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==On the Tabletop== In Warhammer Fantasy, Drycha was weird. Her first incarnation was mediocre, and there was a big drawback for both; an army containing her could only have units with the Forest Spirit rule. She was rather expensive for a Hero, at 255 points, but she didn't come with nearly enough stuff to justify this. For starters, she was a Level 2 caster and only had access to one lore. While she's reasonably fighty (she gets +2 attacks per lost wound, no life shenanigans), she was easy to drop. While her kinda ganky Deep Strike ability seemed fun, you're only guaranteed d3+1 Woods max (IE the one you brought, sitting in your half of the table, and the acorn of eternity if you brought it) it was probably easier to just have them join her from the front and thus Drycha was usually deemed not worth it. Age of Sigmar was very kind to Drycha crunch-wise. She is a durable and heavy hitting named unit. Capable of leaping across the board with an insanely speedy 9" move, one which isn't altered by any damaged state no less. She also has some magic that gels well with Spite-Revenants. At close range is the best place to use Drycha, where she has a wound and damage output from shooting and melee combined which can rival that of Alarielle and surpass a Saurus Oldblood on Carnosaur. She can also switch between profiles reflecting her new bi-polar nature, with her angry profile making her hit harder in melee while her sad profile can mitigate negative effects she suffers on the damage table. While not perfect, just pairing her up with a couple of basic supporting units will offset most of her shortcomings, and she seems to have almost been tailor made to work with the Spite-Revenants. In fact, she's so good at that she has a unique spell which ties into them, allowing her to use their Bravery lowering abilities to charge her own powers, then in turn offering them re-rolls to Wound. Overall Drycha is worth her points and can be a major threat to either armies of MSU or hordes (but not both at the same time).
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