Dienstag, 11. Februar 2025

Nords Army Review: Tier-Liste und Einblicke für Anfänger

Moin zusammen,

nachdem der City States-Artikel dazu sehr beliebt war und mich viele Nords-Spieler gefragt haben, ob ich so etwas auch für ihre Fraktion machen könnte, habe ich mir Lars, Uziel und Drizzt geschnappt und mit ihnen diskutiert. Herausgekommen ist eine Tier-Liste für die Nords, aber bevor wir direkt zu den Platzierungen springen, ein paar Worte zur Einordnung.

Tier-Listen sind immer eine zweischneidige Sache. Einerseits helfen sie, sich einen schnellen Überblick zu verschaffen und eine grobe Orientierung zu bekommen. Andererseits sind sie oft stark subjektiv und neigen dazu, Nuancen zu ignorieren. Gerade in einem Spiel wie Conquest, in dem Synergien eine enorme Rolle spielen, kann eine Einheit, die in einem Setup schwach wirkt, in einem anderen absolut glänzen. Die Grenzen zwischen den Kategorien sind also fließend, und manche Platzierungen sind durchaus diskutabel.

Die Einteilung erfolgt wie bei den City States nach folgenden Punkten:

S-Tier:
Einheiten, die aufgrund ihrer Regeln oder ihrer Effizienz als übermächtig gelten. Sie werden oft als Pflichtpicks betrachtet, da sie fast jede Liste verbessern.

A-Tier:
Diese Einheiten gehören zu den besten einer Armee. Sie glänzen in ihren Rollen und bilden oft den Kern von Turnierlisten.

B-Tier:
Solide und ausgewogene Einheiten, die Stärken und Schwächen haben. Sie erfüllen ihre Rolle gut, aber haben klare Grenzen. Hier sollten alle Regimenter und Charaktere meiner Meinung nach sein.

C-Tier:
Einheiten, die man selten sieht und die im Vergleich zu ähnlichen Auswahlen unterlegen wirken. Sie haben oft Verbesserungspotenzial, sind aber spielbar, wenn auch weniger effizient als ihre Alternativen.

D-Tier:
Einheiten, die als unspielbar gelten oder dringend ein Rework brauchen. Bei neuen Fraktionen könnte es daran liegen, dass sie auf Synergien mit zukünftigen Auswahlen warten.

S-Tier

Raider - Die Raider sind derzeit eines der meistgespielten Regimenter der Nords. Ihre hohe Bewertung ist vor allem in Kombination mit der Volva als Warlord oder dem Shamanen sowie dem Captain als Officer gerechtfertigt. Selbst mit dieser Konfiguration bleiben sie trotz 140 Punkte eine valide Option, und viele Spieler besitzen bereits drei oder mehr Regimenter. Der Hauptgrund dafür ist, dass sie mit dem Captain als ein punktender Stand zählen und somit früh im Spiel Zonen sichern können. Punktende Lights sind schlichtweg extrem wertvoll, gerade wenn diese mit Movement 6 über die Platte rennen.

Zusätzlich profitieren die Raider doppelt von den Nord-Sonderregeln: Mit Move Charge können sie fast alle Zonen verweigern, indem sie im Charge als zusätzlicher Stand, dann also fünf Stands, gezählt werden und dabei auch noch annehmbaren Schaden verursachen. Defensiv sind sie ebenfalls nicht zu unterschätzen: Mit Evasion 2, Tenacious 1 und gegebenenfalls Deckung durch einen Wald wird Armbrustbeschuss von 100K Crossbows oder Dweghom Ballista nahezu irrelevant. Zwar sind sie nicht billig, aber immer noch in einem vertretbaren Preissegment. Dadurch kann man sie so aufstellen, dass der Gegner eine unvorteilhafte Wahl hat: Entweder sie ungünstig zu chargen und dadurch Elitekriegern einen Flankencharge zu ermöglichen oder die Raider selbst in der Flanke zu kassieren. Besonders störend ist aktuell die Variante eines 5-7 Stand-Blocks mit Volva und Ty Jokull, the Rimeheart, die Tenacious 2 gewährt. Um diesen zu eliminieren, muss der Gegner oft ein Vielfaches an Punkten - meistens sogar Heavy-Regimenter - aufwenden. Regimenter wie die Siegebreaker, die nur über wenige hochqualitative Attacken verfügen, bleiben regelrecht stecken und werden über mehrere Runden ausgeschaltet. Anfangs wurde diese Strategie oft belächelt, mittlerweile freut sich jeder Spieler, wenn sein Gegner keinen solchen Block einsetzt.

Volva - Der häufigste Warlord der Nords und eine fast unverzichtbare Wahl für kompetitive Listen. Und das obwohl ihre Warband als eher mittelmäßig bezeichnet werden darf. Ihre Supremacy Ability gewährt der gesamten Armee Evasion +1, was bedeutet, dass fast alle Einheiten der Nords Evasion 2 erhalten. Zudem kann die Volva als Warlord auf alle freundlichen Regimenter in Zonen zaubern und verfügt über eine exzellente Spell List. Neben solider Heilung und Blessed kann sie ihrem eigenen Regiment Unyielding verleihen und verfügt zudem über einen Angriffsspruch. Ihr Nahkampfschaden kommt hauptsächlich über Resolve 3 zustande. Trotz dieser eher durchschnittlichen Offensive ist sie in fast jeder kompetitiven Nord-Liste ein bis zwei Mal vertreten. Das liegt auch daran, dass die alternativen Warlord-Supremacy-Abilities entweder unterdurchschnittlich oder schlichtweg identisch sind. Die beliebteste Platzierung für eine Volva ist in Raidern, oft in Kombination mit Ty Jokull, the Rimeheart, um einen widerstandsfähigen Block mit Tenacious 2, Evasion 2 und Blessed zu formen. Eine zweite häufige Option ist die Platzierung in Valkyren, um deren Defensive zu verstärken. Oft fungiert diese zweite Volva sogar als Warlord, um die erste aggressiver in den Gegner zu schieben. Alternativ kann man natürlich auch ganz auf den Raider-Block verzichten und sich auf andere Kernstrategien konzentrieren.

 Vargyr Lord - Für nur 120 Punkte erhalten alle Goltr, Werewargs und Fenr in seiner Warband Flurry, was ein enormer Schadensboost ist. Er selbst profitiert nicht von Flurry, aber allein diese Regel inflationär zu verteilen machte ihn bereits eine Zeit lang sehr beliebt. Seit dem letzten Update gibt er zudem dem Regiment, dem er sich anschließt, Flank, wodurch er den Blooded nahezu aus der Meta verdrängt hat. Welches Regiment er anführt, ist Geschmackssache. Die besten Optionen bleiben Werewargs und Goltr, da er beide deutlich stärker macht. Neben der Massive Frame-Variante für mehr Linebreaker ist auch die Kombination mit Figurehead of the Naglfar beliebt, da sie das Regiment gegen leichten bis mittleren Beschuss nahezu immun macht. Durch das Schweine-Update sieht man zunehmend Armeen mit mehreren MSUs (3 Stands) Goltr oder gar großen Blöcken, die von einem Vargyr Lord angeführt werden. Dann wird auch die Masterie Wild Beasts interessant, weil die Gotrl und Werwargs dann Impacts trotz Hindering Terrain machen.

A-Tier

Gotrl Beastpack - Für 160 Punkte erhalten die Nords mit dem Gotrl Beastpack eine der mächtigsten Einheitenauswahlen. Die einzig wirklich sinnvolle Option ist, sie mit einem Vargyr Lord zu kombinieren, da dieser ihnen zusätzlich Flurry verleiht. Damit werden sie zu echten Alleskönnern, die sowohl offensiv als auch defensiv innerhalb in der Fraktion dominieren. Ihre Werte sprechen für sich: Clash 3, 3 Impacts, Brutal Impacts 1, 5 Attacken, Linebreaker und Trample 2. Besonders bemerkenswert ist, dass sie eine der wenigen Einheiten im Spiel sind die so quasi 9 Attacken pro Stand mitbringen. Dementsprechend hoch ist der Schadensoutput im Vergleich zu den geringen Punktkosten. Im Charge stehen dazu sie mit einer Volva oder einem Shaman als Warlord bei D3, Evasion 2, Resolve 4 und Wunden 5 im Gegner. So können Sie können selbst schwere Elite-Regimenter wie Prätorianer zuverlässig auslöschen und den Gegenschlag überleben. Einzig ihr Movement 6 hält sie davon ab, eine absolute Pflichtauswahl zu sein. Trotz Unstoppable kann dies ihre Mobilität in bestimmten Situationen einschränken. Dennoch sind sie extrem wertvoll, da sie viele schwierige Matchups der Nords ohne große Probleme lösen.

