Skip to Content

Warcry Warband Overview (All Minis, Ability, Fighter Cards)

This is an overview of all the Warbands for Warhammer: Age of Sigmar Warcry. For each warband we have a specific guide, linked in this article, that goes in detail on each fighter of the warband and general strategy.

If you are interested in the Bladeborn warbands, you can find our guide here.

We have many articles dedicated to Warcry that you can find at this link.

 

List of all Warcry Warbands

Chaos Warbands

  1. Beasts of Chaos
  2. Corvus Cabal
  3. Cypher Lords
  4. Iron Golems
  5. Khorne Bloodbound
  6. Khorne Daemons
  7. Nurgle Daemons
  8. Nurgle Rotbringers
  9. Scions of Flame
  10. Skaven
  11. Slaanesh Daemons
  12. Slaanesh: Sybarites
  13. Slaves to Darkness
  14. Spire Tyrants
  15. Splintered Fang
  16. Tzeentch Arcanites
  17. Tzeentch Daemons
  18. Unmade
  19. Untamed Beasts
  20. Darkoath Savagers
  21. Tarantulos Brood

Order Warbands

  1. Cities of Sigmar
  2. Daughters of Khaine
  3. Fyreslayers
  4. Idoneth Deepkin
  5. Khainite Shadowstalkers
  6. Kharadron Overlords
  7. Lumineth
  8. Seraphon
  9. Stormcast Sacrosanct Chamber
  10. Stormcast Vanguard
  11. Stormcast Warrior Chamber
  12. Sylvaneth Warband
  13. Thunderstrike Stormcast

All Death Warbands

  1. Flesh-Eater Courts
  2. Nighthaunt
  3. Ossiarch Bonereapers
  4. Soulblight Gravelords

All Destruction Warbands

  1. Bonesplitterz
  2. Gloomsite Gitz
  3. Ironjawz
  4. Kruleboyz
  5. Ogor Mawtribes

Miniatures and rules for the Warcry Warbands

If you are interested in all releases for Warcry, we have an article dedicated to it.

To play the game you need at least one warband and to know the core rules that are available separately or through various starter sets releases.

There are two types of warbands for this game:

  • The “original” warbands, created specifically for this game with rules to use also in Age of Sigmar games.
  • The “legacy” warbands, that take units from the main Age of Sigmar game and gives rules for Warcry. These are perfect if you already play Age of Sigmar and want to try out Warcry with your existing armies.

To play an original warband, you can just buy the related box and all cards and abilities will be included. You can also check the updated rules (only warbands released before December 2020) in the following tomes, that is also the best way to obtain stats and rules for the legacy warbands:

  1. Warcry: Sentinels of Order (rules for all order warbands)
  2. Warcry: Harbingers of Destruction (rules for all destreuction warbands)
  3. Warcry: Agents of Chaos (rules for all chaos warbands)
  4. Warcry: Bringers of Death (rules for all death warbands)

This is the list of original warbands:

  1. Iron Golems
  2. Untamed Beasts
  3. Corvus Cabal
  4. Cypher Lords
  5. Splintered Fang
  6. Unmade
  7. Spire Tyrants
  8. Scions of Flame
  9. Khainite Shadowstalkers
  10. Darkoath Savagers
  11. Tarantulos Brood

You may be able to find Warcry boxes for legacy warbands. Those are usually limited edition, contain a subset of all fighters that you could use for that warband but are a good deal and a nice starting point.

One important characteristic of legacy warbands is that most heroes and most units’ champion can be used as a leaders therefore the proportion of leaders/units is greatly unbalanced towards leaders, exactly opposite of the original warbands that have only 1 leader option.


Chaos Warbands 

Warband NameWarband BoxStG BoxGuide for Warband
Untamed BeastsUntamed-Beasts-Warband-Box-smallUntamed-Beasts-Big-Box-smallGo to GuideBuy Warband on Amazon
Iron GolemsIron-Golems-Warband-Box-smallIron-Golems-Big-Box-smallGo to GuideBuy Warband on Amazon
Cypher LordsCypher-Lords-Warband-Box-smallCypher-Lords-Big-Box-smallGo to GuideBuy Warband on Amazon
Corvus CabalCorvus-Cabal-Warband-Box-smallCorvus-Cabal-Big-Box-smallGo to GuideBuy Warband on Amazon
Splintered FangSplintered-Fang-Warband-Box-smallSplintered-Fang-Big-Box-smallGo to GuideBuy Warband on Amazon
The UnmadeThe-Unmade-Warband-Box-smallUnmade-Big-Box-smallGo to GuideBuy Warband on Amazon
Spire TyrantsSpire-Tyrants-Warband-Box-smallGo to GuideBuy Warband on Amazon
Beasts of ChaosBeasts of Chaos BoxGo to Guide
Disciples of Tzeentch: ArcanitesGo to Guide
Disciples of Tzeentch: DaemonsStart-Collect-Tzeentch-smallGo to GuideBuy Warband on Amazon
SkavenWarcry_SkavenBoxGo to Guide
Slaves to DarknessStart-Collecting-Slaves-to-Darkness-box-smallGo to Guide
Maggotkin of Nurgle: RotbringersGo to Guide
Maggotkin of Nurgle: DaemonsGo to Guide
Blades of Khorne: BloodboundStart-Collect-Khorne-smallGo to Guide
Blades of Khorne: DaemonsDaemons-of-Khorne-Start-CollectingGo to Guide
Hedonites of Slaanesh: DaemonsSlaanesh-Start-Collect-smallGo to Guide
Hedonites of Slaanesh: SybaritesWarcry_SlaaneshBoxGo to Guide
Scions of FlameWarcry_ScionsOfFlameBoxGo to Guide
Darkoath SavagersWarcry_RedHarvestGo to Guide
Tarantulos BroodWarcry_RedHarvestGo to Guide

Untamed Beasts 

The Untamed Beasts are one of the starter warbands ever released for Warcry. They are originally from Ghur, the Realm of Beasts, and as such they represent its wild and primal aspect.

They have 7 fighters of which 1 is a leader.

Heart-Eater Miniature for the Untamed Beasts Warband in Warcry
Heart-eater

The Heart-Eater is the leader of the Warband. He does solid damage (4 attacks at 4 Strength with 2 damage and 5 critical damage), but he isn’t as powerful as other leaders.

The First Fang is the Brute of the Untamed Beasts. He carries a bone axe like most of his kin, but the real star of his load-out is his Harpoon. It only has 2 attacks but does as much damage as the Heart-eater’s axe and has a range of 8″.

The Beastspeaker has both a melee and a ranged attack, just like the First Fang, but her best ability is Beastmaster (Double) which gives the Rocktusk Prowler a bonus attack action if it is visible and within 4 inches of the Beastspeaker. This makes her and the Prowler the power couple of the Untamed Beasts.

Technically a Tamed Beast, the Rocktusk Prowler is the pet lion/ram hybrid of the Beastspeaker. With its 8″ move, 20 wounds and serious damage output, it is one of the main threats to anyone going up against the Untamed Beasts. You can give it bonus attack actions outside of its turn with the Beastspeaker’s ability, and the Prowler itself can use Pounce (Triple) to damage any model within an inch of the destination of its move action.

The Preytaker is your average barbarian stereotype. He is tough, he hits hard with a two-handed weapon (the sword gives extra attacks and the axe gives a +1 to Strength) and he wears a pretty silly horned helmet and not that much else. Where most of the other warriors of the Untamed Beasts need to be used in pretty specific ways, the Preytakers are great to have if you need to hold an objective or just hit something in the face really hard.

The best feature of the Plains-runner is that he/she is really cheap. The Plains-runners die easily (3 toughness, only 8 wounds), but they fill out your warband, and every model on the board is two additional activations per turn, so numbers are always good.

Rocktusk Prowler

Abilities for the Untamed Beasts Warband

  • Savage Fury (Double): +1 to Move and Attacks for 1 activation
  • All-Out Attack (Double): (Heart-eater only) Bonus Move and Attack action once after killing an enemy.
  • Beastmaster (Double): (Beastspeaker only) Give bonus attack action to Beast withing 4 inches.
  • Pounce (Triple): (Rocktusk Prowler only) For 1 activation, when you finish a move with the Prowler within 1 inch of an enemy fighter, pick a fighter within 1 inch and give damage equal to the value of the dice used for the Triple
  • Harpoon Snag (Triple): (First Fang only) make a bonus attack action and then move the target closer to the First Fang by a number of inches equal to the value of the dice used for the Triple.
  • Unleash the Beast (Quad): for the rest of the battle round, add half the value of the dice used for the Quad to Attacks and Strength of the fighter on weapons with a range of 3 or less.

Pros and Cons of the Untamed Beasts Warband

Pros:

+ Good all-round warband with no significant weaknesses
+ The Rocktusk Prowler and First Fang have excellent ability combos
+ Cheap basic fighters

Cons:

– Lacks Range 2 weapons for melee
– As a balanced warband, they don’t have anything they really excel at
– Weak basic fighters

Guide for the Untamed Beasts


Iron Golem 

The Iron Golems is one of the original starter warbands. They represent one of the aspect of the Chaos followers in Aqshy, the Realm of Fire. They are ingenious and famous for their forges, in clear contrast with the wilder Untamed Beasts.

They have 9 fighters of which 1 is a leader.

Dominar for the Iron Golems Warcry Warband
Dominar.

The Dominar is the Leader of the warband, and he’s designed to lead from the front. His three Strength 5 attacks are strong on their own, but on top of those, the Dominar has access to two cheap abilities that boost his own damage output. As a frontline Leader, the Dominar doesn’t synergize that much with other fighters in your warband, but if you want to keep him alive longer, put him in a battlegroup with the Signifer, who can buff the Dominar’s Toughness to 5.

The Ogor Breacher is one of the more unique assets of the Iron Golems. He has a whopping 30 wounds and a Toughness of 5, making him very, very hard to kill. His attacks are just as extreme as his defence. He has only 2 attacks, but they have a Strength of 6, a damage of 4 and a critical damage of 8.

The Signifer has solid damage output, Toughness and Wounds, but if you want him in your warband, it should be because of his main function, which is to use his unique Triple ability, Stand Defiant. This allows you to add 1 to the Toughness characteristic of your fighters within 6″ of him, making the entire warband extremely resilient to anything than critical hits.

The Prefector is an alternate assembly option for the Signifer but he can reach the same potential damage output of a Dominar with his signature ability Spine-Crushing Blow for a fraction of the cost.

The Drillmaster is a very versatile fighter, with both a good melee attack and a 3″ ranged attack with a Strength of 4. Her main feature, however, is that she has access to the Quad ability of the Iron Golems, the appropriately titled Whirlwind of Death, an ability that can allow some serious area damage.

The Iron Legionary is the basic fighter with a pretty weak attack, but his or her role is defined by a big shield that gives him/her a Toughness of 5, making for an excellent cheap objective holder.

The Iron Legionary with Bolas is a slightly more expensive Legionary with a 3″ ranged attack thanks to his Bolas.

The Iron Legionary with Twin Hammers is the other weapon option in the Iron Golems Kit with the same body as the Legionary with Bolas. He’s not impressive in any way, apart from the fact that it turns into a Toughness 5 fighter if it is in range of the Signifer’s Stand Defiant ability, making it equal to an unbuffed shield Legionary, but with an extra attack.

The Armator is weird. Being a duardin, he is very slow (3″ move), and his attack is the same as the melee attack of the Drillmaster, with one less point in critical damage. He has 12 Wounds, which is 2 more than a standard Legionary and 3 less than the other specialists in the warband. …And that’s it.

Ogor Breacher for the Iron Golems Warcry Warband
Ogor Breacher

Abilities for the Iron Golems Warband

  • Throw Bolas (Double, everyone): Choose a fighter within 6 inches of your fighter, roll 2 dice. On each 4 or 5, do 1 damage to the fighter. On each 6, do damage equal to the value of the roll used for the Double.
  • Spine-crushing Blow (Double, Dominar and Prefector): Add the value of the roll used for the Double to the Strength of the next attack action with Range 3 or less from this fighter.
  • Lead with Strength (Double, Dominar): If the Dominar has taken down an enemy fighter this activation, the Dominar then makes a bonus move action or a bonus attack action.
  • Living Battering Ram (Triple, Ogor Breacher): The next time this fighter finishes a move action in this activation within 1 inch of an enemy, allocate damage equal to the value of the roll used for the Triple to an enemy within 1 inch of the Ogor Breacher
  • Stand Defiant (Triple, Signifer): Add 1 to the Toughness of fighters within 6 inches of the Signifer for the rest of the battle round
  • Whirlwind of Death (Quad, Drillmaster): Do damage equal to the value of the roll used for the Quad to every enemy fighter within 3 inches of the Drillmaster
Iron Golems full warband

Pros and Cons of the Iron Golems

 Pros:

+ high Toughness and abilities that improve it = very hard to kill
+ some hard-hitting fighters (the Ogor Breacher in particular)

Cons:

– Slow, lack good mobility abilities
– Few viable options for attacking with a range further than 1″

Guide for the Iron Golems


Cypher Lords

The Cypher Lords are one of the original warbands at Warcry launch. They are from Hysh, the Realm of Light, and they survive with deceit and treachery by pretending to be abiding citizens by day while spreading chaos by night.

They have 6 fighters of which 1 is a leader.

A Miniature for the Cypher Lords Warband in Warcry
Thrallmaster

The Thrallmaster is one of the more powerful Leaders among the original Warcry Chaos warbands. He has access to two special abilities that can really help you control the battlefield and keep your fighters alive. In addition five attacks at Strength 4 with a critical damage of 6 is a lot for a man armed only with a fan.

The Luminate is the second in command in a Cypher Lords warband, and while she is visually very different from the Thrallmaster, a good way to think of her in terms of tactics is that she is a slightly toned-down version of him.

The Mindbound are the most basic fighters of a Cypher Lords warband. They are vulnerable, with a Toughness of 3 and 10 wounds, and their attacks are nothing special, either. Like the cannon fodder of the other warbands, they are best thought of as precisely the pawns they are depicted as in the lore.

The Mindbound with Double-bladed Sword is mostly the same as the regular Mindbound, but it has a 2″ melee range, one less attack, better critical damage and access to the ability Low Sweeping Blow (Double), which works like Throwing Stars and Chakrams damage-wise, but for each fighter within 2 inches of this fighter.

The Mirrorblades are punchier versions of the Mindbound. That might sound a little boring, and 10 wound and 3 toughness is a little weak for their cost. However, it also means that, like the Mindbound, the Mirrorblades with Duelling Swords are Minions, and can be teleported around by the Thrallmaster and Luminate to get up close with their five attacks Strength 4 for 2 regular damage and 4 critical damage.

The Mirrorblade with Glaive is to the Mirrorblade with Dueling Swords what the Mindbound with Double-bladed Sword is to the regular Mindbound – and that’s just a fancy way of saying that the Mirroblade with Glaive gives you +1 weapon range and access to Low Sweeping Blow.

A Miniature for the Cypher Lords Warband in Warcry
Mindbound

Abilities for the Cypher Lords Warband

  • Throwing Stars and Chakrams (Double): Roll two dice and pick an enemy within 6 inches of your fighter. On a 4 or 5, do 1 damage. On a 6, do the amount of damage on the dice used for the roll.
  • Acrobatic Leap (Double): Your fighter flies (ignores scenery up to 3 inches) for the rest of the activation
  • Low Sweeping Blow (Double, Mindbound with Double-bladed Sword and Mirrorblade with Glaive only): Same as Throwing Stars, but on every enemy within 2 inches of your fighter.
  • Shadowy Recall (Triple, Thrallmaster and Luminate only): Pick a friendly Minion within 12”, remove it and set it up on the battlefield within the number of inches of your fighter equal to the value of your roll.
  • Shattered Doom Globe (Triple, Thrallmaster only): For the rest of the battle round, subtract 1 Attack from enemy fighters within 6” of your Thrallmaster
  • Spinning Somersault Strike (Quad): Your fighter can fly (like Acrobatic Leap), and make a bonus move action followed by a bonus attack action.
Cypher Lords Warband for Warcry
Cypher Lords full warband

Pros and Cons of the Cypher Lords

Pros:

+Good damage
+Strong leader and champion with great abilities
+great mobility

Cons:

– low Toughness overall – fighters go down easily
– slightly expensive points-wise

Guide for the Cypher Lords



Corvus Cabal 

The Corvus Cabal is one of the original warbands at Warcry launch. They are from Ulgu, the Realm of Shadow. They have affinity with carrion birds and this is represented by their abilities to sneak from the rooftops.

They have 6 fighters of which 1 is a leader.

Shadow Piercer for the Crovus Cabal Warcry Warband
Shadow Piercer

The Shadow Piercer is the Leader of the Corvus Cabal warband. She is fast, with the Move characteristic of 5″ that she shares with most of the warband, and she has 4 attacks for 2/5 damage. What makes her stand out among the Chaos leaders of Warcry, though, is her access to some very good abilities.

The Shrike Talon is a champion-type fighter for the Corvus Cabal warband. Aside the amazing sculpt, he is also deadly in combat with a Move characteristic of 8″, 5 attacks that do 2 damage each and 4 critical damage. That’s a lot of potential damage that you can swiftly apply to anything on the battlefield with such high Move Characteristic.

The Spire Stalker is a mid-tier fighter in the Corvus Cabal warband. He has almost the same weapons profile as the Shrike Talon (it has one less attack), but it has 15 wounds instead of 20 and a Move of 5″ rather than 8″. Those stats are still good, and while the potential damage output of a Spire Stalker is much the same as fighters in similar roles in other warbands, it is definitely an advantage to be able to do that kind of damage with a far-moving fighter.

The Cabalist is the most basic fighter of a Corvus Cabal warband. It has 4 attacks and the warband signature Move characteristic of 5″, but with only 8 wounds and a meagre Toughness of 3, he goes down easily.

The Cabalist with Spear is an upgraded version of the standard Cabalist. For a higher cost, it adds 1 to critical damage and a crucial +1 to the range of its attacks. The added range adds to the survivability of the Cabalist, since it can attack stronger melee-focused foes without fearing a double action counterattack.

The Cabalist with Familiar is the cheapest fighter in this warband and not a great fighter but he can use Harrying Raven, the same ability as the leader, pinning down enemies and enabling the Shadow Piercer to use other abilities.

Shrike Talon for the Crovus Cabal Warcry Warband
Shrike Talon

Abilities for the Corvus Cabal Warband

  • Raven Dart (Double, Everyone): Pick an enemy within 8 inches and roll a dice. A roll of 3-5 does 1 damage to the enemy fighter, and a roll of 6 does damage equal to the value of the roll used for the Double.
  • Swift Climb (Double, Spire Stalker): Do not count vertical distance when climbing for a friendly fighter for one activation.
  • Harrying Raven (Double, Shadow Piercer and Cabalist with Familiar): An enemy fighter within 20 inches of the fighter using this ability is unable to make disengage actions until the end of the battle round.
  • Swooping Attack (Triple, Shrike Talon): The Shrike Talon makes a bonus move action, and if he finishes that move 3 inches or more lower than at the beginning of the move, he can make a bonus attack action.
  • Grisly Trophy (Triple, Shadow Piercer): Add 1 to the Attacks characteristic of attack actions with a Range of 3 or less from friendly fighters for the rest of the battle round while they are within 6 inches of the Shadow Piercer.
  • Death from Above (Quad, Everyone): Make a bonus move action with a fighter. Then, that fighter can make a bonus attack action. If the move action ended 3 inches lower than it started, the bonus attack action has +1 Strength.
Corvus Cabal full warband

Pros and Cons of the Corvus Cabal

Pros:

+ One of the fastest Chaos warbands
+ Can take advantage of scenery to great effect
+ Versatile Leader figure with many useful abilities that improve your warband
+ Sneaky good damage (loads of attacks) compared to price pr. model

Cons:

– Many Corvus Cabal fighters are very vulnerable
– Not the highest critical damage profiles (bit average critical on whole warband is fair)

Guide for the Corvus Cabal


Splintered Fang 

The Splintered Fangs are one of the original warbands at Warcry launch. They hail from Ghiran, the Realm of Life and they are attuned with serpents of all sorts that some are able to control and from which they extract their poisons.

They have 10 fighters of which 1 is a leader.

This image has an empty alt attribute
Trueblood

The Trueblood is the leader of the Splintered Fang warband. She has 4 attacks that do 2 damage or 5 critical damage, so she is not one of the top damage-dealers among the original Chaos warband leaders. However, she is one of the more tactically useful leaders. Her unique ability, the Double Ensnaring Net, lets her pick an enemy fighter within 3″, who is then unable to make move actions or disengage actions for the rest of the battle round. This can be used tactically to then poke the enemy with ranged attacks from other fighters avoiding retaliation.

The Serpent Caller is one of the best fighters of the Splintered Fang warband. He has a 2″ range weapon with 4 attacks that does 2 damage and 4 critical damage and an 8″ range attack. None of those attacks is exceptional, but his unique ability, the Triple Snake Charmer allows him to let a friendly fighter with the Beast Runemark, which in his case mostly means a Serpents fighter (described below) make a bonus attack action.

The Serpents fighter doesn’t look like much. It’s cheap, and visually it is literally a bunch of snakes on a base, but it is one of the more interesting fighters among the Chaos warbands. It only has 8 wounds and a ridiculous 2 in Toughness, so it will go down easily, but it has 5 attacks that do only 1 damage each but a nice 4 damage on a critical hit.

The Pureblood is a simple, but effective fighter. He is on the better end of average in every way, with 4 in both Strength and Toughness, and with decent damage and critical damage for his points.

The Venomblood with Barbed Whip is one of several options for building a Venomblood, the mid-tier Splintered Fang fighter and one of the most forgettable.

The Venomblood with Spear and Shield is a better alternative to the Venomblood above. Instead of the whip, it carries a spear that has one inch less in range, but a much better damage profile of 2 damage and 4 critical damage.

The Venomblood with Dueling Blades functions like a cheaper version of the Pureblood: it has 4 attacks with 2 damage and a critical damage of 4, which is good for its cost, but it only has 3 in Strength and Toughness.

The Venomblood with Blade and Barbed Whip is an alternative build option for the Venomblood with Dueling Blades, and if you want some flexibility in your tactical options, it’s not a bad choice: losing one of his swords to wield the whip, he has one less attack in melee, but gains a 3″ range attack in return.

The Clearblood is the most basic fighter of the Splintered Fang warband, and it’s really not remarkable in any way: Strength, Toughness and critical damage don’t go higher than 3.

The Clearblood with Shield is a slightly more expensive version of the basic Clearblood. It has only 2 weak melee attacks, but makes up for it with a Toughness of 4, which allows it to be, if not great, then better than the other Clearbloods at holding objectives and withstanding damage.

This image has an empty alt attribute
Serpents

Abilities for the Splintered Fang Warband

  • Poisoned Weapon (Double, everyone): For one activation, treat the Strength characteristic of a fighter as always higher than an enemy fighter’s Toughness (= you hit on 3s against anything)
  • Ensnaring Net (Double, Trueblood only): Pick an enemy fighter within 3 inches, who can then make no move or disengages actions for the rest of the battle round.
  • Fanged Buckler (Double, Venomblood with Spear and Shield/Venomblood with Barbed Whip /Clearblood with Shield only): Pick a fighter within 1 inch and roll a dice. If you roll 3-4, do 1 damage. If you roll 5-6, do damage equal to the value of the dice roll used for the Double.
  • Snake Charmer (Triple, Serpent Caller only): Pick a friendly fighter with the Beast runemark (the Serpents, for example), within 4 inches of the Serpent Caller. The fighter then makes a bonus attack action.
  • Relentless Killer (Triple, Pureblood only): Use this ability if the Pureblood has taken down an enemy fighter in the same activation. Make a bonus attack action.
  • Paralysing Venom (Quad, Everyone): Add the value of the dice roll used for the Quad to the damage of critical hits for the fighter using the ability for 1 activation. After each attack action made by that fighter in this activation, roll a dice. On a 5-6, the target of the attack can’t move or disengage for the rest of the battle round.
Splintered Fang Warband for Warcry
Splintered Fang full warband

Pros and Cons of the Splintered Fang

 Pros:

+ good critical damage overall
+ strong general abilities that negate enemy advantages
+ fighters tend to have many attacks
+ good options for immobilizing enemies

Cons:

– fighters have low Toughness and are vulnerable in melee
– not the best ranged options

Guide for the Splintered Fang


The Unmade

The Unmade Warband is one of the original warbands at Warcry launch. They hail from Shyish, the Realm of Death and they are a masochistic cult celebrating agony as opposite of death. And this is better represented by their use of their own faces as belts…

They have 5 fighters of which 1 is a leader.

Blissful One for the Unmade Warcry Warband
Blissful One

The Blissful One is the Leader of the Unmade, and perhaps more than any Leader among the original Chaos warbands, he’s the most important fighter in the warband. He is both very fast and very, very deadly: he has an impressive Move characteristic of 8″ and 5 melee attacks with a critical damage of 6!

While it doesn’t come close to the Blissful One in Move and Damage (or points cost, or number of missing limbs, thankfully), the Joyous One is still a strong fighter for its cost. It is fast, with a move of 5″, 4 attacks with decent Strength and Damage and an ability that can do area damage.

The Ascended One is a middle tier fighter. They have 4 attacks with Strength 4, a damage of 2 and a critical damage of 4, so while they are unlikely to one-shot enemies, they are very capable of going toe to toe with many fighters around their own points cost.

The Awakened One is the cheapest fighter of the Unmade warband. In most ways, they are a much weaker version of the Ascended Ones, but they also cost half the points while still having access to 3 out of 4 of the same abilities.

The Awakened One with Flail is an alternative build that replaces the 2″ range weapon for a 1″ range knife attack and a decent 3″ range attack.

Joyous One for the Unmade Warcry Warband
Joyous One

Abilities for the Unmade Warband

  • Nightmarish Visage (Double, everyone): Roll a dice for an enemy fighter within a number of inches equal to the value of the roll used for the Double. On a roll of 3 or more, that fighter can’t move or disengage until the end of the battle round.
  • Barbed Strike (Double, everyone): Until the end of this activation, if an attack action by this fighter scores a hit or critical hit, subtract 1 from the Toughness of the target fighter until the end of the battle round
  • Chain Garotte (Double, Awakened Ones): Roll a dice for an enemy within 5 inches of this fighter. Do 1 damage on a roll of 3-4. Do damage equal to the value of the roll used for the Double on 5-6.
  • Flaying Frenzy (Triple, Joyous One): Roll a dice for each enemy within 3 inches of the Joyous One. Do 1 damage to the fighter you roll for on a 3-4. Do damage equal to the value of the roll used for the Triple to the fighter you roll for on a 5-6.
  • Vessel of Torment (Triple, Blissful One): Use only if an enemy fighter was taken down by the Blissful One in the same activation. The Blissful One makes a bonus move action and then a bonus attack action.
  • Gift of Agony (Quad, everyone): Make a bonus attack action with this fighter. Add 1 to Strength and Attacks of the attack action if this fighter has taken any damage.
The Unmade Warband for Warcry
Unmade full warband

Pros and Cons of the Unmade

 Pros:

+ very versatile abilities, most of them usable by everyone in the warband
+ very strong and fast Leader
+ good synergies between leader/champion and basic fighters via abilities

Cons:

if the Leader goes down, you lack a strong damage source
– many fairly weak fighters
– lack exceptional Strength or Toughness on any fighters

Guide for The Unmade


The Spire Tyrants

The Spire Tyrants‘s home is the Eightpoints, Archaon’s headquarters and a focal point to any realm whose realmgate is still open. They are born in the never-ending bloodshed of Varanspire’s arenas and they claim to be Archaon’s chosen.

They have 9 fighters of which 1 is a leader.

Pit Champion

The Pit Champion is the Leader of the Spire Tyrants warband. He has a good melee attack with 4 attacks at Strength 5 and a 3″ range attack for striking from a distance. But his main trait is his special ability, the Triple Champion of the Warpits, that lets him add 1 to Attacks of nearby friendly fighters after he kills an enemy fighter.

The Headclaimer is a Brute fighter for the Spire Tyrants warband. He has the same melee attack profile as the Pit Champion minus 1 attack, and the same defence profile minus 5 wounds. This means that he is one of the strongest fighters of your warband, but with only 3 attacks, his damage output can be unreliable. 

The Bestigor Destroyer is another Brute fighter for the Spire Tyrants warband. Its abilities are similar to the Headclaimer, but it has 3 more wounds, one less attack and a stronger damage profile with a critical damage value of 6. 

The Pit Veteran with Shield is an elite fighter, with 2 attacks and only 3 Strength, so it is unlikely to do a lot of damage from its melee profile alone, but with their solid critical damage of 4, they benefit greatly from being close to the Pit Champion when his +1 attacks ability goes off. 

The Pit Veteran with Dual Weapons is an alternative build option, slightly cheaper with Toughness 4 instead of 5, and 1 additional attack.

The Pit Fighters are the most basic fighters of the Spire Tyrants warband, and this version can be built with either a Punch Dagger which brings it up to 4 attacks (which is great for a low cost fighter), or a Spear which gives them a range of 2 inches and an extra damage point on a critical hit.

The Pit Fighter with Net is the cheapest fighter in the Spire Tyrants warband with the same profile as the one with Punch Dagger but 1 less attack. He makes up for this missing attack with his unique ability, the Double Gladiator’s Net, which lets him tie an enemy fighter to the ground for one battle round on a dice roll of 3+.

The Frenzied Rager is an elite fighter for the Spire Tyrants Warband. Like a true duardin, he only has a Move characteristic of 3″, but he has 4 attacks with Strength 4, a low standard damage of 1, but a critical damage of 4.

