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.
Keine Kommentare:
Kommentar veröffentlichen