Warcry/Tactics/Scions of the Flame: Difference between revisions
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==Faction Overview== | ==Faction Overview== | ||
Even amongst the followers of the Ruinous Powers, the Scions of the Flame are zealots. These warriors worship the darkest fires of Aqshy, bringing their blazing wrath to bear on all they deem their enemies. | |||
Sweep all before you with fire and fury – such is the way of the Scions of the Flame! | |||
===Pros=== | ===Pros=== | ||
Line 38: | Line 42: | ||
***'''Weapons:''' | ***'''Weapons:''' | ||
****''Sword''-Range 2"; Attacks 4; Strength 5; Damage 2/6 | ****''Sword''-Range 2"; Attacks 4; Strength 5; Damage 2/6 | ||
**''Fighter Commentary'' - | **''Fighter Commentary'' - He is the only leader available to the Scions so you have to take him. You do however get someone very useful for the points. His 2” range strength 5 weapon helps make up for his very average movement, and gives him an easier time to wound most of his foes than your average cultist leader. His damage is a respectable 2/6 which can be buffed with a double to get up to 9 damage on his crits. His leader triple will buff up the attacks of his Allie’s within 6” that have a range of 3” or less and helps the whole warband be killer, just like their leader. All in all you could do a lot worse. | ||
===Fighter=== | ===Fighter=== | ||
Line 121: | Line 125: | ||
****''Reach Weapon''-Range 3"; Attacks 3; Strength 3; Damage 1/3 | ****''Reach Weapon''-Range 3"; Attacks 3; Strength 3; Damage 1/3 | ||
**''Fighter Commentary'' - | **''Fighter Commentary'' - | ||
==Minions, Thralls, and Allies== | ==Minions, Thralls, and Allies== |
Latest revision as of 16:19, 23 June 2023
Scions of the Flame Tactics
Faction Overview[edit | edit source]
Even amongst the followers of the Ruinous Powers, the Scions of the Flame are zealots. These warriors worship the darkest fires of Aqshy, bringing their blazing wrath to bear on all they deem their enemies.
Sweep all before you with fire and fury – such is the way of the Scions of the Flame!
Pros[edit | edit source]
- great variety of damage-dealing abilities
- many attacks and good critical damage
- Strong melee leader who can buff the attacks of other fighters
- 3 Champions with unique abilities and good damage output
- Long range melee attacks on a lot of fighters
Cons[edit | edit source]
- average speed and survivability
- lacks movement abilities
- the only ability all fighters can use is not very useful
Abilities Overview[edit | edit source]
- Fiery Might (Double, Everyone) Add half the value of the dice roll used for this ability (rounding up) to the Strength characteristic of attacks made by this fighter with a Range of 3 or less until the end of this fighter’s activation.
- Beheading Strike (Double, Brazen Champion, Blazing Lord) Add half the value of the dice roll used for this ability (rounding up) to the damage points of critical hits from the next attack made by this fighter with a Range of 3 or less this activation.
- Throw Firebomb (Double, Initiate with Flameburst Pot, Initiate with Brazier Weapon and Flameburst pot, Fireborn ) Roll 2 dice against an enemy fighter within 6 inches. For each roll of 4-5, do 1 damage to that fighter. For each roll of 6, do damage to that fighter equal to the value of the dice roll used for this ability.
- Inferno (Triple, Immolator) For each enemy fighter within 3 inches of this fighter, roll a dice. On a roll of 4-5, do 1 damage to the fighter being rolled for. On a roll of 6, do damage to the fighter being rolled for equal to the value of the dice roll used for this ability.
- Ignited Fervour (Triple, Blazing Lord)Add 1 to the Attacks characteristic of attack actions with Range 3 or less of friendly fighters while they are within 6 inches of this fighter until the end of the battle round.
- Engulf in Flames (Quad, Inferno Priest) Roll 6 dice against an enemy fighter within 3 inches of this fighter. For each roll of 2 or more, do damage to that fighter equal to half the value of the dice roll for this ability (rounding up). Additionally, for each roll of 6, roll 1 extra dice in the same way, and repeat until you roll no more rolls of 6.
Fighter's Overview[edit | edit source]
Leader[edit | edit source]
- Blazing Lord
- Stats: Movement 4"; Toughness 4; Wounds 20; 190 Pts.