A Bestigor Destroyer in the Spire Tyrants Warcry Warband
Bestigor Destroyer

Abilities for the Spire Tyrants Warband

  • Pit Fighter (Double, Everyone): If a fighter has taken down an enemy fighter in the same activation, this ability lets that fighter take a bonus move or attack action.
  • Gladiator’s Net (Double, Pit Fighter with Net): Pick an enemy fighter within 3 inches. Roll 1 dice, and on a 3+ that fighter can’t move or disengage for the rest of the battle round.
  • Shield Ram (Double, Pit Veteran with Shield): The next time this fighter finishes a move in the same activation as they use this ability, roll 1 dice for an enemy within 1 inch of this fighter. On a roll of 4-5 do 1 damage to that enemy fighter, or do damage equal to the roll used for this ability on a 6.
  • Readied Stance (Triple, Frenzied Rager, Pit Veteran with Dual Weapons, Pit Veteran with Shield): Add half the value of the roll used for this ability (rounded up) to this fighter’s Toughness for the rest of the battle round.
  • Champion of the Warpits (Triple, Pit Champion): If an enemy has been taken down by the Pit Champion in the same activation, add 1 to the Attacks characteristic of friendly fighters within 6 inches of him for the rest of the battle round.
  • Brutal Strike (Quad, Headclaimer and Bestigor Destroyer): Roll 1 dice for 1 enemy fighter within 1 inch of this fighter. On a 3-4, do damage to that fighter equal to the value of the roll used for this ability, or on a 5-6, do damage equal to double the value of the roll used for the ability.
The Unmade Warband for Warcry

Pros and Cons of the Spire Tyrants Warband

 Pros:

+ good synergies between fighters and abilities
+ average to good Toughness and Strength values
+ Many options for extra attack actions or allocation of damage points from abilities

Cons:

– doesn’t excel at any one statistic (speed, number of attacks, wounds etc)
– not an easy warband to master for beginners
– very dependent on combos, with the best abilities locked behind actions that take enemy fighters out of action (which can be hard against very though warbands)

Guide for the Spire Tyrants


Scions of Flame

The Scions of Flame are the last Chaos warband representing one aspect of the Mortal Realms. This time it is Aqshy, the Realm of Fire. They were first released in the Warcry: Catacombs box set and then separately.

They have 11 fighters of which 1 is a leader.

Blazing Lord for the Scions of the Flame warband in Warcry
Blazing Lord

The Leader of the Scions of the Flame warband, the Blazing Lord, is a very good close combat leader for his point cost. His defensive stats are nothing to brag about (20 Wounds and a Toughness of 4), but his attacks are great: he has 4 of them, they have a critical damage of 6, and his attacks have a Range of 2″. He has access to various abilities including Ignited Fervour, which gives 1 extra Attack to every friendly fighter while they are around him.

The Brazen Champion is a specialist fighter in the Scions of the Flame warband, and his speciality is more or less being the melee part of what the Blazing Lord does. He has a similar defensive profile, one less Attack, the same critical damage, but one more point in normal damage, to a total of 3 normal damage.

The Inferno Priest can best be described as the sorcerer of the Scions of the Flame. She has a 5″ range firebolt attack with two attacks and 4 critical damage, as well as a 2″ range melee attack with the same damage profile, but her most important contribution to the warband is her access to the Quad ability Engulf in Flames. This ability has the potential to do an insanely high amount of damage as long as you keep rolling 6s…

Like the Inferno Priest, the Immolator is a kind of human explosive. He has the same Move, Wound, and Toughness statistics as the Inferno Priest, but he is a bit more suited to getting into melee combat. His melee attack has 4 attacks and a good critical damage of 5, and his unique ability, Inferno, allows him to do some area damage (3″) but nothing too spectacular.

The Fireborn is a mid-tier fighter type , and it comes in three versions.

  • The standard Fireborn has 10 Wounds, 4″ Move, and a good melee profile with 4 attacks and a critical damage of 4. He has the ability Throw Fire Bomb that can do some ranged damage.
  • The Sunblade and Kris can’t throw firebombs, but has a critical damage of 5, which is impressive for a fighter with that cost. It sacrifices one point of Strength to get this damage profile, but that doesn’t matter if you’re going for critical hits.
  • The Sunblade and Brazier Axe has exactly the same statistics as the standard Fireborn, but without the ability to throw firebombs, which makes it a worse choice than the other two.

The Initiates are the basic fighters of the Scions of the Flame. They have a low Toughness of 3, but otherwise the same Wounds and Move of the Fireborn. They have different profiles:

  • The Brazier Weapon and Flameburst Pot has a fairly weak damage profile with 3 Attacks and a critical damage of 3, but also access to the Throw Firebomb ability.
  • The Hooked Axe has almost the same statistics as the Initiate with Brazier Weapon, for the same points cost, but without the Throw Firebomb ability, so it doesn’t really add anything to your tactical toolbox.
  • The Flameburst Pot has a Strength of 3 instead but still access to the Throw Firebomb ability, being a good option if you want to add some ranged damage to your arsenal.
  • The Morning Star, which is the Initiate version I would always pick because of the coveted 3″ range melee attack, that means he does what a spear attack does (being able to attack in melee without fear of retaliation from 1″ range attack weapons), but better!
Immolator
Immolator

Abilities for the Scions of the Flame Warband

  • Fiery Might (Double, Everyone) Add half the value of the dice roll used for this ability (rounding up) to the Strength characteristic of attacks made by this fighter with a Range of 3 or less until the end of this fighter’s activation.
  • Beheading Strike (Double, Brazen Champion, Blazing Lord) Add half the value of the dice roll used for this ability (rounding up) to the damage points of critical hits from the next attack made by this fighter with a Range of 3 or less this activation.
  • Throw Firebomb (Double, Initiate with Flameburst Pot, Initiate with Brazier Weapon and Flameburst pot, Fireborn ) Roll 2 dice against an enemy fighter within 6 inches. For each roll of 4-5, do 1 damage to that fighter. For each roll of 6, do damage to that fighter equal to the value of the dice roll used for this ability.
  • Inferno (Triple, Immolator) For each enemy fighter within 3 inches of this fighter, roll a dice. On a roll of 4-5, do 1 damage to the fighter being rolled for. On a roll of 6, do damage to the fighter being rolled for equal to the value of the dice roll used for this ability.
  • Ignited Fervour (Triple, Blazing Lord) Add 1 to the Attacks characteristic of attack actions with Range 3 or less of friendly fighters while they are within 6 inches of this fighter until the end of the battle round.
  • Engulf in Flames (Quad, Inferno Priest) Roll 6 dice against an enemy fighter within 3 inches of this fighter. For each roll of 2 or more, do damage to that fighter equal to half the value of the dice roll for this ability (rounding up). Additionally, for each roll of 6, roll 1 extra dice in the same way, and repeat until you roll no more rolls of 6.
Scions of the Flame full warband

Pros and Cons of the Scions of the Flame

Pros:

+ great variety of damage-dealing abilities
+ many attacks and good critical damage
+ Strong melee leader who can buff the attacks of other fighters
+ 3 Champions with unique abilities and good damage output
+ Long range melee attacks on a lot of fighters

Cons:

– average speed and survivability
– lacks movement abilities
– the only ability all fighters can use is not very useful
– some redundant build options in the kit

Guide for the Scions of Flame.


Beasts of Chaos

Beasts of Chaos is one of the legacy warbands from the Chaos Grand Alliance, you can play almost all miniatures from that range. The Beasts of Chaos represent different races of anthropomorphic animals and monsters united in their hatred against civilization.

They have 26 fighters of which 12 are leaders.

Beastlord

The Beastlord is one of the leader option, a slightly more buffed Gor Foe-Render. He has its own Leader ability, Grisly Trophy that can be activated in the same activation he takes an enemy fighter out of action. adding 1 to the melee attacks of friendly fighters surrounding him.

The Great Bray-Shaman‘s unique Double ability, Devolve, lets you move an enemy fighter closer to your Bray-Shaman, so if the shaman is standing next to your melee Leader or a pack of hard-hitting friendly fighters, this is a cheap way to single out a target you want to take down without getting too many enemy fighters drawn into the melee. He also has a good medium Range attack with a critical damage of 6, which gives him something to do while staying safe behind your battleline.

The Gors are cheap fighters and have different weapon loadouts:

  • The paired Gor-Blades has 3 weak melee attacks and only 3 Toughness, but it does have a nice 5″ move and 10 wounds, which isn’t bad for its points cost.
  • The Gor-Blade and Beastshield has an added point in Toughness and one less melee attack. It is definitely better at surviving than the other Gor, but since the game is generally skewed towards critical damage (which ignores Toughness), it’s not a great upgrade.
  • The Foe-Render is the Gor Leader, and he is a buffed-up version of the Gor with paired Gor-Blades. He has access to the Leader Ability Rip, Gore and Tear! which gives him a bonus move or attack action after killing an enemy fighter once during an activation.

There are two types of Ungors, those focussed on melee are divided in:

  • Armed with Ungor Blade and Half-Shield, that has a terrible melee attack, only 8 wounds, but a Toughness of 4. It is a worse version of the shield-carrying Gor, and as such it is virtually useless.
  • The Leader, the Halfhorn, which has the Leader ability, twice the wounds and a better attack, but which doesn’t really bring anything interesting to the table.
  • Armed with Gnarled Shortspear and Half-Shield that is a much better use of the Ungor kit with a nice 2″ range spear attack with a critical damage of 4, and a Toughness of 4 as well.

The Ungor Raider and its Leader version, the Ungor Raider Halfhorn, together with the Great Bray-Shaman, are the only fighters in the Beasts of Chaos warband with a Ranged attack profile. The basic fighter’s melee attack is as good as the one on a basic Ungor, but it also has 2 3″-15″ range attacks. The Halfhorn has twice the wounds, a better melee profile and the same ranged attack, but it also has the Leader ability which can give you an extra attack action.

The basic Bestigor has three Strength-4 2/4 damage attacks and 12 wounds. It also has access to the Triple ability Bestial Charge, that damages opponents after it completes a Move action. The Bestigor Leader, the Gouge-Horn, has 10 wounds more than the basic version, 1 extra attack and a critical damage of 5. This combined with the Bestial Charge ability and the Leader ability makes the Bestigor Leader another strong contender for your choice of warband leader.

The Dragon Ogors are massive elite units with a Move of 6″, 30 Wounds and 4 Toughness. They top that with an ability to damage an opponent from a considerable distance. They have three weapon profiles:

  • Paired Ancient Weapons with a whopping 5 Strength 4 attacks – if you are close enough to attack twice, that’s a lot of chances for hitting its critical damage of 4!
  • Draconic War-Glaive‘s specialty is its 2″ range attack, which just increases its survivability even more.
  • Draconic Crusher has 3 attacks with a very good critical damage of 6.

The Dragon Ogor Shaggoth is a separate fighter but his stats are really similar to the Dragon Ogor with Draconic Crusher. What he adds to the fray is his ability to heal all other Dragon Ogors around him and of course that he is a leader allowing you to field an entire Dragon Ogor warband if you so wish.

The Bullgors are another elite unit with the ability to heal themself after taking down an enemy (Bloodgorge). There are 3 different types each with their own Leader version:

  • The Bullgor with Bullgor Axes has 30 wounds, 4 Toughness and 4 Strength-5 attacks.
  • The Leader version, the Bloodkine with Paired Bullgor Axes, has 5 more wounds, an extra attack and an extra point of critical damage, but an excessive cost compared to its utility and other leaders.
  • The Bullgor with Bullgor Great Axe has the same base stats and ability as its dual-wielding brother, but it has 2 melee attacks with a critical damage of 6, which is really good. If you can get it into a situation where it can attack twice, you have a shot at doing good damage. Its leader version, the Bloodkine with Bullgor Great Axe is also really good with 3 of those attacks, but with a critical damage of 8.
  • The Bullgor with Bullgor Axe and Bullshield loses attacks (3) to add in Toughness (5) compared to the Paired Bullgor Axes version. Same for its leader version, the Bloodkine with Bullgor Axe and Bullshield that has 2 attacks less than a Bloodkine with Paired Bullgor Axes (3).

The Doombull is precisely the same as a Bloodkine with Bullgor Great Axe, with just one more attack and three more Wounds for little extra cost. It is a nice upgrade if you have the points to spare.

The Centigor, and its Leader version, the Gorehoof, add mobility to the warband with an excellent 10″ Move. But that’s it…

The Cockatrice is a brittle creature you mainly use for its speed and flying movement. It has 30 wounds and a strong melee attack as well. It also has access to Triple ability Petrifying Gaze, which lets you do damage to an enemy based on a dice roll, and then subtract 1 from their Move statistic.

Cockatrice

Abilities for the Beasts of Chaos Warband

  • Brayherd Ambush (Double, Everyone) Only usable in the first battle round: Make a bonus move action for this fighter for as many inches as the value of the dice rolled for this ability.
  • Bloodgorge (Double, Bullgors) If an enemy fighter has been taken down by an attack action by this fighter in the same activation, remove damage points from this fighter.
  • Petrifying Gaze (Triple, Cockatrices) Roll a dice to do damage to an enemy fighter at range, and then reduce their Move statistic for the rest of the battle round.
  • Bestial Charge (Triple, Bestigors) For the rest of this activation, the next time this fighter finishes a move close to an enemy fighter, do damage to one enemy fighter in melee range.
  • Volley of Arrows (Triple, Ungors with bows) Add extra Attacks to this fighter’s ranged attacks for one attack action
  • Bring Down the Storm (Quad, Dragon Ogors) Roll a dice to do damage to one enemy fighter at range.
  • Rip, Gore and Tear! (Double, all Leaders) Make a bonus move or attack action after killing an enemy fighter.
  • Devolve (Double, Great Bray-Shaman) Move an enemy fighter towards the Great Bray-Shaman.
  • Grisly Trophy (Triple, Beastlord) Improve Attacks characteristic of all friendly fighters in an area around the Beastlord after he kills an enemy fighter.
  • Empowering Lightning (Quad, Dragon Ogor Shaggoth) Heal all Dragon Ogors in an area around the Dragon Ogor Shaggoth
The content of the Start Collecting Beasts of Chaos

Pros and Cons of the Beasts of Chaos Warband

Pros:

+ Many options for fielding both elite and horde warbands
+ Fast warband with access to both high damage and ranged damage
+ Good Double abilities
+ Some of the new Leaders improve synergies in the warband

Cons:

– Some redundancy among fighter types
– Many sculpts are old and dated finecast resin

Guide for Beasts of Chaos


Khorne Bloodbound

Khorne Bloodbound is one of the legacy warbands from the Chaos Grand Alliance, in particular the mortal side of Khorne followers. You can play almost all miniatures from that range (the others are available through the Khorne Daemons warband).

Khorne is one of the four Chaos Gods, the one most dedicated to violence: he does not care from whence the blood flows, only that it flows. His mortal followers take this philosophy really seriously, as failure means their skull adorning someone else’s belt.

They have 26 fighters of which 15 are leaders.

Lord of Khorne on Juggernaut
Mighty Lord of Khorne on Juggernaut

The Mighty Lords of Khorne come in two versions: on foot and riding a Juggernaut. Interestingly, despite being the maximum level a Khorne mortal can achieve before demonhood, their special abilities involve their loyal companions instead: Flesh Hound’s Blood-dark Claws represent the attacks of the little dog next to the version on foot, while Murderous Charge represents the impact of the Juggernaut at the end of a move action.

Here follows a list of heroes with no special abilities:

  • The Aspiring Deathbringer has 4 attacks at Strength 4 for 2/4 damage and Toughness 5, comparable to a Mighty Lord.
  • The Exalted Deathbringer with Impaling Spear drops 1 Attack (3) for 2″ range and much more damage (3/6) but lower Toughness (4).
  • The Exalted Deathbringer with Ruinous Axe gets back the Attack lost (4) but loses the 2″ range and 1 damage on critical hit (3/5).
  • The Skullgrinder costs a fortune with his Strength 5 but has only 2 Attacks for 3/6 damage. Toughness 5 and 2″ range guarantee longevity, but seems a bit overpriced for that amount of attacks.

The Slaughterpriests have access to two special abilities. Bloodbind forces an enemy to move towards the them, useful to displace an opponent, while Bloodboil instead allows for area damage. The Slaughterpriest with Bloodbathed Axe has 3 attacks, Wounds 4 and 3/5 damage, while the Slaughterpriest with Wrath-hammer and Hackblade has also a ranged profile with 3″ range.

The icon bearer of Khorne, the Bloodescrator has access to Rage of Khorne, that is an upgraded Lord of Skulls ability adding +1 to melee attacks of all friendly fighters within 16″ range.

The Bloodstoker is used mostly to poke the Khorgorath. Interesting enough, the Flesh Hound don’t have the beast runemark so Whipped to Fury works only on a Khorgorath within 4″ allowing it to perform a bonus attack.

The Mightly Skullcrushers are Khorne heavy cavalry and come with 6″ Movement but Toughness 6 that will make extremely hard putting down these literal Juggernauts. Their special ability is Murderous Charge that does damage on impact at the end of their movement. There’s three flavours: the Skullhunter that is the unit champion working as a leader, and those armed with Ensorcelled Axe or with Bloodglaive, where the axe is the one statistically better.

The Wrathmongers are tough elite warriors with lots of attacks, the Wrathmaster being their leader option. They have access to Blood-fuelled Attack, allowing them for bonus movement and bonus attack with spiced up Strength.

Skullreapers are cheaper than Wrathmongers but share a similar profile: 25 wounds (30 for the leader), Movement and Toughness 4, 4 attacks at Strength 4 for 2/4 damage. The Skullseeker is the Leader option.

The Blood Warriors have different weapon profiles, but they all share Movement 4”, Toughness 4 and 15 Wounds (25 for the Champion):

  • The base weapon is Goreaxe and Gorefist: 3 attacks at Strength 3 for 2/4 damage.
  • Same profile shared by the Chaos Champion, the Leader option (although with 4 attacks at Strength 4).
  • The Goreglaive adds more damage on a critical (2/5).
  • pair of Goreaxes increase the number of attacks (4 instead of 3).

The Bloodreavers are the cheapest fighters in the warband, including the leader, the Chieftain and it shows in a weaker profile with less wounds and Toughness 3. They compensate with greater mobility (5”) and a decent number of attacks for the point cost: 4 attacks at Strength 3 for the Reaver Blades or 3 attacks at Strength 4 for the Meatripper Axe.

The Khorgorath is the most expensive non-leader unit in the warband, with 35 wounds, Toughness 4 and Movement 4” he does not excel in defence, but rather in attack: 3 attacks at Strength 5 for 4/8 damage. He can also get a bonus attack if a Bloodstoker “whip him to frenzy”.

The Flesh Hounds are the only unit available in both Khorne Daemons and mortals, apart from that they distinguish themselves for their 8″ movement.

Flesh Hound

Abilities for the Khorne Bloodbound Warcry Warband

  • Blood for the Blood God (Double, Everyone): If a fighter takes down an enemy in the same activation, it can make a bonus move or bonus attack.
  • Gorefist (Double, Chaos Champion or Blood Warrior with Gorefist): Pick an enemy unit within 1” and roll a dice: on a 3-4 do 1 damage, on 5-6 up to 6 damage.
  • Lashing Bone Tentacles (Double, Khorgorath): Pick an enemy unit within 6” and roll a dice: on a 4-5 do 1 damage, on 6 as much damage as the value of the ability.
  • Whipped to Fury (Double, Bloodstoker): Pick 1 Khorgorath within 4″ and make it perform a bonus attack.
  • Flesh Hound’s Blood-dark Claws (Double, Mighty Lord of Khorne): Allocate a random amount of damage to an engaged enemy.
  • Bloodbind (Double, all Slaughterpriests): Pick an enemy fighter within 8″ and move him towards you up to 6″ as if they were jumping.
  • Lord of Skulls (Triple, all Leaders): If a leader takes down an enemy this activation, add 1 to the melee Attacks of all friendly fighters within 6”.
  • Daemon-forged Weapons (Triple, all Skullreapers): Until the end of the battle round, add up to 3 to the damage characteristic on critical hits for melee weapons.
  • Murderous Charge (Triple, all Mighty Skullcrushers and the Mighty Lord on Juggernaut): At the end of the next move action allocate up to 6 damage to an engaged enemy fighter.
  • Bloodboil (Triple, all Slaughterpriests): Pick an enemy fighter within 8″ and allocate a random amount of damage depending on the value of the ability and dice rolls.
  • Blood-fuelled Assault (Quad, all Wrathmongers): This fighter does a bonus move and then they can make a bonus attack. In addition, add up to 3 to the Strength of melee weapons.
  • Rage of Khorne (Quad, Bloodsecrator): Add 1 to the melee Attacks of all friendly fighters within 16″.
Bloodbound Goreblade Start Collecting box

Pros and Cons of the Khorne Bloodbound

Pros:

+ Many attacks
+ Balanced units

Cons:

– No ranged option
– Average movement

Guide for Khorne Bloodbound


Khorne Daemons

Daemons of Khorne is one of the legacy warbands from the Chaos Grand Alliance, in particular the daemonic side of Khorne followers. You can play almost all miniatures from that range (the others are available through the Khorne Bloodbound warband).

Khorne is one of the four Chaos Gods, the one most dedicated to violence and his daemons represent just that: they can appear anywhere violence and bloodshed is so diffused that reality splits and allows the Blood Legions to invade.

They have 8 fighters of which 4 are leaders.

Skullmaster, Herald of Khorne
Skullmaster, Herald of Khorne

The Heralds of Khorne are the strongest Bloodletters chosen for their ferocity and leading by example. The Skullmaster charges in battle atop a Juggernaut with his ability to do damage on impact at the end of a movement (Murderous Charge).

The Bloodcrushers are the heavy infantry of Khorne Daemons with decent Movement (6”) and resilience (30 Wounds, 35 for the champion and Toughness 4). Khorne Daemons have similar weapon profiles, making it easier to remember: Bloodcrushers have 4 attacks (5 for the champion) at Strength 4 for 2/4 damage (2/5). The unit champion, the Bloodhunter, is also a leader, a bit less pumped than a Skullmaster.

The Flesh Hounds are the real Khorne cavalry with a Movement of 8” and the ability to get in the fray even faster thanks to the ability Hungry for Flesh. They have an identical weapon profile of a Bloodcrusher. The Gore Hound is not a leader but with Burning Roar can do some ranged damage.

As the Skullmaster represents the Bloodcrushers, the Bloodmaster represents the Bloodletters, sharing a similar profile to the Bloodreaper and the same Decapitating Strike ability: add up to 3 to the damage on critical hits of the next melee attack.

The Bloodletters are the cheap infantry of Khorne Daemons, on the squishy side (10 wounds with Toughness 3) but quite cheap considering the amount of attacks (4 at Strength 3 for 1/4 damage). The leader, the Bloodreaper, costs more than double but pumps up its wounds (20) and its weapon profile to be more in line with the other leaders (5 attacks at Strength 4 for 2/4 damage).

Bloodletters and their leader the Bloodreaper

Abilities for the Khorne Daemons Warcry Warband

  • Blood for the Blood God (Double, Everyone): If a fighter takes down an enemy in the same activation, it can make a bonus move or bonus attack.
  • Decapitating Strike (Double, all Bloodletters and the Bloodmaster): Add up to 3 to the damage on critical hits for the next melee attack action.
  • Hungry for Flesh (Double, all Flesh Hounds): Can be used only if there’s at least an enemy within 6”, then this fighter can make a bonus move towards the closest enemy.
  • Locus of Fury (Triple, all Leaders): If a leader takes down an enemy this activation, add 1 to the melee Attacks of all friendly visible fighters within 6” of the leader.
  • Murderous Charge (Triple, all Bloodcrushers and the Skullmaster): At the end of the next move action allocate up to 6 damage to an engaged enemy fighter.
  • Burning Roar (Quad, Gore Hound): Roll up to 6 dice, for each 2+ allocate 2 damage to a single visible enemy within 8”.
Daemons of Khorne Start Collecting box content

Pros and Cons of the Khorne Daemons

Pros:

+ Many attacks
+ Balanced units

Cons:

– Absence of heavy-hitters
– No ranged units
– Not a lot of options

Guide for Khorne Daemons


Nurgle Daemons

Daemons of Nurgle is one of the legacy warbands from the Chaos Grand Alliance, in particular the daemonic side of Nurgle followers. You can play almost all miniatures from that range (the others are available through the Nurgle Rotbringers warband).

Nurgle is the most jovial of the Chaos Gods, always eager to spread his “gifts” to the entire world. And his daemons reflect this side, gathering in Befouled Bands, happy to fester any corner of the realms and distribute the dubious boons under form of diseases and pestilence.

They have 9 fighters of which 5 are leaders.

Spoilpox Scrivener
Spoilpox Scrivener

The Poxbringer is the second highest costed model in Nurgle’s Befouled Bands and partly because he is also the only ranged option available with 2 Attacks that can reach 7″ for 3/6 damage. He is the only leader without special abilities.

The Spoilpox Scrivener has the highest strength in the Befouled (5) but only 2 Attacks (for 3/5 damage). He has however access to many abilities, including Menacing Overseer that increases the number of Attacks for friendly fighters nearby. If you have two leaders (or two activations), you can combine it with Grandfather’s Blessing to add +1 Strength as well.

Sloppity Bilepiper is the fastest leader (just behind the Plague Drones and Nurglings) with 4″ Movement. His special ability however solves the other problem of the warband outside of Strength: Movement! For a Double he can increase of 1″ the Movement of all friendly fighters nearby.

The Plague Drones are the fastest unit in this warband with 6” flying Movement that allows them to reach corners otherwise difficult. High wounds and Toughness (4) will allow them to resist most attacks and, on the other hand, dish out some of their own. The unit champion, the Plaguebringer, is a leader.

The Plaguebearers are cheap units, including the cheapest leader of this warband, the Plagueridden, to be used as sacrificial pawns. Despite this they still have a decent profile but what distinguishes them is their trademark ability: Cloud of Flies. This ability reduces by 1 the number of attacks that targets them.

The Beast of Nurgle is the elite unit of this warband. While missing the Beast rune itself (meaning they can still open doors), it is a bestial unit with 30 wounds, Movement 4”, Toughness 4, 4 attacks at Strength 4 for 2/4 damage.

The Nurglings are an interesting fighter, or to better put it, a swarm of mini fighters. With 30 Wounds but Toughness 3, they can take some punches before being knocked out, but then, for a Quad, you can heal them as much as 12 wounds in a single round.

Nurglings

Abilities for Nurgle Daemons

  • Disgustingly Resilient (Double, Everyone): Roll up to 6 dice and for every 4+ remove an allocated wound to this fighter.
  • Acidic Slime Trail (Double, Beast of Nurgle): Disengage from an enemy and allocate up to 6 damage to him.
  • Venomous Sting (Double, all Plague Drones): Pick a visible enemy fighter within 1” and roll a die: on a 2+ that unit cannot make move or disengage actions until the end of the battle round.
  • Jolly Gutpipes (Double, Sloppity Bilepiper): Add 1″ to the Move of friendly fighters starting within range.
  • Cloud of Flies (Triple, all Plaguebearers): Subtract 1 from the Attacks characteristic (to a minimum of 1) for attacks that target this fighter.
  • Grandfather’s Blessing (Triple, all Leaders): Add 1 to the Strength characteristic of melee weapons for all friendly fighters within range.
  • Menacing Overseer (Triple, Spoilpox Scrivener): Add 1 to the Attack characteristic of melee weapons for all friendly fighters within range.
  • Endless Swarm (Quad, Nurglings): Remove up to 12 wounds from this fighter.
  • Disgusting Sneeze (Quad, Spoilpox Scrivener): Roll up to 6 dice and for each 2+ allocate 2 damage point to a single enemy fighter within 9″.
A Daemons of Nurgle warband (from the old Start Collecting box)

Pros and cons of Nurgle Daemons

+ Well balanced warband

– No ranged options

Guide for Nurgle Daemons


Nurgle Rotbringers

Nurgle Rotbringers is one of the legacy warbands from the Chaos Grand Alliance, in particular the mortal side of Nurgle followers. You can play almost all miniatures from that range (the others are available through the Nurgle Daemons warband).

Nurgle is the most jovial of the Chaos Gods and the Rotbringers are those mortals that embraced his diseases as boons from a benevolent God and are eager to spread further their pestilence.

They have 11 fighters of which 6 are leaders.

Lord of Plagues
Lord of Plagues

The Lord of Plagues is the heavy hitter of the warband with Strength 5 and 3/5 damage. 32 Wounds and Toughness 4 guarantee him some longevity too. He does not have special abilities however and does cost a fifth of the warband.

The Lord of Blight loses 1 in Strength (4) and damage on normal hit (2/5) compared to the Lord of Plagues, but adds Toughness (5) and the special Double Thrice-ripened Death’s Hand for a chance of some random damage.

The Rotbringer Sorcerer excels in debuffs with the ability to damage AND reduce the Toughness of enemy fighters down to 1. In addition he is the only fighter in the warband with a ranged attack profile (up to 7″ range for 3/6 damage).

The Harbinger of Decay is another debuffer. For a Triple he can make a bonus attack and if he scores a critical (on 3 Attacks) he then has a 50% chance to reduce permanently the opponent movement by 1″ for each success.

The Putrid Blightkings represent most of your army: slow but resilient with 3” movement, Toughness 4 and 25 wounds (30 for the leader). They have similar weapon profiles but at least two have a special ability that differentiates it from the others.

  • The Putrid Blightlord is the Leader version, has 4 attacks at Strength 4 for 2/5 damage that makes him a hard nut to crack with a punch back.
  • The Sonorous Tocsin has 2” range attacks and an ability that adds Movement to friendly fighters.
  • The Icon Bearer instead adds Toughness to all friendly fighters in range.
  • The one with Blighted Weapon has the same weapon profile of the Icon Bearer and no special ability
  • The one with Filth-encrusted Shield loses one Attack compared to the Icon Bearer, but increases the Toughness to 5.

The Pusgoyle Blithglords represent the winged side of this warband. With a flying movement of 6” they are also the fastest unit available and 40 Wounds (42 for the Lord of Afflictions) with Toughness 4 makes them extremely resistant. The Lord of Affliction is the most expensive fighter in the warband with a profile of a heavy hitter able to take more than a punch.

