Warcry/Tactics/Iron Golems: Difference between revisions
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**''Fighter Commentary'' | **''Fighter Commentary'' | ||
==== | ====Signifier==== | ||
*'''Stats''': Movement 4"; Toughness 4; Wounds 15; 120 Pts. | *'''Stats''': Movement 4"; Toughness 4; Wounds 15; 120 Pts. | ||
**'''Rule:''' Bulwark | **'''Rule:''' Bulwark | ||
**'''Weapons:''' | **'''Weapons:''' | ||
***''Hammer''-Range 1"; Attacks 3; Strength 4; Damage 2/4 | ***''Hammer''-Range 1"; Attacks 3; Strength 4; Damage 2/4 | ||
**''Fighter Commentary'' | **''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. | ||
==General Tactics== | ==General Tactics== |
Revision as of 00:18, 24 October 2020
"We Create War!" Hailing from the Realm of Metal, these obnoxiously Norwegian-accented warriors are renowned for the quality of their smithing, believing themselves chosen by Archaon himself to forge arms and armor for the Slaves to Darkness. They also have both Duardin and Ogors. They seem to be the most Classically Chaos of the warbands.
Faction Overview
Pros
- Cheap Heavy armour: all the fighters, even the cheap one, have Toughness 4 and some (even one grunt) has 5.
Cons
- Slow: lacks move abilities and some are 3"
Abilities Overview
- [Double] Throw Bolas: Pick a visible enemy fighter within 6" of this fighter and roll 2 dice. For each roll of 4-5, 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. (Universal ability)
- [Double] Spine-crushing Blow: Add the value of this ability to the Strength characteristic of the next attack action made by this fighter this activation that has a Range characteristic of 3 or less. (Brute ability)
- [Double] Lead with Strength: A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them this activation. This fighter makes a bonus move action or a bonus attack action. (Leader ability)
- [Triple] Living Battering Ram: Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visible enemy fighter within 1" of this fighter. Allocate a number of damage points to that fighter equal to the value of this ability. (Destroyer ability)
- [Triple] Stand Defiant: Until the end of the battle round, add 1 to the Toughness characteristic of friendly fighters while they are within 6" of this fighter. (Bulwark ability)
- [Quad] Whirlwind of Death: Allocate a number of damage points to all visible enemy fighters within 3" of this fighter equal to the value of this ability. (Berserker ability)
Fighter's Overview
Leaders
Dominar
- Stats: Movement 4"; Toughness 4; Wounds 20; 175 Pts.
- Rule: Leader, Brute
- Weapons:
- Sword-Range 1"; Attacks 3; Strength 5; Damage 2/5
- Fighter Commentary
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 foot you--these are among the best fighters in the warband. 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. 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.
- Weapons:
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
- Weapons:
Iron Legionary with Twin Hammers
- Stats: Movement 4"; Toughness 5; Wounds 10; 70 Pts.
- Weapons:
- Club-Range 1"; Attacks 3; Strength 3; Damage 1/3
- Fighter Commentary
- Weapons:
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.
- Weapons:
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 worth every point of his 235 points. 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. 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
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.
General Tactics
Basically, they are the "Space marines" of War cry. You aren't as good at any one thing, with the exception of Toughness, but you can do a little bit of most things. The goal should be to figure out if you're up against a smashy, or a shooty. If it's shooty? Go in, and punch them. If it's smashy, you stay back to soften them up with Bola hits, and then smash them with the Ogor Breacher. Finish off with the Dominar. You don't play the objective game as well, and you can't keep up, so be prepared to have to wait and camp. Your abilities, in general, hurt like hell, or make you much tougher.
Minions, Thralls, and Allies
Other Helpful Tips
Example Builds
Warcry Tactics | |
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Grand Alliance: Chaos | |
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Grand Alliance: Death | |
Grand Alliance: Destruction | |
Grand Alliance: Order | |
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Monsters & Mercenaries |