Attacks 2; Strength 3; Damage 1/2
***''Blast''-Range 3-10"; Attacks 2; Strength 3; Damage 1/2
***''Claws''-Range 1"; Attacks 3; Strength 3; Damage 1/2
***''Claws''-Range 1"; Attacks 3; Strength 3; Damage 1/2
**''Fighter Commentary''
**''Weak melee, weak range. But it's a cheap body for objectives, you might say. Sure, I'll say. 55pts for 4" move and the kind of defensive capabilities that make Orks feel proud of their t-shirts-and-derelict-tanks armor. By all means, if you have the points left over from a proper build, take it to get to 1000.''
 
====Flamer of Tzeentch====


'''''Flammer of Tzeentch'''''
'''Flamer of Tzeentch'''
*'''Stats''': Movement 8"; Toughness 3; Wounds 15; 150 Pts.
*'''Stats''': Movement 8"; Toughness 3; Wounds 15; 150 Pts.
**'''Rule:''' Berserker
**'''Rule:''' Berserker
**'''Weapons:'''
**'''Weapons:'''
***''Blast''-Range 3-10"; Attacks 4; Strength 3; Damage 2/4
***''Blast''-Range 3-10"; Attacks 3; Strength 3; Damage 2/4
***''Flangs''-Range 1"; Attacks 2; Strength 3; Damage 2/4
***''Flangs''-Range 1"; Attacks 2; Strength 3; Damage 2/4
*''Fighter Commentary'' Flamers serve the role of skirmish calvery. Although not impressive in melee, at the range they are able to burn enemies alive with '''[Double]Locus of Sorcery'''. if they do get into melee range, expect a '''[Quad] Capricious Warpflame''' to destroy that fighter especially if a leader with '''[Triple]Master of Destiny''' is in waiting.


'''''Flammer of Tzeentch Pyrocaster'''''
'''Exalted Flamer of Tzeentch'''
*'''Stats''': Movement 8"; Toughness 3; Wounds 30; 210 Pts.
*'''Stats''': Movement 8"; Toughness 3; Wounds 30; 210 Pts.
**'''Rule:''' Berserker
**'''Rule:''' Berserker
Line 68: Line 103:
***''Blast''-Range 3-10"; Attacks 4; Strength 3; Damage 2/5
***''Blast''-Range 3-10"; Attacks 4; Strength 3; Damage 2/5
***''Flangs''-Range 1"; Attacks 2; Strength 3; Damage 2/4
***''Flangs''-Range 1"; Attacks 2; Strength 3; Damage 2/4
**''Fighter Commentary''
*''Fighter Commentary'' - for 60 more points you get +1 more ranged flamer attacks with +1 crit damage, and double the wounds.


'''''Screamer of Tzeentch'''''
====Screamer of Tzeentch====
*'''Stats''': Movement 12"; Toughness 3; Wounds 18; 180 Pts.
*'''Stats''': Movement 12"; Toughness 3; Wounds 18; 180 Pts.
**'''Rule:''' Agile, Fly
**'''Rule:''' Agile, Fly
**'''Weapons:'''
**'''Weapons:'''
***''Flangs''-Range 1"; Attacks 4; Strength 4; Damage 2/4
***''Flangs''-Range 1"; Attacks 4; Strength 4; Damage 2/4
**''Fighter Commentary''
**''Fighter Commentary'' - a highly maneuverable and damage dealing fighter. able to move over obstacles and deal significant damage to mid-tier fighters. gets a special '''[Triple] Latching Bite''' which allows it to deal damage to an enemy and hold it in place for a turn. Although it can restrain enemy it is still a glass cannon for its price, so expect it to sacrifice itself if trying to stop a strong and healthy fighter from claiming an objective.
 