Bearserks - Auf den ersten Blick als Heavy-Regiment unscheinbar, entfalten sie ihr volles Potenzial erst mit dem Savage als Officer. Dieser ist eine Pflichtauswahl, da er ihnen eine zusätzliche Charge-Aktion verleiht und damit ihre Bedrohungsreichweite auf ein ähnliches Level wie Kavallerie hebt. Mit Move Charge Clash erreichen sie 12 + 1W6 Zoll und schlagen mit 5 Attacken, Clash 3 und Cleave 2 zu. Nachdem sie unausweichlich gecharged haben, stehen sie mit einer Volva oder einem Shaman als Warlord bei Evasion 2, Resolve 5 (durch Charge-Bonus) und Tenacious und überleben in der Regel auch den dann hoffentlich nur noch geringen Gegenschlag. Durch Vanguard 4 betreten sie zudem das Spielfeld mit 17 Zoll. Alles in allen der neue Inbegriff der ABC Fraktion in Reinform und die 200 Punkte für ein MSU (3 Stands) sind durch diese Stärken absolut gerechtfertigt. Auch größere Blöcke sieht man immer häufiger. Wichtig ist jedoch, dass sie nicht unüberlegt geopfert werden, da sie, wie fast alle Nords, einen direkten Angriff oft nicht überleben. Werden sie jedoch klug mit anderen Regimentern geschützt, sind sie eine der gefährlichsten Bedrohungen der Fraktion.

Jarl - Für 100 Punkte erhält man einen soliden Supporter, der nicht nur seinem Regiment Flank verleiht, sondern auch eine der besseren Warbands der Nords freischaltet. Sein Nahkampfprofil ist ordentlich und profitiert enorm von Reyngeir, the God Spear, da er Cleave sehr gut nutzen kann. Zudem bietet Parry eine wertvolle defensive Komponente, um Rerolls des Gegners zu verhindern und das eigene Regiment robuster zu machen. Besonders beliebt ist er in Kombination mit Bearserks oder Steel-Chosen. Eine der stärksten Varianten ist die mit Doppel-Bearserks, bei denen beide Regimenter in Runde 3 erscheinen dank des Flank vom Jarl. Auch meist das einzige Regiment wo sich die Tribal Tactics für lohnen. Zusätzlich darf der Jarl den besten Jotnar der Nords, den Sea Jotnar, wählen, was ihn noch attraktiver macht.

Bow Chosen - Eine der wenigen Fernkampfoptionen der Nords und gleichzeitig eine der besseren im Spiel. Neben ihrer starken Spielmechanik bestechen sie durch wunderschöne Modelle und Bausätze.Dank War-Brethren profitieren sie von Opportunist durch Draw Them In, wenn der Konungyr diese wählt. Leider ist das Regiment nur beim Konungyr verfügbar, aber die Bow Chosen besitzen ohnehin ein überraschend solides Profil für ein Fernkampfregiment. Mit Clash 3 haben sie schon so manchen Gegner bestraft, der versucht hat, sie einfach mit einem Move Charge zu binden, aber das bezahlen sie auch mit 200 Punkten pro Regiment. Ihre Stärke ist aber der Fernkampf, der mit einer Reichweite von 14" zwar begrenzt ist, aber mit Barrage 5 und Volley 3 bleibt der Schaden konstant hoch. Move Shoot ist oft eine valide Option. Precise Shot ist in vielen Fällen eine Falle, da es auf statistisch nur zwei Einsen pro Schussphase hinausläuft, viele Spieler überschätzen dies. Ideale Ziele sind D1-3 Truppen, die unter der hohen Trefferanzahl zusammenbrechen. Einzelne Treffer, bei denen der Gegner keine Rüstung hat, nimmt man gerne mit, man sollte aber nur in Notfällen darauf kniffeln.

Shaman
- Der Shaman teilt sich mit der Volva die Supremacy Divine Protection und verleiht damit allen Regimentern +1 Evasion. Dies ermöglicht es, eine komplette Armee mit Evasion 2 aufzustellen, eine defensive Stärke, die kaum eine andere Fraktion bieten kann. Seine Spelllist ist solide, harmoniert jedoch nicht perfekt mit den aktuellen Top-Picks der Nords. Dennoch profitieren insbesondere die Jotnar enorm von ihm. Mit Reshape Destiny kann er eine Aura aktivieren, die allen Regimentern innerhalb von 10" erlaubt, ihre Charge-Würfel zu wiederholen, eine enorme Hilfe für die schwerfälligen Jotnar, die kein Unstoppable besitzen. Zudem kann er mit Blurred Vision gegnerischen Beschuss effektiv eindämmen. Allerdings leidet diese Fähigkeit unter dem Scaling, was gelegentlich frustrierend sein kann. Sein größtes Manko bleibt jedoch sein Nahkampfprofil. Während es für einen alten Mann angemessen ist, wirkt es für einen Nord generell schwach. Nichtsdestotrotz bleibt seine Warband eine valide Option, insbesondere für Listen, die stark auf Jotnar, Werwargs und Fenr setzen.

B-Tier

Werewargs - Mit 5 Wunden, 3 Impacts und Terrifying bringen die Werewargs eine beeindruckende Offensivkraft mit. Sie profitieren stark vom Vargyr Lord, der ihnen Flurry gibt, wodurch ihre 6 Attacken trotz Clash 2 gefährlich werden. Auch defensiv sind sie mit Evasion 2 (durch Volva/Shaman Warlord), Resolve 3 und Regeneration 3 überraschend widerstandsfähig gegen leichten Beschuss und Gegenschläge. Ihr größtes Manko ist das fehlende Unstoppable, was sie trotz Movement 7 oft zu einem Move Charge zwingt, was ihre Flexibilität einschränkt. Dennoch sind sie ein solides, schnelles Regiment, das früh Druck ausüben kann. Der Blessed-Zauber der Volva kann hier ebenfalls nützlich sein, da er die Wiederholung von Impact-Treffern ermöglicht.


Fenr Beastpack
- Eine der günstigsten Einheiten der Nords mit zwei der besten Regeln im Spiel: Fluid Formation und Vanguard 4. Diese Kombination erlaubt es ihnen, früh Zonen zu besetzen oder flexibel auf Bedrohungen zu reagieren. Die kommen so auch direkt aus dem Reinforcement in 9" Zonen die auf der Mitte liegen. Seit dem Vargyr Lord ist auch das Opportunist obsolet, wel er ihnen Flurry gibt, was ihre 19 Attacken trotz Clash 2 gefährlich macht. Loose Formation hilft ihnen gegen Beschuss, aber sobald sie getroffen werden, fallen sie schnell. Auch im Nahkampf, da sie nur Resolve 2 haben. Ihr Hauptvorteil bleibt, dass sie fast immer den ersten Schlag haben und viele leichte Regimenter sofort eliminieren können. Eine klassische Glass Kanone, die sich ideal für aggressive Spielstile eignet und auch nicht zu teuer ist um zum Zonen halten abgestellt werden kann

Steel Chosen - Eine umstrittene Einheit, aber gegen viele aktuelle Meta-Auswahl effektiv und da nimmt man auch die etwas zu hohen Kosten von 180 Punkten in Kauf. Linebreaker ist ihre wichtigste Regel, da sie gegen Schilde und Bastion glänzen, was derzeit viele Armeen massiv nutzen. Dabei ist ihnen dann auch Hardend egal, was ansonsten oft ein Problem für die Nords war. Mit 6 Attacken Clash 3, Flurry und eingebauten Impacts sind sie solide Nahkämpfer. Sie sind nur etwas teuer, aber ihr Schaden ist zuverlässig. Meist stehen sie im Vergleich zu den Ulfhednar, da beide Regimenter ähnliche Aufgaben erfüllen. Welche man offensiv oder defensiv mehr schätzt ist Geschmackssache. Auch die Tatsache dass sie "nur" Movement 6 mit Unstoppable haben und nicht gut von den Tribal Tacits profitieren wird öfter kritisiert. Ob man den Shield Biter-Officer ausrüstet, hängt von den verfügbaren Punkten und der Frage ab, ob ein Charakter sich dem Regiment anschließen soll.

Valkyries - Eines der wenigen Nord-Regimenter ohne Evasion, was sie defensiv anfälliger macht. Deshalb sieht man sie oft mit Coils of the Serpent oder Ancestor's Blessing, um ihre Überlebensfähigkeit zu verbessern. Offensiv sind sie weniger beeindruckend, mit nur 4 Attacken auf Clash 3 verursachen sie nicht viel Schaden und brauchen Unterstützung. Ihr Hauptzweck ist es, Zonen zu halten und Gegner für 1-2 Runden zu binden. Ein Move Charge um mit D4 R4 Blessed zwei Runden eine Zone zu blockieren kann in den richtigen Situationen den Unterschied machen, aber ohne Absicherung bleiben sie eine eher situative Wahl.

Konungyr - einer der Könige der Nords, von dem nur einer pro Armee erlaubt ist. Sein Nahkampfprofil ist beeindruckend: 7 Attacken mit Clash 4, Cleave 1, Terrifying 1 und 3 Impacts. Besonders von seinem Terrifying profitiert das gesamte Regiment, solange er im direkten Kontakt mit dem Feind bleibt. Als Warlord ist er kaum eine Option, aber er wird häufig gespielt, wenn man Bow Chosen mit Opportunist oder Ice Jotnars aufstellen will. Bow Chosen findet man abseits seiner Warband nicht mehr, weshalb er im Grunde die Option ist, wenn Nords Beschuss dabei haben wollen. Bei den Masteries gibt es wenig Interessantes für ihn, aber bei den Gegenständen sieht man oft Figurhead of the Naglfar, um seinem Regiment Tenacious 3 gegen Beschuss zu geben. Meist bei Steel Chosen oder Huscarls. Eine ungewöhnliche, aber sehr starke Option ist Rjooa the Red Bringer, was nicht nur seinen Attackenwert um 2 erhöht und dem Regiment Impact 2 gibt, sondern vor allem Always Dies Fighting ermöglicht. In Bow Chosen sorgt das für ein massives Bedrohungspotenzial, da kein Gegner sich mehr leichtfertig in ihre Nähe bewegen will.

