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==Fighters Overview== (Updated for Heart of Ghur/Warcry 2.0) ===Leader=== ====Heart-Eater==== *'''Stats:''' Movement 5"; Toughness 4; Wounds 20; 200 Pts. **'''Weapons:''' ***''Bone Axe''-Range 1"; Attacks 5; Strength 5; Damage 2/5 *''Fighter Commentary''-This Warband's only leader so you ''MUST'' take him. Luckily, he's a pretty solid beatstick. Good movement with a solid number of attacks with a great damage profile makes him a melee powerhouse. He's pretty decently costed for what he can bring to the table. As discussed above, he's not the most durable of faction leaders and the Warband's lack of overall defensive capabilities don't help him in this regard. His ability is cheap but is attached to a condition. Given this, he's actually a very good chaff killer. Send him in to take out low durability targets, kill a few, and then use '''[Double] All-Out Attack''' to get out of harm's way. You can also make great use of '''[Double] Savage Fury''' to make his guerilla-style, hit-and-run tactics even more effective. Against higher-tier Fighters, he won't last long. Avoiding any type of prolonged combat is ideal for him. ===Fighters=== ====First Fang==== *'''Stats:''' Movement 4"' Toughness 4; Wounds 15; 130 Pts. **'''Weapons:''' ***''Harpoon''-Range 8"; Attacks 2; Strength 5; Damage 2/5 ***''Bone Axe''-Range 1"; Attacks 3; Strength 5; Damage 2/4 *''Fighter Commentary''-If the Rocktusk Prowler is the flashy Running Back MVP of this Warband, then the First Fang is the ever dutiful lineman workhorse for it. The First Fang offers two things this Warband really needs-a solid ranged attack option and a movement disrupting ability. His Harpoon has a respectable range and a surprisingly solid damage profile, making him a prime target for either '''[Double] Savage Fury'''. If you get lucky with rolls you can easily take out the chaff and even some mid-tier Fighters in one activation. The positional usages for '''[Triple] Harpoon Snag''' were discussed above. Overall, the silent star of this Warband. ====Rocktusk Prowler==== *'''Stats:''' Movement 8"; Toughness 4; Wounds 20; 195 Pts. **'''Weapons:''' ***''Teeth''-Range 1"; Attacks 4; Strength 4; Damage 2/5 *''Fighter Commentary''-The single best damage-dealing model in this Warband. He costs nearly as much as a Heart-Eater and has a similar profile--only he has an additional 3" of movement which is downright nasty for a model with these stats. While the Heart-Eater is more self-sufficient with his '''[Double] All-Out Attack''' ability, the Prowler has just as many ways to dish out the pain. He can be given an extra attack from a Beastspeaker with '''[Double] Beastmaster''' so long as he is within 4" of her. He can also give himself '''[Double] Savage Fury''' or '''[Quad] Unleash the Beast''' if you really have to kill something. His high movement also allows him to get in and out of combat more easily than anyone else in this Warband. If you have the opportunity to use '''[Triple] Pounce''' you should always take it. When using '''[Triple] Pounce''' make sure the value is at last 3+ against chaff fighters and 4+ against higher-tier units. Remember that damage from '''[Triple] Pounce''' is a flat amount, and ignores a targets Toughness, meaning that if you can get it on a 5-6 and follow it up with an attack you can pretty much guarantee a kill on models with 10 or less wounds. Simply put, Prowlers are the most versatile and dangerous Fighter in this warband. ====Beastspeaker==== *'''Stats:''' Movement 5"; Toughness 4; Wounds 15; 110 Pts. **'''Weapons:''' ***''Whip''-Range 3"; Attacks 4; Strength 4; Damage 1/3 ***''Bone Kris''-Range 1"; Attacks 3; Strength 4; Damage 1/4 *''Fighter Commentary''-An average fighter with some above-average movement. Her whip is a range 3" weapon, which is a weird range in Warcry and extends her threat range while allowing her to stay out of harms way. It's a shame that her damage potential is so lackluster compared to every other fighter in the army. The real reason you bring her is for her '''[Double] Beastmaster''' ability. With it, she can grant a Prowler within 4" (or any other Chaotic Beast that's a part of the Warband) an extra out-of-activation attack, which is one of the Warband's defining combos. Have the Prowlers charge ahead and bring her up behind them. She can park behind the Prowlers, hand out '''[Double] Beastmaster''' and whip the shit out of any poor bastard who is still left alive after the Prowler has had their way with them. ====Preytaker with Fanged Axe==== *'''Stats:''' Movement 4"; Toughness 4; Wounds 10; 100 Pts. **'''Weapons:''' ***''Fanged Axe''-Range 1"; Attacks 3; Strength 5; Damage 2/5 *''Fighter Commentary''-Preytakers are in an odd spot. They cost almost double the amount as Plains Runners and for that price you'll get +1 Toughness, 2 extra wounds, and a better damage profile. Yet for a mere 10 pts. more you can get two Plains Runner. This version wields the Axe, which trades a higher number of attacks for an increase in strength (Strength 5). Given the prevalence of toughness 4 Fighters in Warcry, he really isn't all that impressive. You're mostly better off taking another Plains Runner or saving points for another Prowler rather than grabbing a Preytaker. Which sucks, because their models are very manly. If you're going to take a Preytaker, this is the one to take, given how easily you can gain extra attacks with this Warband. ====Preytaker with Sawtooth Blade==== *'''Stats:''' Movement 4"; Toughness 4; Wounds 10; 100 Pts. **'''Weapons:''' ***''Sawtooth Blade''-Range 1"; Attacks 4; Strength 4; Damage 2/4 *''Fighter Commentary''-The same as the Preytaker with an Axe only this time with a big fang sword. Swaps out Strength for an extra attack. Other than that, everything which was said above applies here. When comparing the two Preytakers, this one is generally better than the axe version now that this Preytaker is now Strength 4 with the 2.0 update. ====Plains-runner==== *'''Stats:''' Movement 5"; Toughness 3; Wounds 8; 55 Pts. **'''Weapons:''' ***''Dual-Bone Weapons''-Range 1"; Attacks 3; Strength 3; Damage 1/3 *''Fighter Commentary''-Plains-runners act as your standard list fillers. For their points, they will do their job well. Their extra movement makes them valuable as chaff and they can easily move from one objective to the next very quickly (often within one activation) if necessary. They aren't going to be doing much damage, but for their points costs, you shouldn't expect them to. Piling cheap bodies is a Warhammer tactic as old as a Plains-Runner's crusty loincloth. You are almost always better off taking more Plains-runners over Preytakers as it will result in more wounds, more models, more activations, etc. Apart from that, these are this warband's standard chaff units. Boring, yes. But you'll always field them.
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