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

From 2d4chan
Jump to navigation Jump to search
1d4chan>Stephenlucas600
imported>Administrator
m 42 revisions imported
 
(14 intermediate revisions by 2 users not shown)
Line 10: Line 10:
==Abilities Overview==
==Abilities Overview==
* '''[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] 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] 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:''' 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''')
* '''[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.
 
* '''[Triple] Pink Fire:''' Pick a enemy fighter within 9" and roll Dice. each 3+ deals 1 damage. ('''Changecaster''' 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] 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) ('''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''')
* '''[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''')


Line 26: 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====
====Changecaster====
Line 34: Line 41:
***''Magical Flame''-Range 3-10"; Attacks 2; Strength 3; Damage 3/6
***''Magical Flame''-Range 3-10"; Attacks 2; Strength 3; Damage 3/6
***''Dagger''-Range 1"; Attacks 3; Strength 3; Damage 2/4
***''Dagger''-Range 1"; Attacks 3; Strength 3; Damage 2/4
**''Fighter Commentary''
**''Fighter Commentary'' - a longer range vertion of the Irridecent. Trades splitting for the '''''[Triple] Pink Fire'''''.


====Fluxmaster====
====Fluxmaster====
Line 42: Line 49:
***''Magical Flame''-Range 3-10"; Attacks 2; Strength 3; Damage 3/6
***''Magical Flame''-Range 3-10"; Attacks 2; Strength 3; Damage 3/6
***''Dagger''-Range 1"; Attacks 3; Strength 3; Damage 2/4
***''Dagger''-Range 1"; Attacks 3; Strength 3; Damage 2/4
**''Fighter Commentary''
**''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====
====Pyrocaster====
Line 54: Line 61:
===Fighter===
===Fighter===
====Horrors====
====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'''
'''Pink Horror'''
*'''Stats''': Movement 4"; Toughness 3; Wounds 12; 90 Pts.
*'''Stats''': Movement 4"; Toughness 3; Wounds 12; 90 Pts.
Line 60: 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'''
Line 68: Line 77:
***''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'''
Line 79: Line 88:


====Flamer of Tzeentch====
====Flamer of Tzeentch====
*''Fighter Commentary'' Flamers serve the role of skirmish calvery. Although not impressive in melee, at the range they are able to burn enemies alive. 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.


'''Flamer of Tzeentch'''
'''Flamer of Tzeentch'''
Line 87: Line 95:
***''Blast''-Range 3-10"; Attacks 3; 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. 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.
*''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'''
'''Exalted Flamer of Tzeentch'''

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