Sea Jotnar - Eine der interessantesten Optionen unter den Jotnars, vor allem wegen Fiend Hunter und seiner kostenlosen Schussaktion. Diese wirkt auf den ersten Blick unspektakulär, macht aber im Nahkampf einen großen Unterschied, da sie ihm sieben zusätzliche Attacken mit Rerolls und Armor Piercing 1 gibt. Die Armeesonderregeln der Nords greifen auch hier, sodass er im Charge als vier Stands zählt, +1 Resolve bekommt und Inspire selbst dann erhält, wenn er durch Hindering Gelände geht. Aber keine Impacts! Seine Kombination aus 13 Attacken mit Cleave 2, Terrifying 1 und seinen zusätzlichen Schüssen machen ihn zu einer perfekten Antwort auf Brutes und Monster. Dabei ist er mit D3, Evasion 2, R3 und 16 Wunden noch solide genug, um einige Treffer auszuhalten. Gerade in einem Meta mit vielen Brutes / Monstern kann der Sea Jotnar mit seiner schmalen Base und seinem hohen Schadenspotenzial glänzen. Oft meine erste Wahl, wenn ich einen Heavy kaufe.

Ice Jotnar - Früher die unangefochtene Nummer eins in Nord-Listen, wurde er über die Zeit immer weiter abgeschwächt, bleibt aber ein absolut brutaler Damage-Dealer. Mit 14 Attacken, Cleave 3, Terrifying 1 und 6 Impacts hat er immer noch eines der höchsten Schadenspotenziale der Nords. Dazu kommen drei Zauber und Priest 5, was ihm zusätzliche Möglichkeiten gibt, vor allem mit Rime Storm, was Schaden verursacht und den Gegner zu Moraltests zwingt. Ist der Jotnar in Kontakt mit dem Regiment Defensiv kann er mit Ice Armor auf D4 kommen, was ihn in einem Charge zu einem extrem widerstandsfähigen Modell mit D4, E2, R5 und 16 Wunden macht. Wer rohe Gewalt auf dem Spielfeld haben will, kommt am Ice Jotnar nicht vorbei.


Jotnar Seidr
- Seit dem Update ein Heavy und das teuerste Modell der Nords. Offensiv ist er mit 12 Attacken, Cleave 2 und Terrifying 1 solide, aber für 260 Punkte nicht überragend. Seine wahre Stärke liegt in seiner Defensive: D3, E2, Hardened, 20 Wunden, Fearless und Tenacious 1 machen ihn zum stabilsten Modell der Fraktion. Außerdem zählt er immer als sechs Stands, im Charge sogar als sieben, was ihn perfekt für die Kontrolle von Missionszonen macht. Er muss jedoch immer mit einem Mountain Jotnar als Mainstay gespielt werden, was seine ohnehin hohen Kosten weiter steigen lässt. Seine Impacts 8 mit Brutal Impact 1 sind beeindruckend, aber da ihm Unstoppable fehlt, ist es oft schwierig, die mit einen Charge Clash gezielt einzusetzen. Einer der Gründe warum man ihn oft zusammen mit dem Shamanen sieht. Bei der Waffenwahl ist die Axt eine Falle und der Speer nützlich, wenn er auch meist mit 6-7 Stands sowieso die Zone hält bzw den Gegner via Move Charge klaut.

Mountain Jotnar - Eine der wenigen Heavy-Auswahlen mit Evasion 0 der Nords. Mit 210 Punkten steht er in direkter Konkurrenz zu Bearserks und wird meistens nur als Mainstay für den Seidr genutzt. Sein Hauptvorteil ist Stabilität: Mit D3, Hardened, R3 und 18 Wunden hält er mehr aus als die meisten anderen Optionen der Nords, fällt aber trotzdem unter konzentrierten Attacken. Da er von den Armeesonderregeln profitiert, zählt er im Charge als vier Stands, hat Resolve 4 und schlägt mit seinen 12 Attacken mit Cleave 2 solide zu. Ohne Seidr ist er schwer zu rechtfertigen, aber zusammen mit ihm kann er durch 8 Impacts mit Brutal Impact 1 auch als Move Charge-Blocker wertvoll sein.

C-Tier

Huscarls - wirken wie ein offensives Regiment, das gleichzeitig defensiv agieren soll, eine Kombination, die selten wirklich aufgeht. Mit nur vier Attacken sind sie im Angriff eher unspektakulär, können aber durch zwei Impacts im Charge etwas Schaden verursachen. Ihr volles Potenzial entfalten sie erst mit Skald und Thegn, die ihnen Bastion, +1 Resolve und Bravery geben, was sie für Nord-Verhältnisse recht stabil macht. Besonders Untouchable hilft ihnen, da sie alle Sechsen in der Verteidigung wiederholen dürfen. Doch will man diese Vorteile alle nutzen wird man richtig zu Kasse geben und zahlt für 3 Stands 190 Punkte. In der Regel eine Investition die sich nicht auszahlt. Die in meinen Augen einzige sinnvolle Nutzung ist als Leibgarde für einen Konungyr in einer 2x2-Formation, um ihn in den Nahkampf zu bringen. Aber ansonsten sind Huscarls Blöcke nur selten eine valide Option.


Ulfhednar - sind im Grunde Berserks als Medium mit mehr Attacken, aber ohne Cleave und nur Clash 2. Mit den Tribal Tactics kann man ihnen Opportunist geben, was in Kombination mit einem Savage, den man immer nehmen sollte, eine solide Option für Flankenangriffe darstellt. Ihre sieben Attacken können dort durchaus Eindruck machen. Doch die entscheidende Frage ist: Warum nicht einfach Berserks spielen? Gerade da die Medium-Slots der Nords stark umkämpft sind und man viele High Value of Attack Regimenter hat, gibt es oft bessere Alternativen. Aber die Theoretische Bedrohungsreichweite von 12 + 1w6 Zoll mit Savage rechtfertigen für viele Spieler die Existenz der Ulfhednar.

Blooded - der unter der Dominanz des Vargyr Lords stark an Bedeutung verloren, sodass er fast ins D-Tier gerutscht wären. Dennoch gibt es Spieler, die mit ihnen erfolgreich Turniere bestreiten, insbesondere mit einer Kombination aus Blooded und Trollen. Ihr größtes Problem ist, dass Fenr, Werewargs und Goltr im Vergleich einfach bessere Optionen in der Vargyr-Lord-Warband sind. Zudem schmerzt der Verlust der Bow Chosen in der Warband, was ihn weiter einschränkt und ihn nur zum freischalten von Trollen relevant macht. Wenn er sich diesen anschließt bekommen die immerhin Flank und auch sonst ist er offensiv gut dabei. Fünf Attacken, Clash 4, Cleave 2 und zwei Impacts sind solide, Defensiv jedoch nur R3 und D2 was ihn anfällig für Duelle macht und zu einem Haudrauf Helden mit wenig Synergien degradiert .


Trolls - sind umstritten, manche schwören auf sie als stabilen Block, andere finden sie zu unzuverlässig. Sechs Trolle mit einem Blooded und einer Volva, die sie heilt, ergeben eine robuste Einheit. Ihr größtes Problem ist jedoch, dass es kaum Gegenstände gibt, um sie noch widerstandsfähiger zu machen. So müssen die sich im Grunde auf ihren beachtlichen Lebenpunktepool verlassen, was mit Evasion 2 und Resolve 3 Oblivious gegen High-Quality-Attacken oft gut klappt. Doch das aktuelle Meta tendiert immer mehr zu einer hohen Anzahl an Attacken und das ist etwas, womit Trolle nicht gerne mögen. Da hilft dann irgendwann auch Regeneration 6 und Heilung nicht mehr. Offensiv sind sie mit nur Clash 2 und fünf Attacken mit Cleave 1 eher durchschnittlich, aber das Banner, das ihnen einen wiederholten Charge Roll erlaubt, ist ein nützliches Extra. Da sie leider auch nicht von Tribal Tactics profitieren, sind MSU (3 Stands) nicht mehr wirklich interessant. Außerdem gibt es mittlerweile einfach zahlreiche gute Medium Alternativen.

Ugr - wieder ein Regiment mit Evasion 0 und profitieren somit nicht von der Evasion 2, die ein Shaman oder Volva Warlord ihnen sonst geben könnte. Außerdem gibt es kaum sinnvolle Synergien mit anderen Nord-Einheiten, was sie isoliert wirken lässt. Mit fünf Wunden, D2, R3, Oblivious und Fearless sind sie zwar zäher als viele andere Nords, aber vier Attacken mit Cleave 2 wirken in der aktuellen Meta oft deplatziert, insbesondere, da Cleave aktuell seltener wirklich benötigt wird. Ihr Vorteil ist der Preis: Mit 150 Punkten für die MSU und nur 50 Punkten für zusätzliche Stands sind sie vergleichsweise günstig, aber oft gibt es einfach bessere Optionen.