Lord of Afflictions with Pusgoyle Blightlord

Abilities for Nurgle Rotbringers

  • Virulent Discharge (Double, Everyone): A chance (on a 4+) to allocate up to 6 damage to an engaged enemy.
  • Venomous Sting (Double, Pusgoyle Blightlord and Lord of Afflictions): Pick a visible enemy fighter within 1” and roll a die: on a 2+ that unit cannot make move or disengage actions until the end of the battle round.
  • Toll the Sonorous Tocsin (Double, Putrid Blightking with Sonorous Tocsin): Add 1 to the Move characteristic of friendly fighters that start the action within 6”.
  • Thrice-ripened Death’s Hand (Double, Lord of Blights): A chance to do some random damage depending on ability value and dice roll (up to 12) to a 6″ away fighter.
  • Stream of Corruption (Double, Rotbringer Sorcerer): A chance (on a 5+) to do up to 6 damage and reduce by 6 the Toughness (to a minimum of 1) of an enemy within 9″.
  • Blighted Icon (Triple, Putrid Blightking Icon Bearer): Add 1 to the Toughness characteristic of friendly fighters within 6”.
  • Grandfather’s Blessing (Triple, Putrid Blightlord): Add 1 to the Strength characteristic of melee weapons for all friendly fighters within 6”.
  • Rotsword Stab (Triple, Harbinger of Decay): Perform a bonus attack and for each critical hit on a 4+ reduce permanently of 1″ the Movement of the opponent fighter.
  • Unnatural Regeneration (Quad, Everyone): Remove up to 12 wounds if the fighter is not engaged.
A group of Blightkings

Pros and cons of Nurgle Rotbringers

+ Elite units
+ Ultra resilient

– Low mobility
– No ranged options

Guide for Nurgle Rotbringers


Skaven

Skaven is one of the legacy warbands from the Chaos Grand Alliance, you can play almost all miniatures from that range.

The Skaven are a race of mutated ratmen, vicious and deceiving often involved in all sorts of treacherous and chaotic activities. For convenience, the list below is split in Clans (the different sub-factions to which each Skaven belongs to) but there is no limitation in Warcry from which clan to build your warband. So feel free to mix at your pleasure.

They have 36 fighters of which 12 are leaders.

Clawlord

Clans Verminus

In Clans Verminus, the Clawlord is your main leader option. He has higher damage output than a Clawleader or a Fangleader (4 Attacks at Strength 4 for 2/5 damage), more Wounds (20) and same Agility (Movement 6″ and Toughness 4) than the rest.

While technically part of the Masterclan, the Grey Seer fits with Verminus quite well providing some ranged attacks up to 7″ range for 3/6 damage that can be further increased with the use of Consuming Warpstone Token. But be careful, as you could increase your damage as much as hurt yourself!

The Clanrats are the most numerous of Clan Verminus foot soldiers and they come in different versions:

  • The Clawleader is the champion and the Leader with a similar profile to the Bringer-of-the-Word but no special ability.
  • The Rusty Blade offers 3 attacks at Strength 3 for damage 1/3.
  • The Rusty Spear has only 2 attacks but at 2” range and for damage 1/4.

The Stormvermin are the elite of the “normal rats”, with an excellent movement (6”), decent wounds (10 or 20 for the leader) and higher than average damage (2/4). Except for the Fangleader they are both armed with Rusty Halberds that provide 2” range, however the Shield increases the Toughness from 4 to 5 losing one attack (2 instead of 3). The Fangleader has 4 attacks at Strength 4 and access to Lead from the Back. Combined with the Stormvermin Hired Bodyguard ability that prevents the Leader from being targeted as long as it stays within 1” from the Stormvermin activated, makes a really close swarm of Stormvermin lethal and the leader more durable.

Plague Priest

Clans Pestilens

The Plague Priest is surprisingly one of the few magic users with no ranged attack but he does have a 2″ range on melee. Despite the appearances he is a decent melee fighter with 4 attacks for 2/4 damage, Toughness 4 and 20 Wounds. His strongest ability however, shared with the Bringer of the Word, is the Quad Recite from the Book of Woes, that prevents the use of any ability within a 3″ radius from him.

The Plague Monks are some of the cheapest units available to the Skaven and present interesting options for you. They are also the base troop for Clans Pestilens.

  • Foetid Blade and Woe-Stave guarantee 2” range, 3 attacks at Strength 3 and damage 1/5.
  • A pair of Foetid Blades have more attacks (4) but less range (1”) and damage (1/4).
  • The leader, the Bringer of the Word, the model armed with a book, compares with the Plague Priest: for less points the combat profile is similar decreasing only the range (1″) and the Wounds (16).

The Plague Censer Bearers are the “elite” fighters of Clans Pestilens. They have more consistent damage (2/4) than a Plague Monk, higher Strength (4) and the 2″ range that guarantees survivability on a 8 wounds fighter with Toughness 3. On top of that for a Triple, they can fumigate nearby fighters for up to 3 damage (on a 3+).

Master Moulder

Clans Moulder

Master Moulder is an upgraded version of a Packmaster with more damage both on melee (2/4) and on ranged attacks (1/3 on 3″). Apart the traditional abilities to run away or improve the attacks of nearby units, Master Moulders and Packmaster can prompt a nearby Beast to perform a bonus attack (Crack the Whip).

The Packmasters are useful to boost Rat Ogors or Giant Rats and Giant Rats are one of the cheapest unit in the entire game(!).

Rat Ogors have attacks at Strength 4 for 4/8 damage in melee, however the simple Rat Ogor has 4 of those, while the Rat Ogor with Warpfire Gun only 2. To compensate the latter can shoot up to 8″ away with the other 2 attacks at Strength 5 for 6-8 damage.

The Packmaster is there to “Crack the Whip”, helping the Master Moulder to keep the beasts in line by giving them a bonus attack action. See above for details.

The Giant Rats are one of the cheapest and squishiest unit in the game (4 wounds at Toughness 2) but they come in numbers.

The Stormfiends are the most expensive Skaven unit and also some of the biggest hitters of the entire game. They are technically both Moulder and Skryre. You have many weapon options roughly divided in 3 melee options and 3 ranged options. The 3 ranged being:

  • The Warpfire Projector is the one with the shortest range (3-8”) but greatest Strength (5 in 2 attacks) and damage (3/6).
  • The Ratling Cannon increases range (3-10”), attacks (4 at Strength 4) and loses a bit of damage (2/4).
  • The Windlauncher has an impressive 3-20” range, less attacks (2 at Strength 4) and same damage as the Ratling.

The 3 melee options can really do some damage, some of the best in the game:

  • Grinderfists provide 4 attacks at Strength 5 for 4/8 damage.
  • If you need more attacks for the same damage the Doomflayer Gauntlets provide 5 attacks at Strength 4.
  • Finally, the Shock Gauntlets have “only” 4 attacks at Strength 4 but 4/10 damage! A lucky dice throw can do from 16 to 40 damage in a single action.
Arch-Warlock

Clans Skryre

The Warlocks are the leaders of the Clans Skryre specialized in use of warpstone in their machines. All Clans Skryre have access to Expand Warpstone Spark Canister, that for a Quad allows an extra attack with increased damage. The Arch-Warlock is a more melee focussed fighter, with 3 attacks at Strength 5 for 2/4 damage. 20 Wounds at Toughness 4 do not guarantee him survival however if he is not quick to get rid of nuisances.

The Warlock Bombardier has 2 weapon profiles, with the melee being forgettable but the ranged attack hitting up to 15″ away for 2/4 damage at Strength 4.

The Warlock Engineer reduces the range (8″), Strength (3) and damage (1/4) but he is also cheaper and a better melee fighter with 2/4 damage on Strength 3.

Skryre Acolytes are the basic infantry of Clans Skryre and one of their cheapest units. However their maximum efficiency is in their single ranged attack for 3/6 damage.

The Warplock Jezzails long “rifles” have a single shot up to 20″ range for 4/10 damage!

The Doom-Flayer is a real melee fighter with 5 Attacks at Strength 5 for 2/4 damage. For some reason it counts as a Mounted unit but with 7″ Movement and 18 Wounds is a veritable good combatant.

The Warp-Grinder is another melee machine, cheaper than the Doom-Flayer, but less attacks for more damage (3 for 2/5). Toughness also goes down to 3 and Wounds to 12 making it less survivable.

Finally the Warpfire Thrower is the ranged machine, with 8″ range for 1/4 damage. The rest of the profile is similar to the Warp-Grinder.

Eshin Deathmaster

Clans Eshin

The proud leader of an Eshin Scurrypack is the Deathmaster, also the most expensive leader available for Skaven. Equally able in ranged and melee attacks, his special ability, Running Death, allows him a bonus move or disengage action and +1 to critical hit damage.

Night Runners are the expendable units of Eshin Scurrypacks of which the Nightleader is the Leader option. A Nightleader is a cheaper and weaker version of a Deathmaster. The Night Runners instead are better used to poke enemies from distance with their 8″ attack at 1/2 damage.

The Gutter Runner is an upgraded Night Runner with better ranged damage (1/3), more melee attacks (4), damage (1/4) and more wounds (10).

The amazing stormfiends ready to conquer the eightpoints in warcry
Stormfiends

Abilities for the Skaven Warcry Warband

  • Scurry Away (Double, Everyone except all Stormvermins, all Stormfiends, all Rat Ogors, Warplock Jezzail, Warpfire Thrower, Warp-grinder and Doom-Flayer): Enables a bonus disengage move on a 4+.
  • Crack the Whip (Double, Packmaster and Master Moulder): Pick a visible fighter with the Beast runemark (Rat Ogor or Giant Rat, but also the Thralls Razorgor or Chaos Warhound) to make a bonus attack action.
  • Hired Bodyguard (Double, Stormvermin but not the leader): Until the end of the battle round friendly Leaders within 1” of this fighter cannot be targeted.
  • Consume Warpstone Token (Double, Grey Seer): A chance to power up the damage on ranged attacks (or self-inflict damage).
  • Warp Lightning (Double, all Warlocks): Damage up to 6 enemies in a chain for 1 Wound each.
  • Flesh-mend (Double, Master Moulder): Heal up to 3 Wounds to a nearby fighter with the Beast runemark (Rat Ogor or Giant Rat, but also the Thralls Razorgor or Chaos Warhound).
  • Crushing Charge (Triple, all Stormfiends and Rat Ogors): Damage a nearby enemy at the end of the next Move action.
  • Poisonous Fumes (Triple, Plague Censer Bearer): Chance to damage up to 3 Wounds to nearby enemies.
  • Running Death (Triple, Deathmaster and Nightleader): Perform a bonus Move or Disengage action and add +1 to your damage on critical hits.
  • Lead from the Back (Triple, all Leaders): Add up to +3 to the melee Attack characteristic of nearby friendly fighters.
  • Recite from the Book of Woes (Quad, Plague Priest and Bringer-of-the-Word): Until the end of the battle round enemies cannot use abilities while within 3” of this fighter.
  • Expend Warpstone Spark Canister (Quad, all Warlocks, Skryre Acolyte, Warplock Jezzail, Warpfire Thrower, Warp-grinder and Doom-Flayer): Perform a bonus attack adding up to +3 to the damage.
Rat Ogors, Giant Rats and Packmasters

Pros and Cons of the Skaven

Pros:

+ High mobility
+ Horde abilities
+ Strong elite units
+Ton of options

Cons:

– Fragile leaders and no impressive special abilities

Guide for Skaven


Slaanesh Daemons

Daemons of Slaanesh is one of the legacy warbands from the Chaos Grand Alliance, in particular the daemonic side of Slaanesh followers. You can play almost all miniatures from that range (the others are available through the Slaanesh Sybarites warband).

Slaanesh is the Chaos God of excess, and while he has been imprisoned for centuries, portions of his essence transpire to the Mortal Realms in form of daemons. What they search depends on who is leading the warband of Soulfeasters: freeing Slaanesh, replacing him or just going about…

They have 12 fighters of which 7 are leaders.

Infernal Enrapturess
Infernal Enrapturess

The Contorted Epitome is an essential piece in your warband able to pick an enemy fighter and force him to skip his activation for a round. As all Slaanesh leaders, the Epitome, can also increase the Strength of nearby fighters by 1 (Locus of Excruciation) greatly increasing the efficacy of this warband in melee as they have lots of Attacks but low Strength.

The Infernal Enrapturess can reduce by 1 (to a minimum of 1) the number of attacks of all enemies nearby compensating the overall fragility of the Soulfeasters. She has also a ranged attack with 12″ range, 3 Attacks and 1/4 damage.

The Viceleader has the same ranged attacks of the Epitome and only 1 attack less in melee (5) becoming herself a prime choice for the Locus of Excruciation that brings her Strength to 4. Her special ability allows to increase her damage by 1 combining well with the Locus.

The Hellstriders are the “heavy” cavalry of the Soulfeasters. With Toughness 4 they are the most resistant in the warband, combined with the 20 wounds (30 for the Hellreaver) and the 2” weapon range. They have 3 weapon profiles: the Hellreaver, the leader of the unit, has 4 attacks at Strength 4 for 2/4 damage. The Hellstrider with Claw-Spear 3 attacks at Strength 3 for 1/4 damage, while the one equipped with Hellscourge increases his range to 3” for 4 attacks at Strength 3 and damage 1/3. They are also available in a Slaanesh Sybarite warband.

The Fiends represent the elite of this warband. They have only 8” movement but they can go past archways and doors. The low Toughness (3) is compensated by the high wounds. Their weapon profile is in line with the rest of the warband: 4 attacks at Strength 3 for 1/4 damage. The Blissbringer (the leader of this unit) adds 1 to Attack (5) and damage (2/4). The Fiends specialize in blocking their adversaries preventing any move or disengage action of an engaged enemy.

The Seekers represent the light cavalry of the Soulfeasters. They have a similar profile to the Hellstriders only dropping Toughness to 3. Their weapon profile is a bit more efficient although, with 4 attacks at Strength 3 for 1/4 damage. The Heartseeker, the leader, adds 1 to the Attack (5) and 1 to the normal damage (2/4). Both can increase their damage by 1 with the use of a Double.

The Daemonettes are the cheapest unit of this warband, allowing to field several and point on numbers to take down your enemies. They are relatively fast to be infantry troops (5”), with low Toughness (3) and average wounds. Their unit champion, the Allurer, is also a leader.

Fiends of Slaanesh

Abilities for the Daemons of Slaanesh

  1. Lithe and Swift (Double, Everyone): Add up to 3″ to the next move action.
  2. Sadistic Killers (Double, all Seekers and Daemonettes plus the Viceleader): Add 1 to the damage of hits and critical hits for melee attack actions.
  3. Crushing Grip (Double, all Fiends): Roll a die for an enemy fighter within 1”, on a 2+ that enemy cannot move or disengage until the end of the battle round.
  4. Discordant Disruption (Double, Infernal Enrapturess): Subtract 1 (to a minimum of 1) to attacks made within 6″ of this model.
  5. Impaling Strike (Triple, Hellreader and Hellstrider with Claw-Spear): At the end of the next move action allocate up to 6 damage to an engaged enemy.
  6. Locus of Excruciation (Triple, all Leaders): Add 1 to the Strength characteristic of melee weapons for all friendly fighters within 6”.
  7. Mirror of Absorption (Triple, The Contorted Epitome): Prevent the activation of one enemy model for one battle round.
  8. Deadly Venom (Quad, all Fiends): Add up to 3 to the damage on critical hits. In addition, after each attack action roll a die and on a 5+ the target fighter cannot move or disengage until the end of the battle round.
The content of a Start Collecting Daemons of Slaanesh

Pros and cons of the Daemons of Slaanesh

+ Many attacks
+ High mobility
+ Some powerful abilities

– Low Toughness
– Limited ranged options

Guide for Slaanesh Daemons


Slaanesh Sybarites

Slaanesh Sybarites are one of the legacy warbands from the Chaos Grand Alliance, in particular the mortal side of Slaanesh followers. You can play almost all miniatures from that range (the others are available through the Slaanesh Daemons warband).

Slaanesh is the Chaos God of pleasure and obsession and his mortal followers are called Sybarites, each representing a particular trait brought to the excess.

They have 19 fighters of which 9 are leaders.

Shardspeaker

The Shardspeaker is the wizard of Slaanesh Sybarites and a capable leader with an average ranged attack (7″ range, 3/6 damage at Strength 3) and a much more modest melee profile. Where she excels is her Triple: Tendrils of Unnatural Smoke, that reduces by 1 the Attack characteristic of all enemy combatants within 6″, for an impressive defensive ability.

The Lord of Pain is the proper leader of the Dark Revellers, the name of Sybarite warbands. 25 Wounds on Toughness 4 make him an average fighter for survivability, while his weapon profile is tough: 4 Attacks at Strength 5 for 3/5 damage with 2″ range. But his main trait is the ability to increase the Strength of nearby friendly fighters (Paragon of Depravity).

The Hellstriders are the “heavy” cavalry of the Sybarites. With Toughness 4, they are some of the most resistant in the warband, combined with the 20 wounds (30 for the Hellreaver) and the 2” weapon range. They have 3 weapon profiles: the Hellreaver, the leader of the unit, has 4 attacks at Strength 4 for 2/4 damage. The Hellstrider with Claw-Spear 3 attacks at Strength 3 for 1/4 damage, while the one equipped with Hellscourge increases his range to 3” for 4 attacks at Strength 3 and damage 1/3. They are also available in a Slaanesh Daemons warband.

The Slaangors are the heavy hitters of the Dark Revellers. High wounds, average Toughness (4) and good movement (6″) makes them a versatile unit. A Slake-Horn, the unit Leader, has 4 attacks at Strength 4 for 3/5 damage, while the Fiendblood loses only 1 damage on normal hit (2/5).

The Slickblade are the newest cavalry for Slaanesh, melee oriented. While they have a similar profile as the Hellstriders, there are few differences. A Hunter-Seeker costs a bit more, has 5 Wounds more (total of 35) but less Strength. The Seeker compares with the Hellstrider with Claw-Spear, but with more damage on normal hit (2/4 instead of 1/4), 5 more Wounds at a much higher cost.

Where the Slickblade are the melee focussed cavalry, the Blissbarb are the ranged cavalry. They have same Movement (10″), mounted runemark and similar Wounds but go down to Toughness 3 making them vulnerable in melee. They should however avoid it and instead use their 15″ range attacks at Strength 3 for 1/3 damage. The High Tempter is the unit Leader.

The Myrmidesh Painbringers are the tankiest unit Slaanesh has ever seen. With Toughness 5 and decent wounds they represent the objective holders, the guys that “can get the job done”. In melee they also have a good profile with 4 Attacks at Strength 4 (Strength 3 for the Painbringer) for 2/4 damage. The damage can be further increased by 1 by using their special ability Dance of the Wailing Blade. The Myrmidesh Painmaster is a good all-round leader with more durability than a Lord of Pain, but less synergistic.

Where the Myrmidesh excel in defence, the Symbaresh excel in offense.

  • The leader, the Egopomp, has 2″ range on 4 Attacks at Strength 5 for 2/4 damage making him an excellent war machine for his cost.
  • The Merciless Blades have 4 Attacks at Strength 4
  • The Sinful Cleaver has 3 Attacks but Strength 5
  • The Excruciator Slash increases the range to 3″, loses a bit of Strength (3) and damage (1/4) but he is also the cheapest option.

The Blissbarb Archer are the cheapest units of the Dark Revellers. Even the Blissbarb Archer High Tempter is one of the cheapest leaders around. The weapon profile is identical to the Blissbarb Seekers, including the High Tempter, making the only difference between the two units the lower Wounds, Movement (5″ instead of 10″) and the fact not being Mounted they can go anywhere they please.

Myrmidesh Painbringers

Abilities for the Hedonites of Slaanesh

  • Unrivalled Velocity (Double, Everyone): Add up to 3″ to the next Move action.
  • Violence and Excess (Double, all Leaders): After taking down an enemy you can perform a bonus move or attack.
  • Dance of the Wailing Blade (Double, all Myrmidesh Painbringers): Add 1 to the damage inflicted this round by hits or critical hits.
  • Slaves to Impulse (Double, all Slaangors): Perform a bonus move towards the closest enemy as long as it was maximum 6″ away.
  • Impaling Strike (Triple, Hellreaver, Hellstrider with Claw-Spear and all Slickblade Seekers): Up to 6 damage to an engaged enemy at the end of the next Move action.
  • Volley of Tearing Blades (Triple, all Blissbarb Archers and Blissbarb Seekers): Add up to +3 Attacks to the next ranged attack action.
  • Tendrils of Unnatural Smoke (Triple, Shardspeaker): Reduce by 1 (to a minimum of 1) the enemy Attacks within 6″ of this fighter.
  • Paragon of Depravity (Triple, Lord of Pain): Add up to 6 to the Strength of melee attacks of friendly fighters within range.
  • Ego-driven Excess (Quad, Symbaresh Twinsouls): Perform a bonus move or a bonus attack. Perform another bonus move or attack every time this fighter takes down an enemy.
Warcry Slaanesh Sybarites box content

Pros and cons of the Slaanesh Sybarites

+ Many attacks
+ Good mobility
+ High versatility

– No game changer abilities
– Not many synergies

Guide for Slaanesh Sybarites


Slaves to Darkness

Slaves to Darkness is one of the legacy warbands from the Chaos Grand Alliance, you can play almost all miniatures from that range, except of course the original Warcry warbands.

The Slaves to Darkness represent all chaotic warriors that have not pledged their allegiance to a specific God yet, all those starting their Path to Glory, trying to get the attention of one God and receive their boons ascending to daemonhood.

They have 25 fighters of which 13 are leaders.

Varanguard

The Chaos Lord on Daemonic Mount can be used to buff movement of friendly mounted fighters nearby making fast units even faster. His weapon profile is similar to a Doom Knight but with shorter range.

The Chaos Lord on Karkadrak is a stronger but slower version of the lord above. 38 Wounds will ensure he lasts long, accompanied by 4 Attacks at 2″ range.

The Varanguard is a killer leader, thanks also to Relentless Killers, an ability that increases his attacks.

The Darkoath Chieftain is an improved version of the Marauder Chieftain with an ability that buffs his damage output. This means that opportunely buffed he has a greater damage output than the Varanguard at a fraction of the cost.

The Chaos Sorcerer Lord‘s survivability is very low with a Toughness of 3 and 20 wounds, but he can shoot at a distance, fight tolerably in melee, and he has access to the ability Daemonic Power, which lets you buff the Strength and Attacks characteristic of the next melee attack action another friendly fighter makes.

The unmounted Chaos Lord is a very good melee fighter with 5 strong Attacks with a Range of 2″, but the best thing about him is his access to the ability Spurred by the Gods, which lets him boost Attacks of friendly fighters close to him for the rest of the battle round.

The Exalted Hero of Chaos is not a bad Leader at all, but the Chaos Lord is a better fighter and the Darkoath Warqueen is an even cheaper option if you just want access to the ability Spurred by the Gods.

The best thing of the Darkoath Warqueen is the access to the ability Spurred by the Gods, since her 3 Attacks is the lowest along Slaves to Darkness leaders.

The Chaos Marauder with Barbarian Flail is a lot like other very cheap fighters in Warcry with a 4″ Move, a low Toughness, 10 Wounds and 3 attacks at Strength 3 but with an amazing 3″ range. The Chaos Marauder with Barbarian Axe and Darkwood Shield is similar to the other Marauder, but the shield gives an extra point in Toughness at the cost of a forgettable melee profile. The Marauder Chieftain, the unit champion, is a Leader with 20 Wounds, 4 Toughness, 4 attacks and a good damage profile of 2/5 damage.

Chaos Warriors have a variety of weapon options, some available in the new kit and some upgrades to the old kit.

  • The Chaos Hand Weapons has a high Toughness of 5 and a good melee weapons profile with 4 attacks and a critical damage of 4.
  • The Chaos Hand Weapon and Chaos Runeshield increases the Toughness further to 6 and adds a damaging ability at the price of 1 attack.
  • The Chaos Halberd and Runeshield further reduces the attacks but keeps Toughness 6 and introduces a 2″ range weapon.
  • The Chaos Greatblade is the most expensive of the warriors because of his high damage (3/5).
  • Their unit leader, the Aspiring Champion, is a Leader with Toughness 5, 25 Wounds and 5 attacks with a critical damage of 5. Chaos Warrior’s high Toughness makes them slightly overpriced.

The Chaos Chosen has one of those melee profiles where high Strength (5) actually matters: 4 attacks with a damage of 2/5, increasing chances to actually hit. But also, when killing an enemy, he can use the ability Lead the Slaughter to increase the Attacks characteristic of every friendly fighter nearby. The Exalted Champion is the Leader option, with access to the leader abilities and Lead the Slaughter.

There are 3 different Chaos Marauder Horsemen fighter types, plus a Leader version. What they all have in common is the Mount Runemark, which means that they can’t climb terrain and that they have access to the ability Trampling Hooves, that damages a nearby unit after a move. The Barbarian Axe and Darkwood and the Barbarian Flail have the same weapon profile of the basic marauder with the same weapon, while the Marauder Javelin and Darkwood Shield allow 2″ range and an ability for ranged damage. Their leader, the Horsemaster, has 10 extra Wounds and a better melee profile (3 attacks, a critical damage of 5) but can’t compete with more melee-oriented leaders of this warband.

The Chaos Knights are mounted versions of the equivalent Chaos Warrior, armed with Cursed Lance and Chaos Runeshield or Ensorcelled Weapon and Chaos Runeshield. The Doom Knight was the go-to option for mounted warbands, but the Chaos Lord on Deamonic Mount or Karkadrak are better options.

Brand-new Chaos Warriors

Abilities for the Slaves to Darkness Warband

  • Imbued with Dark Power (Double, Everyone) Improve the Strength characteristic of this fighter’s attack actions for the rest of this activation.
  • Throw Javelin (Double, Chaos Marauder Horseman with Marauder Javelin and Darkwood Shield) Roll a dice to do damage to an enemy fighter at range.
  • Shield Ram (Double, Chaos Marauder with Barbarian Axe and Darkwood Shield, Chaos Warrior with Chaos Hand Weapon and Chaos Runeshield) Do damage to an enemy fighter, depending on a dice roll, the next time this activation this fighter ends a move action close to an enemy fighter.
  • Trampling Hooves (Triple, All Chaos Marauder Horsemen) Do damage to an enemy fighter the next time this fighter end a move action close to an enemy fighter.
  • Lead the Slaughter (Quad, All Chaos Chosen) If the Chaos Chosen takes an enemy fighter out of action with an attack action, improve the Attacks characteristic of all friendly fighters in an area around the Chosen for the rest of the battle round.
  • Daemonic Power (Double, Chaos Sorcerer Lord) Improve the Strength and Attacks characteristic of the next attack action of a friendly fighter.
  • Relentless Killers (Double, Varanguard) Improve the Attacks characteristic (depending on the dice roll used for the ability) of the next melee attack action made by the Varanguard.
  • Spurred by the Gods (Triple, Chaos Lord, Exalted Hero of Chaos, Darkoath Warqueen) Improve the Attacks characteristic of all friendly fighters for the rest of the battle round while they are close to this fighter.
  • Knights of Chaos (Triple, Chaos Lord on Karkadrak, Chaos Lord on Daemonic Mount) Improve the Move characteristic of of friendly mounted fighters who start their activation close to this fighter.
  • Champion of Darkness (Triple, all Leaders) If this fighter takes an enemy fighter out of action, use this ability to make a bonus move action and then a bonus attack action.
  • Deathblow (Quad, Darkoath Chieftain) Improve the value of normal and critical damage for the next melee attack action made by the Darkoath Chieftain.
Newest Slaves to Darkness Start Collecting box

Pros and Cons of the Slaves to Darkness Warband

Pros:

+ Many options for attacks with more than 1″ range.
+ Strong Attacks-boosting abilities.
+ Chaos Marauder Horsemen are fast and durable objective and treasure grabbers.
+ Strong melee Leaders suitable for the new hero role.

Cons:

– Availability of some of the models and the incompatibility of fighter types and recent sculpts.
– Expensive Chaos Warriors because of high Toughness.
– Low standard damage not helped by universal Strength buff ability.

Guide for Slaves to Darkness


Tzeentch Arcanites

Tzeentch Arcanites is one of the legacy warbands from the Chaos Grand Alliance, in particular the mortal side of Tzeentch followers. You can play almost all miniatures from that range (the others are available through the Tzeentch Daemons warband).

Tzeentch is the Chaos God of change and there’s plenty of cults hidden in all cities of the mortal realms venerating the Changer of Ways. They are the Arcanites, the mortal followers of the Architects of Fate.

They have 25 fighters of which 13 are leaders.

Magister on Disc of Tzeentch
Magister on Disc of Tzeentch

The Magisters of Tzeentch are powerful wizards on their own. Their ranged profile is the same across many leaders of this warband: 3-10″ range, 2 Attacks, Strength 3 and 3/6 damage. Strength can be further upgraded with Locus of Sorcery. The Magister on Disc of Tzeentch has a slightly better melee profile, greater movement (10″) and Toughness (4) than the normal Magister.

The Tzaangor Shaman is identical to the Magister on Disc, except he is… a little more birdy… and expensive…

The Ogroid Thaumaturge is a bestial wizard, in the true sense of the word. With a similar ranged profile to the other leaders, he distinguishes himself in melee with Strength 5 for 2/5 damage.

The Gaunt Summoners have identical profile to the Magisters but they have access to Warptongue Blade, an ability that can do some damage on an engaged enemy. The one on Disc of Tzeentch can fly.

The Curseling, Eye of Tzeentch is another example that starts from the Magister profile and then improves: Toughness 5 (highest in the warband) and 2/5 as damage.

The Fatemaster is one of the few leaders without ranged attack. His weapon profile is similar to the Curseling with the increased damage (2/5) but with the nice addition of the 2″ range that compensates with his lower Toughness (4) and Wounds (25). He can also fly 10″. Complements his profile the best supporting ability available to the Tzeentch Arcanite: Lord of Fate that allows to add 1 melee attack to all nearby fighters.

Of the elite Tzaangors, the Skyfires are the most expensive and the one with the longest range, up to 20”. Their bows have Strength 4 and damage 2/5 making them hard hitters. Their melee attack is also above average, with 4 attacks at Strength 4 and damage 2/4. Their special ability, Guided by the Future, can increase the damage but only against opponents that have not activated yet. The Aviarch is the unit Leader and an extremely versatile option.

The Tzaangor Enlightened are the other half of the Skyfire box and can come in 2 variants: flying on a Disc of Tzeentch 10” or on foot for 5” Movement. They have only one weapon profile with range 2” and 4 attacks (5 both Aviarchs) at Strength 4 for 2/4 damage. Their special ability allows them to increase their damage against opponents that have already activated that turn.

