The Chosen of Death are blind priestesses who see through sound, much like Daredevil. Their concept is fascinating, and their models look quite striking as well.
Cost
At 220 points for the regiment and 70 points per additional stand, the Chosen of Death are one of the most expensive infantry regiments in the game.
Strengths
- Flurry: Re-rolls all failed hit rolls during Clash or Duel actions.
- Flawless Strikes: A hit roll of "1" completely ignores the target’s defense (D).
- Loose Formation: Ranged weapons halve their barrage value against this regiment (before any bonuses), and spells cause only half as many hits.
- Standard Bearer: The standard bearer is free and grants +1 Movement during the second movement action per round, as well as a reroll for the charge roll.
- Medium: As a Medium regiment, they can score points and are flexible in deployment.
- Cultists of Death: They are always part of the Cult of Death and can only chant Death Battlecries. When they chant a Battlecry, they gain +1 Evasion, making their Evasion 3, until the end of the round.
- The Cults of Ukunfazane: If the Warlord follows the Cult of Death, the Chosen of Death become Mainstay for that character.
Weaknesses
- Limited Chants (only Death): Since the Chosen of Death can only chant Death, they are limited to their base movement of 6". They don’t benefit from Vanguard, the Drive Mastery, the Chieftain, or other chants that provide additional movement. This results in a realistic threat range of 7–11 inches, which is solid but clearly limited compared to other W’adrhŭn regiments. This can cause them to fall behind the main army, restricting their positioning and tactical options.
- Low Defense without Chant: Regiments of the same price range that have many attacks can often eliminate the Chosen of Death before they get their chant. With Evasion 2 (3 with Chant), Resolve 3, and 5 wounds per stand, their defensive stats are moderate. However, compared to the Chosen of Conquest with Resolve 4 and 6 wounds, it’s disappointing, especially given their high cost. With Chant, their Evasion becomes 3, and with the 6 rerolls and Loose Formation, they are generally safe from ranged fire and magic. They only truly fear melee fighters.
- Battlefield Role - The Cults: The "Cults" keyword currently has no synergy within the faction, further limiting their flexibility.
General Tactics
The Chosen of Death offer an intriguing concept with a clear niche in the W’adrhŭn army. Thanks to their Loose Formation, Evasion 3 (with Chant), and the ability to reroll important defense rolls with Untouchable (also via Chant), they are remarkably resistant to high-quality ranged attacks with Armor Piercing and magic, which would quickly decimate many other units. Opponents with Armor Piercing or powerful magic, like those in Dweghom armies, are extremely dangerous but lose much of their value against the Chosen of Death. Even against Dweghom builds with heavy reliance on Berserkers and Wardens, the situation becomes uncomfortable for both sides, as they have a similar threat range, and the Dweghom can use their tokens in defense. One should not forget that with Flurry and Flawless Strikes, the Chosen of Death usually roll 4-5 ones. Against a target without Evasion, this could result in a dead stand.
Overall, the Chosen of Death are far from bad and, if they regularly get their Chant, are definitely worth the 220 points. However, not with the Battlefield Role "The Cults". This role has no synergy with the rest of the army, severely limiting tactical options. While many other W’adrhŭn regiments benefit from versatile chants that allow them to operate more flexibly on the battlefield, the Chosen of Death are isolated by their exclusive link to Death. This lack of access to essential bonuses like Vanguard or Movement chants significantly hampers their effectiveness. Movement is a crucial factor in winning games, and lacking the extra movement options puts them at a disadvantage.
I’ve mostly tested the Chosen of Death as MSU (3 stands), and while 5-stand regiments aren’t bad, they are incredibly expensive, which is the biggest issue with this regiment. In themselves, they are okay, but for their points, they don't fit well into the W’adrhŭn army. They are, ironically, too slow. Large blocks, with their predictable movement, become easy targets for knights. Even the Queen’s healing and Resolve 4 won’t save them in such a situation, though I did find her healing useful in the MSU setup. Still, I would lean toward not adding a character to the regiment, even though that would make their chanting even less effective.
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