D-Tier

Stalker - haben mit dem Wegfall von Volley 3 und Vanguard massiv an Attraktivität verloren. Zwar sind sie günstiger geworden und haben jetzt Opportunist eingebaut, aber das reicht nicht aus, um sie konkurrenzfähig zu machen. Zudem gehören sie zur aktuell schwächsten Warband der Fraktion und stehen punktetechnisch in direkter Konkurrenz zu den deutlich besseren Raiders. Kein einziger Nord-Spieler verteidigt sie momentan ernsthaft und das zurecht. Aktuell gibt es einfach keinen sinnvollen Grund, sie zu spielen.

Freitag, 31. Januar 2025

Chieftain - W'adrhŭn Guide

In the background, the Chieftains of the Tribes only have authority during a campaign; during this time, their authority is absolute. In my opinion, this has been well represented with the rules.



Cost:
With only 100 points currently, the Chieftain is clearly underpriced. He offers a solid Warband, a strong close combat profile, and excellent support – an all-around package that leaves little to be desired.

Strengths:

  • Cleave 2: In close combat, we reduce the opponent's armor by 2 with a Clash attack.
  • Flurry: The character re-rolls all failed hit rolls during Clash actions.
  • Effective Close Combat: The combination of many attacks, re-rolls, and high armor penetration is rare. Without additional equipment, the Chieftain reliably achieves 5–6 hits per attack and a similar number of wounds, even against armored regiments.
  • Speed: All Tribes regiments in his Warband gain Vanguard (3).
    • Vanguard (3): When a regiment with this rule enters the battlefield, it gains +3 movement for its first move.
  • Crushing Force: Tribes regiments in his Warband gain +2 Impact within 10”. Note: The app indicates that this only applies to infantry, but this is an error. The correct Version is in the PDF on the Para Bellum Website.
    • Impact 2: On a charge, the regiment makes 2 attacks without Inspire.
  • The Tribes Pride: Veteran regiments in his Warband benefit from Flurry.
  • Chants: Generates a Chant Marker and thus supports the W’adrhŭn mechanic, but cannot trigger a Chant itself.
  • Supremacy – Concentrated Assault: If the Chieftain is the Warlord, Speed and Crushing Force apply to all Tribes, regardless of their Warband or distance.
  • Flexible Warband: The Chieftain has access to Quatl, Tontorr, and all Tribes regiments. Especially Veterans, Braves, and Slingers benefit immensely from his presence.

Weaknesses:

  • Low Resolve: If we’re looking for a weakness, it's that he only has Resolve 3, not Resolve 4. But this is forgivable given the overall package.
  • Duelist: Although his close combat profile is convincing and he has 5 health, he dies faster in duels with D3 R3 than one would like. Therefore, I would advise against sending him into duels recklessly.
  • Battlefield Role - The Tribes: I haven't noticed any synergies with characters that have the Battlefield Role within the W’adrhŭn so far.

Warband Cults:
All W’adrhŭn characters (except the Scion of Conquest) must join one of the Cults of Famine, Death, or War when building their army list. If the character is the Warlord, they can additionally choose the Cult of Conquest. The choice of Cult is a strategic and personal decision. It is recommended not to mix Cults too much to consistently utilize the desired buffs.

Optional Artifacts:
The W’adrhŭn have a limited selection of artifacts, many of which are tied to specific Cults or characters. With the exception of the Winglord Predator, each character can only equip one artifact. Good options for the Predator:

  • Cult Artifacts:
    • Death’s Gaze (25 points): Can only be chosen if the character follows the Cult of Death. The regiment they join gains the special rule Impact 3. This is cumulative with Crushing Force and allows for an absurd number of hits, especially with Veterans.
  • Armors:
    • Beads of Death (20 points): Grants the regiment Tenacious 1, which also applies to a Tontorr if the Chieftain rides it.
      • Tenacious 1: Treats one failed defense roll as a success.
  • Weapons:
    • Kiss of the Dilosaur (20 points): Opponents must re-roll all successful defense and morale rolls against hits from the Chieftain. This often turns his 6 attacks into 5–8 wounds. Really good.

Optional Masteries:
Where the selection of artifacts is already limited, the selection of masteries is even stricter, based on Cult, character, or even Warlord status. There are still some exceptions, and the effects are almost all remarkable.

  • Adaptability (20 points): If the regiment the character belongs to chants any Battlecry of a Cult at Tier II, an objective marker within 6" of the regiment is immediately destroyed. A great ability.
  • Vision (30 points): The character must be the Warlord and belong to the Cult of Conquest. Then, ALL infantry and cavalry characters in the army gain Flank. Even if only this character gains it, I would buy this for 30 points.
  • Cure (15 points): Only for characters following the Cult of Death. The regiment the character joins gains Deadly Blades.
    • Deadly Blades: Each armor roll of 6 deals two damage instead of one when making attacks with this special rule. If the opponent has no armor against the attacks, they still have to roll, and for each 6, they take two damage.
  • Tontorr Rider: The character gains the Rider rule and must ride a Tontorr in their Warband.
    • Rider: This character is not represented as a separate stand and must be attached to a monster regiment in their Warband. The character must be located somewhere on the monster's base. The regiment counts as two stands: one monster stand and one character stand. If the character is slain in a duel, the monster will gain the Broken status, as the regiment has lost half of its stands.
      Additionally, it should be noted that the character uses the monster stand for measuring distances and drawing line of sight. A monster stand typically counts as 3 stands for scoring, with the character stand added. This means a rider model usually counts as 4 stands for scoring. Seven with Chant from the Tontorr.

General Tactics:
As mentioned earlier, the Chieftain is currently very underpriced at 100 points. Along with the City States characters Polemarch and Aristarch, he is one of the best characters in the game. His strong close combat profile, the three excellent buffs for his Warband, and the near-perfect Warband he brings make him one of the two most popular Warlords of the W’adrhŭn. You don’t even have to play him as a Warlord to get a highly flexible and self-sufficient Warband. Both Braves and Veterans benefit greatly from his passive buffs. In my opinion, Veterans only become truly viable when he’s in the mix. His effect becomes even stronger when he joins a regiment with the right equipment. Whether you want to increase damage, for example, through Cure and/or Death’s Gaze, or make the regiment more stable, such as with Beads of Death, the Chieftain is always worth his points with his Warband.

It’s especially worth noting that he has access to one of the best ranged units in the game: the Slingers. They benefit greatly from Vanguard (3) and from the fact that they are now available in a second Warband. This finally gives the army long-range support outside of the Predator. They aren’t a must with him, but just having the option is nice.

Even without many Tribes regiments, he still shines with the Tontorr and Quatl in his Warband. The Quatl, with its movement value of 9, is very fast and can easily reach most zones by turn two. Even the medium infantry regiments, with their 14-inch range (Move, Move, Banner, Vanguard), can get into some zones. All it takes is for one unit of Slingers to pull the reinforcement line forward. This allows us to enter the 9-inch zones that are 12 inches from the edge, if we are only two stands wide. This may sound more complicated than it actually is, but it leads to more games being won than one would expect. Many opponents overlook these possibilities. Since you are very oblique and only get one stand into the zone, you need to know exactly what you’re doing, or you might sacrifice the regiment unnecessarily.

Personally, I also really like him as a Tontorr Rider, even though the points invested rarely reflect the benefit I hope for. However, it just looks incredibly powerful when a Chieftain is perched on a long-necked creature, marauding through enemies. His true strength remains the scenario play that he enables for the Tribe regiments. Even though the change to Vanguard has slightly weakened this, the advantage remains enormous.

Thunder Chieftain - W'adrhŭn Guide

The W'adrhŭn leaders often fight at the front lines, with the Thunder Chieftain riding a mighty Triceratops into battle. I personally find the background story rather uninteresting, and the model doesn't particularly appeal to me visually, but the rules are cool.

Cost

At 150 points, the Thunder Chieftain is no bargain, but it brings a lot of rules and synergies with it.

Strengths

  • Cleave 2: In close combat, we reduce the opponent’s armor by 2 with a Clash attack.
  • Linebreaker: With Clash and Impact, the regiment ignores the special rules Bastion and Shield when facing an opponent. This does not apply to attached regiments.
  • Trample 2: At the end of the activation, an opponent in the front receives 2 autohits per stand with this rule. These do not cause Resolve tests and do not benefit from Linebreaker or other special rules.
  • Brutal Impact (2): Against Impact attacks, the opponent’s defense is reduced by 2.
  • High Offensive Power: With Trample 2, Attack 6, Impact 4, and a Clash value of 3, they can deal significant damage to nearly any opponent in close combat.
  • Stable Defense: With Defense 4, Resolve 3, and 6 hit points, the Thunder Chieftain can even stand his ground in a duel. This can be significantly improved with items.
  • Chants: Generates a Chant Marker, supporting the W’adrhŭn mechanic but cannot trigger a Chant itself.
  • Thunderous Assault: If the Thunder Chieftain is a Warlord, all friendly regiments with the "The Speakers" keyword gain the Shock special rule.
    • Shock: When a regiment performs a successful charge with the Shock special rule, it gains +1 Clash until the end of the round.
  • Ride the Lightning: All Thunder Riders in the Thunder Chieftain’s warband gain Flank.
    • Flank: The regiment does not roll for Reinforcements and can choose to either automatically bring the regiment into play or hold it back according to its weight class. One of the best rules in the game.
  • Warband: Besides the obvious Thunder Riders, the Braves and Quatl are interesting in his warband. Occasionally, the Warbred can also be an interesting option with him.

