Warcry/Tactics/Iron Golems

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"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.

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

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

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

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

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

Signifer

  • Stats: Movement 4"; Toughness 4; Wounds 15; 120 Pts.
    • Rule: Bulwark
    • Weapons:
      • Hammer-Range 1"; Attacks 3; Strength 4; Damage 2/4
    • Fighter Commentary

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
Grand Alliance: Chaos
Grand Alliance: Death
Grand Alliance: Destruction
Grand Alliance: Order
Monsters & Mercenaries