Warcry/Tactics/Flesh-Eater Courts: Difference between revisions

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===Leaders===
===Leaders===
====Crypt Ghast====
====Crypt Ghast====
*'''Stats''': Movement 5"; Toughness 3; Wounds 16; 55 Pts.
*'''Stats''': Movement 5"; Toughness 3; Wounds 16; 125 Pts.
*'''Rule:''' Leader
*'''Runemarks:''' Leader
*'''Weapons:'''
*'''Weapons:'''
**''Claws''-Range 1"; Attacks 4; Strength 3; Damage 2/4
**''Claws''-Range 1"; Attacks 4; Strength 3; Damage 2/4
*''Fighter Commentary''
*''Fighter Commentary:'' The Ghoul leader variant. For his points he's got some respectable stats and if he didn't have the leader runemark he'd be a fine mid-cost fighter. Unfortunately he eats up our leader slot, and he's largely overshadowed by the other two leader options. You usually won't be considering him to lead your Warband unless you have some thematic reason to do so.


====Crypt Haunter====
====Crypt Haunter====

Revision as of 04:27, 2 May 2020

Faction Overview

Deluded as they are, some ghouls think to go on a quest to the Eightpoints and bring some of their friends with them. A fast Warband, but don't expect much from the ghouls, unlike their Crypt Horrors who are slower but actually faster and hit like a truck. Or pay more for Crypt Flayers for even faster, flying murder monsters!

Pros

  • Exceptional Mobility: With ghouls moving 5", Horrors moving 6", and Flayers moving a whopping 10" with fly, Flesh-Eater Courts are among Warcry's fastest and most maneuverable factions, allowing them to get right were they need to be in a pinch.
  • Powerful Elite Fighters: Horrors, Flayers, and their leader counterparts are among the most durable fighters in the game, and their damage output is very respectable. Combined with their good-to-excellent movement, each one is a force to be reckoned with.
  • Flexibility: With access to both powerful heavy-hitters and cheap infantry to make up the numbers, Flesh-Eater Courts can form a solid all-rounder Warband that can take on just about any mission and opponent and have a good chance of coming out on top.

Cons

  • Limited Units Types: Flesh-Eaters have great high-cost beatsticks and decent infantry, but no mid-cost units to speak of. This limits list building for the faction somewhat, and can make what we bring to the table fairly predictable.
  • No Range: Aside from an unreliable triple ability, Flesh-Eater Courts have no ranged capabilities whatsoever, being limited to 1" range claws and teeth. Enemies with movement-preventing abilities and ranged weapons can cripple our key fighters and really put a dampener on our noble quest.

