Freitag, 5. Januar 2024

Jurassic Tactics: Fanatic W'adrhŭn (english)

After the article on the rider list of the Hundred Kingdoms met with positive feedback and many of you asked for similar strategies for other factions, I decided to present another list that is frequently played by both Cameron and me. Also, I find the name Jurrasic Tactis incredibly cool. Even though this list may not shine with cool dinosaurs, it stands out for its incredible speed and robust attacking power. While not considered the ultimate list, it has proven to be extremely effective in our games. Let's take a look at the Fanatic W'adrhŭn and see how this fast army plays to its strengths and dominates the battlefield.

Fanatic W'adrhŭn [1995/2000]

== (Warlord) Chieftain [135]: Death, Mantle of the Devoted, Rapid Displacement, Tontorr Rider
* Blooded (3) [135]:
* Blooded (3) [135]:
* Tontorr (1) [310]:

 == Scion of Conquest [120]: Death, Sacred Censer, Wasteland Adder
* Chosen of Conquest (3) [230]:
* Chosen of Conquest (3) [230]:

 == Predator [130]: Death, Ceaseless Hunt, Conquest 1, Conquest 2, Conquest 3
* Hunting Pack (3) [125]:
* Hunting Pack (3) [125]:
* Slingers (3) [160]:
* Slingers (3) [160]: 

General Tactics:

  • Exploit Mobility: Use the fast units to surprise the opponent. You can easily switch flanks when necessary. The Fanatic Regiments and Hunting Packs have a long range, allowing you to control the game.
  • Protect the Fanatic Regiments: The mainstay of the battle is the three Fanatic Regiments, which have a lot of hit points and evasion. They are strong against few but powerful attacks. Avoid long fights and try to be in numerical superiority.
  • Risk Assessment: When securing zones, it is important to assess risks. Calculate the damage you can deal and consider who could attack you in return. Sometimes it is wiser to attack already activated regiments to block the opponent's movement.
  • Use Activation Advantage: With 12 cards and four Lights and Flank, we can create pressure and possibly destroy enemy regiments early, gaining an activation advantage. Especially since all important regiments come in the right rounds, and we have everything on the field by round 4.
  • Chants: The Chieftain's Supremacy and all the Conquest Tokens significantly ease our deck building. However, be sure to always keep a token for the next round. This way, you can start round 3 with a strong activation.

Use of the Chieftain on Tontorr (Warlord):

  • The Chieftain deals decent damage and, as a Warlord, gives Shock to all our regiments. This significantly relieves our chants, but one should not be tempted to charge every opportunity. Occasionally, it is smarter to use the superior movement of the list to withdraw.
  • The Chieftain rides on a Tontorr, our "Little Foot." With 16 attacks, Relentless Blows, Cleave 1, and Linebreaker, he is impressive. Additionally, he has 10 Trample attacks that cause automatic hits with morale to bother the opponent. Although he is vulnerable to Cleave, Mantle of the Devoted and Conquest Fanatic make him surprisingly mobile through the Chieftain. The Chieftain can receive Evasion 2. However, heavy cavalry with impacts and many attacks, as well as Dragonslayer, can inflict significant damage. This can be avoided with skillful movement through Fanatic. With Rapid Displacement, he can reach Movement 9, Movement 6, and Free Movement 6 in Conquest Tier 3, then charge for the free action. In short, he can go anywhere, place 10 automatic hits and a few impacts. Since the two together are 4 stands, you easily capture a zone. Absurd? Yes, but it's ours.

Use of the Blooded:

  • The Blooded are standard infantry units with a high number of attacks per stand. Their main task is to hold zones and collect points. In doubt, they can also use any available chant, as enough Conquest Tokens are produced. Note that with Conquest T1, they only have 13" movement and therefore cannot reach a zone from Reinforcement.

Field Control by the Predator Warband:

  • The Predator is a ranged hero who inflicts effective damage with Barrage 3, Armor Piercing, and Deadly Shot. He supports the Slingers with Fire and Advance and produces Conquest Tokens. With Flank for the regiment in which he starts, we get both Slinger units onto the battlefield in round 1.
  • The Slingers are an elite ranged unit with a high rate of fire, range, and the ability to cause morale damage. In combination with a Predator with Ceaseless Hunt, they can effectively eliminate armored targets. Give both the Flint Knapper and Marksmanship to the Predator by forgoing a regiment of Blooded. This significantly increases their damage potential, although I personally prefer more cards and safer reinforcements.
  • The Hunting Pack is ideal for ambushing enemy units or forcing costly countermeasures. Although they lack war chants, Vanguard and Fluid Formation give them high mobility. A popular trick is to stand behind a forest to remain undetected and then use Fluid Formation to turn into the forest, see the opponent, and charge themselves.
  • With the Supremacy of the War Chief, you are not dependent on the Opportunist ability of the Hunting Pack, and you can simply attack most regiments with D2 or D3 in the front and partially annihilate them. In the charge, the little creatures have 19 attacks on the 4, which is devastating for many. But be sure to remember that they can't withstand any counterattacks. Three lives and modest defense values make them glass rabbits.

Scion & Chosen of Conquest:

  • The Scion is a solid fighter with Cleave two and also has the special rule Flank, so that both Chosen regiments can enter the battlefield in round 2. Since the Predator appears one round earlier, it is important to build the deck in round two so that the Chosen always lie under a card that produces a marker. In doubt, you can also build it so that the Predator lies first (one marker in the pool), then a regiment of Chosen enters the battlefield with the Scion (they then use Conquest Tier 1 through Fanatic and move 13"), and then at some point you put the Scion over the second Chosen so that they are activated by Crescendo and can also chant Conquest. However, it is better to optimize and chant Conquest Tier 3 so that the two Chosen regiments both move 15 inches onto the battlefield.
  • The Chosen of Conquest are an elite unit and the most expensive infantry in the game. Thanks to the Fanatic rule, it is possible to use all three chants of Conquest with only two tokens. This allows them to reach an absurd range, as level one gives +3 to normal movement, and with level three, a third action is allowed. This results in a threat range with Move Charge Clash of 13 + 1d6. Especially with the Chieftain's Supremacy, the Chosen then have Clash 4, can reroll sixes, and have 5 attacks with Cleave 1 per stand. While this may not be enough damage against most regiments, with Resolve 4 and Evasion 3 (only if Conquest Tier 2 is chosen), they excel against most elite regiments. What they really don't like are opponents with many attacks. They crumble under that with their absurdity.

A heartfelt thank you to everyone who has already taken the time to read my blog and leave feedback or send me a PM on Discord. Your feedback means a lot to me, and I am overwhelmed by the positive response I have already received. For those who would like to share further suggestions or thoughts, I am, of course, still open. Thanks again!

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