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.
- Beads of Death (20 points): Grants the regiment Tenacious 1, which also applies to a Tontorr if the Chieftain rides it.
- 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.
- 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.
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.