The Tzaangors are the tough infantry of the Arcanites and come in different shapes and tastes.

  • The Twistbray is the leader option, and as the Aviarchs, he has access to Master of Destiny and not much else.
  • The Savage Greatblade can do more damage on a critical (2/5) but loses 1 in Toughness (3).
  • Same resistance also for the Mutant that has however 4 attacks at Strength 3 for damage 1/4.
  • Blade and Shield trades Toughness for number of attacks: 2 attacks at Strength 3 but Toughness 4.
  • And a pair of Blades has 3 attacks, same strength as above but Toughness 3.

The Acolytes have a 10” range for 2 attacks (3 for the Adept) at Strength 3 and damage 1/3. They also have different loadouts available and that includes a leader:

  • The Kairic Adept, that does not offer anything new outside of being the cheapest leader.
  • The Acolyte with Cursed Glaive hits at 2” range for 4 damage on critical hit.
  • The Acolyte with Cursed Blade loses 1” range and 1 damage on critical (1/3) to his melee attack but adds one more attack.
  • The Paired Cursed Blades trade Toughness (3) with more Attacks (4 with 1/3 damage).
  • Where things get interesting is with the Scroll of Dark Arts with the sorcerous bolt becoming 4 attacks at strength 4 for damage 2/4.
  • The previously cheapest unit of the warband is the one armed with Vulcarch. The bird allows him to prevent an enemy unit from disengaging.
Kairic Acolyte with Scroll. Image kindly provided by Technasma (link to Instagram and Website)

Abilities for the Tzeentch Arcanites Warcry Warband

  • Uttered Words of Arcane Power (Double, Everyone): Add 1 to Attack and Strength of the next melee attack.
  • Vulcharc (Double, Acolyte with Vulcarch): Pick an enemy fighter within 20” of this fighter, until the end of the battle round it cannot disengage.
  • Vicious Beak (Double, Tzaangor Mutant): A change to do up to 6 damage on an engaged enemy.
  • Locus of Sorcery (Double, all Leaders): Add up to 3 to the Strength of the next ranged attack action.
  • Brutal Rage (Double, Ogroid Thaumaturge): If at least 15 Wounds have been allocated to this fighter, add +1 Attack permanently for melee attacks.
  • Guided by the Past (Triple, all Tzaangors Enlightened): Add up to 3 to the damage of hits and critical hits for the next melee attack action targeting an enemy fighter that already activated this battle round.
  • Master of Destiny (Triple, all Leaders): Add the value of this ability (to a maximum of 6) to any ability used by a fighter within 12” of the leader.
  • Warptongue Blade (Triple, both Gaunt Summoners): A chance to do some damage depending on the value of the ability and dice roll on an engaged enemy.
  • Lord of Fate (Triple, Fatemaster): Increase by 1 the melee attacks of friendly fighters within 9″.
  • Guided by the Future (Quad, Tzaangors Skyfires): Add up to 3 to the damage of hits and critical hits for the next attack action targeting an enemy fighter that did not activate this battle round.
Tzaangor Skyfire. Image kindly provided by Technasma (link to Instagram and Website)

Pros and Cons of the Tzeentch Arcanites Warband

Pros:

+ Good ranged options
+ Versatile with high mobility 

Cons:

– No heavy hitters
– No powerful ability

Guide for Tzeentch Arcanites


Tzeentch Daemons

Daemons of Tzeentch is one of the legacy warbands from the Chaos Grand Alliance, in particular the daemonic side of Tzeentch followers. You can play almost all miniatures from that range (the others are available through the Tzeentch Arcanites warband).

Tzeentch is the Chaos God of change, sitting from his citadel, the Crystal Labyrinth, he sends forth his hordes of daemons. From horrors shooting sorcerous bolts to flock of screamers, they all have one thing in common: they are extremely whimsical and ready to betray even each other if opportunity arises.

They have 10 fighters of which 4 are leaders.

Fluxmaster, Herald of Tzeentch
Fluxmaster, Herald of Tzeentch

The Heralds of Tzeentch have identical weapon profile with a ranged attack up to 10″ range, Strength 3 but 3/6 damage that can be pumped up to Strength 6 using the Locus of Sorcery. The Fluxmaster can fly and use Blue Fire for some random ranged damage. The Changecaster has a lower movement, does not fly but has the potential to do more ranged damage with his ability.

The Flamers of Tzeentch represent two different models that can also be purchased separately. The leader of the unit of Flamers of Tzeentch is called Pyrocaster, while the Exalted Flamer can be found also riding a Burning Chariot (although in this version is not usable in Warcry). All Flamers share the same ability: Capricious Warpflame that can do up to 6 damage to any enemy fighter within 3”. The Flamer is the only non-leader option of a group with a similar profile but one less attack.

The Screamers of Tzeentch are another flying unit with an impressive movement of 12”. Their main ability, Latching Bite, allows them to improve their Strength characteristic (from 4 to a potential 10).

The Horrors of Tzeentch are the most unusual of the Warcry fighters and are very thematic. Pink and Iridescent Horror have access to the Split ability that allows to replace that fighter with 2 Blue Horrors, while the Blues can be replaced with a Brimstone Horror. As most fighters in the warband, the Horrors have a ranged attack with 3-10” range at Strength 3 with decreasing damage depending on the Horror, and a melee attack at Strength 3 following the same trend. The Iridescent is the Leader option.

Horrors of Tzeentch for the Daemons of Tzeentch Warcry Warband
Pink Horrors led by an Iridescent Horror

Abilities for the Tzeentch Daemons Warcry Warband

  • Locus of Sorcery (Double, Everyone): Add up to 3 to the Strength of the next ranged attack action.
  • Split (Double, Iridescent and Pink Horror): As long as the fighter is injured, can be replaced by two other Blue Horrors to be placed within 3” of the original miniature.
  • Split Again (Double, Blue Horror): As long as the fighter is injured, can be replaced by one Brimstone Horror to be placed within 3” of the original miniature.
  • Blue Fire (Double, Fluxmaster): A chance to do some damage depending on the value of the ability and dice roll on an enemy 9″ away.
  • Latching Bite (Triple, Screamer): Add up to 6 to the Strength characteristic for the next attack action. This fighter cannot move or disengage afterwards.
  • Master of Destiny (Triple, Pyrocaster, Iridescent Horror): Add the value of this ability (to a maximum of 6) to any ability used by a fighter within 12” of the leader.
  • Pink Fire (Triple, Changecaster): A chance to allocate up to 9 damage to an enemy 9″ away.
  • Capricious Warpflame (Quad, Pyrocaster, Flamer and Exalted Flamer): Allocate up to 6 damage to all close enemy fighters.
The content of a Start Collecting Daemons of Tzeentch

Pros and Cons of the Tzeentch Daemons Warband

Pros:

+ Decent ranged options
+ Ability to multiply fighters

Cons:

– No heavy hitters
– Fragile
– Can be hard to play for beginners

Guide for Tzeentch Daemons


Tarantulos Brood

The Tarantulos Brood were first released in the Warcry: Red Harvest box set. They worship a representation of Chaos called the Eightfold Watcher, and as such they venerate the eight-legged and eight-eyed spiders that they can control and whose tainted blood they use to induce multiple mutations on themselves.

They have 7 fighters of which 1 is a leader.

Broodmaster

The Broodmaster is the only leader option available to this warband. His 6 arms allow him a greater speed (6″) and more Attacks (6 at Strength 4 for 2/4 damage). He is however squishy with Toughness 4 (quite average) and 18 Wounds (slightly below a Leader average). He has access to 3 abilities, of those noteworthy Scuttling Symbiosis that allows a nearby Spider Swarm to move or attack and Creeping Summons that allows to resurrect Spider Swarms.

The Doomweaver is the elite fighter of your warband and comes with 2 weapon profiles:

  • The Trident allows for 2″ range, 3 Attacks at Strength 4 for 2/4 damage, while the Net allows the use of Silken Strangle-nets that can prevent move or disengage actions to a nearby enemy.
  • The Flail has 3″ range, 3 Attacks at Strength 3 for 1/4 damage, while the Goad has only 1″ range, same Attacks but greater Strength and damage (4 for 2/4 damage).

The Broodkin are the basic fighters of this warband and have 3 different profiles:

  • The Broodin with Scythe and Spider Claw has two different weapon profiles: a Scythe for increased range (2″) but less attack potential (Strength 3 on 1/4 damage) and the Spider Claw for less range but more attack potential (Strength 4 for 1/5 damage).
  • The Sai is an improved Scythe (3 Attacks at Strength 4 for 1/4 damage) but closer range (1″).
  • While the normal Broodkin increases the Attack to 4 but loses in Strength (3) and damage (1/3).

The Spider Swarm is the cheapest unit in the warband and the whole game and it shows in its profile: Toughness 1 and 8 Wounds, 8 Attacks but at Strength 1 for 1/2 damage. However it is really synergistic with the rest of the warband and the amount of attacks allow it to soon or later land a critical hit.

Spider Swarm

Abilities for the Tarantulos Brood Warband

  • Scuttling Symbiosis (Double, Everyone except Spider Swarm): Select a Spider Swarm nearby and make it perform a bonus move or attack.
  • Silken Strangle-nets (Double, Doomweaver with Trident and Net): A Chance to forbid move or disengage actions to a close-by enemy.
  • Skittering Ascent (Double, Broodmaster, all Doomweavers and Spider Swarm): Do not count vertical distance when moving.
  • Envenomed Projectile (Triple, all Broodkin): A chance to do up to 12 damage to a single enemy within 6″.
  • Creeping Summons (Triple, Broodmaster): Restore a spider swarm previously taken down.
  • Gift of the Eightfold Watcher (Quad, Spider Swarm): A bonus attack action. On a 6 the target cannot move or disengage or even be further damaged.
Tarantulos Brood warband

Pros and Cons of the Tarantulos Brood Warband

Pros:

+ High movement
+ Low cost of models
+ Thematic play with the spiders

Cons:

– Low Toughness and Wounds
– No big damage dealers
– Hard to manage in certain situations

Guide for the Tarantulos Brood


Darkoath Savagers

The Darkoath Savagers were first introduced in the Warcry: Red Harvest box set. They take their name from the great oaths that they swear to the Chaos Gods. Oaths that they have to fulfil at all costs, making them the most brutal and fierce warriors pledging to the Chaos forces.

They have 12 fighters of which 2 are leaders.

Slaughterborn with Greatblade

The Slaughterborn is the only leader option of this warband but he is a strong leader compared with other original Warcry leaders. There are 2 weapon options to choose from: the Greatblade for more attacks (5 on Strength 4) or the Greataxe for more Strength (4 attacks on Strength 6), both for 2/5 damage. The most important ability that all Darkoath Savagers share is A Vow Fulfilled that allows to increase the value of Toughness, Attack or Strength for the rest of the battle after taking down a targeted enemy.

The God-speaker is a strong supporting character. He is the only one with a ranged profile (up to 7″) with 2 powerful attacks for 3/6 damage. While he is weaker in melee, he has access to Curse of Withering, that can permanently reduce the Toughness of an enemy but needs to be within 3″.

The Wrathtouched is your killing machine: 12 Wounds on Toughness 4, 4 Attacks with Strength 4 and 1/5 damage. While the damage output seems low compared to a cost above average, his ability, Furious Rampage, allows to do area damage to anyone nearby him.

The Proven is the elite fighter of this warband. Notably, they do not have any special ability and differ only for the weapon profile:

  • The Greataxe is the most damaging (3/5) but only 2 Attacks at Strength 4.
  • The Greatblade is the most balanced, with 3 Attacks (damage 2/4).
  • The Greatspear adds range (2″), more damage on critical hit (2/5) but loses 1 Attack (2).
  • The Greatflail increases the range further (3″), Strength (5) but at the cost of a lower Attack and damage (2 for 2/4).

The Gloryseekers are your basic infantry and also the cheapest unit in this warband. As the Proven, they also don’t have special abilities and a similar starting profile with 10 Wounds, Toughness 3 and Strength 4. Their weapon profiles:

  • The Shield adds 1 to the Toughness putting them in pair with the Proven but with lower Attacks (2 for 1/3 damage).
  • Paired Weapons are the opposite, putting 4 Attacks in the fray.
  • The Greataxe is the one with the highest damage (2/4) but only 2 Attacks.
  • The Spear allows a 2″ range for 1/4 damage and the Axe adds another weapon profile for 3 Attacks but at Strength 3 (for 1/3 damage).
Proven with Greatblade

Abilities for the Darkoath Savagers Warband

  • A Vow Fulfilled (Double, Everyone): If an enemy is killed during the activation of this ability, for the rest of the battle you can increment by 1 per enemy killed Toughness, Attacks or Strength of one weapon profile.
  • Visions of Glory (Double, God-speaker): Add up to 6 wild dice to be used from next round.
  • Display of Brutality (Double, all Slaughterborns): A bonus move or attack after taking down an enemy.
  • Curse of Withering (Double, God-speaker): A chance to permanently or temporarily reduce the Toughness of an enemy close-by.
  • Furious Rampage (Triple, Wrathtouched): A chance to damage all nearby enemy units up to 6 damage each.
  • Deathblow (Quad, Everyone): Add up to 6 to all hits for the next melee attack action.
Full Darkoath Savagers warband

Pros and Cons of the Darkoath Savagers Warband

Pros:

+ Excellent abilities
+ Good warband cohesion
+ Good attacking stats

Cons:

– Low wounds
– Low movement
– Could struggle with elite warbands
– Limited range capabilities

Guide for the Darkoath Savagers


Order Warbands

Warband NameWarband BoxStG BoxGuide for Warband
Cities of SigmarAnvilgardGo to Guide
Daughters of KhaineWarcry_DaughtersKhaineBoxStart Collecting Daughters of KhaineGo to Guide
FyreslayersFyreslayers Start CollectingGo to Guide
Idoneth DeepkinIdoneth-Start-Collect-smallGo to Guide
Khainite ShadowstalkersKhainite-Shadowstalkers-boxGo to Guide
Kharadron OverlordsWarcry_KharadronOverlordsKharadron Overlords Start CollectingGo to Guide
Lumineth Realm-lordsWarcry_LuminethBoxGo to Guide
SeraphonSeraphon-Start-Collect-smallGo to Guide
Stormcast Eternals Sacrosanct ChamberTempest of Souls BoxGo to Guide
Stormcast Eternals Vanguard ChamberStormcast Eternals Warcry BoxGo to Guide
Stormcast Eternals Warrior ChamberStormcast-Start-Collect-smallGo to Guide
Thunderstrike StormcastWarcry_ThunderstrikeBoxStarterSet_HarbingerGo to Guide
SylvanethWarcry_SylvanethSylvaneth-Start-collect-smallGo to Guide

Cities of Sigmar

Cities of Sigmar is one of the legacy warbands from the Order Grand Alliance, one of the bigger and most varied as well. You can play almost all miniatures from that range.

While there has been several expansions to other cities, only the original 7 are available in Warcry, representing the most famous cities in the realm of Fire and Life (Aqshy and Ghiran). As there are many fighter types and many abilities for each city, we recommend our guide that goes into detail.

This guide is part of a big series of guides for the 7 different Cities of Sigmar Warbands. You can find all of the different Cities of Sigmar guides here:

  1. Overview of Cities of Sigmar warband
  2. Tempest Eye
  3. Hallowheart
  4. Anvilguard
  5. The Phoenicium
  6. Greywater Fastness
  7. The Living City
  8. Hammerhal

We are grouping all fighters available by their faction keyword. They have an impressive 68 fighters of which 35 are leaders.

Sorceress

Darkling Covens/Order Serpentis

The Darkling Covens and Order Serpentis represent the Aelves that don’t work under one of the major Aelven Gods (part of the old Dark Elves range).

The Sorceress is a Leader with the Mystic runemark, which lets her cast the Quad Leader ability of any of the 7 cities. She has a good medium ranged attack and 2″ range melee attack, but she has low Toughness and Wounds (which is common to most Cities of Sigmar Leaders on foot).

The Bleaksword is a fighter with the Bulwark runemark, which makes it benefit from the Form Shieldwall Leader ability shared by all 7 cities. It already has 4 Toughness before that ability improves it, but few wounds and a weak 1 inch range melee weapon. The Leader version (of the Bleaksword and the Dreadspear), the Lordling, is mostly an improved version of the standard Bleaksword. The Dreadspear is a version of the Bleaksword, also with the Bulwark runemark, with a 2″ range melee attack with better damage.

The Darkshard is a fighter type with the Scout runemark, which means it can use the ability Volley of Shots. It has an average ranged attack and a very weak melee attack, so there are better options. Its leader version, the Guardmaster, has a slightly better melee and ranged attack as well as twice the wounds, but isn’t otherwise a recommended Leader choice.

The Executioner is a fighter type with the Destroyer runemark, which means it can use the ability Pulverising Strike. It has 4 melee Attacks with a critical damage of 4, which is good when it can also be boosted easily by Pulverising Strike, and this is one of the better fighter types among the Darkling Covens. Its leader version, the Draich Master, has only one more point in Strength that doesn’t matter for fighters focussing on critical hits.

The Black Guard is a fighter similar to the Executioner, but with a 2″ range melee attack and without the Destroyer runemark. Its leader version, the Captain of the Black Guard, has 4 Attacks at range 2″, which is good, but nothing else.

The Drakespawn Knight is a fighter with the Elite runemark, which gives it access to the ability Cavalry Charge, and the Mounted runemark. It has a 2″ range melee attack with 4 critical damage, which can be useful, but only a Move of 8″, which means that there are faster Elite fighters available. Its leader version, the Dread Knight, is one of the most expensive Leaders for the Shieldbands. It does have a high number of wounds and high Toughness, but its melee attack isn’t amazing and it doesn’t have access to any special Leader abilities, so it isn’t worth its cost.

Freeguild Greatswords

Freeguild/Collegiate Arcane/Devoted of Sigmar

The Freeguild, Collegiate Arcane and Devoted of Sigmar represent the humans (part of the old Empire range).

The Battlemage is a Leader with the Mystic runemark, allowing him to cast the Quad Leader ability of each City. He is a bit slower and has a few more wounds than the Sorceress of the Darkling Covens, but is otherwise the same in both abilities and attack profiles. It can be interesting to always bring one of the two.

The Freeguild General is a Leader with the Destroyer runemark. He has a good melee attack profile, but it is also the same attack profile as that of a Guild Champion.

The Freeguild Guard comes with 3 different weapon loadouts:

  • The Sword and Shield has the Bulwark runemark, and its shield gives it improved Toughness, although that doesn’t really justify its points cost. There are better options for a Freeguild.
  • The Spear has a 2″ range melee attack with a critical damage of 4 making it a favourite option.
  • The Halberd is the same as the Spear version apart from an added point in Strength.
  • The Leader version, the Freeguild Sergeant, has a mediocre melee attack profile and no access to other Leader Abilities making him avoidable.

The Freeguild Handgunner has the Scout runemark, a ranged Attack of 3″-12″ and a downright bad melee attack, but it’s an affordable ranged unit that also really embodies the visual style of the Freeguild with it’s gunpowder weapon.

There are two Leader versions of the Freeguild Handgunner:

  • The Marksman with Long Rifle is mostly noteworthy for its peculiar ranged attack, which only has 1 attack, but very long range and one of the highest critical damage statistics in the game.
  • The Marksman with Repeater Handgun has the Scout runemark, so he can use Volley of Shots to boost his ranged Attack characteristic. He only has one more attack than a regular Handgunner and much higher cost.

The Freeguild Crossbowman is essentially the same as a Freeguild Handgunner, but it has longer Range and worse Toughness, which is a good trade-off.

The Freeguild Greatsword is a fighter with the Destroyer runemark. He has a good melee attack for his points cost, as it has low Strength and only 3 attacks, but good damage and critical damage. Its Leader version, the Guild Champion, also has the Destroyer runemark. He has one additional attack and twice the hit points, which makes him a good melee hero by the standards of the Cities of Sigmar Shieldbands.

The Flagellant has 4 attacks with a critical damage of 3, that is good for his price cost. If you want to field only Humans he is a good choice but the Black Ark Corsair With Vicious Blade and Wicked Cutlass, has the same melee profile and a better Move statistic. Its Leader version, the Prophet, has a good melee profile for his points cost, but no special runemarks or anything else remarking that would make him a better options than other leaders.

The Freeguild Pistolier has the Agile runemark which gives access to the ability Rapid Redeploy allowing a bonus disengage action. His high movement (10″) allows to better use this fighter for his mobility and ranged attacks. The Freeguild Outrider has the same runemarks as the Pistolier, but two weapon profiles: its ranged profile does have a minimum range while its melee attack has a better critical damage than the Pistolier. Their Leader version, the Sharpshooter with Grenade-Launching Blunderbuss, has a ranged attack with a 3″-9″ range, high Strength and high critical damage, as well as a good melee weapon profile for a ranged unit. He is very expensive, but a good option.

The Demigryph Knight has the Elite and Mounted runemark. While this prevents it from reaching some areas of the battlefield, it is a pretty fearsome combatant anywhere else: 2″ range melee attack with a good normal damage and a high critical damage, as well as the standard heavy cavalry Move statistic of 8″. Its Leader version, the Preceptor, has only 1″ range weapon while keeping the same profile of other leaders like a Guild Champion, making him a difficult pick.

Gyrobomber

Dispossessed/Ironweld Arsenal

The Dispossessed and Ironweld Arsenal represent the Duardin side (part of the old Dwarves range).

The Warden King is a Leader with the Bulwark runemark. Like the other Duardin Leaders, he has a high Wounds statistic for an infantry Leader in the Cities of Sigmar Shieldbands, but a very low Move statistic of 3″. He has a good melee attack profile but is mostly expensive.

The Runelord is a Leader with the Priest runemark, which makes him the only Leader able to use the ability Forgefire, that adds 1 to the Attack characteristic of a friendly fighter within range. This ability synergises well with other abilities and for this alone is worth considering.

The Cogsmith is a Leader with the same melee attack profile as the Runelord, as well as a decent ranged attack, but no special runemarks or anything else to make him tactically necessary in your warband.

The Ironbreaker has the Bulwark runemark. It has a weak melee attack profile and is priced for its high Toughness, so it’s not cost effective. Its Leader version, the Ironbeard with Drakefire Pistol and Cinderblast Bomb, has an unusual loadout: a ranged attack profile with no minimum range and 3 Attacks, and a short range attack with 2 Attacks and 4 critical damage. This makes him well-suited for supporting your melee fighters.

The Longbeard duardin infantry comes in different variants:

  • The Ancestral Weapon and Gromril Shield is a fighter with the Shieldwall-benefiting Bulwark runemark. It is essentially the same as an Ironbreaker, but with better normal and critical damage.
  • The Ancestral Axe is a fighter with the Destroyer runemark and a pretty good melee fighter, but you still have more cost-effective options for this role.
  • Its Leader version, the Old Guard with Ancestral Weapon and Gromril Shield, is essentially a cheaper version of the Warden King with lower Strength and a slightly lower Wounds statistic, but with otherwise the same runemarks and weapons profile.

The Hammerer is a fighter with the Destroyer runemark that, with the right combination of buffs or abilities, can score some damaging critical hits. Its Leader version, the Keeper of the Gate, is one of the stronger melee Leaders in the warband with 4 Attacks and 5 critical damage. Like any other duardin, its main drawback is a low Move characteristic.

The Irondrake is a fighter with the Scout runemark, and a ranged attack with 2 attacks and a critical damage of 4, as well as a weak melee attack profile. The high critical damage for a ranged attack arguably makes this the best ranged infantry fighter of the Shieldbands, even though it is also a bit expensive. Its Leader version, the Ironwarden with Grudgehammer Torpedo, does not have the Scout runemark. It does have a strong ranged attack profile with good range and a critical damage of 5, but there’s better ranged leaders.

The Gyrocopter only good trait, apart from the aesthetics, is the high flying movement and wounds. The Gyrobomber is a much stronger version with higher Attacks in both ranged and melee, as well as more wounds. Still it is expensive for what it does.

Black Ark Fleetmaster

Shadowblades/Scourge Privateers/Phoenix Temple

The Shadowblades, Scourge Privateers and Phoenix Temple represent the Aelves that don’t work under one of the major Aelven Gods, with the first two factions being more pirate-oriented (part of the old Dark Elves and High Elves range).

The Assassin is a Leader with no special runemarks, but a high Move statistic for an infantry leader as well as a melee attack profile with 5 Attacks and 4 critical damage. He doesn’t synergize well with other Leaders or fighters.

The Shadow Warrior has the Scout runemark and like most aelves in the Shieldbands, it has a good Move statistic but few wounds. It has a long Range on its ranged attack profile and a decent melee attack profile for a ranged unit, so it is a pretty versatile fighter but also similar but more expensive than a Freeguild Crossbowman. Its Leader version, the Shadow Walker has an additional Attack on its ranged weapon profile and a better melee attack profile than the standard version. It’s not bad, he just does not excel.

The Dark Rider has the Agile runemark, an average ranged attack profile and a 2″ range melee attack profile, which is a solid combination that makes it useful as both a ranged skirmisher and a melee combatant. Its Leader version, the Dark Rider Herald has a higher Wounds statistic as well more attacks on its ranged weapons profile than the standard version, but its melee attack profile only has 1″ range, so it isn’t a useful upgrade for its points cost.

The Black Ark Corsair can be fielded with two different loadouts:

  • The Vicious Blade and Repeater Handbow has the Scout runemark but a weak ranged profile as well as a forgettable melee profile.
  • The Vicious Blade and Wicked Cutlass is a great choice at its cost, thanks to 5″ Move and 4 attacks on its melee profile.
  • Its Leader version, the Black Ark Reaver, has more wounds and better damage than the Cutlass-wielding Black Ark Corsair. It doesn’t have access to any special abilities, but it has a good damage potential considering it’s the cheapest Leader in the warband.

The Black Ark Fleetmaster is an upgraded version of the Black Ark Reaver who is also a Leader, but the upgrade only consists of additional wounds and an extra point of Strength on his melee weapon profile.

The Phoenix Guard is a melee fighter with a good 2″ range melee weapon profile but nothing else. Its Leader version is the Keeper of the Flame with more wounds and one additional Attacks on its melee weapon profile.

The Anointed is identical to the Keeper of the Flame except for a better critical damage on its melee weapon profile.

Nomad Prince

Wanderers

The Wanderers represent the Aelves that abandoned Alarielle at the beginning of the Age of Chaos (part of the old Wood Elves range).

The Nomad Prince is a Leader with the Bulwark runemark, a weak ranged attack profile with long range and a good 2″ range spear melee attack profile, as well as the high Move statistic of most Aelves. Since his ranged attack will rarely be worth the use of an attack action, you should mainly bring him in your warband for the spear attack.

The Eternal Guard is a fighter with the Bulwark runemark and a good 2″ range melee attack profile, but you are paying a higher price than a Freeguild Guard for the greater Toughness. Its Leader version, the Eternal Warden, has better normal damage, more wounds and more Attacks, but its main difference is that only has a range of 1″, which is a drawback.

The Wildwood Ranger is a fighter with the Destroyer runemark and only 8 wounds, but its high Move makes it a good candidate for the Destroyer slot in your warband. Its Leader version, the Wildwood Warden, has one more Attack and, like the Keeper of the Gate and the Guild Champion, it is a good choice for a damage-dealing Leader. On his side there is the faster movement at the cost of fewer wounds.

The Wild Rider is a fighter with the Elite runemark, but like the Demigryph Knight, it also has the problem that its melee weapon has a range of 2″, which means it can’t benefit from both its good melee Range and Rapid Redeploy at the same time. Its Leader version, the Wild Hunter, has the same runemarks, a good 1″ range melee attack profile, but the model’s alternate build option, the Handmaiden of the Thorn, is much better.

The Sister of the Thorn is a fighter with the Mounted keyword, which means it can’t climb or move through doors and arches. It moves fast and has an 8″ range attack profile with no minimum Range, but few attacks, so its hard to recommend it over the more useful Wild Rider. Its Leader version, the Handmaiden of the Thorn, is one of three Leaders in the warband with the Mystic runemark, which lets it cast powerful abilities. It also has a good ranged attack profile, but its main advantage is that it has better survivability and mobility than the other two Mystics in the warband.

The Sister of the Watch is a fighter with the Scout runemark. Its melee and ranged attack profile is very similar to the Shadow Warrior, with only an improved Strength on the ranged attack. Its Leader version, the High Sister, is also similar to the Shadow Walker apart from improved Strength on the ranged attack profile.

Content of Anvilgard Start Collecting, for a pirate-themed army

Shared Abilities for the Cities of Sigmar Shieldbands Warband

  • Pulverising Strike (Double, Destroyer runemark) Add damage points to each critical hit from the next melee attack action made by this fighter.
  • Rapid Redeploy (Double, Agile runemark) Add damage points to each critical hit from the next melee attack action made by this fighter.
  • Cavalry Charge (Triple, Elite runemark) Make a bonus disengage action.
  • Volley of Shots (Triple, Scout runemark) Next time this fighter finishes a move action close to an enemy fighter, do damage to one enemy fighter close to this fighter.
  • Form Shieldwall (Double, all Leaders) Improve Toughness of all fighters with the Bulwark runemark in an area around this fighter.
  • Forgefire (Double, Priest runemark, which means the Runelord) Improve number of Attacks for the next melee attack action of one friendly fighter at a distance.
Content of Greywater Fastness Start Collecting, for a duardin-themed army

Pros and Cons of Cities of Sigmar Shieldbands Warband

Pros:

+ Great variety of fighters and Leaders to choose from
+ Good shared abilities and 7 unique ability tables
+ Good access to ranged fighters and 2″ range melee fighters, as well as cavalry and a few flying fighters

Cons:

– Great redundancy among fighter and Leader types
– Overall weak leaders
– Some of the most interesting abilities are locked behind runemarks only a few Leaders have

Guide for Cities of Sigmar


Daughters of Khaine

Daughters of Khaine is one of the legacy warbands from the Order Grand Alliance. You can play almost all miniatures from that range.

Morathi is a newly self-made goddess, taking advantage of the cult of followers of Khaine, the old Elven divinity now deceased, she created. Her “daughters” still believe one day they will be able to resurrect Khaine, while instead they execute the machinations and plots of Morathi.

