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===Warlocks=== *'''Lord Tyrant Hexeris:''' A Mortitheurge who sold his House to Morghul in exchange for a pardon when his Dominar betrayed Raelthorne. He doesn't have a lot of tricks for getting his army in close or cracking big models but when he gets there he can tear through infantry like a chainsaw. *'''Lord Arbiter Hexeris:''' The gossipiest wizard in the Army of the Western Reaches. He has some more defensive tricks than his first incarnation but he still wants to be up close to the front debuffing and stabbing enemies. *'''Archdomina Makeda:''' The big cheese of the Skorne army in the West. Every Makeda is a beatstick; this one gives Shield Guard out for an upkeep and her feat makes your opponent wast a ton of time just delaying you a turn. She's a little weak in MK3 just due to all the anti-infantry tech that's floating about, but can hold her own pretty well. *'''Supreme Archdomina Makeda:''' Makeda after overthowing Raelthorne and taking the throne herself. She can get a combined-arms force up the field quickly and beat folks to death with lots of POW 14 melee attacks, or one POW 19 and several POW 14. Her feat makes everyone steady, which is nice, and they get boosted attack rolls, which is nice. Consider using a Willbreaker and some Swordsmen or Centurions for maximum benefit. *'''Makeda and the Exalted Court:''' Queen of the Skorne after being formally crowned. The beatstickiest version of Makeda, she doesn't support her army much, but if her army supports her she can walk through the enemy into their caster. Her feat turns her into a non-nerfed E Madrak, considering that she gets Greivous Wounds and Overtake from one spell. Not QUITE as potent as Madrak, but definitely can be great. *'''Void Seer Mordikaar:''' A dead Skorne wizard who walked his way back from the Void and made his body start working again. He's a squishy support caster; leave him away from the fighting and he can do interesting things but if he gets up close he will die quickly. Pay attention to his sidekick warbeast, the Despoiler; together they can really wreak havoc on caster warnouns. *'''Master Tormentor Morghul:''' Raelthorne's top enforcer. He likes beasts a lot; Abuse is one of the best beast-support spells around, but he doesn't have a lot of Fury to work with so effective Fury management is essential to his force. He's made of tissue paper but he's also pretty hard to hit and steady this edition, which is nice. He's basically an Assassin focused caster with tech focused on burning through beasts and choking Warlocks of Fury. *'''Lord Assassin Morghul:''' After Makeda's coup Morghul got her the allegiance of the Paingiver caste and she got him a new sword. The new Morghul hits like a ton of bricks with his POW 12 Weapon Master sword; from full Fury he can kill a heavy 'Beast/'Jack from full health on his own, avoid melee retaliation by Blinding his foes, and chew up infantry with Flashing Blade to attack everyone in his melee range. He can't take a hit any more than his first incarnation so keep him backed up and don't get into a fight with dedicated caster assassins. Also, don't cast Flesh Hooks. Ever. He doesn't have the fury to support it. *'''Master Ascetic Naresh:''' The crazy sadomasochistic warlock; he's a crazy two-hundred-year-old monk. He gets stronger when he takes damage and heals when he kills things, keep him with his army in a front-line run. He's also got Lamentation, so, that's pretty nice. He can help shut down cast-happy jerks. Sadly, he's hindered by his average Fury count. Lamentation doesn't have the range to affect full spell-casters like Sevvy. *'''Dominar Rasheth:''' Jabba the Hutt is a fatass amidst an anorexic nation who reclines on a couch carried by Agonizers whilst zapping folks. He's on a large base so he's hard to screen; he can channel spells through friendly Warriors but they take damage from the ability so he likes having multi-wound heavy infantry on the board. His feat and spell list runs lots of general buffs and debuffs that beasts and infantry can both take advantage of; he's a fairly versatile caster. Note, by the way, that he has absolutely no melee weapon and can't attack outside of spells, so he also cannot engage models. *'''Tyrant Xerxis:''' Makeda's tactician-in-chief. He's a Tyrant, which means high Armour, a medium base, and Battle Plan; he's probably the best warlock to run a ranged list with, since he lets your infantry move and shoot through each other and has the defensive buffs to make an Immortal screen or Karax shieldwall pretty hard to get through. In MK3, Ferox love him because of the Defensive Ward and Rhaidem's dodge grant. Those cats can fly. *'''Xerxis, Fury of Halaak:''' This is Warmachine, when your back gets broken you don't get put in a wheelchair, you get put on a rhinoceros. He works best with lots of warbeasts; he's brutally fast and makes your Titans fast enough to keep up, while increasing everyone's damage output to match. *'''Lord Tyrant Zaadesh:''' Ho boy. Lord Tyrant Zaadesh is just Zaadesh on steroids. He loses some mobility, but gains screening clouds and his feat is absurd. He does little for defense outside of an Arm buff, but at least his feat gives his army some quick defensive strikes when they get engaged. Archidons are interesting tech with him, as are Scarab packs. Sac pawn and Flank make him one of the best beastick casters. *'''Supreme Aptimus Zaal and Kovaas:''' An old mad scientist who does crazy things with the Ancestral Guardians. If an AG dies, the Kovaas (an incorporeal AG that gets souls from enemies instead of friendlies) pops out. Zaal's feat is better the more infantry he has; he likes large swarm armies with just enough beasts to keep his Fury up and Ancestral Guardians in support. His ability to spend a Fury to give souls to all his AGs mean you want to run as many AGs as you can. Sadly with the anti-infantry tech in MK 3, he may just not have the infantry left when he makes contact. *'''Zaal, Ancestral Advocate:''' Zaal died and it didn't stick: he's back in walking statue form. He still likes hoovering up souls from infantry swarms, and still likes Ancestral Guardians - they, along with Zaal himself, are the best targets for his feat, though it also makes Immortals insultingly tough. He's slow and insultingly easy to hit, but hey! L
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