Warcry/Tactics/Idoneth Deepkin: Difference between revisions

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**''Arcane Bolt''-Range 3-7"; Attacks 2; Strength 3; Damage 3/6
**''Arcane Bolt''-Range 3-7"; Attacks 2; Strength 3; Damage 3/6
**''Staff''-Range 2"; Attacks 3; Strength 3; Damage 1/4
**''Staff''-Range 2"; Attacks 3; Strength 3; Damage 1/4
*''Fighter Commentary'' the caster, get that good  '''Riptide''' double ability that -1 attacks within range to protect your fighters.
*''Fighter Commentary'' - the caster, get that good  '''Riptide''' double ability that -1 attacks within range to protect your fighters.


===Fighters===
===Fighters===

Revision as of 16:57, 27 February 2021

A new take on the Sea Elves from the early editions of Fantasy, sometimes nicknamed "Teclis' Sea-Monkeys". Teclis's attempt to reconstitute the Elves from The-World-That-Was resulted in them going horribly wrong because they kept having PTSD-style flashbacks to their time with Slaanesh. Many of them were also bald, blind or both. Many of them even have souls that are slowly losing their strength and thus have extremely short lives. The only way to fix this is harvest the souls of others Dark Eldar Drukhari style. Teclis tried to find out what was wrong with the aelves, but they resisted his attempts to investigate, and he eventually declared them a mistake. They fled, and when he decided to start killing them off the aleves renamed themselves Idoneth Deepkin and decided to start a new life under the sea (unaware that Tyrion talked Teclis out of killing them off). They move around using Whirlways, Realmgates that are underwater.

Faction Overview

Some Idoneth are willing to take the risk of using tainted souls for their nourishment. Namarti of Both Kinds and eel riders form a rather extreme band of either cheap units with some strength or expensive steamrolling cavalry with 25 wounds base.

Pros

  • Fast and moblie: have elfs and flying eels.
  • Strong basic units:

Cons

  • Low toughness:
  • Limited havy hiters:

Abilities Overview

  • [Double] Low Tide: First turn only, universal. Fighter gets a bonus move equal to the value of the ability.
    • Fighter Commentary
  • [Double] Sweeping Blow: Namarti Thrall only. Roll a dice for each visible enemy fighter within 2" of this fighter, dealing 1 damage to that fighter on a 5, and damage equal to the value of this ability on a 6.
    • Fighter Commentary
  • [Double] Storm Fire: Namarti Reavers only. Add one to the Attacks characteristic of this models attacks that target a model outside of 3 inches (so its bow).
    • Fighter Commentary
  • [Triple] High Tide: Leader only, on third turn only. Add 1 to attacks and strength characters of friendly models attacks with range 3 or less when they're within 6 of the leader.
  • Hangman’s Knot (Double, Isharann Soulrender): On a 3+ a nearby enemy cannot perform move or disengage actions.
    • Fighter Commentary
  • Storm of Blows (Double, Akhelian King): Add up to +3 to the Attack characteristic of next attack action.
    • Fighter Commentary
  • High Tide (Triple, all Leaders): On the third battle round any friendly unit within 6” of the leader gets +1 attack and strength until the end of the round for melee attacks.
    • Fighter Commentary
  • [Triple] Biovolatic Barrier: Ishlaen Guard only. Crits hitting this fighter count as hits. Given Ishlaen Guard have 25 wounds base, this ability is horrifying, especially against Crit hunting Warbands.
    • Fighter Commentary
  • Scryfish Shoal (Triple, Isharann Soulscryer): Allocate from 0 to 12 damage to an enemy within 10″.
    • Fighter Commentary
  • [Quad] Biovoltaic Blast: Morrsarr Guard only. Deals damage equal to the value of this ability to every visible enemy fighter within 3 of this fighter.
    • Fighter Commentary

Fighter's Overview

Leaders

Namarti Reaver Icon Bearer

  • Stats: Movement 6"; Toughness 3; Wounds 16; 135 Pts.
  • Rule: Leader, Agile
  • Weapons:
    • Dagger-Range 1"; Attacks 3; Strength 3; Damage 1/3
    • Ranged-Range 3-15"; Attacks 3; Strength 3; Damage 1/4
  • Fighter Commentary

Namarti Thrall Icon Bearer

  • Stats: Movement 5"; Toughness 3; Wounds 16; 140 Pts.
  • Rule: Leader, Minion
  • Weapons:
    • Axe-Range 1"; Attacks 4; Strength 4; Damage 2/5
  • Fighter Commentary

Ishlaen Lochian Prince

  • Stats: Movement 10"; Toughness 4; Wounds 35; 260 Pts.
  • Rule: Leader, Bulwark, Fly
  • Weapons:
    • Sword-Range 1"; Attacks 4; Strength 4; Damage 2/5
  • Fighter Commentary

