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==Minions in Legion== Like most Hordes factions, the Legion is pretty ambivalent about minions: there aren't any real gaps in the faction that you desperately need to patch over, so unlike some other factions *coughCygnarcough* you can run a minion-free list and still be perfectly effective. On the other hand, since most Legion warlocks are so beast-focused to begin with there isn't necessarily any major benefit to keeping your infantry in-faction, and some minions do bring some unique tricks to the table, and so are still worth considering. ===Minion solos=== *'''Croak Hunter:''' *'''Feralgeist:''' There are two primary uses for this solo. The intended (and crappy) use is for the Feralgeist to take over a warbeast that dies in its command range, allowing you to turn your opponent's Mulg or Warpwolf Stalker against him and see how he likes it. While this is a cool ability, what you get for your trouble isn't much: the possessed warbeast comes with only 3 boxes and no ability to force whatsoever, so most of the time about the best you can expect your new warbeast to do is be a speedbump before dying a second time. There are some situations where you might want to possess a warbeast to deny it to your opponent (e.g. possessing a heavy warbeast from a pThagrosh player so that he can't feat to bring it back until he kills it again), but these are pretty situational uses in the aggregate and not really worth even the 1 point asking price. :The second use (and the reason you'll see it in most Hordes list) is for Steamroller scenarios. As a 1-point solo the Feralgeist can contest and control flags, objectives and zones, and since it's permanently incorporeal some factions have no easy way to get rid of the thing. If you have a free point in your list and no use for a Spell Martyr, this is not a bad solo to take to fill it. *'''Gatorman Witch Doctor:''' Tough AND Undead on a stick. What else do you need to know? :Unfortunately, turning your infantry undead means that they can't be fed to the Spawning Vessel, which means that you will need to decide if you prefer Tough rolls or flinging Shredders at people (and the latter often wins). As a general guideline, you're probably better off with a Witch Doctor when you're running a unit that will outpace the Spawning Vessel or has a small enough body count that harvesting them isn't efficient: Ogrun (or a Posse) are good units for the Witch Doctor to babysit, and turning Hex Hunters undead (who are usually too fast for the Vessel) helps rectify their issues with command checks. *'''Gobber Tinker:''' Are you taking a Throne of Everblight? If yes, take one or two of these guys to help keep it alive (yes, they can repair it thanks to the Battle Engine rules: no, you are not allowed to ask how or why). They have no purpose in a Legion list otherwise. *'''Gudrun the Wanderer:''' So you're paying the same cost as a War Chief for this particular ogrun, except where the warchief makes your other ogrun hit things better this guy gets drunk and doesn't give a fuck. With SPD 6, Advance Deployment and the ability to heal all damage the first time he is killed Gudrun is built for trolling: either trolling scenarios by taking more effort to kill than his point cost is worth, or trolling enemy ranged units by running to engage as many of them as possible and laughing as they struggle to get rid of the bastard. Be wary of the lure of Berserk tempting you to get Gudrun in over his head, as he only fights about as well as a regular Warmonger and decent melee units can kill him back without much effort if they aren't sufficiently weakened first. Not one of your first picks, but not necessarily a bad choice if you play to his strengths. **A note on Binge Drinking: once per game Gudrun can choose to knock himself down, which in turn triggers Feign Death (cannot be targeted by ranged attacks while KD). This is obviously a situational ability, but it can help in situations where the only force your opponent can bring to bear on the Ogrun is shooting, as it will help him live a bit longer. It probably goes without saying that you should think twice about using this ability if you're in an enemy model's charge range. *'''Rorsh and Brine:''' *'''Thrullg:''' Hordes' answer to eEiryss, and a pretty crappy one at that. eEiryss struggles to do her job at times, and she benefits from an excellent statline, a 12-inch gun and one of the highest RAT scores in the game along with some other defensive abilities. After taking all that into consideration, you then look at a Thrullg which will be as much of a priority target but suffers from needing to get into melee, with no real defensive tech and no real way to give it any thanks to Spell Ward. Add to this being on a medium base and you have a recipe for disaster. Do not take unless you have 3 points to burn (and how did you manage that?). *'''Totem Hunter:''' *'''Wrong Eye and Snapjaw:''' ===Minion units=== *'''Bog Trog Ambushers:''' *'''Farrow Bone Grinders:''' *'''Farrow Brigands:''' Brigands are in some ways the Hordes equivalent to Trenchers, and suffer from the same problems: you're getting a unit with a hodgepodge of abilities and potential roles, none of which they perform particularly well and ultimately paying dearly for the privilege. Each Brigand comes armed with a decent rifle and a club, and while they're competent enough with both they lack any sort of CMA/CRA rule or equivalent: this means that most heavy targets will not give a shit about the clubs, and Farrow RAT puts them in an awkward place where they have issues hitting what they can hurt and hurting what they can actually hit. Combined with their defensive "victim stats" they will struggle to beat most units of equivalent cost. :However, like the Gatorman Posse the unit comes with a set of prayers, giving them either Fearless+Tough, Pathfinder, or Hog Wild (which is basically the bastard child of the Assault and Bushwhack rules). These rules go a long way towards giving the unit some flexibility and staying power, but generally speaking you'll probably be reaching for your Nyss units before your Farrow in most lists. :*If you're looking for a speedbump unit, these guys do have a unique niche: they're the only unit Legion can take that can innately have Tough. This means you can roll up the field with a Tough jamming unit that still qualifies as living models for the Spawning Vessel to pick up. Worth considering, but unfortunately the full unit comes in at 8 points while a full unit of Legionnaires with Farilor come in at 9 so this tends to be a situational niche at best. *'''Farrow Razorback Crew:''' Look at the rules for the Scather catapult, which pretty much poop all over this thing in all the areas that matter. Further consider that you will almost never take a Scather catapult: how often do you think you'll be playing this thing? It exists for Farrow players, not for you. *'''Farrow Slaughterhousers:''' *'''Gatorman Bokor and Swamp Shamblers:''' *'''Gatorman Posse:''' *'''Swamp Gobbers Bellows Crew:''' [[Category: Warmachine Tactics]] [[Category: Hordes Tactics]]
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