They have 20 fighters of which 11 are leaders.

Bloodwrack Medusa

The Bloodwrack Medusa is an interesting leader option with the highest Wound characteristic of the warband (35), Toughness 4 (top average of the warband) and 7″ Movement (in par with the other Melusai). She can attack from 2″ range avoiding immediate retaliation and furthermore, she can prevent move or disengage movement with the ability Bloodwrack Stare.

The Hag Queen is a good support Leader thanks to Witchbrew that allows her to increase the Strength of a nearby fighter. In melee with Strength 4 and 2/4 damage she is on par with most other Bloodkindred but she is also quite fragile with Toughness 3 and 20 Wound.

The Slaughter Queen is another support Hero since her Toughness 3 and 20 Wounds will not let her survive long. She can increase the damage on melee attacks, that combined with other abilities like Bathe in Blood that adds an extra attack and Strength, becomes formidable.

The Melusai Ironscale is the most expensive leader of the Bloodkindred with 32 Wounds (surpassed only by the Medusa), Toughness 4, Movement 7″ and 2 weapon profiles. In melee she has 2″ range with 5 Attacks at Strength 4 for 2/4 damage and at 7″ range she has only 2 attacks at Strength 3 but for 3/6 damage.

All Blood Sisters, as well as the Melusai Ironscale, are able to Turn to Crystal an enemy for some random damage. The Gorgai is the leader of the Blood Sisters and she is quite resilient with 30 wounds and toughness 4 but as all Daughters what she excels in is the ability to do damage: 6 Attacks at Strength 4, 2” range and damage 2/4. The Blood Sister lowers a bit her weapon profile but keeps the constant: lots of attacks with high damage on critical: 5 Attacks for 1/4 damage.

The Blood Stalkers are the ranged version of the Melusai. Their trademark ability is Heartseekers that adds some extra damage in case a critical hit is scored. With only 3 attacks on the Krone, the Leader, it becomes a gamble if the ability will do something or not. Independently from this ability, they have a range of 3-20” with damage 2/5 (or 1/5 for the Blood Stalkers) perfect for striking the enemies from afar.

The Khinerai Heartrender is the harpy version armed with Javelins, allowing to hit at 8” range that, coupled with 12” flying movement, is perfect to cover any spot. They are more fragile than the Melusai, having less wounds (only 20 wounds for the Shryke and 10 for the Heartrender) but same Toughness of 4. Their ability allows first a bonus move and then a bonus attack. Their Leader is the Shryke.

The Khinerai Lifetaker is the melee focused version of the harpies, armed with a sickle. They have the same special ability as the other Khinerai, a flying movement of 12” and Toughness of 4, while increasing the number of attacks. Their Leader is the Harridynn, who gets 5 attacks (4 for the Lifetaker) at Strength 3 for 2/4 damage (1/4) but being at short range, she can increase both with the different Daughters abilities.

The Witch Aelves have different profiles:

  • The leader of the Witch Aelves is the Hag, armed with 2 sacrificial knives. She is the cheapest leader and extremely fragile with Toughness 3 and 18 wounds.
  • The one with Sacrificial Knives has 4 attacks at strength 3 that can become 5 attacks per action at strength 4 if within 3” of an injured enemy (using Bathe in Blood).
  • A bit more expensive the one armed with Bladed Buckler has +1 Toughness (now 4) but loses one attack (3 instead of 4).

The Sisters of Slaughter also have different profiles:

  • The Leader version is the Handmaiden that is probably not worth her cost.
  • The Whip and Knife provides one extra attack on Strength 3 and damage 1/4.
  • The Whip and Buckler provides extra Toughness (4) maintaining same Strength and damage as the other sister.

The Doomfire Warlocks are the only mounted unit of the Bloodkindred (and the only males) with 10″ Movement but the limitations of those units (no climbing, passing through doors, etc.). On the other side they introduce a ranged attack of 12″ in between the Stalkers and the Heartrenders but weaker than both (2 Attacks at Strength 3 for 1/3 damage). Like their Leader, the Master of Warlocks, they can do some damage at distance with their ability Doomfire Bolt. Apart from that, they suffer from being the classic hybrid unit overpriced.

Blood Stalkers with Krone in the foreground

Abilities for the Daughters of Khaine Warband

  • Bathe in Blood (Double, Everyone): If within 3” of a visible injured fighter, add 1 to Attack and Strength characteristic of this fighter.
  • Turned to Crystal (Double, all Blood Sisters and Melusai Ironscale): Pick an enemy fighter in range and allocate some damage depending on 2 dice rolls (up to 12).
  • Witchbrew (Double, Hag Queen): Add up to +6 to to the Strength of a nearby fighter.
  • Heartseekers (Triple, Blood Stalker and Krone): Allocate up to 6 damage to a target fighter if a critical hit is scored in the next ranged attack action.
  • Slaughter’s Strength (Triple, Everyone): Add up to 6 to the Attack characteristic of melee attacks.
  • Doomfire Bolt (Triple, all Doomfire Warlocks): Allocate up to 12 damage to an enemy within 9″.
  • Sacrifice to Khaine (Triple, all Leaders): if the leader takes down an enemy, add +1 to melee attacks of friendly fighters in range.
  • Bloodwrack Stare (Triple, Bloodwrack Medusa): A chance to damage and prevent move or disengage actions from a nearby enemy fighter.
  • Death on the Wind (Quad, all Khinerai): Perform a bonus move and a bonus attack. Add + 1 to the Strength of the bonus attack if you moved 6″ or more.
  • Orgy of Slaughter (Quad, Slaughter Queen): Add up to +3 to the damage of melee attacks of friendly nearby fighters.
Daughters of Khaine Start Collecting box, one of the potential assembly options

Pros and Cons of the Daughters of Khaine

Pros:

+ Extremely fast
+ Many attacks
+ Gets stronger the more damage is dealt

Cons:

– Fragile
– Too reliant on critical damage and many attacks
– Can be expensive to collect

Guide for Daughters of Khaine


Khainite Shadowstalkers

The Khainite Shadowstalkers were first released in Warcry: Catacombs box set and they are the first original warband outside of Chaos grand alliance.

They represent the spies sent by Morathi around the Mortal Realms for her own purposes and they all hail from the Realm of Shadow, Ulgu. In the Catacombs plot line, they were essential to discover the biggest mines of Varanite so Morathi could complete her ascension to godhood.

They have 7 fighters of which 1 is a leader.

Shadow Queen

The Shadow Queen is a very versatile Leader: she is fast with a Move of 6″, and combines that with a 4″ range Attack and an ability that lets her do damage to all enemies within 3 or 6 inches of her. On top of that, she has a good melee attack, but don’t let that tempt you into throwing her into a fight too early in the game: her unique ability Ensnaring Darkness gets greater range if you apply 3 damage to her as you cast it, so you really need her to have some Wounds left for the greatest effect.

The Shroudblades are the basic fighter types of the Khainite Shadowstalkers, and they come in two variants:

  • The Shroudblade with Cursed Swords, like its spear-wielding sister, is quite expensive for a basic fighter, but with 5″ Movement, 4 Attacks and 4 critical damage, it behaves more like what you expect from an elite fighter in other warbands. Both Shroudblade fighter types also have access to the ability Cursed Darts for some ranged damage.
  • The Shroudblade with Umbral Spear is almost identical, only difference is its 2″ range spear attack which has one Attack less. This makes a bit redundant the Dance of Death ability, since you wouldn’t want to move too close to an enemy fighter anyway.

The Darkflame Warlocks are the closest the Khainite Shadowstalkers have to a defensive fighter type. They come in two variants:

  • The Darkflame Warlock with Repeater Crossbows has an 8″ range attack with 4 attacks and 3 critical damage. This isn’t an amazing ranged attack at all, but doing damage isn’t the primary function of a Darkflame Warlock anyway. What your Darkflame Warlocks really add to your arsenal is their ability Harness Shadow which subtracts 1 Attacks from any attack action that target friendly fighters close to one of them.
  • The Darkflame Warlock with Doomfire Ring is mostly identical, but it splits its attacks between a ranged attack with 4 critical damage, but with less range, a minimum range and two fewer Attacks, and a lousy melee attack.

The Slaughtershades are the elite fighters of the Khainite Shadowstalkers and, like the other non-Leader fighter types in the warband, come in two variants:

  • The Slaughtershade with Umbral Spears has 12 Wounds, which is the highest of the warband except for the Leader, but it is still pretty low for an elite fighter. It has a good damage profile, with a 2″ range spear attack with 4 Attacks and a critical damage of 4, which works well with its ability Instrument of Khaine, which gives you a bonus move or attack action after taking an enemy fighter out of action.
  • The Slaughtershade with Shadow Whip serves the same function in your warband, but has a more interesting weapon profile with a 4″ range attack, fewer Attacks, but a damage of 2 and the same critical damage.
Slaughtershade with Shadow Whip

Abilities for the Khainite Shadowstalkers Warband

  • Shadow Leap (Double, Everyone): allows the fighter to fly for one activation
  • Cursed Darts (Double, Shroudblade and Slaughtershade) lets you roll dice for a chance to do damage and/or slow down an enemy fighter at 9 inch range
  • Instrument of Khaine (Double, Slaughtershade) Gives a bonus move or attack action after killing an enemy
  • Harness Shadow (Triple, Darkflame Warlock) Debuff incoming enemy attacks against this fighter for the rest of the battle round
  • Dance of Death (Triple, Everyone) lets you use disengage actions to move close to enemy fighters
  • Ensnaring Darkness (Quad, Shadow Queen) Do damage in an aura around the Shadow Queen, and do even more damage if you assign some damage to her first.
Khainite Shadowstalkers full warband

Pros and Cons of the Khainite Shadowstalkers

Pros:

+ Good movement and abilities that improve movement
+ Good amount of attacks and critical damage
+ Advanced, high stakes playstyle

Cons:

+ Very fragile fighters
+ Only 4 types of fighters (with some weapon variants)
+ Somewhat expensive fighters considering their fragility

Guide for Khainite Shadowstalkers


Fyreslayers

Fyreslayers is one of the legacy warbands from the Order Grand Alliance. You can play almost all miniatures from that range.

They are the sons of Grimnir, the Duardin God that was fractured in millions of pieces at the end of an epic fight against the god-beast Vulcatrix. They now collect those pieces, called ur-gold, in desperate search to revive their god.

They have 17 fighters of which 11 are leaders.

Auric Runefather

The Auric Runefather is the veritable leader of any Hoardseeker with 25 Wounds on Toughness 4 and a 2″ polearm to avoid direct engagement with 3 Attacks at Strength 5 for 2/5 damage. He has access to 5 different abilities of which the most noteworthy is Lodge Leader that allows to increase by 1 the Strength of all nearby fighters.

The Auric Runeson is a cheaper Runefather with access to the same 5 abilities. The main difference is the reduced Wounds (22), and the weapon profile that is reduced to 1″ range, 4 Attacks at Strength 4 for 2/4 damage.

The Grimwrath Berzerker is your butcher. As a combatant is stronger than a Hearthguard with 3 Attacks but Strength 5 and 2/5 damage. He is really durable and his special ability allows him to run faster than the other duardins.

The Battlesmith has a similar weapon profile as the Runeson, but 1 Attack less. The other difference is made by his ability, Icon of Griminir, that can add 1 Toughness to all friendly fighters nearby. It is situational, but Toughness is a trait Fyreslayers don’t excel at.

The Auric Runemaster is the priest of the warband, able to damage an enemy in range as long as he is on the battlefield floor. In melee the Runemaster is one of the least impressive with 1/4 damage, but at least has 2″ range and Strength 4.

If the Grimwrath was hitting hard, the Doomseeker is more balanced with 4 Attacks at Strength 4 for 2/4 damage. However he does not have any special ability.

The Auric Runesmiter is the “wizard” of the Hoardseekers, with a weapon profile similar to the Runemaster but 1″ range only. He differentiates himself providing increasing one friendly fighter’s Strength for the next attack.

The Hearthguard Berzerkers represent the elite fighting force of the Fyreslayers and they all share the ability Unleash Runic Fury that can bring their attack characteristic to an insane number. They come in different variants:

  • The Berzerker Broadaxe provides 3 attacks with Strength 4 for 2/4 damage and 2” range.
  • The Karl with Berzerker Brodaxe is a Leader and adds 1 attack and 1 damage on a critical hit to the profile.
  • The Flamestrike Poleaxe has the same range, Strength 3 for 3 attacks but more damage (2/5 or 3/5 for the Karl).
  • The Karl with Flamestrike Poleaxe is a Leader and adds 1 attack and 1 damage on a normal hit to the profile.

The Auric Hearthguard have the only ranged option available to this warband: the magmapike with range 3-15”. With that weapon they can Encase in Molten Rock their opponents reducing their movement. The magmapike itself is a good weapon with 2 attacks at Strength 4 for 2/4 damage at distance and 3 attacks at Strength 3 for 1/2 damage in melee. Their Leader, the Auric Hearthguard Karl, has Strength 4 and same weapon profile.

The Vulkite Berzerkers are the cheapest models of this warband and this allows them to be used in scores. For their low cost, they still have Toughness 4 (the 2 versions with Slingshield up to 5) and 12 wounds making them an efficient cheap unit. There are different versions:

  • The Fyresteel Handaxe and Bladed Slingshield has 2 attacks at Strength 3 for 1/3 damage.
  • The Fyresteel War-Pick and Bladed Slingshield has 1 more damage on critical hit than the axe.
  • The pair of Fyresteel Handaxes double the amount of attacks at the cost of Toughness (4 instead of 5).
  • The Vulkite Berzerker Karl instead has 4 attacks at Strength 4 for 2/4 damage representing a valid option as leader.
Some Heathguard Berzerkers ready for your game of Warcry
Hearthguard Berzerkers with Flamestrike Poleaxe and their Karl in the forefront

Abilities for the Fyreslayers Warcry Warband

  • Fyresteel Throwing Axe (Double, Everyone): Choose an enemy within 6” and roll 2 dice. For each 4-5 allocate 1 damage, for each 6 as much damage as the value of this ability.
  • Encase in Molten Rock (Double, all Auric Hearthguard): Subtract up to 3″ to the Movement characteristic of an enemy fighter target of the next attack.
  • Relentless Zeal (Double, Everyone): Add 3″ to the next Movement action.
  • Volcano’s Call (Double, Auric Runemaster): A chance to perform high damage to an enemy 12″ away on the battlefield floor.
  • Runic Empowerment (Double, Auric Runesmiter): Add up to 6 to the Strength characteristic of melee attacks of a nearby fighter.
  • Lodge Leader (Double, Auric Runefather and Runeson): Add 1 to the Strength of melee attacks of all friendly fighters in range.
  • Duty Unto Death (Triple, all Hearthguard Berzerkers): The fighter can make a bonus move action and then a bonus attack but only if it has 5 or more damage points allocated.
  • Slingshield Charge (Triple, both Vulkite with Slingshield): At the end of the next move allocate up to 6 damage to an engaged enemy on a 2+.
  • Honour Our Oaths (Triple, all Leaders): Add 1 to the Attacks of melee actions of friendly fighters within 6″ after the Leader took down an enemy.
  • Icon of Grimnir (Triple, Battlesmith): Add up to 3 to the Toughness of friendly fighters in range.
  • Unleash Runic Fury (Quad, Everyone): Add up to 6 Attacks to the melee attack actions of this fighter.
  • Battle Fury (Quad, Grimwrath Berzerker): Add up to 6″ to the Move characteristic. In addition perform a bonus move and then can make a bonus attack.
Content of a Fyreslayers Start Collecting bo

Pros and Cons of the Fyreslayers Warband

Pros:

+ Versatile warband
+ Many attacks
+ Several synergies

Cons:

– Extremely focussed on attack
– Extremely slow

Guide for Fyreslayers


Idoneth Deepkin

Idoneth Deepkin are one of the legacy warbands from the Order Grand Alliance. You can play almost all miniatures from that range.

They are the first aelves souls to be extracted from Slaanesh’s belly by the Aelven gods. But something went wrong in the process and their souls were corrupted. Spared by an act of mercy from Tyrion, they escaped in the depths of seas and oceans around the realms and they know have to chase fresh souls to extend their lifespan.

They have 12 fighters of which 8 are leaders.

Akhelian Prince

Few things are more majestic than an Akhelian King, that is also one of the biggest models available in Warcry. It’s “ethereal” abilities allow him to fly (10″) and therefore to ignore all obstacles despite the mount. In melee his 2″ range weapon with 4 Attacks at Strength 4 for 2/5 damage represents a good melee profile. His special ability, Storm of Blows, can increase the Attacks for an Attack action.

Isharann Tidecasters are the most powerful of Idoneth wizards. One is quite fragile with 20 Wounds and Toughness 3, so best use him for his powerful ranged attack (3/6 damage at 7″ range). To help survivability, their ability reduces the Attack characteristic of nearby enemies.

The Isharann Soulrender has 2 weapon profiles: a 2″ range Scythe attack at Strength 4 for 2/5 damage, and a 3″ “fish attack” using his companion, a Rakedart, for 3 attacks at Strength 4 and 2/4 damage. His ability, Hangman’s Knot, can prevents an enemy from moving or disengaging allowing the Soulrender to choose the battleground in a 1vs1.

The Isharann Soulscryer does not have a ranged attack, his maximum range being 2″ at Strength 4 for 2/4 damage. His special ability allows him to do some random ranged damage. Of the three Isharann he is probably the weakest.

The Akhelian Ishlaen Guard are the most adapt to defensive warfare of the two eel-riding units. Their ability, the Biovoltaic Barrier, allows to treat all critical hits received as normal hits. This is extremely useful when surrounded by many enemies whose real damage comes from the critical hits, considering they have Toughness 4 and 25 wounds. The Leader version, the Ishlaen Guard Lochian Prince, does not underperform either with 4 attacks at strength 4 for 2/5 damage and 35 wounds.

The Akhelian Morrsarr Guard are the offensive version of the eel riders. With similar characteristics (3 attacks instead of 4 but range 2” instead of 1″) they perform similarly on the battlefield (don’t forget the 10” movement flying) so the main difference comes from their ability that allows to do area damage to all nearby enemies. As a Leader, the Morrsarr Guard Lochian Prince has access to the High Tide ability allowing him to fly where is needed to boost his units.

Namarti Reavers are the archers of the Soulraiders. They have a range of 15″ and their special ability, Storm Fire, allows them to go from 2 Attacks per action to 3. 1/3 damage may not seem much, but 15″ are a long distance to cross for many fighters. Their ranged attack cannot benefit of the High Tide ability but they can still be a threat for your opponent especially with their 6″ Movement. The Namarti Reaver Icon Bearer has 1 more attack and damage on critical hits in the ranged attacks and 1 more Strength in melee, not justifying his high price.

The Namarti Thralls are the basic infantry of the Idoneth Deepkin and the Namarti Thrall Icon Bearer is their leader option. The Thrall Icon Bearer suffers similar drawbacks as the Reaver Icon Bearer having less movement (5″), wounds (16) and same Toughness as the other Akhelian despite being a melee leader. His weapon profile is the same as an Ishlaen Lochian Prince. On the other hand the Namarti Thrall is your standard infantry fighter. Decent Movement (5″) and deadly in combat (4 attacks at strength 3 for 2/4 damage), he is a useful piece that can become deadly in the third battle round.

Akhelian Morrsarr Guard with their Lochian Prince at the forefront

Abilities for the Idoneth Deepkin Warband

  • Low Tide (Double, Everyone): On the first battle round this fighter can make a bonus move up to 6″
  • Sweeping Blow (Double, all Namarti Thralls): Roll a dice for each enemy unit within 2”, on a 5 allocate 1 damage, on a 6 allocate as much damage as the value of the ability.
  • Storm Fire (Double, all Namarti Reavers): Add +1 to the ranged attacks.
  • Riptide (Double, Isharann Tidecaster): Subtract 1 from the Attacks of an enemy unit within 12″ of the caster.
  • Hangman’s Knot (Double, Isharann Soulrender): On a 3+ a nearby enemy cannot perform move or disengage actions.
  • Storm of Blows (Double, Akhelian King): Add up to +3 to the Attack characteristic of next attack action.
  • High Tide (Triple, all Leaders): On the third battle round any friendly unit within 6” of the leader gets +1 attack and strength until the end of the round for melee attacks.
  • Biovoltaic Barrier (Triple, all Ishlaen): Until the end of the battle round count the critical hits targeting this unit as normal hits instead.
  • Scryfish Shoal (Triple, Isharann Soulscryer): Allocate from 0 to 12 damage to an enemy within 10″.
  • Biovoltaic Blast (Quad, all Morrsarr): Allocate up to 6 damage points to all nearby enemy units.
Content of Idoneth Deepkin Start Collecting box

Pros and Cons of the Idoneth Deepkin

Pros:

+ Mobile and fast
+ Strong but situational abilities
+ Strong basic units

Cons:

– Low toughness
– No big hitters

Guide for Idoneth Deepkin


Kharadron Overlords

Kharadron Overlords is one of the legacy warbands from the Order Grand Alliance. You can play almost all miniatures from that range.

They are the duardin that took to the sky to save themselves from the fallout of Chaos forces invading the Mortal Realms. Believing their gods abandoned them or died, they have now only one interest: money.

They have 28 fighters of which 9 are leaders.

Arkanaut Admiral

The Arkanaut Admiral is a buffed-up Company Captain with few more Wounds, better Strength on his Attacks, better critical damage on his ranged attack and an additional Attack on his melee weapon. He is more of a generalist: you can get better abilities, better shooting or better melee and survivability from other Leaders, but the Admiral has a pretty solid combination of all three aspects.

The Endrinmaster with Dirigible Suit is both the most expensive fighter of the warband and the one with the most Wounds. He has a strong ranged attack with high Strength and a critical damage of 6, and the same melee attack as the Arkanaut Admiral. He has access to the abilities Fight for Profit which buffs nearby fighters’ Attacks, and the Fly ability Master the Skies, which buffs his own damage against other fighter types with the Fly runemark.

The Endrinmaster with Endrinharness is the best melee-centric Leader of the Prospectors. He has a good melee profile, but it is made even better by his ability Supercharged Endrinharness, which adds 1 to Strength and Attacks for his melee attack. This brings him all the way to 5 Attacks, which is great combined with his high Strength and Toughness.

The Aetheric Navigator is probably the most recommended leader as he does everything the Admiral does but is cheaper and with a really fun unique ability. Aetherstorm allows to do some random ranged damage anywhere in the battlefield as long as there is line of sight!

The Aether-Khemist is the cheapest Leader in the warband. He has a pretty mediocre melee attack and no ranged attack. What he does have is a good defensive buff ability, Atmospheric Isolation, which subtracts 1 from enemy Attacks characteristics within a bubble around him.

There are 5 different Arkanaut Company fighter types. They are all very slow with a Movement characteristic of 3″, and while the Leader option has a Toughness of 4 and 22 wounds, the rest only have a Toughness of 3 and 12 wounds.

  • The most basic version is the Privateer with Privateer Pistol and Arkanaut Cutter that is the cheapest unit with a Strength 3 shooting attack (with no minimum range) and a Strength 3 melee attack.
  • The Leader version, the Company Captain, is a lot like the basic version, but with more attacks at both ranged and melee range, a better damage profile for their melee attack, and 10 extra wounds.
  • The Privateer with Skypike has a nice 2″ range attack with 3 attacks, strength 4 and an impressive critical damage of 5.
  • The Privateer with Light Skyhook has a range of 20″ and a critical damage of 5, but only 2 attacks.
  • The Privateer with Aethermatic Volley Gun has 6 attacks with 1/3 damage, but at 15″ range.

There are 6 different Grundstok Thunderers fighter types, where one is a Leader. They have the same Wounds and Move characteristics as the Arkanaut Company, but they have 4 Toughness and access to the ability Keep Your Distance which gives them a bonus disengage action.

  • The basic version is armed with Aethershot Rifle and has a 15″ ranged attack with 2 attacks, Toughness 4 and a damage of 2/4. It also has the same melee attack as the Arkanaut Company special weapons fighters.
  • The Leader version, the Gunnery Sergeant has twice the ranged attacks of the basic version, a better critical damage in melee, and access to few abilities. But there are better leaders.
  • The Decksweeper has 5 attacks at Strength 4 with a 3-10″ range which makes it a slightly different version of the Arkanaut with volley gun but more expensive.
  • The Aetheric Fumigator is one of the funniest special weapons with 3 attacks at Strength 5 with a damage of 2/4, but it has a range of 6″ with no minimum range. This means that it works just like the many 2″ spear weapons in the game, but at three times the range.
  • The Grundstok Mortar has a range of 3″-10″ and also 3 attacks, but with a high critical damage of 6.
  • The Aethercannon increases the critical damage to 8 but with only 2 attacks.

The Skyriggers are the flying units of the Kharadron Overlords. They are split in two groups with similar loadouts. The first ones are the Endrinriggers:

  • The basic version is armed with Rapid-fire Rivet Gun and Aethermatic Saw for an 8″ ranged attack with no minimum range, 2 attacks and a critical damage of 4, as well as a strong melee attack with 3 attacks, 5 Toughness and a critical damage of 5. It’s expensive but it can cover ground quickly and hit hard in melee.
  • The Leader version, the Mizzenmaster can boost attacks with its ability like all the other Leaders, but otherwise it only has 10 extra wounds and one more melee attack, so it’s not one of your best picks for a Leader.
  • The Aethermatic Volley Gun is similar to the Arkanaut Company one but on a flying unit.
  • The Skyhook is similar to the Arkanaut Company’s except with an extra point of regular damage. With a range of 20″ equipped on a fighter with a move of 10″, these can shoot at almost anything on the board.
  • The Drill Launcher has 3 Strength-5 attacks with a critical damage of 4.
  • The Grapnel Launcher has a much weaker ranged attack, but it comes with the ability Grapnel Launcher which lets you teleport near an obstacle 20″ away.

The Skywardens also can fly and have the ability Timed Charges, which lets you damage a nearby enemy and disengage.

  • The basic version is armed with Vulcaniser Pistol and Skypike and is a lot like the Endrinrigger, but it has lower Strength on its attacks, lower critical damage on its ranged attacks, but also a 2″ ranged spear-type attack in melee.
  • The Leader version, the Custodian, has one more melee attack and few more wounds than the basic Skywarden.
  • The Aethermatic Volley Gun, the Skyhook, the Drill Launcher and the Grapnel Launcher have identical weapon profiles to the Endrinrigger version.
Skywarden custodian and Skywarden with Aethermatic Volley Gun. Image kindly provided by David at @Sliverminiatures

Abilities for the Kharadron Overlords Warband

  • Ancestral Fortitude (Double, Everyone) Add 1 to the Toughness of a fighter for the rest of the battle round.
  • Grapnel Launcher (Double, Skyriggers with Grapnel Launcher) lets you teleport this fighter to an obstacle on the battlefield .
  • Keep Your Distance (Triple, Grundstok Thunderers) make a bonus disengage action if you are close to an enemy fighter
  • Master the Skies (Triple, all fighters with the Fly keyword: Skyriggers and the Endrinmaster with Dirigible Suit) Adds damage to damage and critical damage from this fighter against other flying fighter types
  • Timed Charges (Quad, Skywardens) Do damage to enemy fighters close to this fighter and then make a bonus disengage action.
  • Supercharged Endrinharness (Double, Endrinmaster with Endrinharness) Buff Strength and Attacks for the Endrinmaster for the rest of the Activation
  • Harrying Drillbill (Double, Gunnery Sergeant) prevent an enemy fighter from making disengage actions for the rest of the battle round
  • Fight for Profit (Triple, all Leaders) buff Attacks for friendly fighters within a bubble around this fighter until the end of the battle round. The buff doubles if this fighter is close to a treasure or objective.
  • Atmospheric Isolation (Triple, Aether-Khemist) debuff enemy melee Attacks characteristics in a bubble around this fighter until the end of the battle round.
  • Aetherstorm (Quad, Aetheric Navigator) Does damage to a visible enemy fighter anywhere on the battlefield.
The content of the Kharadron Overlords Start Collecting box

Pros and Cons of the Kharadron Overlords

Pros:

+ Great shooting and many ranged weapons
+ Leaders can boost attacks
+ New Leaders from Sentinels of Order add tactical versatility
+ Strong, versatile flying fighters

Cons:

– Not very durable in close combat
– Either very elite (high points cost for flying fighters) or very slow
– Few direct damage abilities

Guide for Kharadron Overlords


Lumineth Realm-lords

Lumineth Realm-lords is one of the legacy warbands from the Order Grand Alliance. You can play almost all miniatures from that range.

The Lumineth are the aelves originally from Hysh, the Realm of Light, trained by the Aelven gods Tyrion and Teclis in the martial and magic arts. Once a proud nation that almost destroyed itself, they now commune with the realm spirits and are divided in different temples depending on the spirit affinity. There are currently only 2 temples available plus the Scinari (magic experts) and the Vanari (the military side).

They have 19 fighters of which 12 are leaders.

Scinari Calligrave

Scinari

The Scinari Cathallar is a mage whose main ability, Emotional Transference, allows the potential to make lots of damage to any opponent up to 24” distant! Apart from this she has a really melee-oriented weapon profile (3 attacks at Strength 4 at 1” range) not supported by her otherwise fragile constitution: 20 wounds but Toughness 3. And she is the only “wizard” hero with no ranged attacks.

The Scinari Loreseeker is the Scinari with highest wounds (22). He has the same melee profile as the Cathallar, but he adds a ranged attack (3-7″) with impressive damage potential (2 attacks at Strength 3 for 3/8 damage).

The Scinari Calligrave has the same ranged attack of a Loreseeker but a weaker melee profile (2 attacks, Strength 3, 1/4 damage) while maintaining the Cathallar fragility. His special ability, Realmscribe, is peculiar: reduces by 1 the damage received by friendly fighters within 6″ of a spot in the battlefield, but only from critical hits. Not your first choice.

Vanari Lord Regent

Vanari

The Vanari Lord Regent is the appropriate leader of your cavalry charge. With 10″ Movement he can keep the pace with the other Dawnriders, and the 30 Wounds with Toughness 4 will guarantee him some survivability. His high cost is justified by a good melee profile (4 attacks at Strength 4 for 2/5 damage) with the addition of a ranged magic attack (3-7″) with 3/8 damage (same profile as the other wizards like the Scinari).