Weaknesses

  • Battlefield Role - The Speakers: I have not noticed any synergies with characters with the Battlefield Role "The Speakers" among the W'adrhŭn.
  • High Price: The Thunder Chieftain is expensive and really only justifies his price when serving as a Warlord.

Warband Cults

All W'adrhŭn characters (except the Scion of Conquest) must join one of the cults: Famine, Death, or War when building the army list. If the character is a Warlord, they can also choose the Cult of Conquest. The choice of cult is a strategic and personal decision. It is advisable not to mix cults too much in order to consistently make use of the desired buffs.

Optional Artifacts: The W'adrhŭn have a limited selection of artifacts, many of which are cult- or character-bound. With the exception of the Winglord Predator, each character can equip only one artifact. Useful options for the Predator:

  • Cult Artifacts:
    • The Horn of Ronan (30 points): Can only be chosen if the character follows the Cult of War. The regiment it joins gains the Trample 2 special rule when chanting Tier 2 of the Cult of War.
      • Trample 2: At the end of the activation, an opponent in the front receives 2 autohits per stand with this rule. These do not cause Resolve tests and do not benefit from Linebreaker or other special rules.
  • Armors:
    • Beads of Death (20 points): Grants the regiment Tenacious 1. This is an interesting option, especially for Thunder Riders.
      • Tenacious 1: Treats 1 failed defense roll as a success.
  • Weapons:
    • Kiss of the Dinosaur (20 points): Opponents must reroll all successful Defense and Resolve rolls against hits from the Thunder Chieftain. This applies to Impact, Trample, and Clash attacks.

Optional Masteries: Where the selection of artifacts was already restricted, the selection of masteries is even stricter, being limited by cult, character, or even Warlord status. At least there are a few exceptions, and the effects are almost all quite good.

  • Adaptability (20 points): If the regiment the character belongs to chants the Battlecry of a cult at Tier II, a target marker within 6" of the regiment is immediately destroyed. A great ability, especially in combination with Slingers, who want to chant anyway.

  • Drive (30 points): Only for Warlords following the Cult of Famine. All infantry regiments in their warband gain the Cult of Famine Battlefield Role. Additionally, all Cult of Famine infantry regiments gain Vanguard (3).

    • Vanguard (3): When a regiment with this rule enters the battlefield, it gains +3 Movement for the first move.
  • Resilience (20 points): All Thunder Riders in the army gain the Hardened 1 special rule.

    • Hardened 1: Opponents reduce their Brutal Impact, Cleave, or Armor Piercing by 1, but at least to 0, when fighting against us.
  • Cure (15 points): Only for characters following the Cult of Death. The regiment the character joins gains Deadly Blades.

    • Deadly Blades: Every armor roll of 6 causes two damage instead of one when attacking with this rule. If the opponent has no armor against the attacks, they still have to roll, and for each 6, they take two damage.

General Tactics

The Thunder Chieftain is currently the most popular Warlord in the faction and is mostly fielded when he is intended to serve as the Warlord. This is mainly due to the simplicity of the Supremacy, which gives all "The Speakers" regiments a nearly 16% higher chance to hit when charging. The fact that some of the powerful dinosaurs are also among the ranks of the "The Speakers" keyword further contributes to the popularity of the Thunder Chieftain.

Personally, I prefer him with the Kiss of the Dinosaur, as it significantly boosts his already impressive damage potential. I especially like to deploy him directly in Raptors to benefit from the Supremacy starting from the second round, which usually becomes active once he enters the battlefield. Another advantage: If the Thunder Chieftain dies, all "The Speakers" regiments lose their Shock status, which is a huge weakening. While it may seem strange to deploy him in Raptors, I enjoy playing Double Raptors with two characters, one of whom is often a Mounted Predator with Death’s Gaze for the impact damage. Especially against lists that don't bring many regiments into play early, you can clear up quite effectively starting from the second round.

The Thunder Rider cavalry is also an excellent choice for the Thunder Chieftain. This unit benefits greatly from the Flank and Shock abilities of the Thunder Chieftain and is the most commonly seen variant. What equipment to prefer is subjective and often depends on the cult. Many "Speakers" prefer Famine, but the Thunder Riders don't really benefit from that. Instead, they favor War, particularly the Horn of Ronan, which further strengthens their Trample attacks. It's less about the charge clash and more about the move charge with Trample. Whether you need that is highly subjective. More often, you’ll see Resilience to give all Thunder Riders Hardened 1, making them more resilient.

Winglord - Einheitenguide für die W'adrhŭn

Para Bellum has created a truly impressive model with the Winglord, which stands out not only due to its impressive presence on the battlefield but also because of its sheer size. The majestic flying dinosaur, gliding over the battlefield and attacking with deadly precision, embodies the perfect synergy of wildness and discipline. However, this size comes at a cost: The Winglord is so massive that even an A-Case is not a sufficient transport solution, as its enormous wingspan and impressive silhouette exceed the usual dimensions.

Cost

At 210 points, a Winglord deals similar damage to an Apex but offers more flexibility and better scenario gameplay.

Strengths

  • Cleave 1: In close combat, we reduce the opponent’s armor by 1 with a Clash attack.
  • Bird of Prey: Once per round, the Quatl can fly over a size 1 enemy regiment with a Move action and cause 5 hits, which count as flank attacks. Important: This does not apply to a charge.
  • Death from Above: When charging successfully on a flank or rear attack, we gain Brutal Impact 2.
    • Brutal Impact (2): Against Impact attacks, the opponent’s defense is reduced by 2.
  • Solid Melee Attack: With 11 attacks, 6 impacts, and Barrage 6, the Quatl can make up to 24 attacks per round. Additionally, it has Clash 3, allowing it to effectively perform impacts as well as Clash attacks. Simply good.
  • Fly: With a Move or Charge action, the model can move over regiments and impassable terrain. This means it can also move over regiments engaged in melee.
  • Mounted Hunters: The regiment can perform a free Volley action during its activation. Keep in mind the maximum action limit of 3 and that it cannot be used in melee.
  • Armor Piercing 1: In ranged combat, we reduce the opponent’s armor by 1 with a Volley attack.
  • Fluid Formation: At the end or the start of the activation, the regiment may perform an additional free Reform action. For a monster, this only slightly increases its charge range, but the free pivot allows it to charge any target. Additionally, the ability to shoot from any side or the rear is more often relevant.
  • Super Mobility: With Movement 9, Fluid Formation, Fly, and a narrow monster base, the Quatl and Winglord Predator are among the most mobile regiments in the game.
  • Medium: As a medium regiment, the Winglord can score points.
  • Thrill of the Kill: As a Warlord, we gain Chant Markers when an enemy regiment is destroyed (two markers if it was in a zone). However, this Supremacy ability is weaker compared to others in the faction, as Chant Markers are usually not scarce.
  • Regiment & Character: The Winglord Predator is considered both a character model and an independent regiment, using both rules. This means it counts for 2 points in Killpoints—once as a character and once as a regiment.
  • Warband: A significantly more restricted Warband than its foot counterpart, but interestingly, it is itself a regiment.
  • Chants: Generates a Chant Marker, supporting the W’adrhŭn mechanic and can trigger it.
  • Battlefield Role - The Speakers: There are some nice small synergies with the Thunder Chieftain Warlord and the Winglord Predator. Mostly a "nice to have."
  • Predatory Shriek Chant: The Winglord Predator and all friendly monster regiments in the army gain access to the Predatory Shriek Chant. This grants Terrifying +1 for three markers of any cult. Important: This is cumulative for the Apex.
    • Terrifying 1: Reduces the Resolve (Morale) of units hit by its Clash or Impact attacks by 1.

Weaknesses

  • Character: The Winglord can be challenged to duels.
  • Moderate Defense: With Defense 3, Evasion 2, Resolve 3, and 16 hit points, the Winglord is surprisingly stable. This is neither particularly good nor bad but more than expected. Nevertheless, it is vulnerable to concentrated attacks and shooting. Death 2 rerolls can provide some relief and are surprisingly my most common Chant with the Quatl.
  • Irregular: The regiment does not influence reinforcement lines and cannot be accompanied by characters without this rule. However, this is irrelevant, as no characters can join the regiment anyway.
  • Max 3 Actions: The basic rules allow only three actions per round. This means that a combination of Mounted Hunters, Fluid Formation, and two regular actions is only possible to a limited extent.

Warband Cults:

All W'adrhŭn characters (except the Scion of Conquest) must join one of the cults: Famine, Death, or War when building the army list. If the character is a Warlord, they can also choose the Cult of Conquest. The Winglord can also join a cult! The choice of cult is a strategic and personal decision. It is recommended not to mix cults too much in order to consistently use the desired buffs.

Optional Artifacts: The Winglord cannot purchase artifacts.

Optional Masteries: The Winglord cannot purchase masteries.

General Tactics:

The Winglord is an improved version of the Quatl, with slightly higher stats that make it significantly more effective. Particularly the jump from Clash 2 to Clash 3 and its 11 attacks provide significant advantages both offensively and defensively. This allows it not only to free itself from most melees but also to deal much more damage. Thanks to its special rule Fly and support from Chants like Famine Tier II, the Winglord is highly flexible in its use. It can easily maneuver over its own regiments into the flanks of enemy units. Particularly on the flank, it becomes a threat to most regiments but is especially good at delivering the final blow to wounded units.

