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

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===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 like it more
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'''

Revision as of 16:15, 22 February 2021

Faction Overview

Pros

  • Decent ranged options
  • Ability to multiply fighters

Cons

  • No heavy hitters
  • Fragile: all Toughness 3 fighters

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] 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.
  • [Triple] Pink Fire: Pick a enemy fighter within 9" and roll 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) (Screamer 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

Leader

Iridescent Horror

  • 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

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

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

Pyrocaster

  • 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

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.
    • 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 -

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

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

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

  • 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

General Tactics

Other Helpful Tips

Example Builds

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