Morrsarr Lochian Prince

  • Stats: Movement 10"; Toughness 4; Wounds 35; 265 Pts.
  • Rule: Leader, Berserker, Fly
  • Weapons:
    • Spear-Range 2"; Attacks 3; Strength 4; Damage 2/5
  • Fighter Commentary

Arkhelian King

  • Stats: Movement 10"; Toughness 4; Wounds 38; 280 Pts.
  • Rule: Leader, Champion, Fly
  • Weapons:
    • Spear-Range 2"; Attacks 4; Strength 4; Damage 2/5
  • Fighter Commentary A strong guy, beefy, with his flying 10" gets around many problems of having one of the large model bases in warcry. A decent weapon with his [double]Storm of Blows for up to 7 attacks.

Isharann Soulrender

  • Stats: Movement 5"; Toughness 3; Wounds 22; 170 Pts.
  • Rule: Leader, Frenzied
  • Weapons:
    • Fang-Range 3"; Attacks 3; Strength 4; Damage 2/4
    • Sword-Range 2"; Attacks 4; Strength 4; Damage 2/5
  • Fighter Commentary

Isharann Soulscryer

  • Stats: Movement 5"; Toughness 3; Wounds 35; 140 Pts.
  • Rule: Leader, Priest
  • Weapons:
    • Fang-Range 2"; Attacks 3; Strength 4; Damage 2/4
  • Fighter Commentary

Isharann Tidecaster

  • Stats: Movement 5"; Toughness 3; Wounds 20; 150 Pts.
  • Rule: Leader, Mystic
  • Weapons:
    • Arcane Bolt-Range 3-7"; Attacks 2; Strength 3; Damage 3/6
    • Staff-Range 2"; Attacks 3; Strength 3; Damage 1/4
  • Fighter Commentary - the caster, get that good Riptide double ability that -1 attacks within range to protect your fighters.

Fighters

Namarti Reaver

  • Stats: Movement 6"; Toughness 3; Wounds 8; 75 Pts.
  • Rule: Agile
  • Weapons:
    • Ranged-Range 3-15"; Attacks 2; Strength 3; Damage 1/3
    • Dagger-Range 1"; Attacks 3; Strength 3; Damage 1/3
  • Fighter Commentary

Namarti Thrall

  • Stats: Movement 5"; Toughness 3; Wounds 8; 80 Pts.
  • Rule: Minion
  • Weapons:
    • Axe-Range 1"; Attacks 4; Strength 3; Damage 2/4
  • Fighter Commentary

Ishlaen Guard

  • Stats: Movement 10"; Toughness 4; Wounds 25; 195 Pts.
  • Rule: Bulwark, Fly
  • Weapons:
    • Sword-Range 1"; Attacks 4; Strength 3; Damage 2/4
  • Fighter Commentary

Morrsarr Guard

  • Stats: Movement 10"; Toughness 4; Wounds 25; 200 Pts.
  • Rule: Berserker, Fly
  • Weapons:
    • Spear-Range 2"; Attacks 3; Strength 3; Damage 2/4
  • Fighter Commentary

Minions, Thralls, and Allies

Allies

Tidecaster

  • Stats: Movement 5"; Toughness 3; Wounds 25; 145 Pts.
    • Weapons:
      • Ranged-Range 3-7"; Attacks 2; Strength 3; Damage 3/6
      • Spear-Range 2"; Attacks 3; Strength 3; Damage 1/4
  • Abilities
    • [Double] Riptide : Pick a visible enemy fighter within 12" of this fighter. Until the end of the battleround, substract 1 (to a minimum of 1) from the Attacks charasteristic of attacks actions made by that fighter.

Soulrender

  • Stats: Movement 5"; Toughness 3; Wounds 25; 150 Pts.
    • Weapons:
      • Scythe-Range 2"; Attacks 4; Strength 4; Damage 2/5
      • Fangs-Range 3"; Attacks 3; Strength 4; Damage 2/4
  • Abilities
    • [Double] Hangman's Knot :Pick a visible enemy fighter within 3" of this fighter. Until the end of that battleround, that fighter cannot make move actions or disengage actions.

Soulscryer

  • Stats: Movement 5"; Toughness 3; Wounds 25; 130 Pts.
    • Weapons:
      • Claws-Range 1"; Attacks 3; Strength 4; Damage 2/4
  • Abilities
    • [Triple] Scryfish Shoal : Pick a visible enemy fighter within 10" of this fighter and roll 8 dice. For each roll of 3-5, allocate 1 damage point to that fighter. For each roll of 6, allocate a number of damage points to that fighter equal to the value of this ability.


General Tactics

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Warcry Tactics
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Grand Alliance: Destruction
Grand Alliance: Order
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