- Rule: Leader, Brute
- Weapons:
- Sword-Range 2"; Attacks 4; Strength 5; Damage 2/6
- Fighter Commentary - He is the only leader available to the Scions so you have to take him. You do however get someone very useful for the points. His 2” range strength 5 weapon helps make up for his very average movement, and gives him an easier time to wound most of his foes than your average cultist leader. His damage is a respectable 2/6 which can be buffed with a double to get up to 9 damage on his crits. His leader triple will buff up the attacks of his Allie’s within 6” that have a range of 3” or less and helps the whole warband be killer, just like their leader. All in all you could do a lot worse.
- Stats: Movement 4"; Toughness 4; Wounds 20; 190 Pts.
Fighter[edit | edit source]
- Brazen Chamion
- Stats: Movement 4"; Toughness 4; Wounds 18; 170 Pts.
- Rule: Brute
- Weapons:
- Axe-Range 2"; Attacks 3; Strength 5; Damage 3/6
- Fighter Commentary -
- Stats: Movement 4"; Toughness 4; Wounds 18; 170 Pts.
- Immolator
- Stats: Movement 4"; Toughness 4; Wounds 15; 145 Pts.
- Rule: Destroyer
- Weapons:
- Unarmed-Range 1"; Attacks 4; Strength 4; Damage 2/5
- Fighter Commentary -
- Stats: Movement 4"; Toughness 4; Wounds 15; 145 Pts.
- Inferno Priest
- Stats: Movement 4"; Toughness 4; Wounds 15; 130 Pts.
- Rule: Mystic
- Weapons:
- Blast-Range 5"; Attacks 2; Strength 3; Damage 2/4
- Club-Range 2"; Attacks 3; Strength 4; Damage 2/4
- Fighter Commentary -
- Stats: Movement 4"; Toughness 4; Wounds 15; 130 Pts.
- Fireborn with Sunblade and Kris
- Stats: Movement 4"; Toughness 4; Wounds 10; 115 Pts.
- Rule:
- Weapons:
- Sword-Range 1"; Attacks 4; Strength 3; Damage 2/5
- Fighter Commentary -
- Stats: Movement 4"; Toughness 4; Wounds 10; 115 Pts.
- Fireborn with Sunblade and Brazier Axe
- Stats: Movement 4"; Toughness 4; Wounds 10; 115 Pts.
- Rule:
- Weapons:
- Axe-Range 1"; Attacks 4; Strength 4; Damage 2/4
- Fighter Commentary -
- Stats: Movement 4"; Toughness 4; Wounds 10; 115 Pts.
- Fireborn with Flameburst Pot
- Stats: Movement "; Toughness ; Wounds ; 120 Pts.
- Rule: Trapper
- Weapons:
- Axe-Range 1"; Attacks 4; Strength 4; Damage 2/4
- Fighter Commentary -
- Stats: Movement "; Toughness ; Wounds ; 120 Pts.
- Initate with Flameburst Pot and Brazier Weapon
- Stats: Movement 4"; Toughness 3; Wounds 10; 65 Pts.
- Rule: Trapper
- Weapons:
- Axe-Range 1"; Attacks 3; Strength 4; Damage 1/3
- Fighter Commentary -
- Stats: Movement 4"; Toughness 3; Wounds 10; 65 Pts.
- Initate with Flameburst Pot
- Stats: Movement 4"; Toughness 3; Wounds 10; 55 Pts.
- Rule: Trapper
- Weapons:
- Dagger-Range 1"; Attacks 3; Strength 3; Damage 1/3
- Fighter Commentary
- Stats: Movement 4"; Toughness 3; Wounds 10; 55 Pts.
- Initate with Hooked Axe
- Stats: Movement 4"; Toughness 3; Wounds 10; 65 Pts.
- Rule:
- Weapons:
- Axe-Range "; Attacks 4; Strength 3; Damage 1/3
- Fighter Commentary -
- Stats: Movement 4"; Toughness 3; Wounds 10; 65 Pts.
- Initate with Morning Star
- Stats: Movement 4"; Toughness 3; Wounds 10; 55 Pts.
- Rule:
- Weapons:
- Reach Weapon-Range 3"; Attacks 3; Strength 3; Damage 1/3
- Fighter Commentary -
- Stats: Movement 4"; Toughness 3; Wounds 10; 55 Pts.
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 | |
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Grand Alliance: Chaos | |
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Grand Alliance: Death | |
Grand Alliance: Destruction | |
Grand Alliance: Order | |
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Monsters & Mercenaries |