Its biggest advantage remains, as with the Quatl, its strength in scenario play. With Fluid Formation, Fly, and a movement range of 9 inches, it can quickly move between zones, attack poorly protected enemy areas, or at least block them. With a double move, it reaches a range of 18 inches, enabling it to almost reach any important zone from reserve. Often, it will perform a double move in one turn, combined with a shooting action before, after, or in between. Depending on the situation, this order may vary, for example, with Aim, Shot, and Move. If it flies over an enemy with height 1, it causes additional damage. The only reason I currently don’t play a combination of three flying dinosaurs is the massive size of the models. This makes transport extremely difficult, and I have yet to find a reasonable transport solution or suitable conversion ideas.

Mounted Predator - W'adrhŭn Guide

Like the foot model, the mounted one is an excellent hunter. Unfortunately, it is only available as a resin kit, but it is easy to build from a Raptor kit.


Cost: With only 100 points, the Mounted Predator is quite affordable for a mounted character.

Strengths:

  • Expert Hunters: Speakers regiments in his warband ignore Hindering, Dangerous, Broken, and Perilous terrain. In other words, they can make impacts through terrains like forests.
  • Fiend Hunter: The Predator can reroll all failed attack rolls against Monster and Brute regiments.
  • Armor Piercing 1: In ranged combat, we reduce the opponent's armor by 1 with a Volley Attack.
  • Deadly Shot: Any armor roll of 6 results in two damage instead of one for ranged combat attacks with this special rule. Even if the opponent has no armor against the attack, they must still roll and for every 6, they take two damage.
  • Effective Ranged Combat: The combination of V3, Barrage 4, 18" range, Armor Piercing, Deadly Shot, and Fiend Hunter is good, but the Raptors he prefers to travel with rarely want to shoot, despite the free shooting action.
  • Chants: Generates a Chant Marker, supporting the W’adrhŭn mechanic, but cannot trigger a Chant itself.
  • Thrill of the Kill: As a Warlord, we gain Chant Markers when an enemy regiment is destroyed (two markers if it was in a zone). However, this supremacy ability is weaker compared to others in the faction because Chant Markers are usually not scarce.
  • Warband: A significantly more limited warband than its foot counterpart, but due to Expert Hunters, it can be quite interesting in some builds.

Weaknesses:

  • Battlefield Role - The Speakers: I haven’t noticed any synergy with characters having the Battlefield Role with the W’adrhŭn.
  • Low Defense: With D2, E1, R3, and 6 health points, he is vulnerable and should avoid direct duels despite his good attack values.

Warband Cults: All W'adrhŭn characters (except the Scion of Conquest) must join one of the Cults of Famine, Death, or War when building the army list. If the character is a Warlord, they can also choose the Cult of Conquest. The choice of Cult is a strategic and personal decision. It is recommended not to mix Cults too much to use the desired buffs consistently.

Optional Artifacts: The W'adrhŭn have a limited selection of artifacts, many of which are cult- or character-specific. With the exception of the Winglord Predator, each character can equip only one artifact. Useful options for the Predator:

  • Cult Artifacts:

    • Death’s Gaze (25 points): Can only be chosen if the character follows the Cult of Death. The regiment the character joins gains the special rule Impact 3. This is cumulative with Crushing Force and allows for an absurd number of hits, for example, against Veterans.
      • Impact 2: On the charge, the regiment makes 2 attacks without Inspire.
    • The Horn of Ronan (30 points): Can only be chosen if the character follows the Cult of War. The regiment the character joins gains the special rule Trample 2 if they chant Tier 2 of the Cult of War.
      • Trample 2: At the end of the activation, an opponent in the front receives 2 auto-hits per stand with this rule. These do not cause Resolve tests and do not benefit from Linebreaker or other special rules.
  • Armors:

    • Beads of Death (20 points): Grants the regiment Tenacious 1.
      • Tenacious 1: Treats 1 failed defense roll as a success.
    • Death’s Reach (20 points): The Predator gains +1 attack and Cleave 1. This gives the Predator 7 attacks with Cleave 1 and Fiend Hunter.
      • Cleave 1: In close combat, we reduce the opponent's armor by 1 with a Clash attack.
  • Weapons:

    • Kiss of the Dinosaur (20 points): Opponents must reroll all successful Defense and Resolve rolls against hits from the Predator, even in ranged combat.

Optional Masteries: While the selection of artifacts was already limited, the choice of Masteries is even stricter, being limited to Cult, Character, or even Warlord. However, there are some exceptions, and the effects are almost all quite good.

  • Adaptability (20 points): If the regiment this character belongs to chants the Battlecry of a Cult at Tier II, a target marker within 6" of the regiment is immediately destroyed. A great ability, especially in combination with Slingers who already want to chant.
  • Cure (15 points): Only for characters following the Cult of Death. The regiment the character joined gains Deadly Blades.
    • Deadly Blades: Any armor roll of 6 results in two damage instead of one for attacks with this special rule. Even if the opponent has no armor against the attack, they must still roll, and for every 6, they take two damage.

General Tactics:

After the release of the update, I extensively tested the Mounted Predator, as I think it offers an excellent opportunity to support the nice Raptor models. Also, I built my own from a Raptor kit last year or the year before. However, there are some challenges to consider. One major disadvantage is that many of the items and Masteries of the W’adrhŭn are strongly tied to the Cults. This often requires compromises that are not always ideal, especially when pursuing a specific playstyle. It’s important to have a clear plan to use the Mounted Predator effectively, as Raptors can function well without him, and we need to invest a lot of points.

In my test games, I found The Horn of Ronan useful, but the need to chant regularly to activate the effect quickly became annoying. However, there are players in my group who appreciate this effect very much. The guaranteed additional hits and Cleave 1 significantly increase the damage of the Raptors, especially against moderately armored regiments. One variation that I personally really like requires the Thunder Chieftain Warlord and the artifact Death’s Gaze. This can also be expanded with the Mastery Cure. Cure grants the regiment Deadly Blades, meaning enemy armor rolls of 6 count as 2 wounds in Clash attacks (but not with Impacts). Death’s Gaze gives the regiment the special rule Impact 3. Both effects are good but require the character to belong to the Cult of Death, which already presents a disadvantage. The advantage, however, is that we do not have to chant to activate these effects. With Deadly Blades, I can generally skip offensive chants like War and might have the option for Famine. This results in absurd ranges, charge angles, and fun. Don’t forget that Fluid Formation and Impacts together create an absurd number of tactical possibilities, especially if we can ignore Hindering terrain. Charging opponents across half the board into their flank is just one of them.

Even if we don’t use Fluid, there are options. With Impacts, I can run 8", shoot, and then charge. So, I can move damage across a safe 17" without Chants. With an MSU Raptor unit (3 stands) with a character, that’s about 4-5 ranged hits and 6 impact hits. That’s enough to wipe out most shooting regiments.

Predator - W'adrhŭn Guide (english)

The Predator is undoubtedly one of the most aesthetically pleasing figures among the W'adrhŭn and stands out as an excellent hunter both in the lore and on the battlefield. Available as a plastic kit, it is an attraction for both players and collectors and is currently included as a demo figure in the paint sets.

Cost:

At only 100 points, the Predator is an affordable and effective combat character that excels with strong support abilities. He is, therefore, a staple in many W'adrhŭn armies.

Strengths:

  • Forward Force: A non-monster regiment joined by the Predator gains Flank.
    • Flank: The regiment does not receive Reinforcement dice and can choose to be deployed automatically or held back, depending on its weight class. One of the best rules in the game.
  • Ceaseless Hunt: The regiment the Predator joins gains the Fire and Advance special rule.
    • Fire and Advance: If this regiment performs a Volley action as its second action, it can immediately perform a free March action, counting toward the limit of three actions per activation.
  • Fiend Hunter: The Predator can re-roll all failed attack rolls against Monster and Brute regiments.
  • Armor Piercing 1: In ranged combat, his Volley attack reduces the opponent's Armor by 1.
  • Deadly Shot: Each 6 on an armor roll results in two damage instead of one when making ranged attacks with this special rule. Even if the opponent has no armor, they must still roll, and any 6s cause two damage.
  • Effective Ranged Combat: The combination of V3, Barrage 4, 18" range, Armor Piercing, Deadly Shot, Fiend Hunter, and Fire and Advance makes the Predator an excellent ranged support unit, especially for units like Slingers in his Warband, which benefit greatly from his support against Monsters and Brutes.
  • Chants: Generates a Chant Marker and supports the W'adrhŭn mechanics, though he cannot trigger a Chant himself.
  • Thrill of the Kill: As Warlord, he generates Chant Markers when an enemy regiment is destroyed (two markers if it was in a zone). However, compared to other faction Supremacy abilities, this is weaker, as Chant Markers are usually plentiful.
  • Warband: The Predator has access to nearly all W'adrhŭn Dinosaurs. His focus is on light regiments like Slingers and Hunting Packs, which synergize excellently with him. Slingers, in particular, benefit greatly from his support.

Weaknesses:

  • Battlefield Role - The Speakers: No synergy has been observed with characters having a Battlefield Role among the W'adrhŭn.
  • Low Defense: With D2, E1, R3, and 5 Life, he is vulnerable and should avoid direct duels, despite his good offensive stats.

