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===Units=== *'''Paingiver Beast Handlers:''' Yes. A support toolbox that makes warbeasts much better at a very reasonable price with some fury management on top of it. If you're running any melee beasts at all Beast Handlers are pretty important to your list. *'''Paingiver Bloodrunners:''' A situational assassin unit. They can eat light infantry and solos but they don't do a lot of damage to anything else at their price. *'''Cataphract Arcuarii:''' A weird unit; they're tough medium-based heavy infantry with harpoons that drag medium- or small-based people into melee with them, after which they can make melee attacks with POW 12 Weapon Master spears. They open up some strange shenanigans and have a surprisingly long threat range for a Skorne unit. Keep in mind that unlike most peoples' medium-based heavy infantry Cataphractii are unit size 4 for a minimum unit and 6 for a maximum unit instead of 3/5. *'''Cataphract Cetratii:''' The basic Cataphractii. Better armor than their brethren and Shieldwall with POW 11 Weapon Master spears, but they're more expensive. A good screening unit that can do a fair bit of damage if they live through getting charged (with eight health and Armour 20 in Shieldwall they'd better), they work very well with Xerxis. :*'''Tyrant Vorkesh:''' A Character Cataphractii boss; he grants Spell Ward, which is a mixed blessing since you are immune to all sorts of enemy debuffs but at the same time you can't get Inviolable Resolve or Defender's Ward to make the unit even tougher. He also grants Precision Strike; if you're getting a charge off with your Cataphractii the ability to selectively knock out a warjack's arms or cortex can seriously cripple retaliation even if you don't kill it outright. *'''Cataphract Incendiarii:''' The strangest Cataphractii; they all have AOE 3" Continuous Fire ranged attacks with CRA, but they lose Weapon Master to get them. Decent against horde forces but outperformed by both other Cataphractii units in melee. *'''Immortals:''' Dead spirits bound into statues to bring them to life and send them out to hack people to bits. Good POW melee weapons with Reach, good ARM, and even decent MAT and DEF, they're slow but having an Ancestral Guardian nearby mitigates it. They're a centerpiece of a lot of bricks since they're Fearless and they can take a lot of punishment with Krea animus and Defender's Ward or Inviolable Resolve on them. *'''Praetorian Ferox:''' The strangest cavalry unit around. They have Combat Rider, so they can make mount attacks even if they didn't charge, they're very fast with a Speed of 8 and Leap on top of that, and can't be knocked down; they're a threatening flanking unit but they're not a frontline heavy cavalry unit that can wreck armies alone. *'''Praetorian Karax:''' A cheap tanking unit; they only have ARM 14 base but they have Shieldwall and they're in a faction with some pretty solid armour buffs. They don't suffer damage from blasts and they're among the cheapest large units; they have a spotty reputation since they can't kill all that much but they can take a punch very affordably. *'''Praetorian Keltarii:''' A slightly less cheap skirmishing unit, competitively priced with Nihilators. Decent DEF, rising to good against ranged attacks, Reach on their single attack, and Parry plus Reform for skipping about in combat. They're very good at getting to places they shouldn't be able to go but not that great at doing damage when they get there. Rasheth loves them as volunteer arc nodes and a caster with Defender's Ward or Ashen Veil elevates their DEF to "excellent". *'''Praetorian Swordsmen:''' Another cheap unit, this one designed to fight offensively; they don't have Reach, but they have two swords that can combo strike and they can deal one automatic damage instead of rolling damage against Warjacks and Warbeasts. If you can get them into the fight they can do some damage, but they don't have the defenses to get there unaided. :*'''Praetorian Swordsmen Officer and Standard:''' He contributes Side Step to the unit, which lets you run in, do some pummeling, and then move aside to let someone else whack the enemy in your place, and he grants Ranked Attacks to the unit. A pretty solid choice for an infantry-focused army that doesn't want to use Xerxis. *'''Nihilators:''' Naresh's groupies, these fellows don't have much in the way of defensive stats but they have Fearless, Tough, and POW 12 Reach swords with Berserk. If you're fighting something you can kill you can kill all of it with these folks. More expensive than Praetorian Swordsmen and not quite so good when facing Warjacks/Warbeasts but better at fighting infantry. *'''Tyrant Officer and Standard:''' A special backup unit that hangs out behind your infantry to buff them. Karax and Cetratii like the extra move before shield-wall, everyone likes Pathfinder if there's terrain around, and Reville makes auto-knockdown feats less damaging; the Standard's Fearless bubble is nice to have. The Tyrant does no more damage in melee than one Cetratii so keep him back to support your army instead. *'''Venator Catapult Crew:''' An inaccurate high-POW blast with massive range, Arcing Fire, and an 8" minimum range. Keep it in the back, potentially cast Snipe on it from a Cyclops Raider, and you can lay down fair covering fire for a gunline Skorne army. *'''Venator Flayer Cannon Crew:''' A shorter-ranged artillery piece with greater accuracy than the Catapult but lower Power. It doesn't ignore friendly models for line of sight so it works best if you're screening it with things that have Ranked Attacks or you're running Xerxis. *'''Venator Reivers:''' Your riflemen. Unimpressive defensive stats and RAT but combined ranged attack and Burst Fire, best used with a screening unit with Ranked Attacks. :*'''Venator Reiver Officer and Standard:''' Grants Reform and has a mini-feat granting +4 range, the ability to shoot the enemy and end up 19" away almost certainly results in one more turn of shooting than you'd have otherwise, which makes him a pretty solid investment. *'''Venator Slingers:''' A situational unit; inexpensive, terrifying against nonliving infantry, mediocre in most matchups. They have an extra die of damage with their ranged attacks against nonliving models but 3d6 at dice minus ten against a heavy warjack is still no damage on average rolls; they put corrosion on things but corrosion on a warjack is only doing one damage. They do a lot to infantry, less to big stuff.
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