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===Fighters=== ====Iron Legionary==== *'''Stats''': Movement 4"; Toughness 5; Wounds 10; 80 Pts. **'''Weapons:''' ***''Club''-Range 1"; Attacks 2; Strength 3; Damage 1/3 **''Fighter Commentary''- Do not allow the rather meek weapon statline fool you--these are among the best fighters in the warband. <s>Group them up next to a Signifer, activate the Signifier's '''[Triple] Stand Defiant''' to put them at Toughness 6, and watch every S3 fighter on the field struggle to get a single wound in edgewise--and there are a lot of S3 fighters in Warcry.</s> Whoever wrote this didn't factor in that S3 fighters still wound T6 fighters on 5+ in Warcry so no and rarely worth it on a triple. These guys are excellent for objective mobbing as a result and with a few lucky six rolls can become threats in their own right quickly. ====Iron Legionary with Bolas==== *'''Stats''': Movement 4"; Toughness 4 Wounds 10; 65 Pts. **'''Weapons:''' ***''Sword''-Range 1"; Attacks 2; Strength 3; Damage 1/3 ***''Reach Weapon''-Range 3"; Attacks 3; Strength 3; Damage 1/2 **''Fighter Commentary''- While he doesn't seem impressive, and he isn't, the reach weapon can indeed be an important tool to have on the chase. This is not a warband that has any real range game, so even 3" is nice. Newer warbands get Damage 1/3 on such attacks. Overcosted and not effective. Still, you can take him as a points filler. ====Iron Legionary with Twin Hammers==== *'''Stats''': Movement 4"; Toughness 4; Wounds 10; 70 Pts. **'''Weapons:''' ***''Club''-Range 1"; Attacks 3; Strength 3; Damage 1/3 **''Fighter Commentary'' The best of the Iron Legionary subtypes. If you have the points. ====Armator==== *'''Stats''': Movement 3"; Toughness 4; Wounds 12; 90 Pts. **'''Weapons:''' ***''Hammer''-Range 1"; Attacks 4; Strength 4; Damage 1/4 **''Fighter Commentary''- The Armator has a solid weapon statline, capable of putting out a surprising amount of damage in a turn for a very low cost. It comes with the near-insurmountable downside of three inch movement, though. He is not quick to the party, and by the time he manages to get to the fight, it's probably over. In a game like Warcry that is commonly over in as little as three turns, his potential damage output doesn't make up for the terrible movement and lack of access to any interesting abilities. ====Drillmaster==== *'''Stats''': Movement 5"; Toughness 4; Wounds 15; 125 Pts. **'''Rule:''' Berserker **'''Weapons:''' ***''Hammer''-Range 1"; Attacks 4; Strength 4; Damage 2/4 ***''Reach Weapon''-Range 3"; Attacks 4; Strength 4; Damage 1/2 **''Fighter Commentary''- The sideboob is probably the best all-around fighter available to the Iron Golems. With 5" movement, the Drillmaster can get to fights and reposition quickly, making her relevant extremely early. Her four attacks with either available weapon profile combined with S4, 15 wounds, and respectable damage output make her an absolute monster at 125 points. Easily worth taking two. Getting the sheer delight of a '''[Quad] Whirlwind of Death''' off is rare, but when it happens at a high die value it can swing fights like you wouldn't believe. ====Ogor Breacher==== *'''Stats''': Movement 4"; Toughness 5; Wounds 30; 235 Pts. **'''Rule:''' Destroyer **'''Weapons:''' ***''Unarmed''-Range 1"; Attacks 2; Strength 6; Damage 4/8 **''Fighter Commentary''- This guy is <s>worth every point of his</s> overcosted at 235 points and doesn't feature in competitive lists. His ability not only to put a ludicrously high amount of damage down with his fists ''(S6 with 4/8 damage well makes up for having two attacks)'', but to wound the enemy by merely moving near them with his '''[Triple] Living Battering Ram''' is absolutely among the best tools the Iron Golems bring to the table. ''Alternative perspective: Living Battering Ram is ok, but not amazing as the preceding commenter would have you believe.'' Use a wild die to create a triple the moment you think this guy is going to be able to touch an enemy base for the first time. With 30 wounds, you'll often find your opponent either ignoring him entirely or seriously over-committing resources in order to take him off the board. Use him to solo-hold objectives and bully smaller fighters. It is probably not worth taking two. ====Prefector==== *'''Stats''': Movement 4"; Toughness 4; Wounds 15; 125 Pts. **'''Rule:''' Brute **'''Weapons:''' ***''Hammer''-Range 1"; Attacks 3; Strength 4; Damage 2/5 **''Fighter Commentary''- This is who '''[Double] Spine-crushing Blow''' was actually made for. He is a thicc duelist capable of leader-level damage output for a decent price. He suffers a bit when compared to other fighters as he doesn't really bring anything to the table outside of being a lighter version of the Dominar. Again trades an attack for +1 crit damage (not even Stregnth this time). Not worth it. Take Drillmaster over this every time. ====Signifier==== *'''Stats''': Movement 4"; Toughness 4; Wounds 15; 120 Pts. **'''Rule:''' Bulwark **'''Weapons:''' ***''Hammer''-Range 1"; Attacks 3; Strength 4; Damage 2/4 **''Fighter Commentary''- If you are just starting with your very first Iron Golems box, build the Signifier. His synergy with the Iron Legionaries can be extremely oppressive, and he is the major engine behind the Golems exceptional toughness with his '''[Triple] Stand Defiant'''. He is no slouch in combat, either, with three S4 2/4 attacks, don't be afraid to put him in the thick of it. ''Alternative perspective:'' Again this guy seems to miss that YOU ARE STILL WOUNDED on 5+, making the [Triple] ability rarely worth it and the Drillmaster better every time.
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