Warcry/Tactics/Cypher Lords: Difference between revisions

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(Created page with "'''Cypher Lord Tactics''' ==Faction Overview== ==='''Pros'''=== *'''''High Movement'''''-Cypher Lords all have a base movement of 5", which is above average and makes them th...")
 
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==='''Pros'''===
==='''Pros'''===
*'''''High Movement'''''-Cypher Lords all have a base movement of 5", which is above average and makes them the all around base fastest warband in the game.  They also have a number of abilities which compliment their high movement.
*'''''High Movement'''''-Cypher Lords all have a base movement of 5", which is above average and makes them the all around base fastest warband in the game.  They also have a number of abilities which compliment their high movement.
*''''Fantastic Board Control'''''-In addition to their high movement, they have a number of abilities which allow them to get wherever they need to be on the board in an instant (literally).  They can get in and out of combat rather effortlessly.   
*'''''Fantastic Board Control'''''-In addition to their high movement, they have a number of abilities which allow them to get wherever they need to be on the board in an instant (literally).  They can get in and out of combat rather effortlessly.   
*'''''Good Damage'''''-Most of their fighters deal high crit damage and tend to have higher attacks per cost than similar Fighters in other warbands
*'''''Good Damage'''''-Most of their fighters deal high crit damage and tend to have higher attacks per cost than similar Fighters in other warbands


==='''Cons'''===
==='''Cons'''===
*'''''Low Durability'''''-Like with most other core Chaos warbands, they aren't the most durable of Fighters and only have one ability which enhances their survivability (although admittedly it's a pretty fantastic one).  
*'''''Low Durability'''''-Like with most other core Chaos warbands, they aren't the most durable of Fighters and only have one ability which enhances their survivability (although admittedly it's a pretty fantastic one).  
*'''''Lack of Ranged attacks'''''-They do have an ability which lets them throw [https://www.youtube.com/watch?v=DDeRWL4qurc&feature=youtu.be&t=1m18s ninja stars]
*'''''Lack of Ranged attacks'''''-They do have an ability which lets them throw [https://www.youtube.com/watch?v=DDeRWL4qurc&feature=youtu.be&t=1m18s ninja stars], but it's honestly kind of a meme.  Apart from this, they have no ranged attacks.
 
==='''Abilities Overview'''===
* '''[Double] Throwing Stars and Chakrams''': Pick a visible enemy fighter within 6" of this fighter and roll 2 dice. For each roll of a 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. (Faction-wide ability)
**''Ability Commentary''-A relatively weak ability which won't do much in the large scheme of things.  While it is nice to have at least ''some'' type of ranged attack option, this ability is incredibly underwhelming considering it is only a 34% chance to deal a '''MASSIVE''' 1 damage or a 16% chance to deal value damage.  Even with a double value of 6, it's unlikely that you'll roll the necessary 6 to trigger ability damage.  If you're looking to burn a '''[Double]''' you'd be better off going with the next ability or simply using your wild dice to make it a triple for that sweet, sweet, Shadowy Recall
* '''[Double] Acrobatic Leap''': This fighter can fly when making move actions until the end of their activation; however, when flying, they cannot move vertically upwards more than 3". (Faction-Wide ability)
**''Ability Commentary''-A movement ability which lets the fighter essentially ignore vertical movement costs up to 3".  If you're playing with Official Warcry Terrain© this means that you'll mostly be able to move over anything on the table.  A solid Faction-wide ability that you'll use often.
* '''[Double] Low Sweeping Blow''': Roll 1 dice for each visible enemy fighter within 2" of this fighter. On a 4-5, allocate 1 damage point to the fighter being rolled for. On a 6, allocate a number of damage points to the fighter being rolled for equal to the value of this ability. (Mirrobound w/Glaive; Mindbound  w/Double-bladed sword ability)
**''Ability Commentary''-Another
* '''[Triple] Shadowy Recall''': Pick a friendly fighter with the '''Minion runemark''' that is within 12" of this fighter. Remove that fighter from the battlefield and then immediately set them up anywhere on the battlefield within a number of inches of this fighter equal to the value of this ability. (Mystic ability)
* '''[Triple] Shattered Gloom Globe''': Until the end of the battle round, subtract 1 from the Attacks characteristic (to a minimum of 1) of the attack actions made by enemy fighters while they are within 6" of this fighter. (Leader ability)
* '''[Quad] Spinning Somersault Strike''': This fighter can fly when making move actions until the end of their activation; however when flying, they cannot move vertically upwards more than 3". In addition, this fighter makes a bonus move action. Then, they can make a bonus attack action. (Universal ability)