==Minions, Thralls, and Allies==


==General Tactics==
==General Tactics==


==Minions, Thralls, and Allies==
==Other Helpful Tips==
 
==Example Builds==


{{Warcry Tactics}}
[[Category:Age of Sigmar]]
[[Category:Age of Sigmar]]
[[Category:Warcry]]
[[Category:Warcry]]
[[Category:Warcry/Tactics]]
[[Category:Warcry/Tactics]]

Latest revision as of 16:19, 23 June 2023

Faction Overview[edit | edit source]

Pros[edit | edit source]

  • Decent ranged options
  • Ability to multiply fighters

Cons[edit | edit source]

  • No heavy hitters
  • Fragile: all Toughness 3 fighters

Abilities Overview[edit | edit source]

  • [Double] Locus of Sorcery: add half the value of this ability (round up) to Strength of the next attack action made this fighter that has a range of 3" or less. (all)
  • [Double] Blue Fire: roll two dice against a fighter within 9", Deal 1 damage for each 4+, or damage equal to abilities value on 6s. (Fluxmaster)
  • [Double] Split: Pink Horror only. when a Pink Horror is allocated 1 or more damage, Place 2 Blue Horrors within 3" then take down the pink. (Don't roll for injury in Campain). (Pink Horror Only)
  • [Double] Split again: Blue Horror only. when a blue Horror is allocated 1 or more damage, Place 1 Brimstone Horrors within 3" then take down the Blue. (Don't roll for injury in Campain). (Blue Horror Only)
  • [Triple] Latching bit: Screamer Only. Add the value of this ability to the strength of this fighter next attack. In addition, the targeted enemy cant' make a move or Disengage action for the rest of the battle round. (Screamer Only)
  • [Triple] Pink Fire: Pick a enemy fighter within 9" and roll 9 Dice. each 3+ deals 1 damage. (Changecaster only)
  • [Triple] Master of Destany: Leader only. until the end of the battle round. add the value of this ability to the value of other abilities used by fighter within 6" (Max 6) (Leader Only)
  • [Quad] Capricious Warpflame: Flammers only. Allocate a number of damage equal to this ability's value to all enemies within 3" fo this fighter. (Flammers Only)

Fighter's Overview[edit | edit source]

Leader[edit | edit source]

Iridescent Horror[edit | edit source]

  • Stats: Movement 4"; Toughness 4; Wounds 22; 190 Pts.
    • Rule: Leader, Elite
    • Weapons:
      • Blast-Range 3-10"; Attacks 2; Strength 3; Damage 1/4
      • Claws-Range 1"; Attacks 4; Strength 3; Damage 2/4
    • Fighter Commentary - Your melee lord. Not actalue to best in melee but still decent damage dealing and some wounds. If near-death can use [double] Split to turn him into two blues so you still get value from your Leader's inevitable death.

Changecaster[edit | edit source]

  • Stats: Movement 4"; Toughness 3; Wounds 22; 190 Pts.
    • Rule: Leader, Destroyer
    • Weapons:
      • Magical Flame-Range 3-10"; Attacks 2; Strength 3; Damage 3/6
      • Dagger-Range 1"; Attacks 3; Strength 3; Damage 2/4
    • Fighter Commentary - a longer range vertion of the Irridecent. Trades splitting for the [Triple] Pink Fire.

Fluxmaster[edit | edit source]

  • Stats: Movement 12"; Toughness 3; Wounds 25; 250 Pts.
    • Rule: Leader, Mystic
    • Weapons:
      • Magical Flame-Range 3-10"; Attacks 2; Strength 3; Damage 3/6
      • Dagger-Range 1"; Attacks 3; Strength 3; Damage 2/4
    • Fighter Commentary- Changecaster on disk. Lets him keep up with other flyers. He is not that good with being expensive and his Blue Flames ability is too weak.

Pyrocaster[edit | edit source]

  • Stats: Movement 8"; Toughness 3; Wounds 30; 210 Pts.
    • Rule: Leader, Berserker
    • Weapons:
      • Blast-Range 3-10"; Attacks 4; Strength 3; Damage 2/4
      • Flangs-Range 1"; Attacks 2; Strength 3; Damage 2/4
    • Fighter Commentary

Fighter[edit | edit source]

Horrors[edit | edit source]

Your "rank and file" troops. Do well at range and melee, though not very tough. this lack of toughness is made up with the abilities [Double]Split' and [Double]Split Again, allowing a Horror on its last legs to become two new healthy but weaker fighters. Athough Flammers make more out of [Double] Locus of Sorcery, Horror will still make use of it to deal decent ranged damage against tougher fighters.