The Vanari Dawriders are Lumineth’s heavy cavalry: 10” Movement and high wounds (18 or 28 for the leader) combined with medium Toughness (4) and decent attacks (3 at range 2” for 2/4 damage) makes them a valid elite unit although on the expensive side. The Steedmaster, the leader of the unit, increases the Strength from 3 to 4. Dawnriders have access to a basic ability available to all Vanari: Shining Company, and the classic damage on charge, Lances of the Dawn.

The Vanari Auralan Sentinels are the foot archers of the Lumineth with a decent ranged attack: 2 attacks at Strength 3 at 3-15” range for 1/3 damage. They compensate their low damage output and fragility (8 Wounds on a Toughness 3) by being the cheapest unit in the warband. The High Sentinel has one single weapon profile like the other leaders (3 attacks at Strength 3 for damage 2/4) and has access to the Sharp-eyed Scryhawk ability that allows to pick an enemy fighter and increase the Attack characteristic of attacks performed against that model.

The Vanari Auralan Wardens are pike units that can hit from afar without being engaged thanks to their long-ranged melee weapon (3”). 3 Attacks at Strength 3 for damage 1/4, Toughness 4 and Movement 5” makes them a versatile unit. The High Warden, the leader of this unit, does not share the same pike: 1” range, 3 attacks at Strength 3 and damage 2/4 and has access to Moonfire Flask for some random ranged damage.

The Vanari Bladelords can throw more than a punch for a limited cost: 3 attacks at Strength 4 for 2/5 damage. They can further increase their damage output with their ability, Perfect Strike, that allows a bonus attack and up to 6 damage on the critical hits for that attack. Their leader version, the Bladelord Seneschal, has 1 more attack and same profile.

Alarith Stonemage

Alarith

The Alarith Stonemage is the wizard leader of the Mountain Spirit side of the Lumineth. His ability costs a Quad but is really devastating: Gravitic Redirection deals D3 damage (rolled individually) to each adversary within 6” and halves their movement for the rest of the battle round. The movement debuff affects also friendly fighters in range.

The Alarith Stoneguards are the elite infantry of this warband. This is highlighted by their Wounds, Toughness (4) but reduced mobility (3” instead of 5” of all other infantry).

  • The leader of the unit, the Truestone Seneschal, has good attacks (4 at Strength 4 for damage 2/4) and higher wounds (20).
  • The Diamondpick Hammer is better for light armoured enemies (Strength 4 and damage 2/5).
  • The Stone Mallet is perfect for the toughest opponents (Strength 5 and damage 2/4).
Hurakan Windmage

Hurakan

The Hurakan are the Lumineth attuned to the Wind spirits and the Hurakan Windmage is their representative leader wizard. 12″ of flying movement alone justify the high price, but then we also have good Wounds (22), average Toughness (3), and good ranged attack (same as the Scinari: 2 attacks at Strength 3 for 3/8 damage at 3-7″ range).

Where the Dawnriders represent the heavy cavalry, the Hurakan Windchargers represent the light cavalry. They are extremely mobile: 12″ (against the 10″ of the Dawnriders), have an ability that allows them to end a disengage movement anywhere (Move Like the Wind), and another that adds up to 3″ extra movement to the next movement action (Go Where the Wind Blows). Their Leader, the Windspeaker Seneschal, has 28 Wounds, same Toughness as the Windchargers and 3 attacks at Strength 4 for 1/4 damage.

Hurakan Windchargers with Windspeaker Seneschal in the middle

Abilities for the Lumineth Warcry Warband

  • Shining Company (Double, all Vanari): Can be used only by a model within 1” of 2 or more friendly models that can also use this ability. In that case subtract 1 to the Attack characteristic of attack actions that target friendly fighters within 1” of this model.
  • Mountain Stance (Double, all Alarith Stoneguard): Until the end of the battle round subtract 1 from the damage received for each hit and critical hit.
  • Go Where the Wind Blow (Double, all Hurakan Windchargers): Add up to 3″ to the next Move action.
  • Moonfire Flask (Double, High Warden): Pick a visible enemy fighter within 6” and roll 2 dice. For each 4-5 allocate 1 damage, for each 6 up to 6 damage.
  • Sharp-eyed Scryhawk (Double, High Sentinel): Pick an enemy fighter within 20”, until the end of the battle round add 1 to the Attack characteristic of actions against that model.
  • Lone Agent (Double, Scinari Loreseeker): Perform a bonus move but only if there are no friendly fighters within 6″.
  • Move Like the Wind (Triple, all Hurakan): No restrictions on where to end the disengage action (can be within 1″ of an enemy).
  • Lances of the Dawn (Triple, all Dawnriders and the Lord Regent): At the end of the next move, allocate up to 6 damage to an engaged enemy unit.
  • Emotional Transference (Triple, Scinari Cathallar): Pick a friendly wounded fighter within 12” and an enemy fighter within 12” of that model. Roll a die for each wound allocated to the friendly fighter and for each 4+ allocate 1 damage to the enemy model.
  • Realmscribe (Triple, Scinari Calligrave): Pick a point of the battlefield within 9″ from this fighter, until the end of the battle round reduce by 1 the damage on critical hits for all friendly fighters within 6″.
  • Perfect Strike (Quad, all Bladelords): Perform a bonus attack and add up to 6 to the damage of critical hits.
  • Gravitic Redirection (Quad, Alarith Stonemage): Allocate D3 damage to all enemy fighters within 6” of this model. Also halve the Move characteristic of all fighters within 6” at the moment the ability is used.
Warcry Lumineth Realm-lords box content

Pros and Cons of Lumineth in Warcry

Pros:

+ Different type of units
+ Good range in melee

Cons:

– Uninteresting abilities
– Average low Toughness

Guide for Lumineth Realm-lords


Seraphon

Seraphon is one of the legacy warbands from the Order Grand Alliance. You can play almost all miniatures from that range.

Their origin is lost in time and is older than the Mortal Realms themselves. Created by the Old Ones to fight the Chaos forces, they are a lizardmen-like race with different species of which the bulky Saurus represent the military caste and the slender Skinks the administrative and religious class.

They have 32 fighters of which 17 are leaders.

Slann Starmaster

Saurus

The Slann Starmaster is not a Saurus but a powerful wizard, represented by his ability, Lords of Space and Time, that allows to relocate friendly fighters. As a combatant he has a more ranged profile with 12″ range (no minimum range) for 3/6 damage at Strength 4. 32 Wounds and Toughness 4 can last a bit, but better keep him protected. He can fly, but only 4″ away.

Saurus leaders share the bonus move or action after killing an enemy (Cold-blooded Commander) and as Saurus they share Tearing Bite to add damage on melee attacks.

  • The Oldblood has 3 Attacks at Strength 4 for 2/4 damage.
  • The Scar-Veteran on Cold One adds 1 Attack and a movement of 7″.
  • The Sunblood copies Scar-Veteran’s weapon profile and adds also +1 damage on critical hit (2/5).
  • The Eternity Warden loses 1 Attack (3 total) and 1 Toughness (only 4) but increases Strength to 5 and damage to 3/6.

If you are planning an army of pure Saurus any of them would be a valid leader.

The Saurus Astrolith Bearer deserves his own section because of his special ability Revivifying Energies that allows to heal any friendly fighter in range. It is expensive, but as support hero goes, you can’t find one more efficient.

The Saurus Guard are the elite fighters of the Scale-Cohorts. Toughness 5 makes them the most resilient fighters, and the 15 wounds can absorb all but most severe critical hits. Thanks to their 2” range weapons they can attack without being engaged and Strength 4 for 2/4 damage can do more than a dent in enemy’s armours. Their Leader version, the Saurus Guard Alpha has 1 attacks more (4) and more damage on critical hit (5). He compares to a Sunblood, with the same weapon profile but with the 2″ range weapon wins the parallel hands down.

The Saurus Warriors are some of the cheapest Saurus units, and their characteristics reflect this: 10 wounds, Movement and Toughness 4 and 2 weapon profiles.

  • The Celestite Club offers more attacks (3) for less damage (1/3 on Strength 3)
  • The Celestite Spear offers more range (2”) and damage (1/4) but less attacks (2).
  • The Alpha is the Leader version and has 4 attacks at Strength 3 for 2/4 damage and 20 wounds.

The Saurus Knights represent the cavalry of the Seraphon but their movement is not the highest of the warband (only 6”) placing them in the middle range with Toughness 4 and high wounds. As the Warriors, the Knights also have two weapon options:

  • The Celestite Blade offers more attacks (3 at Strength 3, damage 1/3)
  • The Celestite Warspear offers more range (2”, 2 attacks, Strength 3, damage 1/4).
  • Their Leader version, the Alpha has only 1″ range but more power: 4 Attacks for 2/4 damage. He would compare to a Scar-Veteran but is much cheaper at the cost of 1 Strength, 1″ Movement, 1 Toughness and 2 Wounds less.

The Kroxigors too are not Saurus, but they are tough fighters and have access to the same Saurus’s ability Tearing Bite. They are as fast as a Saurus Knight, but cost as much as a leader thanks to their impressive Strength 5 and 3/6 damage.

Skink Starseer

Skinks

Skinks priestly leader’s main ability is Tide of Serpents that can provide a way to do some extra ranged damage. There are different profiles:

  • The Skink Starseer can fly 4″ and has only one melee profile with no minimum range and 12″ of maximum, 2 Attacks, Strength 4 and 3/6 damage.
  • The Skink Starpriest has 2 weapon profiles, one ranged up to 7″ for 3/6 damage and one melee for 1/4 damage both at Strength 3.
  • The Skink Priest has a similar profile but only 2/5 damage on the ranged attack and 1/3 on melee.

The Ripperdactyl Riders represent the shock flying squadron of the Seraphon. With a flying movement of 10” they are a constant threat to your opponents.

  • The basic version has Toughness 4 ,15 wounds, 3 attacks at Strength 4 for 2/4 damage.
  • The Ripperdactyl Rider Alpha is a Leader, has one more attack and same weapon profile
  • The Ripperdactyl Chief is identical to the Alpha but 3 wounds more.

The Terradon Riders are the medium range flying squadron with 12″ of flying movement, good wounds but only Toughness 3. They have different variants:

  • The Starstrike Javelin has 8” range and 2 Attacks at Strength 3 for 1/4 damage.
  • The Sunleech Bolas has 3” range but 3 Attacks.
  • The Terradon Rider Alpha has a slightly better Bolas profile with 1 Attack more and 1 damage more on a normal hit.
  • The Terradon Chief does not have a ranged option, he has 1 more Attack (4) than the melee profile of the other models.

The Skinks are the cheapest of the Seraphon warband and they show it with their fragility: 8 wounds and Toughness 3. Despite this they have a good Movement (6”) and few ranged options:

  • The Meteoric Javelin and Star-Buckler has a single ranged attack at 8” range, Strength 3 and damage 1/4.
  • The Boltspitter and Moonstone Club has 12” range and 2 attacks with the same profile as the Javelin, becoming a better ranged option, but with Toughness 2.
  • The Moonstone Club and Star-Buckler has the same melee profile as the other Skinks: 3 attacks at Strength 3 for 1/3 damage but no ranged attack. He is the cheapest however.
  • The Skink Alpha is the cheapest leader of the warband. He has more attacks (4) and damage (2/4) than the other Skinks.

The Hunting Packs are actually two different kits, both containing 3 Skink Handlers and 1 beast:

  • The Skink Handler is the cheapest fighter of the Scale-Cohorts, despite so it has 1/4 damage on 2 Attacks at 2″ range allowing him to still be a nuisance to be taken care of by your opponent. On top of that he can trigger a bonus attack of one of the following beasts.
  • The Salamander has 7″ range for 3/6 damage on Strength 3, Toughness 4, 20 Wounds and 6″ movement.
  • The Razordon has 12″ range for 5 Attacks at Strength 3 but only 1/3 damage, Toughness 3 and same Wounds and movement of the Salamander.
Full content of Start Collecting Seraphon box

Abilities for the Seraphon Warcry Warband

  • Nimble Retreat (Double, Skink Starpriest, Skink Priest, all Skinks and Skink Handler): If engaged perform a bonus disengage action.
  • Hunting Pack (Double, Skink Handler): A nearby Beast fighter can perform a bonus attack action.
  • Voracious Appetite (Double, all Ripperdactyl Riders): Up to 6 damage to an engaged enemy.
  • Cold-blooded Commander (Double, all Leaders): Perform a bonus move or attack action after taking down an enemy.
  • Tide of Serpents (Double, Skink Starseer, Starpriest and Priest): Damage an enemy 8″ away a random number based on the ability value and the dice roll.
  • Lean from On High (Double, Terradon Chief): Add up to 3″ to the next Move action.
  • Rain Meteoric Barrage (Triple, all Terradon Riders except Terradon Chief): Allocate up to 6 damage to a nearby enemy at the end of the next move action.
  • Tearing Bite (Triple, all Saurus and Kroxigor): Add up to 6 to the damage of the next melee attack action for both hits and critical hits.
  • Lords of Space and Time (Triple, Slaan Starmaster): Remove any friendly fighter within 12″ and bring him back anywhere up to 6″ from the Starmaster.
  • Wrath of the Old Ones (Quad, Everyone): Add up to 3 to the Attack and Strength of melee attack actions.
  • Revivifying Energies (Quad, Saurus Astrolith Bearer): Heal up to 6 damage from all friendly fighters within range.
Full content of Start Collecting Skinks box

Pros and Cons of the Seraphon Warband

Pros:

+ High mobility
+ Versatile warband

Cons:

– No heavy hitters

Guide for Seraphon


Stormcast Eternals Sacrosanct Chamber

Stormcast Eternals form different legacy warbands from the Order Grand Alliance. The Sacrosanct Chamber is one of those and you can play almost all miniatures with that keyword.

The Stormcast are mortal heroes taken by Sigmar just a moment before their death and reforged in almost immortal fighters. Of all chambers, the Sacrosanct represents the warrior-mystics most attuned to magic and they have first been unleashed in the Mortal Realms following the Necroquake event.

They have 24 fighters of which 15 are leaders.

Easy to Build: Astreia Solbright, Lord-Arcanum
Lord-Arcanum on Celestial Dracoline

The Lord-Arcanum are the commanders of the Sacrosant Chamber and as such they are also powerful wizards of their own. They have two ranged Attacks at 7″ range for 3/6 damage on Strength 4 and a decent melee profile too: 4 Attacks at Strength 4 for 2/4 damage.

  • The Lord-Arcanum on Dracoline in melee loses 1″ range (the others being 2″) but adds 1 to the damage on critical hit (2/5). Interestingly he does not count as Mounted but he has access to Thunderous Pounce.
  • The Lord-Arcanum on Gryph-Charger is cheaper and with 2 Wounds less.
  • The standard Lord-Arcanum has a movement of 4″ (instead of 10″).

The Lord-Exorcist is a wizard with the same ranged profile as the Lord-Arcanum while in melee he loses only 1 Attack. The difference is made by his special ability, Open Redemption Cache. While the Lord-Arcanum damages everyone including themselves, the Lord-Exorcist in the same radius blasts only enemies.

The Lord-Ordinator are instead the Engineers of the Sacrosanct Chamber. Their special ability, Meteoric Slam, adds +1 to Attack and Strength for a turn transforming them in powerful fighters.

  • The Astral Grandhammer can therefore become a 4 Attacks at Strength 6 for 3/5 damage on a 2″ range.
  • The Paired Astral Hammers becomes 5 Attacks, Strength 6 for 2/5 damage.

Do not underestimate the Knight-Incantor thinking he is your usual fragile wizard. While his ranged attack is the same as the Lord-Arcanum or Lord-Exorcist, in melee he hits as hard as a Lord-Exorcist with only 1 Attack less (3) than a Lord-Arcanum.

The Evocators on Celestrial Dracolines are powerful warrior-wizards that don’t actually count as Mounted and have access to Thunderous Pounce for some impact damage after movement.

  • The Grandstave has 2″ range for 3 Attacks at Strength 5 for 3/5 damage.
  • The Tempest Blade and Stormstave has 1″ range, 4 Attacks at Strength 5 for 2/2 damage
  • The Evocator-Prime with Grandstave is the Leader version with same weapon profile but 1 damage more on critical hit
  • Same for the Evocator-Prime with Blade and Stormstave.

The Evocators on foot represent the infantry and couple really well with those mounting Dracolines. The Primes have access to Summon Celestial Lightning, same as the mounted version. And exactly as those, they have 4 different versions:

  • The Tempest Blade and Stormstave and the Grandstave have identical weapon profile to the mounted ones except the 4″ Movement (and the Grandstave having one less damage on normal hit)
  • The Prime with Blade and Stormstave increases the number of attacks to 5, have same Strength (5) and a lower damage on critical hit (2/4).
  • The Prime with Grandstave instead has longer range (2”), less attacks 4, same Strength and more damage on critical (2/5).

The Sequitors are the main infantry and the model with most options with a forgettable ability that increases their Toughness above their already high 6:

  • The Sequitors with Tempest Blade and Soulshield have Strength 4 but more attacks than their other counterparts (3).
  • The Sequitors armed with Stormsmite Maul and Soulshield have Strength 5 but less attacks (2).
  • Both weapon profiles have an equivalent leader, the Sequitor-Prime, who adds 1 more attack.
  • The guest star is the Sequitor with Stormsmite Greatmace: he trades Toughness (“only 5”) for 3 attacks at range 2” and 3/5 damage.
  • The Sequitor-Prime with Redemption Cache has access to an ability that can damage any visibile unit in a range.

The Castigators are your ranged options and they are essential to compensate the overall slowness of this warband (unless you use Dracolines). With maximum range 15” they can really make a difference: 3 attacks at Strength 5 for 2/4 damage are not to be underestimated, but avoid engaging them in melee. Their Leader version, the Castigator-Prime, adds 1 more melee attack.

The cheapest unit available in this warband is the Gryph-Hound, shared across all warbands. In melee they have 4 Attacks at Strength 4 for 2/4 damage but a movement of 6” and the Darting Attack ability that provides them a bonus attack and then a bonus disengage.

Castigators for the Stormcast Sacrosanct Warcry Warband
Castigators with Gryph-hound and Castigator-Prime in the foreground.

Abilities for the Sacrosanct Warcry Warband

  • Channelled Empowerment (Double, Everyone): Add up to 6 to the Strength of the next melee attack.
  • Summon Celestial Lightning (Double, all Evocators): A chance to do up to 6 damage to an engaged enemy.
  • Meteoric Slam (Double, both Lord-Ordinators): Add +1 to Attack and Strength of melee attacks of this fighter.
  • Cleanse the Realms of Taint (Double, all Leaders): After taking down an enemy perform a bonus move or a bonus attack.
  • Burst of Celestial Lightning (Triple, all Castigators): Add up to 3 to the damage for both hits and critical hits for the next ranged attack.
  • Darting Attack (Triple, Gryph-Hounds): Make a bonus attack and then a bonus disengage.
  • Soul-shield Channelling (Triple, all Sequitors except the Sequitor with Greatmace): Until the end of the battle round add up to +6 to his Toughness.
  • Shatter Spirit Flash (Triple, all Lord-Arcanum and the Knight-Incantor): Allocate up to 6 damage to all fighters in range (friendly and enemy).
  • Thunderous Pounce (Quad, all Lord-Arcanum and Evocators on Celestial Dracoline): Up to 6 damage to an engaged enemy at the end of the next Move action.
  • Open the Redemption Cache (Quad, Lord-Exorcist and Sequitor-Prime with Redemption Cache): Up to 6 damage to all visible enemies within 3”.
Evocators for the Stormcast Sacrosanct Warcry Warband
Evocators with Tempest Blade and Stormstave and their Evocator-Prime in the foreground

Pros and Cons of the Stormcast Sacrosanct Warband

Pros:

+ Really elite warband
+ High toughness

 Cons:

– Low models count
– Really situational abilities

Guide for Stormcast Eternals Sacrosanct Chamber


Stormcast Eternals Vanguard Auxiliary Chamber

Stormcast Eternals form different legacy warbands from the Order Grand Alliance. The Vanguard Chamber is one of those and you can play almost all miniatures with that keyword.

The Stormcast are mortal heroes taken by Sigmar just a moment before their death and reforged in almost immortal fighters. Of all chambers, the Vanguard Auxiliary comprises the scouts and skirmishers, experts in ambush and tactical warfare.

They have 14 fighters of which 8 are leaders.

Lord-Aquilor
Lord-Aquilor

The Lord-Aquilor is the most expensive fighter in the warband with 38 Wounds, Toughness 5 and 10″ Movement! He has also 2 weapon profiles with an average ranged (3 Attacks at Strength 4 for 1/4 damage at 8″ range) and a good melee (4 Attacks at Strength 4 for 2/5 damage). If he needs to get into place faster, his ability allows him a free Move. Alternatively he can increase the Toughness of all friendly fighters with the generic Leader ability Righteous Aura.

The Knight-Venator focusses on ranged damage for 3 Attacks at 20″ range for 2/6 damage. He is understandably only slightly cheaper than the Lord-Aquilor having same Movement (10″) but Flying (no penalties), same Toughness (5) and a bit less Wounds (30). His special ability, Star-fated Arrow, has a chance to do quite some damage on a huge range.

The melee version of the Angel is the Knight-Azyros. He has the same identical profile but no ranged weapon. His ability, The Light of Sigmar, allows for some area damage.

The Knight-Zephyros is the first of our on-foot heroes, with “only” 5″ Movement, but same resilience (30 Wounds on Toughness 5). In close combat her profile is the same as all other leaders (4 Attacks at Strength 4 for 2/4 damage) and ranged she performs like a Lord-Aquilor being an optimum alternative leader at a cheaper cost.

The Vanguard-Raptors are the elite archers and come with two different weapon profiles. In melee the ranged weapon cannot be used being replaced by a melee profile of 3 attacks, strength 4 and 1-4 damage.

  • The Longstrike Crossbow is the long-range weapon and one of the most powerful, comparable to a ballista with a range of 20” and a damage of 10 on a critical (but only 1 attack). They have access to Aimed Strike, that allows to increase the damage characteristic (both for hit and critical hit) for a potential damage of 10-16 per shot.
  • Their Leader version, the Raptor-Prime is one of the most versatile leader in the game with the longest-range weapon with higher damage (4-10) and 30 wounds with toughness 5. The drawbacks is that he is one of the most expensive leader in the game and has only a movement of 4”.
  • The Hurricane Crossbow has a shorter range (3-15”), less damage (2-6) but, with more attacks (3) at Strength 4, could statistically do more damage than the Longstrike version. The Attacks can be increased even further using the Rapid Fire ability.
  • Its Leader version, the Raptor-Prime, has similar consideration than the other Prime.

The Vanguard-Hunter is a mix of infantry and ranged unit with the same ranged profile of the Lord-Aquilor (3 attacks at strength 4, 8” range) and the attack profile of the Gryph-Hound (4 attacks, strength 4, damage 2-4). The main difference between the Hunter-Prime and the normal fighter is the Wound characteristic: 30 vs 20. He is also the cheapest leader in this warband.

The Vanguard-Palladors are the cavalry of the Vanguard with 10″ Movement (mounted). Extremely expensive have the same ranged and melee profile of a Knight-Zephyros but the ability of the Lord-Aquilor to do a bonus move. Their Leader version is the Pallador-Prime.

For 15 points less than a Vanguard-Hunter you can have a Gryph-Hound. Same melee profile (4 Attacks at Strength 4 for 2-4 damage) but a movement of 6” instead of 4” and the Darting Attack ability that allows a bonus attack and then a bonus disengage.

The Aetherwings are the cheapest unit in the warband and that can really help to increase the number of fighters in an otherwise pretty expensive roster. With toughness 2, 8 Wounds and 3 Attacks at Strength 2 they are definitely not there to hold the ground in melee, but they can be really useful scouts especially in combination with your snipers: their Warning Cry ability allows to re-roll one attack dice against a target enemy.

Vanguard-Raptor with Longstrike Crossbow

Abilities for the Stormcast Eternals Vanguard Warband

  • Tireless Hunter (Double, Everyone): Add up to 3″ to the next move action.
  • Warning Cry (Double, Aetherwing and Raptor-Prime with Longstrike Crossbow): Select a target enemy within 6”. You can re-roll one dice per attack action against that enemy.
  • Lightning-fast Strikes (Double, Knight-Zephyros): Add up to 3 attacks to the next melee attack action.
  • Righteous Aura (Double, all Leaders): Add 1 to the Toughness of all friendly fighters within 6” of the leader.
  • Darting Attack (Triple, Gryph-Hound): You can make a bonus attack and then a bonus disengage action.
  • Rapid Fire (Triple, Raptors with Hurricane Crossbow): Add up to +3 to the attacks for the next action.
  • Ride the Winds Aetheric (Triple, Lord-Aquilor and all Palladors): Perform a bonus move up to 6″ away.
  • Star-fated Arrow (Triple, Knight-Venator): Damage an enemy within 20″ based on a dice roll up to 10 Wounds.
  • Aimed Strike (Quad, Raptors with Longstrike Crossbow): Add up to +6 damage to both hit and critical hit.
  • The Light of Sigmar (Quad, Knight-Azyros): Damage up to 6 Wounds to all nearby enemy fighters.
Content of the old Stormcast Eternals Vanguard Start Collecting box

Pros and Cons of the Stormcast Eternals Vangaurd Warband

Pros:

+ Ambush tactics
+ Best ranged attacks
+ Mobility options
+ High toughness

Cons:

– Low model count
– Hard to manage certain situations
– Susceptible to criticals

Guide for Stormcast Eternals Vanguard Chamber


Stormcast Eternals Warrior Chamber

Stormcast Eternals form different legacy warbands from the Order Grand Alliance. The Warrior Chamber is one of those and you can play almost all miniatures from the original release of the Stormcast Eternals.

The Stormcast are mortal heroes taken by Sigmar just a moment before their death and reforged in almost immortal fighters. Of all chambers, the Warrior one represents the core of a Stormcast army. Always present in all battlefields, they are the unshakable golden wave that fights the Chaos forces.

They have 38 fighters of which 16 are leaders.

Lord-Castelant

With so many leaders available the main difference is not made by their weapon profile but by their special ability. The Lord-CelestantWarcloak’s Storm Magic, allows to do some small random damage at short range. Not remarkable.

The Lord-Castellant comes with only 2 Attacks but at 2″ range and for 3/6 damage. His special ability however can reduce by 1 the damage taken by all friendly fighters around him. The downside is that being a low-count model warband not many fighters will be within 6″.

The Lord-Veritant is a cheaper Lord-Celestant with 2 Attacks less (3) and a different ability that allows to reduce by 1 the value of abilities used around him.

The Lord-Relictor in melee is just average but his ability allows an almost reliable way to perform some damage on medium range.

The Knight-Heraldor has a similar attack to the Lord-Relictor but one Attack more (4). His ability, Battle-horn Thunderblast, is extremely limited in scope as it works only if the enemy is on a platform and there’s not many platforms in most kits.

The Knight-Questor hits similar to a Lord-Celestant (4 Attacks at Strength 4 for 2/5 damage) but ups the Toughness to 6 (and can bring it to 7 with Staunch Defender!!) maintaining high Wounds (30). His ability however is unimpressive.

The Knight-Vexillor has a weapon profile identical to the Lord-Relictor. His ability allows to increase the Movement of all friendly fighters starting their activation around him. While strong on paper it is really situational.

Storebirthday jan04 aos9safer
A Knight-Questor, one of the multiple versions. This was Store Anniversary 2021.

The Prosecutors are the flying light cavalry of the Stormcast and they come in different variants including 2 leader options. They can be divided in 3 groups: Prosecutors with Javelins, Prosecutors with Hammers and Prosecutor with special weapons.

  • The Stormcall Javelin and Sigmarite Shield can do 2 attacks at distance (3-8”) or 3 close-by (2”) with Strength 4 and can hit pretty hard (5 damage on a critical hit).
  • The Stormsurge Trident and Sigmarite Shield adds 1 to the damage on normal hit (3/5).
  • Their Leader version, the Prosecutor Prime with Stormcall Javelin and Sigmarite Shield adds 1 Attack at range 2” (for a total of 4). With toughness 6 and 30 wounds is one of the hardest fighters in the game.
  • The Celestial Hammers and Sigmarite Shield also have 2 ranges: 2 attacks at 3-8” or 3 at 1” for a consistent damage of 2/4.
  • The Paired Celestial Hammers adds 1 attack to both profiles.
  • Their Leader version, the Prosecutor Prime with Paired Celestial Hammers has the same weapon profile as the normal version but 1 more attack in melee and same lower Toughness of 5.
  • The Grandaxe has 3 Attacks at Strength 4 for 3/6 damage.
  • The Grandblade is more balanced with 4 Attacks at Strength 4 for 3/5 damage.
  • The Grandhammer 3 Attacks at Strength 5 for 3/5 damage.

The Paladins are the elite fighters of the Warrior chamber and come in different shapes and forms. The three main categories are DecimatorsProtectors and Retributors of which one can be armed with a Starsoul Mace. They can all use Earth-shattering Blow for bonus attack action with extra damage.

  • The Decimators are the more balanced of the paladins with 3 attacks at 2” range for 3/6 damage. They are also slightly more expensive.
  • The Protectors enjoy the longest range (3”) but they lose 1 damage on critical (5).
  • The Retributors are the cheapest, have only 1” range but more Strength (5) and the same output damage of a Protector (3/5).
  • Each one of this has a Leader version: Decimator-Prime, Protector-Prime and Retributor-Prime with similar weapon profile of the base version except one more Attack and access to Leader abilities.
  • The Paladin with Starsoul Mace has 3 Attacks at Strength 5 for 8 damage on a critical!

The Judicators are the ranged fighters of this warband with 2 main weapon options, each reflected with a Prime, and a specialised weapon. None of them have a special ability.