Abilities Overview

  • [Double] Feeding Frenzy: A fighter can only use this ability if an enemy fighter has been taken down by one of their attacks this activation. Remove damage from this fighter equal to the value of the ability. (All)
    • Ability Commentary: Not much to write home about here. It's nice to have a healing ability on a double but it's fairly conditional. Typically Flesh-Eaters have better things to be spending doubles on.
  • [Double] Skewering Strike: Add 1 to the strength of the next attack made by this fighter this activation with a Range of 3 or less. If that attack scores a critical hit, until the end of the battle round the target fighter cannot make move or disengage actions. (Crypt Infernal, Crypt Flayer)
    • Ability Commentary: The strength boost is a nice little added bonus, but the real meat of this tactic is the second half. Trapping an enemy who might be otherwise trying to flee gives us some nice utility, particularly for keeping ranged fighters in check. Only getting the trap effect on a crit does make it somewhat unreliable though.
  • [Double] Chosen of the King: A fighter can use this ability only if they are within 6" of a visible friendly fighter with the Leader runemark. Until the end of this fighter's activation add 2 to the Attacks characteristic of attack actions made by this fighter that have a Range of 3 or less. (Crypt Haunter, Crypt Horror)
    • Ability Commentary: Conditional but doubly potent [Double] Onslaught. Considering a Crypt Haunter can always make use of this and it's usually not too difficult to position your regular Crypt Horrors to be within 6" of our leader, this is one of our greatest abilities, turning any unit that uses it into a one-model blender.
  • [Triple] Bringer of Death: Add the value of this ability to the Move characteristic of friendly fighters within 6" of this fighter when they use this ability, until the end of the battle round. (Leader)
    • Ability Commentary: This one cranks our already excellent mobility up to eleven. Used appropriately, it can allow our leader and any units strategically placed nearby when we pop it to rocket anywhere across the map. This ability offers excellent utility and there are few missions and match-ups were it won't come in handy.
  • [Triple] Death Scream: Roll 1 dice for each visible enemy fighter within 8". On a 5 allocate 1 damage to them, on a 6 allocate damage to them equal to the value of this ability. (Crypt Infernal, Crypt Flayer)
    • Ability Commentary: Our only form of ranged attack. It's nice that we get a roll to boop every visible enemy within 8", but a single damage on a 5 and a 6 needed to do any substantial damage, a Flesh-Eater Warband will typically have better things to be spending that triple on. I'd wager 4 targets is the minimum you'd typically want to be able to hit with this before considering whether or not to use it.
  • [Quad] The Royal Hunt: This fighter makes a bonus move action, then they can make a bonus attack action. In addition, add 1 to the Attacks characteristic of that attack action if this fighter is within 1" of a visible friendly fighter. (All)
    • Ability Commentary: Strictly better [Quad] Rampage. It's nothing fancy and the bonus is underwhelming compared to the "Rampage+" Gloomspite get, but a strictly better version of an already excellent ability is still fantastic. Infernal/Flayers with their 10" movement and fly can usually make the most of this ability, giving them a wide berth of the battlefield and allowing them to strike anywhere.

Fighter's Overview

Leaders

Crypt Ghast

  • Stats: Movement 5"; Toughness 3; Wounds 16; 125 Pts.
  • Runemarks: Leader
  • Weapons:
    • Claws-Range 1"; Attacks 4; Strength 3; Damage 2/4
  • Fighter Commentary: The Ghoul leader variant. For his points he's got some respectable stats and if he didn't have the leader runemark he'd be a fine mid-cost fighter. Unfortunately he eats up our leader slot, and he's largely overshadowed by the other two leader options. You usually won't be considering him to lead your Warband unless you have some thematic reason to do so.

Crypt Haunter

  • Stats: Movement 6"; Toughness 4; Wounds40; 255 Pts.
  • Rule: Elite Leader
  • Weapons:
    • Claws-Range 1"; Attacks 5; Strength 4; Damage 2/5
  • Fighter Commentary

Crypt Infernal

  • Stats: Movement 10"; Toughness 4; Wounds 30; 300 Pts.
  • Rule: Agile, Fly, Leader
  • Weapons:
    • Claws-Range 1"; Attacks 5; Strength 4; Damage 2/5
  • Fighter Commentary

Fighters

Crypt Ghoul

  • Stats: Movement 5"; Toughness 3; Wounds 8; 55 Pts.
  • Rule:
  • Weapons:
    • Claws-Range 1"; Attacks 3; Strength 3; Damage 1/3
  • Fighter Commentary

Crypt Horror

  • Stats: Movement 6"; Toughness 4; Wounds 30; 190 Pts.
  • Rule: Elite
  • Weapons:
    • Claws-Range 1"; Attacks 4; Strength 4; Damage 2/4
  • Fighter Commentary

Crypt Horror

  • Stats: Movement 10"; Toughness 4; Wounds 30; 235 Pts.
  • Rule: Agile, Fly
  • Weapons:
    • Claws-Range 1"; Attacks 4; Strength 4; Damage 2/4
  • Fighter Commentary

Minions, Thralls, and Allies

Allies

Abhorrant Ghoul King

  • Stats: Movement 5"; Toughness 4; Wounds 28; 185 Pts.
    • Weapons:
      • Fangs-Range 1"; Attacks 5; Strength 4; Damage 2/5
  • Abilities
    • [Triple] Summon the Black Hunger : Until the end of the battle round, add 1 to the Attacks characteristic of attack actions that have a Range characteristic of 3" or less made by visible friendly fighters while they are within 3" of this fighter.

General Tactics

Other Helpful Tips

Example Builds