Pink Horror

  • Stats: Movement 4"; Toughness 3; Wounds 12; 90 Pts.
    • Rule: Elite
    • Weapons:
      • Blast-Range 3-10"; Attacks 2; Strength 3; Damage 1/4
      • Claws-Range 1"; Attacks 3; Strength 3; Damage 1/4
    • Fighter Commentary - your well rounded, Dealing 4 crit damage, and can use [Double]Split to turn into two Blue when on last legs, which actually greatly boost your Pinks damage potential.

Blue Horror

  • Stats: Movement 4"; Toughness 3; Wounds 8; 75 Pts.
    • Rule: Warrior
    • Weapons:
      • Blast-Range 3-10"; Attacks 2; Strength 3; Damage 1/3
      • Claws-Range 1"; Attacks 3; Strength 3; Damage 1/3
    • Fighter Commentary - -1 to crit damage and less wounds. You buy a blue for the Warband because you need a Pink for 15pts cheaper. Get more value by having a pink [Double]Split so you get two for a 60% discount. you can [Double]Split Again when he is about to die for a Brimstone, but it's a question of a situation if you need to hold out a few more wounds to win an objective or those dice better spent on a different ability.

Brimstone Horror

  • Stats: Movement 4"; Toughness 3; Wounds 6; 55 Pts.
    • Rule: Minion
    • Weapons:
      • Blast-Range 3-10"; Attacks 2; Strength 3; Damage 1/2
      • Claws-Range 1"; Attacks 3; Strength 3; Damage 1/2
    • Weak melee, weak range. But it's a cheap body for objectives, you might say. Sure, I'll say. 55pts for 4" move and the kind of defensive capabilities that make Orks feel proud of their t-shirts-and-derelict-tanks armor. By all means, if you have the points left over from a proper build, take it to get to 1000.

Flamer of Tzeentch[edit | edit source]

Flamer of Tzeentch

  • Stats: Movement 8"; Toughness 3; Wounds 15; 150 Pts.
    • Rule: Berserker
    • Weapons:
      • Blast-Range 3-10"; Attacks 3; Strength 3; Damage 2/4
      • Flangs-Range 1"; Attacks 2; Strength 3; Damage 2/4
  • Fighter Commentary Flamers serve the role of skirmish calvery. Although not impressive in melee, at the range they are able to burn enemies alive with [Double]Locus of Sorcery. if they do get into melee range, expect a [Quad] Capricious Warpflame to destroy that fighter especially if a leader with [Triple]Master of Destiny is in waiting.

Exalted Flamer of Tzeentch

  • Stats: Movement 8"; Toughness 3; Wounds 30; 210 Pts.
    • Rule: Berserker
    • Weapons:
      • Blast-Range 3-10"; Attacks 4; Strength 3; Damage 2/5
      • Flangs-Range 1"; Attacks 2; Strength 3; Damage 2/4
  • Fighter Commentary - for 60 more points you get +1 more ranged flamer attacks with +1 crit damage, and double the wounds.

Screamer of Tzeentch[edit | edit source]

  • Stats: Movement 12"; Toughness 3; Wounds 18; 180 Pts.
    • Rule: Agile, Fly
    • Weapons:
      • Flangs-Range 1"; Attacks 4; Strength 4; Damage 2/4
    • Fighter Commentary - a highly maneuverable and damage dealing fighter. able to move over obstacles and deal significant damage to mid-tier fighters. gets a special [Triple] Latching Bite which allows it to deal damage to an enemy and hold it in place for a turn. Although it can restrain enemy it is still a glass cannon for its price, so expect it to sacrifice itself if trying to stop a strong and healthy fighter from claiming an objective.

Minions, Thralls, and Allies[edit | edit source]

General Tactics[edit | edit source]

Other Helpful Tips[edit | edit source]

Example Builds[edit | edit source]

Warcry Tactics
Grand Alliance: Chaos
Grand Alliance: Death
Grand Alliance: Destruction
Grand Alliance: Order
Monsters & Mercenaries