  • The Skybolt Bows are the longest ranged weapon up to 20” range for 2-4 damage at Strength 4.
  • The Shockbolt Bow is slightly more expensive but adds 1 Strength (5) and 2 damage on critical (2-6).
  • The Boltstorm Crossbow has shorter range (max 10”) but more attacks (4 instead of 3), same Strength (4) and same damage output as the bows (2-4).
  • The Thunderbolt Crossbow has a different range with a minimum of 6” (instead of 3”) but a maximum of 15” for 5 attacks with same Strength and damage as the other crossbows.
  • The Judicator Prime with Skybolt Bow has the same ranged profile of the base version but one attack more in melee and access to Leader abilities.
  • Same for the Judicator Prime with Boltstorm Crossbow.

The Liberators are the core of the Warrior chamber. They are the cheapest but not by far, still swinging between toughness 5 and 6 (for those with shield), high wounds and movement 4”. They have 2 weapon options each guided by a Prime, each weapon option can be carried in pairs or with a shield and each has also a special weapon available.

  • The Warhammer and Sigmarite Shield have Strength 5 and hit for decent damage (2-4) at range 1”.
  • The Paired Warhammers‘s number of attacks goes up to 3, same as their Leader version, the Prime with Warhammer and Sigmarite Shield.
  • The Grandhammer adds an extra damage to both normal and critical hit (3-5) to the pair of warhammers.
  • The Warblade and Sigmarite Shield lose 1 Strength (4) to increase the number of attacks (3) but same damage (2-4).
  • The Paired Warblades‘ number of attacks goes up to 4, same as their Leader version, the Prime with Warblade and Sigmarite Shield.
  • The Grandblade performs as a pair of warblades with increased damage (3-5 for 4 attacks at Strength 4).

The cheapest unit available in this warband is the Gryph-Hound. Same melee profile as a Liberator with Paired Warblades (4 Attacks at Strength 4 for 2-4 damage) but a movement of 6” instead of 4” and the Darting Attack ability that allows a bonus attack and then a bonus disengage. Toughness 4 and 20 wounds guarantee a decent survivability.

The Liberators useable in a Warcry stormcast eternals warrior chamber warband
Liberator with Paired Warhammers and with Paired Warblades

Abilities for the Warrior Chamber Warband

  • Furious Avengers (Double, Everyone): This fighter can do a bonus move if there’s at least another friendly fighter within 6” wounded.
  • Lay Low the Tyrants (Double, Liberators): Add +2 to Attack and Strength in melee if the target has 15 or more Wounds.
  • Sigmarite Shield Bash (Double, Knight-Questor, Prosecutors and Liberators with shields): A chance to do up to 6 damage to a close enemy at the end of a Move action.
  • Warcloak’s Storm Magic (Double, Lord-Celestant): A chance to allocate up to 12 damage to an enemy within 6″.
  • Staunch Defender (Double, all Leaders): Until the end of the battle round add 1 to the Toughness of all friendly fighters within 6” of the leader.
  • Wings of Divine Life (Triple, all Prosecutors): Add up to +6″ to the next Move action.
  • Darting Attack (Triple, Gryph-Hounds): Make a bonus attack and then a bonus disengage.
  • Battle-horn Thunderblast (Triple, Knight-Heraldor): Pick an enemy on a platform within 12″ and roll a dice for him and each other enemy fighter within 6″ of him. On a 4+ allocate 3 damage.
  • Lantern of Abjuration (Triple, Lord-Veritant): Reduce by 1 the value of abilities used within 9″ of this fighter.
  • Warding Lantern (Triple, Lord-Castellant): Reduce by 1 the damage inflicted to friendly fighters within 6″ of this fighter.
  • Lightning Storm (Triple, Lord-Relictor): A good chance to inflict up to 6 damage to a fighter within 12″.
  • Earth-shattering Blow (Quad, all Paladins): Perform a bonus attack action adding up to +3 to the damage characteristic for both hit and critical hit.
  • Tempest Winds (Quad, Knight-Vexillor): Add up to +6″ to the Move of friendly fighters within 12″.
The content of the Thunderstrike Brotherhood Start Collecting box.

Pros and Cons of the Warrior Chamber Warband

Pros:

+ High toughness
+ Decent mobility
+ High wounds
+ Good ranged option
+ Extreme versatility

Cons:

– Really low models count
– Hard to manage in certain situations

Guide for Stormcast Eternals Warrior Chamber


Stormcast Eternals Thunderstrike

Stormcast Eternals form different legacy warbands from the Order Grand Alliance. The Thunderstrike is one of those and you can play almost all miniatures with that keyword.

The Stormcast are mortal heroes taken by Sigmar just a moment before their death and reforged in almost immortal fighters. The Thunderstrike are not a new chamber but rather a new breed of Stormcast armed with the newest armour, the Thunderstrike, that allows the Stormcast soul to return to Azyr after they are defeated. Since the Cursed Skies created by Be’Lakor, the First Daemon Prince, Stormcast deaths without the armour can become permanent.

They have 18 fighters of which 11 are leaders.

Lord-Imperatant

The Lord-Imperatant is the great leader of the new Thunderstrike divisions. As a fighter, his high cost is highly justified by his longevity (Toughness 5 and 32 Wounds), his decent attacks (4 at Strength 4 for 2/5 damage) and his few abilities. His signature ability, Coordinated Strike, allows up to 3 other friendly fighters nearby to perform a bonus move or a bonus attack.

The Knight-Arcanum is the wizard of the warband, able to shoot up to 7″ away for 6 damage (at Strength 4) or to club his opponents at 2″ range for 4 damage. His special ability, Bolt from the Heavens, allows to hit an enemy at a good range for random damage. Normally you would consider this fighter at least as a supporting hero, but with all other choices available, it is probably a pass.

The Knight-Relictor is the priest of the warband, he has the same defence characteristic as most other leaders and really similar attacks. His ability, Purifying Incense, can reduce the damage taken for friendly fighters around him.

The Knight-Vexillor with Banner of Apotheosis. apart from his impressive banner, has similar characteristics to the other leaders. The difference is made by his ability to heal wounds to all friendly fighters nearby.

The Knight-Judicator is probably one of the best sniper in the Mortal Realms: 20″ range for 4/10 damage at Strength 5 (comparable to the Vanguard-Raptor with Longstrike Crossbow from the Vanguard Chamber). In melee he can also defend himself with 2/4 damage and the usual high defence will make him last longer.

The Vindictors are the battleline of the army and core of this warband. The Vindictor-Prime is one of the cheapest Leaders available in the warband, but his lack of special abilities and less than impressive profile (only the 2″ range stands out) makes him quite forgettable. What makes the Vindictors different than the rest of the troops is their Toughness 6 and the 2″ range.

The Vanquishers are the swordmasters, able to cut down the surrounding enemies with their special ability Vanquishing the Horde. Their attack profile is already quite impressive with 4 attacks (5 for the Vanquisher-Prime, their Leader version) at Strength 4 for 2/4 damage, but you need also to add Toughness 5 and high wounds.

The Vigilors represent the archers of this warband, and the only non-leader model with ranged attacks. 15″ range at Strength 4 for 2/4 damage is not bad and even in melee with 3 attacks at Strength 4 for 1/4 damage makes them a threat to not underestimate. The Vigilor-Prime adds 1 more ranged attack (3 instead of 2) for a valid alternative profile if you need a support hero different from the ones above. And the reason is the Vigilors’ special ability: Guiding Lightning that basically creates a beacon for other fighters to target the same enemy.

The Annihilators are the elite of this warband, surprisingly having more or less the same cost as the other fighters in the warband. They come with two profiles: one with Meteoric Hammer focussed on defence, and one with Grandhammer focussed on attack.

  • The Meteoric Hammer comes with their giant shield that introduces for the first time Toughness 7!!! Only a handful of fighters in the game have Strength 6 and none 7, making them hittable only on a 5+. And their attack profile is equally good with 2 attacks at Strength 5 for 2/5 damage.
  • Their Leader version, the Prime with Meteoric Hammer has one more attack.
  • The Grandhammer instead reduces Toughness to “only” 6 but the attacks become 3 at Strength 6 for 3/5 damage.
  • Their Leader version, the Prime with Grandhammer once again adds one attack.

The Praetors represent your bodyguards as they are able to heal back a nearby Leader. Praetors are reliable hitters, with Strength 5 and 2/5 damage. Their Leader version, the Praetor-Prime has has 4 attacks instead of 3 and same weapon profile.

Gryph-hound are normally the cheapest unit in a Stormcast warband (they are available in all warbands to date), but in this case, they cost like the average troop. They have the same profile as a Vanquisher (4 Attacks at Strength 4 for 2/4 damage) but a movement of 6” instead of 4” and the Darting Attack ability, that allows a bonus attack and then a bonus disengage.

Knight-Judicator with 2 Gryph-Hounds

Abilities for the Thunderstrike Stormcast Warband

  • Blaze of Glory (Double, Everyone): This fighter can do a bonus attack only if they have 15 or more Wounds allocated.
  • Soul-forged Guardians (Double, all Praetors): Remove up to 6 wounds from a nearby Leader, then allocate D3 damage to this fighter.
  • Guiding Lightning (Double, all Vigilors): After attacking an enemy with a ranged attack, everyone else has +1 attack against that enemy.
  • Shock and Awe (Double, all Leaders): A bonus move or attack after taking down an enemy.
  • Plant the Banner of the Reforged (Double, Knight-Vexillor): Heal up to 3 wounds to all friendly fighters in range.
  • Bolt from the Heavens (Double, Knight-Arcanum): A chance to do up to 9 damage to an enemy within 18″.
  • Darting Attack (Triple, Gryph-Hounds): Make a bonus attack and then a bonus disengage.
  • Vanquish the Horde (Triple, all Vanquishers): A chance to do up to 6 damage to all nearby enemies.
  • Purifying Incense (Triple, Knight-Relictor): Reduce by 1 the damage taken while within 6″ of this fighter.
  • Coordinated Strike (Triple, Lord-Imperatant): Up to 3 other nearby friendly fighters can perform a bonus move or bonus attack.
  • Force of a Falling Star (Quad, all Annihilators): Perform a bonus move and if ending nearby an enemy unit, allocate up to 6 wounds to that enemy.
  • Draw the Gaze of Sigmar (Quad, Knight-Judicator): Up to 3 damage to all enemy fighters nearby the chosen point.
Warcry Thunderstrike Stormcast Eternals box

Pros and Cons of the Warrior Chamber Warband

Pros:

+ High toughness
+ High wounds
+ Good ranged option
+ Extreme versatility

Cons:

– Low models count
– Hard to manage in certain situations

Guide for Stormcast Eternals Thunderstrike


Sylvaneth

Sylvaneth is one of the legacy warbands from the Order Grand Alliance. You can play almost all miniatures from that range.

They are the children of Alarielle, Goddess of Life. They are grown from soulpods in the most disparate forests and represent the sylvan inhabitants of the Mortal Realms. Those forest spirits and tree creatures are not to be underestimated as they all guided by the spirit-song and work in unison.

They have 15 fighters of which 9 are leaders.

Arch-Revenant

The Arch-Revenant is the most expensive and fastest unit of the warband. He doesn’t hit as hard as a Kurnoth, but has a good melee profile with 2″ range, 4 Attacks at Strength 4 for 2/5 damage. He has a plethora of abilities as well of which Zephyrspite’s Tail Pincers allows to do some random damage to an engaged enemy.

The Branchwraith is a spellcaster of the Forest Stalkers, and as such she has a 7″ ranged attack for 3/6 damage useful to hit from the second line while staying close to the fight. Don’t use her in melee with her Toughness of 3 but she can support the back lines with some poor healing.

The Branchwych could be another support character but her ability is another random chance to do some damage. She has the same ranged attack as the Branchwraith, but a 2″ melee attack that allows her to fight in melee without being engaged.

The Kurnoth Hunters are the most expensive model in the Sylvaneth Warband outside of the Arch-Revenant, but also the most versatile with different weapon loadouts:

  • The Greatbow is the farthest ranged option available to this warband with an amazing 20” range. 2 attacks at Strength 4 (can be increased with the Leader ability as there is no range limit) performing 2/5 damage allow for some interesting tactics.
  • The Scythe is the heavy-hitting option: 3 attacks with 2” range at Strength 4 for 3-6 damage can be decisive on many occasions.
  • The Greatsword instead provides more attacks (4), with 1” range, same Strength but slightly less damage (2/5).
  • Their Leader version, the Huntmaster, exists for all 3 different weapon options and adds 1 attack and access to the Leader abilities.

The Spite-Revenants special ability allows to block an enemy and can be useful to disrupt your opponent plans. The profile itself of the Spite is in line with the low cost: only 8 wounds, movement 4”, Toughness 3 and 4 attacks at Strength 4 for 1/3 damage. Their Leader version, the Shadestalker, adds more wounds (16), one attack (5) and more damage (2/4).

The Tree-Revenants have an interesting strategic ability: they can be moved anywhere on the battlefield. Despite this, they are also one of the cheapest model in the game, so they can be used in hordes to protect Kurnoth Hunters. Their profile is similar to that of the Spites, the only difference being the 3 attacks at Strength 3. Their Leader version, the Scion, has 4 attacks at Strength 3 with same damage as the Shadestalker (2/4).

The Dryads also have  an interesting horde-ability. If one “shouts” at an enemy in range, every Dryad adds +1 Attack against that enemy. They have 4 attacks at Strength 3 and can cause small damage (1/3) but in numbers and with 10 attacks (with the shout) per activation they can represent a problem. Their Leader version, the Branch Nymph, has 1 more in Strength and does the same damage as the Scion and the Shadestalker (2/4).

Kurnoth Hunters for the Sylvaneth Warband in Warcry
Kurnoth Hunters with Greatsword and their Huntmaster in the foreground

Abilities for the Sylvaneth Warcry Warband

  • Draw from the Spirit-song (Double, Everyone): Heal up to 3 Wounds.
  • Trample Underfoot (Double, all Kurnoth): Do as much as 6 damage to an engaged enemy (on a 4+).
  • Shrieking Terror (Double, all Spite-Revenants): A chance to block an enemy preventing move or disengage actions (on a 3+).
  • Zephyrspite’s Tail Pincers (Double, Arch-Revenant): A chance to do up to 6 damage to an engaged enemy.
  • Swarm of Spites (Double, Swarm of Spites): A chance to do up to 6 damages to an enemy within 6″ (on a 4+).
  • Enrapturing Song (Triple, Dryad and Branch Nymph): Target an enemy up to 6″ away. Add +1 to the Attacks performed by Dryads (or Branch Nymph) against that enemy.
  • Walk the Spirit Path (Triple, all Tree-Revenants): Remove this fighter from the battlefield and place it anywhere on the battlefield floor, 5” from any enemy fighter.
  • Blessing of the Forest (Triple, Branchwraith): Heal 1 damage to all friendly fighters within 6″.
  • Call to Battle (Triple, Arch-Revenant): Add +1 to the melee Attacks of friendly fighters within 3″.
  • Envoy of the Everqueen (Quad, all Leaders): Add up to +3 to the Toughness and Strength of friendly fighters within 6”.
Warcry Sylvaneth box with 5 Revenants and 3 Kurnothi

Pros and Cons of the Sylvaneth Warband

Pros:

+ Decent mobility
+ Ability to heal
+ Varied abilities and strategies

Cons:

– Medium hitters
– Random abilities

Guide for Sylvaneth


Death Warbands

Warband NameWarband BoxStG BoxGuide for Warband
Flesh-eater CourtsWarcry_FleshEaterCourtsFlesh-Eater Courts Start CollectingGo to Guide
Legions of NagashWarcry_LegionsOfNagashGo to Guide
NighthauntNighthaunt Warcry BoxGo to Guide
Ossiarch BonereapersGo to Guide
Soulblight GravelordsSC_SoulblightGravelordsGo to Guide

Flesh-Eater Courts

Flesh-Eater Courts is one of the legacy warbands from the Death Grand Alliance. You can play almost all miniatures from that range.

They are a cannibalistic race of ghouls and vampires living in the deluge that they are instead noble knights and peasants from ancient kingdoms fighting the evil around the Mortal Realms. This is the consequence of the curse that Nagash imposed to Ushoran, the first of the Flesh-Eater.

They have 12 fighters of which 9 are leaders.

Abhorrant Archregent

The Abhorrant Archregent has access to a record 5 abilities, of which Unnatural Vitality and Stir of the Black Hunger are specific to him (and the Ghoul King). The first allows some healing, the second one instead provides a buff to attacks of friendly fighters in range. As a melee combatant, he is slightly more fragile than the Infernal or the Haunter with 28 wounds instead of 40 and Toughness 4, but he can heal himself easier. He is also much cheaper and has a similar attack profile (4 attacks at Strength 4 with damage 3/5).

The Abhorrant Ghoul King shares the same abilities as the Archregent and as such is the ideal meter of comparison. He is cheaper, has good attacks but less damage (2/4) and less Wounds (25). For the rest he is identical, so if you need a support fighter less melee focussed then you can save some points switching to the Ghoul King.

Cost-wise the Varghulf Courtier sits in the middle between all leaders, with same damage as the Archregent but less attacks (3) with greater Strength (5). Statistically does not fare much better than an Archregent and trails behind the Courtiers. Apart from that, he can fly with a Movement of 8″ that gives him great flexibility.

The Crypt Flayers are your winged option since they can all fly with Movement 10″. One of their ability, Death Scream, allows to increase Strength by 1 and “skewer” your enemy (preventing him from moving on a critical). With the other instead they can “scream” at all visible units in range for some bonus damage. The leader options are veritable killing machines, indeed the two most expensive fighters of the entire warband: 40 wounds, Toughness 4 and 5 attacks at Strength 4 and 2/5 damage for the Crypt Infernal, while the Crypt Infernal Courtier has more wounds and Strength 5.

The Crypt Horrors are the elite fighters of the warband. They share the same statistics as the Crypt Flayers regarding Attack and Wound characteristics so the main difference is in the special ability that allows them to add 2 to their attacks as long as they are in range of the leader. Their leader options, the Crypt Haunter and the Crypt Haunter Courtier are identical to their Flayer counterpart except the 6″ movement against the 10″ flying movement.

The Crypt Ghouls are your basic fighters: cheap and no special abilities. Toughness 3 and 8 wounds makes them really squishy but you can field so many of them that they compensate with the numbers. The same is valid for their Leader versions, the Crypt Ghast Courtier and Crypt Ghast, making them unremarkable leaders.

Crypt Flayers with Crypt Infernal in the foreground

Abilities for the Flesh-Eater Courts Warband

  • Feeding Frenzy (Double, Everyone): after taking out an enemy you can heal yourself.
  • Skewering Strike: (Double, Crypt Infernal Courtier, Infernal and Flayer) +1 Strength for the next attack. In case of a critical, the opponent cannot move or disengage.
  • Chosen of the King: (Double, Crypt Haunter Courtier, Haunter and Horror) +2 to the Attack characteristic for actions within range.
  • Unnatural Vitality (Double, Abhorrant Archregent and Ghoul King): heal yourself.
  • Bringer of Death: (Triple, all Leaders) Add up to 6″ to the Movement of all friendly fighters within range of the leader.
  • Death Scream: (Triple, Crypt Infernal Courtier, Infernal and Flayer): Damage enemies within range depending on the dice roll (5+ for each enemy).
  • Terrifying Frenzy (Triple, Varghulf Courtier): Add up to 3 to the Attack characteristic for the next action.
  • Stir of Black Hunger (Triple, Abhorrant Archregent and Ghoul King): Add 1 to the Attacks of all friendly fighters in range.
  • The Royal Hunt (Quad, Everyone): perform a bonus move and a bonus action. Add 1 to the bonus attack if close to a friendly fighter.
Flesh-Eater Courts Start Collecting: a warband in a box.

Pros and Cons of the Flesh-Eater Courts

Pros:

+ Access to high movement and flying
+ Hard-hitting fighters and cheap disposable bodies
+ One of the easier/cheaper legacy warbands to build

Cons:

– Not a lot of different model types
– No ranged attacks
– You could get tired of the naming of your models (they really like that crypt…)

Guide for Flesh-Eater Courts


Legions of Nagash

Legions of Nagash was one of the legacy warbands from the Death Grand Alliance. Since the publication of Tome of Champions 2021, it has been completely replaced by Soulblight Gravelords.

You can still see our original guide for Legions of Nagash.


Nighthaunt

Nighthaunt is one of the legacy warbands from the Death Grand Alliance. You can play almost all miniatures from that range.

In his twisted sense of justice, Nagash, the Supreme Lord of Undeath, created the ghostly hordes comprising the Nighthaunt from the souls of deceased beings leaving them enough memory of their past lives to torment them for eternity and increase their hatred for the living.

They have 21 fighters of which 12 are leaders.

Knight of Shrouds on Ethereal Steed

There are two types of Knights of Shrouds: cavalry and infantry. Both have the same weapon profile and Runemarks so what differentiates them is the movement 10″ for the one on Ethereal Steed. Their attack is good (4 attacks at Strength 4) and sits in the middle compared to the other leader options. Their special ability (Stolen Hours) allows them to heal for how much damage they inflicted making them highly survivable.

Dreadblade Harrow is another cavalry option with average attacks, movement 10″ and a special ability that allows them to tele-transport anywhere on the battlefield. While it is a powerful ability that allows you to chase runaways or secure an objective last minute, it does have some limitations.

The Guardian of Souls introduces ranged attack to an otherwise melee focussed warband. With damage 3/6 and range 3-7″ you probably want to make most use of it and keep him far from the centre of the fight. His special ability, Unholy Light, can heal all nearby fighters in a warband traditionally low on Wounds.

The Spirit Torment is the second heaviest leader in the warband with Strength 5 and damage 3/5. He is also one the most expensive and his ability, Captured Soul-energy, allows to heal friendly fighters in range as long as he kills an enemy.

Between the Leaders, the Lord Executioner is the heaviest hitter with 2 attacks at Strength 5 for 3/6 damage. The critical damage can go up using Beheading Strike, but for someone with only 2 attacks and high Strength is irrelevant.

The Hexwraiths add extra flying movement (10″) to an already fast warband with just average attacks (3 at Strength 3 but with 2″ range) but some more than welcome high Wounds characteristic (20). The Hellwraith is the Leader of this unit increasing the critical damage by 1 point (4 total).

The Extoller of Shyish is one of the cheapest leaders. At a decent price for 20 wounds and a toughness of 5 it can be really resilient, but there are much better options considering he has no special ability. He is the Leader version of the Grimghast Reapers who share the same base stats with half the wounds, the same 2” range and add to the fray a really useful ability, Reaped Like Corn, that allows them to hit every surrounding enemy.

The Cairn Wraith is the rightful leader of a Grimghast Reaper army, with better attacks (3 at Strength 4 for 2/5 damage and the precious 2″ range) and same abilities: Soul-marked Prey and Reaped Like Corn.

The Tomb Banshee has a ranged attack with 3-9″ range for a good damage (2/5). Her melee attacks are also decent with 4 on critical damage, becoming important because her special ability, Frightful Touch, allows to treat all hits as critical damage.

The Dreadscythe Harridans are terrifying melee fighters able to pin in place an enemy (Harrowing Shriek). The high number of attacks (5 at Strength 3) justifies the average cost of these ladies. The Slasher Crone is their Leader that adds extra damage to her arsenal (2/4 instead of 1/3) for a price in line with the rest of the warband.

The Chainrasp, despite being the cheapest unit available in the warband is costed higher than equivalent units in the other warbands thanks to his ability to fly and a relatively high Toughness (4). With damage 1/2 and strength 3 will be a long process to put down the tougher opponents, so they are probably best suited to grab objectives or slow down the enemy. Their Leader version, the Dreadwarden, is the cheapest option as a leader and is treated as a minion benefitting from the same ability, Chilling Horde, where every Chainrasp next to another can get an extra attack per activation. On the other hand, it is not extremely survivable with only 16 wounds and a toughness of 4.

The Spirit Hosts are the most expensive non-fighter unit available to the Nighthaunt and for a good reason. With 30 wounds and toughness 5 it’s going to be difficult to pull them down. Normally they wouldn’t hit too hard, but their ability, Frightful Touch, allows every hit to be treated like a critical.

The best characteristic of the Chainghast is to be the only pure ranged unit in this warband with 8″ range at Strength 4. He has also higher wounds than the rest of the warband (15) and movement (6″) but no special ability.

The Bladegheists Revenants do not have the same range as Chainghasts but an otherwise similar profile at a cheaper cost. They compete with the Grimghast Reapers increasing their Strength to 4 but have no extra abilities. What they miss is the 2″ range.

The Glavewraith Stalker is halfway between a Chainrasp and a Grimghast Reaper failing to reach either point cost efficiency.

The Myrmourn Banshee is slightly more expensive than a Grimghast but adds considerable weight to the table with +1 strength (4) and more damage on a normal hit (2, 4 on a critical). They do not have any special ability, however, and, despite Toughness 5, with 10 wounds they are extremely vulnerable to critical hits.

Grimghast Reapers with their leader Extoller of Shyish

Abilities for the Nighthaunt Warband

  • Aura of Dread (Double, Everyone): subtract 1 to the Strength characteristic (to a minimum of 1) of an enemy fighter.
  • Soul-marked Prey (Double, Grimghast Reaper and Cairn Wraith): -1 Strength to a wounded enemy fighter.
  • Chilling Horde (Double, Dreadwarden and Chainrasp): +1 Attack and +1 Strength if close to another fighter with same runemark.
  • Beheading Strike (Double, Lord Executioner): add up to 3 to critical hits damage for one attack action.
  • Stolen Hours (Double, both Knight of Shrods): heal this fighter for how much damage he delivered this activation.
  • Frightful Touch (Triple, Spirit Hosts and Hexwraiths): each hit scores critical damage.
  • Harrowing Shriek (Triple, all Dreadscythe Harridans): prevents movement or disengage from an enemy within range on a 3+.
  • Phantasmal Discorporation (Triple, Dreadblade Harrow): transport the unit anywhere on the battlefield.
  • Unholy Light (Triple, Guardian of Souls): heal 1 Wound to all nearby friendly fighters.
  • Spectral Summon (Triple, all Leaders): set up again any fighter taken down.
  • Reaped Like Corn (Quad, Grimghast Reaper and Cairn Wraith): damages all visible enemy fighters within range.
  • Captured Soul-energy (Quad, Spirit Torment): heal all nearby friendly fighters when taking down an enemy.
Nighthaunt Warcry old box

Pros and Cons of the Nighthaunt

Pros:

+ Versatile and quite forgiving
+ Fly is, in general, an amazing ability
+ Summoning back models is a powerful ability, tactically satisfying and thematically fitting

Cons:

– Low damage (unless you can get off some abilities)
– Can struggle on some missions

Guide for Nighthaunt


Ossiarch Bonereapers

Ossiarch Bonereapers is one of the legacy warbands from the Death Grand Alliance. You can play almost all miniatures from that range.

They are a pet project that Nagash, Supreme Lord of Undeath, initiated long before the Stormcast Eternals were reforged. He combined the best souls he could get his skeletal hands on to create a super efficient army of skeleton automatons and then release it in the Mortal Realms to collect the tithe, a tribute of bones used to create more soldiers.

They have 18 fighters of which 6 are leaders.

Liege-Kavalos

The Liege-Kavalos is a majestic model that rightfully should lead any cavalry based Ossiarch warband. He is the most expensive leader but also the one with most hit points (32) and damage output (4 attacks at strength 4 for 2/5 damage). He compares with the Kavalos Hekatos but with 1 damage on critical and 2 wounds more.

The Mortisans are the commanders and bone-mages of the army and they come in different shapes. For the Demi-cohorts they add the only ranged options in the army: 2 attacks at Strength 3 for damage 3-6 and range 3-7″. The main differentiation comes from their special abilities:

  • The Boneshaper is the healer, able to remove 1 damage to all fighters in range.
  • The Soulreaper is the damage dealer, with damage to all fighters within range.
  • The Soulmason is the support guy, able to add Attacks to fighters within range. For some reason he is also Mounted, preventing him from going through doors and archways.

The Morghast are the elite fighters of this warband, distinguished by their main role: Archai are effective protectors while the Harbingers are messengers of destruction. They are further differentiated by the weapon load-out:

  • Spirit Halberds provide higher damage concentrated in less attacks (2 at Strength 5 for 3/5 damage)
  • Spirit Swords provide more balanced attacks (4 at Strength 4 for 2/4 damage).
  • The Harbingers have a free move ability and Toughness 4
  • The Archai cost slightly more and have Toughness 5.

The Kavalos Deathriders are the cavalry of the Ossiarch Bonereapers. All Kavalos have Movement 8” and Toughness 5 making them extremely flexible and tough. The Hekatos has 30 wounds, the normal Deathriders 20. They have different versions:

  • The Blade drops 1 attack and 1 in Strength but it’s also cheaper.
  • The Spear loses one attack (only 2) but increasing the range (2”) and the damage on critical (5).
  • Their Leader version, the Kavalos Deathrider Hekatos, has access to the Unstoppable Advance ability to increase the Movement within its battle group (hammer, shield or dagger). He is also armed with a blade (damage 2/4 for 4 attacks at strength 4.

The Mortek Guard is the basic infantry of the Ossiarch but do not under-estimate them: they can be extremely lethal especially in groups. Their main ability, Form Shield Wall, allows to increase their Toughness from 5 to 6.

  • The only one unable to use this ability is the one armed with the Soulcleaver Greatblade. He is also the only one with Toughness 4 (instead of 5) but compensates by doing more damage (2/5) on his 3 attacks at Strength 4.
  • The Spear increases its weapon range to 2” at the cost of one attack (only 2) and increased damage on critical hit (4).
  • The Blade provides a more balanced profile with 3 attacks at strength 3, 1/3 damage but only 1” range.
  • Their Leader version, the Mortek Guard Hekatos is a valid melee fighter with 4 attacks at Strength 4 and same damage as the Kavalos (2/4). He is also the cheapest leader (other than the slowest).

Necropolis Stalkers are an interesting model attack-oriented considering they have the lowest Toughness in the warband (4). However, they compensate with 30 wounds and a movement of 5″ half-way between the Mortek and the Kavalos. There are 2 different weapon loadouts for the Necropolis Stalkers:

  • The Dread Falchion reduces the number of attacks (3) for maximum damage (3-6 at Strength 5, the highest on this warband).
  • The Spirit Blades are a more conservative weapon with 5 attacks at Strength 4 (2-5 damage).