Warband Cults:

All W'adrhŭn characters (except the Scion of Conquest) must join one of the Cults of Famine, Death, or War when building their army list. If the character is the Warlord, they may additionally choose the Cult of Conquest. The choice of cult is a strategic and personal decision. It's recommended not to mix too many Cults, as it can be difficult to consistently benefit from the desired buffs.

Optional Artifacts:

The W'adrhŭn have a limited selection of artifacts, many of which are cult- or character-specific. With the exception of the Winglord Predator, each character can equip only one artifact. Here are some meaningful options for the Predator:

  • Cult Artifacts:

    • None
  • Armors:

    • Beads of Death (20 points): Grants the Tenacious 1 rule to the regiment, which also applies if the Predator is mounted on an Apex.
      • Tenacious 1: Treats one failed defense roll as a success.
    • Death's Reach (20 points): The Predator gains +1 Attack and Cleave 1. This is something usually seen when riding an Apex Rider, giving the Predator 7 attacks, Cleave 1: and Fiend Hunter. When mounted on the Apex, the Terrifying rule applies to him, boosting the Apex's damage significantly.
      • Cleave 1: In melee, reduce the opponent's Armor by 1 with a Clash attack.
  • Weapons:

    • Brood of Omgorah (20 points): The character becomes a Cavalry model and gains the Impact 4 and Brutal Impact 2 special rules. This is often used for Flank, and the mounted Predator takes advantage of Flank for Raptors.
      • Impact 4 & Brutal Impact 2: During a charge, the character makes 4 impacts with -2 Armor for the opponent. Important: Impacts do not benefit from Inspire.
    • Kiss of the Dinosaur (20 points): Opponents must re-roll all successful defense and resolve rolls against attacks from the Predator, even in ranged combat.

Optional Masteries:

While the selection of artifacts is already limited, the mastery options are even stricter, being tied to Cult, Character, or Warlord. However, there are some exceptions, and the effects are nearly all remarkably good:

  • Adaptability (20 points): If the regiment this character is in chants a Battlecry from any Cult at Tier II, an Objective Marker within 6" of the regiment is immediately destroyed. This is a great ability, especially in combination with Slingers, who will want to chant anyway.
  • Apex Master: The character gains the Rider rule and must choose to ride an Apex Predator in their Warband. A Predator character with this mastery can perform a Free Volley action during the Apex activation, which counts toward the three actions per round limit.
    • Rider: This character is not represented as a separate stand and must attach to a Monster regiment in their Warband. The character must be positioned somewhere on the Monster’s base. The regiment counts as two stands: one for the Monster stand and one for the Character stand. If the character is destroyed in a duel, the Monster gains the Broken status as it has lost half of its stands.The character uses the Monster stand for range measurement and line of sight. Typically, a Monster stand counts as 3 stands for scoring, with the Character stand adding to the total. Thus, a Rider model typically counts as 4 stands for scoring.

General Tactics:

The Predator is a versatile and strong hero for the W'adrhŭn, excelling particularly in ranged combat. He doesn’t need much additional equipment to be effective. Personally, I value his support abilities like Flank and Fire and Advance for Slingers more than his offensive capabilities. This means I often take a Predator to join a Slinger regiment to ensure they can safely deploy on the battlefield in the first round and still move after firing.

That said, this doesn’t mean the Predator is bad at shooting. Even though his effectiveness is slightly reduced against enemies with Hardend or rerolls in defense, his offensive potential remains high. Additionally, he benefits from the Singing Bullets of the Slingers, keeping him in optimal range and giving him +1 Barrage. More than one Hellbringer has died in a shooting phase with 4 stands of Slingers + Predator, as the Predator simply rolled 4 sixes on the defense rolls.

It's important to protect the block with other regiments, like Hunting Packs or Braves, as many will attempt to get into melee using Move & Charge. While the Predator and Slingers can hold their own with Chants, the Predator's main role is long-range shooting and supporting other units. Having a Slinger unit with Predator in the late game is quite unpleasant for most opponents and very beneficial for us.

A second, visually impressive variant that has drawn many players into the game is to mount the Predator on an Apex. With the recent update, Apex Rider now grants a free Volley action, which compensates for losing Flank and the range shooting potential of the Predator on the Apex. However, this is usually a trap, and the most common variant I play is the Predator with Death's Reach (the spear also included in the box). With this setup, you have 18 attacks with the monster: 7 with Cleave 1, 11 with Cleave 2, all benefiting from Terrifying 2. Against Brutes and Monsters, you also re-roll all hits. This setup kills nearly every MSU (3 stands) of Brutes and Monsters in one activation, with the exception of Talos and Tontorrs. And, it just looks amazing.

Matriarch Queen - W'adrhŭn Guide (english)

In the background, a Queen is an imposing warrior who has not taken the life-giving path of other women. Fortunately, she can still heal in the game.

Cost:

For 100 points, we get a solid combat and support profile.

Strengths:

  • Cleave: In melee combat, we reduce the opponent’s armor by 1 with a Clash attack.
  • Solid Melee: 5 attacks with Cleave 1 is more or less the standard profile I expect from a melee hero. It’s solid and useful.
  • Resolve 4: Resolve 4 on heroes is always great because, from 4 Stands onwards, they receive the morale bonus for regiment size, effectively raising it to Resolve 5.
  • Stoic: The Queen’s regiment gains Indomitable 1.
    • Indomitable (1): A failed morale test counts as passed. Note: This does not apply to resolve tests like Combat Reform.
  • To the Last Breath: A Draw Event that heals any non-monster regiment within 10" of the Queen by 4 wounds. Fantastic, and the faction’s only healing ability.
  • Chants: Generates a Chant Marker and supports the W’adrhŭn mechanics but cannot trigger a chant itself.
  • Supremacy – The Matriarch Walks: If a regiment uses a chant, it immediately loses the Broken status. Additionally, once per Spoel, you can treat all Command Stands as +2 for seizing zones.
  • Flexible Warband: In addition to all the big dinosaurs, the Queen also has access to Raptors but unfortunately no dinosaur Mainstay. However, she does have the impressive Warbred as Mainstay, allowing for interesting builds.

Weaknesses:

  • Duels: Even though her melee profile is solid and she has 5 wounds, with D3 R3 she dies faster in duels than one would like. I would avoid sending her into duels carelessly.
  • Battlefield Role - The Tribes: So far, I haven’t noticed any synergy related to characters with the Battlefield Role in W’adrhŭn.

Warband Cults:

Alle W'adrhŭn-Charaktere (außer dem Scion of Conquest) müssen sich beim Armeelistenbau einem der Kulte
Famine, Death oder War anschließen. Ist der Charakter Warlord, kann er zusätzlich den Kult des Conquest wählen. Die Wahl des Kults ist eine strategische und persönliche Entscheidung. Es empfiehlt sich, Kulte nicht zu sehr zu mischen, um die gewünschten Buffs konsistent nutzen zu können.

Optionale Artefakte: Die W'adrhŭn verfügen über eine begrenzte Auswahl an Artefakten, von denen viele kult- oder charaktergebunden sind. Mit Ausnahme des Winglord Predators kann jeder Charakter nur ein Artefakt ausrüsten. Sinnvolle Optionen für den Predator:

  • Cult Artefacts:
    • Death’s Gaze (25 Punkte): Kann nur gewählt werden, wenn der Charakter dem Cult of Death folgt. Das Regiment, dem er sich angeschlossen hat, bekommt die Sonderregel Impact 3. Das ist kumulativ mit Crushing Force und erlaubt eine absurde Anzahl an Treffern bei z. B. Veterans.
  • Armors:
    • Beads of Death (20 Punkte). Verleiht dem Regiment Tenacious 1, was auch für einen Tontorr gilt, falls der Chieftain ihn reitet.
      • Tenacious 1: Behandelt 1 fehlgeschlagenen Verteidigungswurf als Erfolg.
  • Weapons:
    • Kiss of the Dilosaur (20 Punkte): Gegner müssen alle bestandenen Defense- und Moral-Würfe gegen Treffer der Queen wiederholen.

Warband Cults:

All W’adrhŭn characters (except the Scion of Conquest) must choose one of the cults—Famine, Death, or War—when building an army list. If the character is a Warlord, they can also select the Cult of Conquest. Choosing a cult is both a strategic and personal decision. It is advisable not to mix cults too much to consistently benefit from the desired buffs.

Optional Artifacts:

The W’adrhŭn have a limited selection of artifacts, many of which are tied to specific cults or characters. With the exception of the Winglord Predator, each character can equip only one artifact. Useful options for the Predator include:

Cult Artifacts:

  • Death’s Gaze (25 points): Can only be selected if the character belongs to the Cult of Death. The regiment the character is attached to gains the Impact 3 special rule. This stacks with Crushing Force and enables an absurd number of hits, especially for Veterans.

Armors:

  • Beads of Death (20 points): Grants the regiment Tenacious 1, which also applies to a Tontorr if the Chieftain is riding it.
    • Tenacious 1: Treats 1 failed defense roll as a success.

Weapons:

  • Kiss of the Dilosaur (20 points): Opponents must reroll all successful defense and morale rolls against hits from the Queen.

Optional Masteries:

Where artifact selection is already limited, the selection of masteries is even stricter, often restricted to a specific cult, character, or even Warlord status. However, the available options are generally very strong.

