Warcry/Tactics/Disciples of Tzeentch Daemons
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Faction Overview[edit]
Pros[edit]
- Decent ranged options
- Ability to multiply fighters
Cons[edit]
- No heavy hitters
- Fragile: all Toughness 3 fighters
Abilities Overview[edit]
- [Double] Locus of Sorcery: add half the value of this ability (round up) to Strength of the next attack action made this fighter that has a range of 3" or less. (all)
- [Double] Blue Fire: roll two dice against a fighter within 9", Deal 1 damage for each 4+, or damage equal to abilities value on 6s. (Fluxmaster)
- [Double] Split: Pink Horror only. when a Pink Horror is allocated 1 or more damage, Place 2 Blue Horrors within 3" then take down the pink. (Don't roll for injury in Campain). (Pink Horror Only)
- [Double] Split again: Blue Horror only. when a blue Horror is allocated 1 or more damage, Place 1 Brimstone Horrors within 3" then take down the Blue. (Don't roll for injury in Campain). (Blue Horror Only)
- [Triple] Latching bit: Screamer Only. Add the value of this ability to the strength of this fighter next attack. In addition, the targeted enemy cant' make a move or Disengage action for the rest of the battle round. (Screamer Only)
- [Triple] Pink Fire: Pick a enemy fighter within 9" and roll 9 Dice. each 3+ deals 1 damage. (Changecaster only)
- [Triple] Master of Destany: Leader only. until the end of the battle round. add the value of this ability to the value of other abilities used by fighter within 6" (Max 6) (Leader Only)
- [Quad] Capricious Warpflame: Flammers only. Allocate a number of damage equal to this ability's value to all enemies within 3" fo this fighter. (Flammers Only)
Fighter's Overview[edit]
Leader[edit]
Iridescent Horror[edit]
- Stats: Movement 4"; Toughness 4; Wounds 22; 190 Pts.
- Rule: Leader, Elite
- Weapons:
- Blast-Range 3-10"; Attacks 2; Strength 3; Damage 1/4
- Claws-Range 1"; Attacks 4; Strength 3; Damage 2/4
- Fighter Commentary - Your melee lord. Not actalue to best in melee but still decent damage dealing and some wounds. If near-death can use [double] Split to turn him into two blues so you still get value from your Leader's inevitable death.
Changecaster[edit]
- Stats: Movement 4"; Toughness 3; Wounds 22; 190 Pts.
- Rule: Leader, Destroyer
- Weapons:
- Magical Flame-Range 3-10"; Attacks 2; Strength 3; Damage 3/6
- Dagger-Range 1"; Attacks 3; Strength 3; Damage 2/4
- Fighter Commentary - a longer range vertion of the Irridecent. Trades splitting for the [Triple] Pink Fire.
Fluxmaster[edit]
- Stats: Movement 12"; Toughness 3; Wounds 25; 250 Pts.
- Rule: Leader, Mystic
- Weapons:
- Magical Flame-Range 3-10"; Attacks 2; Strength 3; Damage 3/6
- Dagger-Range 1"; Attacks 3; Strength 3; Damage 2/4
- Fighter Commentary- Changecaster on disk. Lets him keep up with other flyers. He is not that good with being expensive and his Blue Flames ability is too weak.
Pyrocaster[edit]
- Stats: Movement 8"; Toughness 3; Wounds 30; 210 Pts.
- Rule: Leader, Berserker
- Weapons:
- Blast-Range 3-10"; Attacks 4; Strength 3; Damage 2/4
- Flangs-Range 1"; Attacks 2; Strength 3; Damage 2/4
- Fighter Commentary
Fighter[edit]
Horrors[edit]
Your "rank and file" troops. Do well at range and melee, though not very tough. this lack of toughness is made up with the abilities [Double]Split' and [Double]Split Again, allowing a Horror on its last legs to become two new healthy but weaker fighters. Athough Flammers make more out of [Double] Locus of Sorcery, Horror will still make use of it to deal decent ranged damage against tougher fighters.
Pink Horror
- Stats: Movement 4"; Toughness 3; Wounds 12; 90 Pts.
- Rule: Elite
- Weapons:
- Blast-Range 3-10"; Attacks 2; Strength 3; Damage 1/4
- Claws-Range 1"; Attacks 3; Strength 3; Damage 1/4
- Fighter Commentary - your well rounded, Dealing 4 crit damage, and can use [Double]Split to turn into two Blue when on last legs, which actually greatly boost your Pinks damage potential.
Blue Horror
- Stats: Movement 4"; Toughness 3; Wounds 8; 75 Pts.
- Rule: Warrior
- Weapons:
- Blast-Range 3-10"; Attacks 2; Strength 3; Damage 1/3
- Claws-Range 1"; Attacks 3; Strength 3; Damage 1/3
- Fighter Commentary - -1 to crit damage and less wounds. You buy a blue for the Warband because you need a Pink for 15pts cheaper. Get more value by having a pink [Double]Split so you get two for a 60% discount. you can [Double]Split Again when he is about to die for a Brimstone, but it's a question of a situation if you need to hold out a few more wounds to win an objective or those dice better spent on a different ability.
Brimstone Horror
- Stats: Movement 4"; Toughness 3; Wounds 6; 55 Pts.
- Rule: Minion
- Weapons:
- Blast-Range 3-10"; Attacks 2; Strength 3; Damage 1/2
- Claws-Range 1"; Attacks 3; Strength 3; Damage 1/2
- Weak melee, weak range. But it's a cheap body for objectives, you might say. Sure, I'll say. 55pts for 4" move and the kind of defensive capabilities that make Orks feel proud of their t-shirts-and-derelict-tanks armor. By all means, if you have the points left over from a proper build, take it to get to 1000.
Flamer of Tzeentch[edit]
Flamer of Tzeentch
- Stats: Movement 8"; Toughness 3; Wounds 15; 150 Pts.
- Rule: Berserker
- Weapons:
- Blast-Range 3-10"; Attacks 3; Strength 3; Damage 2/4
- Flangs-Range 1"; Attacks 2; Strength 3; Damage 2/4
- Fighter Commentary Flamers serve the role of skirmish calvery. Although not impressive in melee, at the range they are able to burn enemies alive with [Double]Locus of Sorcery. if they do get into melee range, expect a [Quad] Capricious Warpflame to destroy that fighter especially if a leader with [Triple]Master of Destiny is in waiting.
Exalted Flamer of Tzeentch
- Stats: Movement 8"; Toughness 3; Wounds 30; 210 Pts.
- Rule: Berserker
- Weapons:
- Blast-Range 3-10"; Attacks 4; Strength 3; Damage 2/5
- Flangs-Range 1"; Attacks 2; Strength 3; Damage 2/4
- Fighter Commentary - for 60 more points you get +1 more ranged flamer attacks with +1 crit damage, and double the wounds.
Screamer of Tzeentch[edit]
- Stats: Movement 12"; Toughness 3; Wounds 18; 180 Pts.
- Rule: Agile, Fly
- Weapons:
- Flangs-Range 1"; Attacks 4; Strength 4; Damage 2/4
- Fighter Commentary - a highly maneuverable and damage dealing fighter. able to move over obstacles and deal significant damage to mid-tier fighters. gets a special [Triple] Latching Bite which allows it to deal damage to an enemy and hold it in place for a turn. Although it can restrain enemy it is still a glass cannon for its price, so expect it to sacrifice itself if trying to stop a strong and healthy fighter from claiming an objective.
Minions, Thralls, and Allies[edit]
General Tactics[edit]
Other Helpful Tips[edit]
Example Builds[edit]
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 |