Revision as of 19:52, 5 February 2020

Cypher Lord Tactics

Faction Overview

Pros

  • High Movement-Cypher Lords all have a base movement of 5", which is above average and makes them the all around base fastest warband in the game. They also have a number of abilities which compliment their high movement.
  • Fantastic Board Control-In addition to their high movement, they have a number of abilities which allow them to get wherever they need to be on the board in an instant (literally). They can get in and out of combat rather effortlessly.
  • Good Damage-Most of their fighters deal high crit damage and tend to have higher attacks per cost than similar Fighters in other warbands

Cons

  • Low Durability-Like with most other core Chaos warbands, they aren't the most durable of Fighters and only have one ability which enhances their survivability (although admittedly it's a pretty fantastic one).
  • Lack of Ranged attacks-They do have an ability which lets them throw ninja stars, but it's honestly kind of a meme. Apart from this, they have no ranged attacks.

Abilities Overview

  • [Double] Throwing Stars and Chakrams: Pick a visible enemy fighter within 6" of this fighter and roll 2 dice. For each roll of a 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. (Faction-wide ability)
    • Ability Commentary-A relatively weak ability which won't do much in the large scheme of things. While it is nice to have at least some type of ranged attack option, this ability is incredibly underwhelming considering it is only a 34% chance to deal a MASSIVE 1 damage or a 16% chance to deal value damage. Even with a double value of 6, it's unlikely that you'll roll the necessary 6 to trigger ability damage. If you're looking to burn a [Double] you'd be better off going with the next ability or simply using your wild dice to make it a triple for that sweet, sweet, Shadowy Recall
  • [Double] Acrobatic Leap: This fighter can fly when making move actions until the end of their activation; however, when flying, they cannot move vertically upwards more than 3". (Faction-Wide ability)
    • Ability Commentary-A movement ability which lets the fighter essentially ignore vertical movement costs up to 3". If you're playing with Official Warcry Terrain© this means that you'll mostly be able to move over anything on the table. A solid Faction-wide ability that you'll use often.
  • [Double] Low Sweeping Blow: Roll 1 dice for each visible enemy fighter within 2" of this fighter. On a 4-5, allocate 1 damage point to the fighter being rolled for. On a 6, allocate a number of damage points to the fighter being rolled for equal to the value of this ability. (Mirrobound w/Glaive; Mindbound w/Double-bladed sword ability)
    • Ability Commentary-Another
  • [Triple] Shadowy Recall: Pick a friendly fighter with the Minion runemark that is within 12" of this fighter. Remove that fighter from the battlefield and then immediately set them up anywhere on the battlefield within a number of inches of this fighter equal to the value of this ability. (Mystic ability)
  • [Triple] Shattered Gloom Globe: Until the end of the battle round, subtract 1 from the Attacks characteristic (to a minimum of 1) of the attack actions made by enemy fighters while they are within 6" of this fighter. (Leader ability)
  • [Quad] Spinning Somersault Strike: This fighter can fly when making move actions until the end of their activation; however when flying, they cannot move vertically upwards more than 3". In addition, this fighter makes a bonus move action. Then, they can make a bonus attack action. (Universal ability)