  • Adaptability (20 points): If the regiment this character belongs to chants any Battlecry of a cult at Tier II, an objective marker within 6" of the regiment is immediately destroyed. A fantastic ability.
  • Vision (30 points): The character must be a Warlord and belong to the Cult of Conquest. All infantry and cavalry characters in your army gain Flank. Even if only the Queen gained it, it would still be worth the 30 points.
  • Drive (30 points): Only for Warlords belonging to the Cult of Famine. All infantry regiments in their Warband gain the Cult of Famine Battlefield Role. Additionally, all Cult of Famine infantry regiments receive Vanguard (3).
    • Vanguard (3): When a regiment with this rule enters the battlefield, it gets +3 Movement for its first move.
  • Cure (15 points): Only for characters belonging to the Cult of Death. The regiment the character joins gains Deadly Blades.
    • Deadly Blades: Each roll of 6 on an armor save counts as two damage instead of one for attacks with this special rule. If the opponent has no armor against these attacks, they still roll, and each 6 results in two damage.
  • Apex Master: The character gains the Rider special rule and must choose to ride an Apex Predator in their Warband.
    • Rider: This character is not represented as a separate stand and must be attached to a monster regiment in their Warband. The character must be positioned somewhere on the monster’s base. The regiment counts as two stands: one monster stand and one character stand. If the character is slain in a duel, the monster receives the Broken status, as the regiment has lost half of its stands. Additionally, the character uses the monster stand for measuring distances and drawing line of sight. A monster stand usually counts as 3 stands for scoring purposes, with the character stand adding to this. This means a rider model generally counts as 4 stands for scoring.

General Tactics:

The Matriarch Queen significantly increases a unit’s durability thanks to Resolve 4, Indomitable, and Last Breath. It’s a bit unfortunate that she has no dinosaur Mainstay, but overall, she provides a solid Warband. A particularly nice feature is that there are three viable ways to play her.

  1. In a large block of Braves or Chosen to make the most of her healing ability. Depending on the unit, she can take Beads of Death for added durability or, when playing with the Cult of Death, the powerful combination of Death’s Gaze & Cure. This works best with Braves, as they are cheap enough to field six or more stands easily. Despite the cult choice, other spells can still be chanted, making the unit even more threatening.

  2. Mounted on an Apex Predator. While she cannot heal the Apex itself, Indomitable and possibly Beads of Death make it much tankier, and her presence on its back significantly boosts its damage output. Additionally, the Queen’s healing ability measures from the Apex’s base edge, greatly increasing its range.

  3. Mounted on a Brood of Omgoroah, my personal favorite, though this option has become rarer since the introduction of rules removing character weight classes. Essentially, she significantly boosts both the durability and damage output of Raptors, while her unique Supremacy bonus allows for early scoring and, more importantly, denying the opponent points. I often use her Supremacy to block enemy zones rather than just keeping up in scoring, aiming to build a strong points lead. Proper target selection is crucial here, as she must engage in fights where her regiments don’t get immediately wiped out, something that’s not always easy. This is one reason why such builds are seen less often.It can also be useful to purchase the Drive Mastery, as it grants Vanguard to infantry, removing the need for a foot Chieftain and his Warband for mobility.

Scion of Conquest - W'adrhŭn Guide (english)

When the faction was released, this was my favorite hero. I was especially drawn to the preview model at the time.

Cost:

110 points for a priest who hits like Bud Spencer seems fair. Only his Warband holds him back somewhat.

Strengths:

  • Cleave 2: In melee combat, a Clash Attack reduces the enemy’s armor by 2.
  • Solid Melee Profile: 5 Attacks with Cleave 1 is more or less the standard profile I expect from a melee hero. The Scion even has Cleave 2, making him quite effective.
  • Resolve 4: Having Resolve 4 on a hero is always great because, at 4 Stands, the regiment benefits from the morale bonus for regiment size, bringing it up to Resolve 5.
  • Cult of Conquest: All non-Chosen regiments in his Warband follow the Cult of Conquest. This is the only way, besides a Warlord, to bring the Cult of Conquest into the army.
  • Chants: Generates a Chant Marker, supporting the W’adrhŭn mechanics, but cannot trigger a chant himself.
  • Supremacy – Vision of Conquest: Once per game, for a single round, you may pick any card from your deck instead of drawing the top card. Additionally, during this round, all regiments and characters produce Conquest Markers. When used properly, this can be absurdly strong.

Weaknesses:

  • Dueling: Although his melee profile is solid and he has 5 wounds, his Defense 2 and Resolve 4 cause him to die faster in duels than one would like. I wouldn’t recommend sending him into duels carelessly.
  • Warband: Now that Chosen can be taken in other Warbands, the Scion is mainly interesting for his prayers. However, he lacks a strong synergistic element to help in this regard.
  • Battlefield Role - The Cults: So far, I have not found any synergy that benefits characters with Battlefield Role among the W’adrhŭn.

The Power of the Ukunfazane:

The Scion knows five impressive prayers:

  • Crescendo (Range: Self, Attunement: 4): Gain one Conquest Marker and look at the top three cards of your deck, rearranging them in any order. This allows the Scion to generate two markers in his activation, enabling his regiment to activate immediately with three markers.
  • Dissonance (Range: 12", Attunement: 3): Until the end of the round, enemy regiments engaged in melee do not benefit from the Inspired special rule if the selected friendly regiment performs a Battlecry chant. I have yet to find a good situation to use this.
  • Cacophony (Range: 12", Attunement: 4): Every success is a hit, and the enemy must also take morale tests. A solid choice when there's nothing else to cast.
  • Discordance (Range: 12", Attunement: 4, Scaling): An enemy regiment within 12” cannot hold objectives until the end of the turn (but still contests them as usual). Attunement 4 and no line of sight required make this incredibly strong. Along with Crescendo, this is the Scion’s best spell.
  • Resonance (Range: 12", Attunement: 4): All enemy regiments in an objective zone within 12" gain Decay 2 until the end of the round. Unless you're affecting 10+ Stands that haven’t activated yet, it’s mostly useless. Unfortunately, this is almost always the case.

Warband Cults:

A Scion of Conquest always follows the Cult of Conquest, and so do all non-Chosen regiments in his Warband. Chosen regiments have a predefined Cult they must follow.

Optional Artefacts:

The W’adrhŭn have a limited selection of artifacts, many of which are cult- or character-restricted. Except for the Winglord Predator, each character can only equip one artifact.

Cult Artefacts:

  • Roar of the Tribe (30 points): Can only be taken if the character follows the Cult of Conquest. The regiment he joins gains the Blessed rule when using Conquest Tier 2 Chant. I see this often with Chosen of Conquest and only consider it valid in that context.
    • Blessed: Once per round, units with Blessed may reroll all failed hit rolls OR all failed defense rolls during a Clash or Charge action (including Impact Attacks). You must declare the use of this ability before rolling dice.

Armors:

  • Beads of Death (20 points): Grants the regiment Tenacious 1. My personal favorite for the Scion.
    • Tenacious 1: Treats one failed defense roll as a success.

Weapons:

  • Kiss of the Dilosaur (20 points): Enemies must reroll all successful defense and resolve rolls against the Scion’s attacks. This significantly increases his damage potential.

Optional Masteries:

While the artifact selection is limited, the Mastery selection is even more restricted, often limited by Cult, Character, or Warlord status. However, the effects are generally very strong.

  • Adaptability (20 points): If the Scion’s regiment chants any Tier II Battlecry, an objective marker within 6" is destroyed. A fantastic ability.
  • Vision (30 points): The Scion must be a Warlord and belong to the Cult of Conquest. In return, ALL infantry and cavalry characters in your army gain Flank. Even if only he got Flank, I would still take this for 30 points.
  • Drum Beast Rider: The Scion gains the Rider special rule and must ride a Drum Beast in his Warband. Additionally, all his non-Self prayers gain +4" range. Discordance with 16" range is brutal.
    • Rider: This character is not deployed as a separate Stand but is instead attached to a Monster Regiment in his Warband. The character must be placed on the Monster’s base. The regiment is treated as two Stands: one Monster Stand and one Character Stand. If the character dies in a duel, the Monster gains the Broken status, as it has lost half its Stands. The Monster Stand is used for measuring distances and drawing line of sight. Normally, a Monster Stand counts as 3 Stands for scoring, with the character Stand adding to that. This means a Rider model typically counts as 4 Stands for scoring.

General Tactics:

The only positive aspect is that he can produce two markers per round, allowing attached regiments to use Chants immediately. However, I currently can't find a place for the Scion in my lists, even though I'm desperately trying to fit him in somehow. His melee profile and spells are completely valid—an attack spell, preventing the opponent from scoring, generating more tokens. All good. But the reason I don't play him is probably that his exclusive Chosen regiments are now available as Mainstay units anyway, and I can now only use Conquest Chants with Conquest tokens.

This makes it difficult for me to use him effectively as a Warlord, as I can't utilize a third action with the Chosen of Conquest. Simply put, outside of the Chosen of Conquest and himself, we could only generate Conquest markers with a Warlord. The Drumbeast doesn't really help either, since I'm already producing enough markers, and within the warband, it just doesn’t synergize well enough for my taste.

I've played him a few times with a Queen or a Predator Warlord, both of whom had some Light units to generate enough Conquest tokens and get my Chosen onto the field quickly. But I never really liked it because I could instead take so many other cool models, especially the dinos, for the same points, units that fit my playstyle and army much better.