The Immortis Guard has a similar profile to the Necropolis Stalker with Falchions with 1 attack less (2), less damage on critical (3/5) and Toughness 5 that can be further increased with Form Shieldwall.

From left to right: Mortisan Soulreaper, Boneshaper and Soulmason

Abilities for the Ossiarch Bonereapers Warband

  • Nadirite Weapon (Double, Everyone): Add 1 to the damage characteristic (for both hit and critical hit).
  • Form Shield Wall (Double, all Mortek Guard except with Greatblade and Immortis Guard): Add 1 to the Toughness of this fighter (and anyone with same runemark nearby) until the end of the battle round.
  • Hunt and Kill (Double, Necropolis Stalkers): If the fighter is within 6” of an enemy model, can do a bonus move towards the nearest enemy.
  • Endless Duty (Double, Liege-Kavalos): Allows extra bonus move or action when killing an enemy.
  • Deathrider Charge (Triple, all Kavalos Deathriders): The next time this fighter moves next to an enemy fighter, pick one within 1” of this fighter and allocate as much damage as the value of this ability.
  • Unbridled Ferocity (Triple, all Morghast Harbingers): Allows a bonus move.
  • Unstoppable Advance (Triple, all Leaders): Add up to 3″ to the Movement of all fighters in the same battle group as the leader.
  • Soul-guide (Triple, Mortisan Soulmason): Add 1 to the Attack of friendly fighters within range.
  • The Boneshaper’s Art (Triple, Mortisan Boneshaper): Heal 1 to all friendly fighters in range.
  • Blade-strike Aspect (Quad, Necropolis Stalker): Add the value of this ability to the Attack characteristic.
  • Soulreaper Scythe (Quad, Mortisan Soulreaper): Do up to 6 damage to all enemies within range.
The Mortisan Tithe-Echelon was 2021 Christmas battleforce box representing the Ossiarch Bonereapers

Pros and Cons of the Ossiarch Bonereapers

Pros:

+ Good toughness
+ All-round
+ Extreme versatility

Cons:

– Does not excel in anything
– Few ranged options

Guide for Ossiarch Bonereapers


Soulblight Gravelords

Soulblight Gravelords is one of the legacy warbands from the Death Grand Alliance. You can play almost all miniatures from that range.

They represent the vampire elite commanding all sorts of undead and they replace Legions of Nagash army and warband. However, you are not forced to use a vampire to lead your warband, skeletons are equally valuable fighters or a Necromancer could muster your horde of zombies.

They have 21 fighters of which 6 are leaders.

One of the latest Vampire Lord models

The Vampire Lord is the strongest melee leader in this warband with an average damage second only to the Vargskyr (4 attacks at Strength 4 for 2/6 damage). If you are used to the vampires from Legions of Nagash, this is quite an upgrade. He is now more resistant (Toughness 5 with 25 wounds), faster (5″ still flying) and access to many interesting abilities.

The Necromancer is an important piece in the army able to activate your other fighters within his round, but now it’s probably better suited as a hero rather than a leader. Also, with Toughness 3 and 20 wounds is really fragile and needs to be well protected. His ranged attack (3-7” with good 3/6 damage) represents the only ranged option in the warband.

The Wight Kings are the commanders of the skeleton hordes with Toughness 5 and high wounds. They come in two forms:

  • The Wight King on Skeletal Steed has a spear providing 2″ range, 3 attacks at Strength 5 for 2/5 damage.
  • The standard Wight King has a more balanced weapon profile with 4 attacks at Strength 4 and same damage.

The Vargheists are the flying unit of this warband with a Movement of 8″. High Wounds and average Toughness (4) guarantees them some survivability. The Vargoyle is the leader of a Vargheist unit, with a good melee profile (4 Attacks at Strength 4 for 2/5 damage). The standard version has the same profile but less damage (1/4). Both have access to Blood-maddened Frenzy, that allows a bonus attack or move after taking down an enemy.

Blood Knights are the heavy cavalry of the warband. They come in different versions but they are all mounted and have 8″ Movement:

  • The Templar Blade provides 3 Attacks at Strength 4 for 2/4 damage.
  • The Templar Lance with 2″ range loses 1 attack but increases Strength to 5.
  • Kastellan is basically a Vampire Lord on horse without the Flying runemark. Being mounted he has access to Deathly Charge (as all Blood Knights) for some damage at the end of the movement.

Vyrkos Blood-born‘s main sin is from their only and extremely situational ability that allows to climb for free. Outside of that, Vyrkos have decent attacks (4 at Strength 4 for 1/5 damage) but low survivability with Toughness 3 and 15 wounds.

The Vargskyr is an impressive model with a barely useful ability (Vampiric Agility), gifted with an impressive damage output (2 Attacks at Strength 5 for 3/6 damage) but also the highest point cost between non-leaders. 35 Wounds and Toughness 4 makes him tough but costs more than a Vargheist for little more benefit.

The Kosargi Nightguard is another model coming from Cursed City board game, no ability to his name, but a decent profile as a heavy damager: strength 5 and 2/5 damage at 2″ range. Toughness 4 and 30 wounds make him a tough opponent. It costs less than a Vargheist, but in this case the difference in cost can be justified.

The Black Knights are the lighter cavalry of this warband, compared to the Blood Knights, but they have the same movement of 8″. They do have less wounds and less Toughness (4) but they become an interesting option in a thematic skeletons-only warband. The 2″ range spear attack is similar to the foot version (2 attacks at Strength 3 for 1/4 damage). Their Champion version, the Hell Knight, reduces the range to 1″, increasing the attacks to 3 and damage to 2/4. He is not a Leader, but as a Champion can perform a bonus attack action and increase his attacks for that action.

The Grave Guard are the elite undead infantry. They come with different loadouts and are essential in many warbands:

  • The Great Wight Blade hits at Strength 5 with +1 on normal damage (2/4).
  • The Wight Blade and Crypt Shield increases Toughness by 1 (4).
  • The Champion is the Seneschal, that doesn’t count as a Leader but can perform a bonus attack action and increase his attacks for that action.

The Skeletons are basic fighters with low wounds and Toughness 4. They have different weapon loadouts:

  • The Ancient Spear has 2” weapon range and +1 damage on critical really improving the longevity of this unit
  • The Ancient Blade has 1 attack more.
  • The Skeleton Champion does not count as a leader but can perform a bonus attack action and increase his attacks for that action.

The Zombies have the same identical profile and cost as a Skeleton Warrior with Spear, but 2 Wounds more to compensate the 1″ range of the weapon. Probably the worst trade-off in history.

Blood Knights with Templar Lances. The Kastellan is in the middle.

Abilities for the Soulblight Gravelords Warband

  • Shambling Horde (Double, all Grave Guards, Skeletons and Zombies): up to 6″ bonus move when starting in range of a visible leader.
  • Vampiric Agility (Double, Vyrkos and Vargskyr): do not count vertical distance when climbing.
  • Blood-maddened Feeding Frenzy (Double, Vargoyle and Vargheist): perform a bonus move or attack after killing an enemy.
  • Beheading Strike (Double, all Wight Kings): add up to 3 to the damage on critical hits for the next melee attack.
  • Necrotic Siphon (Double, Necromancer):  steal wounds from a friendly Minion fighter to heal back the double to the Necromancer.
  • Deathly Charge (Triple, all Blood Knights and Black Knights): deal up to 6 damage to an engaged enemy at the end of the next movement.
  • Thirst for Blood (Triple, Vampire Lord and all Blood Knights): heal up to 12 wounds after taking down an enemy.
  • Summon Undead Minion (Triple, all Leaders):  return a slain Minion model (Grave Guard, Skeleton or Zombie) to the table fully healed.
  • Call the Crimson Feast (Triple, Vampire Lord and all Blood Knights): add 1 to the melee Attacks to all friendly fighters within 6″ of the leader.
  • Chosen Champion (Quad, Seneschal, Hell Knight and Skeleton Champion):  while within 6″ of a Leader, perform a bonus attack and add up to 3 to the Attack characteristic.
  • Vanhel’s Danse Macabre (Quad, Necromancer):  perform a bonus move or attack with up to 6 fighters in range.
Radukar’s Court, part of Cursed City release

Pros and cons of Soulblight Gravelords

Pros:

+ Horde army but with elite options
+ Versatile with many options
+ Ability to bring back dead comrades

Cons:

– No ranged options except one leader

Guide for Soulblight Gravelords


Destruction Warbands

Warband NameWarband BoxStG BoxGuide for Warband
BonesplitterzSavage Orruks BoxGo to Guide
KruleboyzWarcry_KruleboyzBoxStarterSet_HarbingerGo to Guide
Gloomspite GitzWarcry Gloomspite GitzStart Collecting Gloomspite GitzGo to Guide
IronjawzWarcry_IronjawzIronjawz Start CollectingGo to Guide
Ogor MawtribesGo to Guide

Bonesplitterz

Bonesplitterz is one of the legacy warbands from the Orruk Warclans range belonging to the Destruction Grand Alliance. You can play almost all miniatures with that keyword.

They are wild frenzied Orruks armed with little more than bone weapons, primitive bows and the protection (or at the very least confidence on) of their warpaint.

They have 19 fighters of which 9 are leaders.

Wurrgog Prophet

The Maniak Weirdnob is the most expensive leader of the Rangin’ Rukks with an excellent movement of 10″ but being Mounted he cannot climb, pass through doors, etc. He can resist quite few punches with Toughness 4 and 35 Wounds and can throw some back with his 3/6 damage ranged attack (up to 7″). His ranged attacks can be increased from 2 to 3 (Weird-Squig).

The Savage Big Boss leads Bonesplitterz in the midst of the fray. With 3 Attacks at Strength 5 for 3/6 damage he hits as hard as a Big Stabba, but is smaller, more resistant (Toughness 4) and has access to some interesting Leader abilities.

The Wurrgog Prophet is another supporting wizard, decently priced. He has the same attacks as the Weirdnob but a little bit less Wounds (28) maintaining same Toughness (4). Of all area of effect available to the Rangin’ Rukks the Beast-mask Dance is one of the most interesting providing -1 Attack to all enemy fighters in range.

The Wardokk has instead the least useful ability: heals 1 damage within a short range. The rest of his profile would be identical to a Weirdnob or a Wurrgog but he loses 1 damage on critical hit on melee (1/3) and goes down to 25 Wounds.

The Savage Boarboys are in reality a family of two distinct mad cavalry on top of War Boars. They all share the same ability, Tusker Charge, that allows impact damage and have 10″ Movement, high wounds and Toughness 4.

  • The Maniak hits harder and costs more, with 3 Attacks at Strength 4 for 2/4 damage.
  • Their Leader version, the Savage Boss Maniak, is even stronger with 1 more attack and 3/6 damage.
  • The Savage Boarboy Boss is the other Leader and does only 2/5 damage with the same weapon profile.
  • The Boarboy Totem Bearer increases Strength (5) and introduces the ability Beast Spirit Ju-ju, that increases by 1 the Toughness of all nearby fighters.
  • The other two weapon loadouts have same Strength 3 for 1/3 damage but the Chompa has 3 Attacks.
  • The Stikka instead has only 2 Attacks but with 2″ range.

The Savage Orruk Morboys are the closest thing to elite infantry the Bonesplitterz have and come in different shapes:

  • The Morboy has Strength 4 and a 2/4 damage spread in 3 attacks.
  • The Morboy Totem Bearer has the same weapon profile of the base Morboy but 3” range. Where he truly excels, however, is his ability Beast Spirit Ju-Ju, the same as the Boarboy Totem Bearer.
  • Their Leader version, the Morboy Boss, is one of the top choices for a Leader. While his Strength and Toughness of 4 may seem somewhat underwhelming for his points, where he truly shines is his damage output: 4 Attacks for 3/6 damage.

The Savage Big Stabba has the same damage output of a Savage Big Boss, costing less but having also no special ability. Despite that they have 30 Wounds (but Toughness 3) and Strength 5 for 3/6 damage being a bit of a glass cannon.

The Savage Orruks are the basic infantry and some of the cheapest models.

  • The Orruk Boss with Chompa and Bone Shield is the cheapest melee leader but not a good candidate.
  • The Chompa has 3 Attacks at 1″ range.
  • The Stikka instead has only 2 Attacks but with 2″ range.

The Savage Orruk Arrowboys are the only purely ranged option available for the Bonesplitterz (and one of the few in Destruction) with a range of up to 15″. They can also increase their attacks thanks to Loadsa Arrow. Despite so they have only Strength 3 and 1/3 for damage making fishing for critical hits essential, but they are cheap, including the Savage Arrow Boss. Indeed he is the cheapest Leader in the warband with a slightly better melee profile.

Savage Orruk Morbiys with Boss and Bone Totem Bearer

Abilities for Bonesplitterz Warband

  • Charge! (Double, Everyone): Perform a bonus move towards the closest enemy in range.
  • Toof Shiv (Double, Savage Boarboy Maniak, Savage Orruk Morboy): Allocate up to 6 damage to an engaged enemy.
  • Beast Spirit Ju-ju (Double, Savage Boarboy and Morboy Bone Totem Bearers): Increase of 1 the Toughness of nearby friendly fighters.
  • Weird Squig (Double, Maniak Weirdnob): Add 1 to the Attack characteristic of ranged attacks.
  • Waaagh! (Triple, all Leaders): Add up to 6″ to the Move characteristic of nearby friendly fighters.
  • Tusker Charge (Triple, all Boarboys and Maniak Weirdnob): Allocate up to 6 damage to an enemy at the end of a Move action.
  • Loadsa Arrows (Triple, all Arrowboys): Add up to +3 to the Attack characteristic of the next ranged attack.
  • Ritual Dance (Triple, Wardokk): Heal 1 damage to all nearby friendly fighters.
  • Beast-mask Dance (Triple, Wurrgog Prophet): Reduce of 1 the number of Attacks of nearby enemy fighters.
  • Rampaging Destroyer (Quad, Everyone): Add 1 to the Attacks and every time you take down a fighter perform a bonus Move action.
  • Mighty Waaagh! (Quad, Savage Big Boss): Add up to 6″ to the Move characteristic of nearby friendly fighters (9″).

Pros and Cons of the Bonesplitterz in Warcry

Pros:

+ Adaptable and easy to play
+ Good Selection of Models
+ Auras and Buffs
+ Ranged Attacks

Cons:

– Average powered models that don’t excel in any one area
– Losing your Bone totems or Leaders can be utterly devastating

Guide for Bonesplitterz


Kruleboyz

Kruleboyz is one of the legacy warbands from the Orruk Warclans range belonging to the Destruction Grand Alliance. You can play almost all miniatures with that keyword.

They are a swamp-dwelling extremely cruel and cunning breed of Orruks. Instead of brute force they favour traps and poisons, deception and ambushes. They have been rallied out of their hideouts by the awakening of Kragnos, the End of Empires.

They have 14 fighters of which 7 are leaders.

Killaboss on Great Gnashtoof

The Killabosses are the melee leaders of the warband and come in two variants with the exact same, and pretty good, weapon profile with 4 Attacks and a critical damage of 5:

  • The Killaboss on Gnashtoof has 10 more Wounds and a better Move statistic but he is Mounted. His ability, Bone-Crushing Bite, damages a nearby enemy.
  • The regular Killaboss does most of what the mounted version does well, while his ability, You Hold ‘Em Off , grants a bonus move or attack action to a nearby Stab-Grot.

The Murknob with Belcha-Banna has a slightly worse weapon profile than the Killabosses, as well as lower Wounds and Toughness, but it does have a unique ability does some area damage.

The Swampcalla Shaman has the same defensive statistics as the Murknob, but it has two weapon profiles: a short-range ranged attack with the highest critical damage in the warband (with a value of 6), and a 2″ range melee attack with low normal damage but otherwise decent statistics. His ability decreases the Attack characteristic of nearby enemy fighters but requires him to be close to the melee.

The Gutrippas are one of two categories of melee infantry fighter types for the Kruleboyz warband, and they come in two variants, each with their own Leader: 

  • The Wicked Stikka is probably the best one of the 2 because of his 2″ range weapon (for 1/3 damage at Strength 3)
  • Their Leader version, the Boss with Wicked Stikka has the same 2″ range but with Toughness 5 and only 3 attacks is definitely a more defensive Leader.
  • The Wicked Hakka instead increases the attacks to 3 for the same damage but at a higher cost.
  • Their Leader version, the Boss with Mace and Sword, is similar to the other Boss but trades 1 more Attack for 1 less Toughness.

The Man-Skewer Boltboy is an elite ranged fighter type with a pretty good ranged weapon profile, and the same melee profile as a Gutrippa with Wicked Hakka on top. Having a long range option for the warband is pretty great (especially for a Destruction warband), and their ability, Aimed Shot, allows to score critical hits on a 5+. Their Leader version, the Boltboy Boss is a significantly buffed-up version of the standard Boltboy, with better weapon profiles in both melee and ranged, but you do have better options as leaders.

The Hobgrots work in synergy outside of your warband with the Hobgrot Boss, that is not a Leader, but is able to increases the melee Attack characteristic of all Hobgrots around him. The standard Hobgrot Slitta is pretty weak in combat without the use of this ability but both have also a ranged attack at 3-7″ range that can help compensate the overall fragility (Toughness 3 and low wounds).

The Stab-Grot is a tiny grot cosplaying as a Killaboss, and neither his offensive or defensive statistics are impressive. He can perform bonus actions using a Killaboss ability.

The Pot-Grot is really, really useful for its points cost as his unique Triple ability called Brewed Elixir can heal a friendly fighter nearby. For his point cost there’s no reason not to take it.

Kruleboyz Boss Crew, new box from the original Dominion content

Abilities for the Kruleboyz Warband

  • Venom-Encrusted Weapons (Double, everyone but the Potgrot) Increase the damage of critical hits for one fighter in an activation
  • Aimed Shot (Double, Boltboys) A fighter who has not moved in their activation gets an increased chance at scoring critical hits
  • Stab ‘Em Good (Triple, Hobgrot Boss) Improve the Attacks characteristic of Dagger weapons used by Minions around this fighter for one battle round.
  • Brewed Elixir (Triple, Pot-Grot) Heal a nearby fighter based on a dice roll.
  • Bone-Crushing Bite (Double, Killaboss on Great Gnashtoof) Do damage based on a dice roll to a nearby enemy fighter.
  • You Hold ‘Em Off (Double, Killaboss) Give a bonus move or attack action to a nearby Stab-Grot.
  • Summon Boggy Mist (Triple, Swampcalla Shaman) Decrease the Attacks characteristic of enemy fighters in a bubble around the Shaman for one batte round.
  • Breath of the Mire-Drake (Triple, Murknob with Belcha-Banna) Do damage to all enemy fighters around the Murknob based on a dice roll
  • Kunnin’ Attack (Quad, all Leaders) If there are more friendly fighters with the Warrior runemark close to the fighter using this ability than enemy fighters, those friendly fighters all make a bonus move or attack action.
Warcry Kruleboys box content

Pros and Cons of the Kruleboyz Warband

Pros:

+ A strong Leader ability
+ Good access to ranged and Range 2″ weapons
+ Good synergies
+ Clearly communicated playstyle that’s good for beginners

Cons:
– Lacks cheap “chaff” fighters
– Strong melee Leaders lack synergies with the rest of the army
– Some fighter types are a bit too expensive points-wise

Guide for Kruleboyz


Gloomspite Gitz

Gloomspite Gitz is one of the legacy warbands from the Destruction Grand Alliance. You can play almost all miniatures from that range.

They represent the Grots and their allies, from the cave-dwelling Moonclan and their funny but unpredictable pet Squigs to the spider riders of the Spiderfang tribes. Notably their massive friends, the Troggoths, can only be used as Thralls.

They have 24 fighters of which 9 are leaders.

Loonboss on Giant Cave Squig

The Loonboss is the military commander of the Moonclan Grots and as such he is a valid leader even of a Sneaky Skrap. Decent Toughness, low Wounds as all Grots (18) and decent melee attacks (4 attacks at Strength 4 for 2/4 damage make him a just average leader. But considering his cost and the warband average cost, his main strength is in the cost.

The spiritual leaders of the Grots are the Shamans and the Fungoid Cave-Shaman is the most representative. With Toughness 3 he is fragile, so better use his 7″ attack for 3/6 damage. His ability to do area damage is also a trap as the range is really short.

The bulk of a Grot army is made by the Moonclan Grots, of which there are various versions:

  • The Moonclan Boss is the only Leader from this set. He is identical to a Loonboss with 2 Wounds less (16) and no special ability.
  • The Stabba with Stabba and Moon Shield (sword wielding version) provides 3 attacks at strength 3 for 3 damage on a critical hit making it a good stat line.
  • The Stabba with Pokin’ Spear and Moon Shield sacrifices 1 attack for more critical damage and 2″ range, particularly useful when you activate a leader ability to increase the number of attacks.
  • The Stabba with Barbed Net, apart being one of the cheapest fighters in the warband, is useful to prevent the movement of an enemy with his ability.
  • The Shoota is the ranged version of the basic grot and one of the two ranged options in this warband barring a couple of leaders. He is unable to use most sneaky abilities on his ranged attacks as they require a melee weapon. This means that the 2 attacks at strength 3 and range 12” cannot be improved in any way.

The Sneaky Snuffler is an improved and slightly more expensive grot with 4” movement, Toughness 3 and 15 wounds. His snufflesquig attack has 3 attacks, Strength 3 and damage 2/4 making him an ideal candidate for the Backstabbing Mob ability to raise the chances of attacks going through.

The Loonboss on Giant Cave Squig is the most expensive fighter of the Sneaky Skraps with a profile similar to the Bounder Boss (Flying Movement of 8″ and Toughness 5) but 2 Wounds more (26) and more expensive. But his damage is on par with fighters of that cost: 4 Attacks, Strength 5 and damage 2/5.

The Squig Hoppers are the light cavalry of the Squig Riders, with Flying movement of 10″, Toughness (4) and decent Wounds. As all squig riders, they have access to the Boing! Boing! Boing! ability to damage enemies on a charge. Their Leader version, the Squig Hopper Boss has 1 attack more (5) and same Strength 5 and damage 2/4 than the basic version.

The Boingrot Bounderz are the heavy cavalry of the Squig Riders, with Toughness 5 and 18 wounds combined with 3 attacks at range 2” at Strength 5 for an all-round good profile. Their Leader version, the Bounder Boss, has the same profile and abilities of the Loonboss on Giant Cave Squig except 2 Wounds less.

The Cave Squig is probably the great winner in this warband: toughness 4 and 15 wounds will allow them to resist for a bit while dishing out 4 attacks at Strength 5 with damage 2/4. Using Sneaky Stab ability with it can really improve its damage output. The Squig Herder has the same attacks as the Barbed Net (3 attacks at strength 3), same toughness (3) and same wounds (8) and his main use is to provide a free move to a Cave Squig.

The Scuttleboss is their leader of the Spiderfang tribes, with a 10″ Movement and a decent survivability (Toughness 4 and 26 Wounds) as all Spider Riders he has access to Spider Bite that can randomly damage a nearby enemy. His attacks are melee only, with 2″ range that allows to keep the distance on his 3 attacks at Strength 4 for 2/4 damage.

The Webspinner Shaman is the religious leader of the Spiderfang but since he does not ride a spider his Movement is limited to 4″. He does have a 7″ ranged attack for decent damage (3/6 at Strength 3) but is still less than the 12″ of a Spider Rider. His special ability however allows all Spider Riders nearby to increase their Move characteristic.

Spider Riders are an interesting cavalry as they have 12″ ranged attack for a bit of damage (1/3 at Strength 3) but also good melee attacks for 2/4 damage at range 2″. They are on the expensive side, but 10″ Movement is really good and they do not have the Mounted trait. Their Leader version, the Spider Rider Boss is similar to the Scuttleboss but adds the ranged damage to the fray.

The Gobbapalooza are a particular set of miniatures that can be used individually as a fighter within a Gloomspite Skrap, or as an Ally in any Destruction warband. Each has its own special ability but all have a similar profile: with Movement 4″, Toughness 3, 12 Wounds, Strength 3 and 1/4 damage.

  • Boggleye can use Mesmerise, preventing an enemy to move or disengage.
  • Brewgit can use Loonshrine Potion, increasing the attacks to a nearby friendly fighter. He has 1 more Strength.
  • Spiker can use Poison Brew, increasing the Strength of a friendly fighter.
  • Scaremonger can use Bogeyman Dance, adding Movement to a nearby friendly fighter. He has 1 more Strength and 4 more Wounds.
  • Shroomancer can use Fungoid Cloud, reducing the Attack characteristic of an enemy fighter.
The Gobbapalooza group

Abilities for the Gloomspite Gitz Warband

  • Backstabbing Mob (Double, Everyone): add +1 Attack and Strength in melee when next to a friendly fighter.
  • Barbed Net (Double, Stabba with Barbed Net): chance to prevent move or disengage to an enemy fighter.
  • Speed of the Spider God (Double, Webspinner Shaman): increase Move for Spider Riders and Scuttleboss.
  • Boing! Boing! Boing! (Triple, Loonboss on Giant Cave Squig, all Squig Hoppers and Boingrots): damage an enemy when finishing a move next to him.
  • Spider Bite (Triple, all Spider Riders and Scuttleboss): chance to damage an enemy nearby up to 18 damage.
  • Stab ‘Em Good (Triple, all Leaders): add +1 attack to all friendly fighters within range of the leader.
  • Go Dat Way! (Triple, Squig Herder): pick a friendly Beast model (Cave Squig) for a bonus move.
  • Magic Spire Maws (Triple, Fungoid Cave-Shaman): area damage to every nearby enemy.
  • Sneaky Stab (Quad, Everyone): perform a bonus move and a bonus attack. If finishing next to a friendly fighter, increase the damage.
  • I’m Da Boss, Now Stab ‘Em Good! (Quad, Loonboss): increases Attack characteristic of all melee fighters in range.
  • Gobbapalooza specific abilities are described in their own section.
The old Warcry Gloomspite Gitz box

Pros and cons of the Gloomspite Gitz Warband

Pros:

+ Decent toughness on basic infantry
+ Really cheap and really elite options
+ Strength in numbers by surrounding enemies

Cons:

– Average stats
– Reliant on special abilities
– Need to attack in group to be efficient

Guide for Gloomspite Gitz


Ironjawz

Ironjawz is one of the legacy warbands from the Orruk Warclans range belonging to the Destruction Grand Alliance. You can play almost all miniatures with that keyword.

Of all Orruks, they are the strongest and bulkiest. Their crude armours is made of reclaimed metal scraps literally hammered in their skin. They never sit idle, always pointing towards the next bigger fight.

They have 16 fighters of which 8 are leaders.

Orruk Megaboss

The Orruk Megaboss is the baddest leader of the Ironjawz. He hits like a train, comparable to Ogors: 3 Attacks at Strength 6 for 4/8 damage. Toughness 5 and 38 Wounds also means it will be hard to take down. On the other side, Movement 3″ could mean it’s hard to reach where it counts. To compensate this, the Megaboss has an upgraded Waaagh!: the Mighty Waaagh! that adds to the movement of nearby fighters in a bigger radius.

The Orruk Warchanter is a veritable totem for the Ironjawz. His ability allows to add +1 Attack to all friendly fighters while they stay within 6″. He would be the perfect support Hero if it was not for the incredible cost of most Ironjawz that don’t allow for many fighters in each Krushamob.

Where the Warchanter is the buffer, the Orruk Weirdnob Shaman is the offensive wizard. His special ability, Foot of Gork, allows a complete random damage at a medium range. His best attack is also ranged, up to 7″ for Strength 3, 3/6 damage.

Gore-gruntas are the Orruk heavy cavalry, even stronger than the Bonesplitterz Boarboys. They introduce the fastest unit of the Krushamobz with 8″ Movement although they count as Mounted. They have different weapon loadouts, each with their own Boss option:

  • The Orruk Gore-grunta with Jagged Gore-hacka has 2 Attacks at Strength 5 but with a 2″ range.
  • The cheaper Orruk Gore-grunta with Pig-iron Choppa has more attacks (3) but with Strength 4 and only 1″ range.
  • The same ratio is reflected on their Leader versions: while the Boss with Jagged Gore-hacka has less attacks but with 2″ range, the Boss with Pig-iron Choppa has more attacks (4) and is cheaper.

The Orruk Brutes are the heavy infantry, the elite fighters. They have high Toughness (5), poor Movement (3″) and good Wounds and come in different shapes of which 2 are Leaders:

  • The Gore-choppa is a strong profile with 3 Attacks at Strength 5 for 3/6 damage.
  • The pair of Brute Choppas have damage 2/4 but more Attacks (4) at Strength (4).
  • While the Jagged Gore-hacka has same damage as the pair of Choppas but higher Strength (5) for less attacks (3).
  • Their Leader version, Brute Boss with Boss Klaw and Brute Smasha brings 4 attacks at Strength 5 for 2/5 damage on the table.
  • While the other Leader, the Brute Boss with Boss Choppa has 3 Attacks at Strength 6 for 3/6 damage.

The Orruk Ardboys are the light infantry, and while you would expect cheap fighters at this stage, these are still Orruks with Toughness 4, decent wounds and good attacks:

  • The Ardboy Big Choppa is a weaker version of a Brute with Gore-Hacka who is a lot more point efficient.
  • The Ardboy Choppas gain an additional attack but loses out on damage going from 2/4 to 1/4.
  • The Ardboy Choppa and Orruk-forged Shield loses an attack (3) but goes to Toughness 5 (compared to 4 of all others, Boss included). His problem would be the 15 Wounds that leave him extremely exposed to critical hits.
  • The Ardboy Boss with Ardboy Choppa is the weakest leader of the Krushamob, and probably not worth his cost.
Orruk Brutes assorted

Abilities for the Ironjawz Warband

  • Charge! (Double, Everyone): Perform a bonus move towards the closest enemy in range.
  • Shield Bash (Double, Ardboy with Choppa and Shield): Damage an enemy at the end of a Move action.
  • Duff Up Da Big Thing (Double, all Orruk Brutes): Add 2 to Attack and Strength if the targeted enemy has a Wound characteristic of 15 or more.
  • Warchanter’s Beat (Double, Orruk Warchanter): Add 1 to the melee attacks of nearby friendly fighters (6″).
  • Waaagh! (Triple, all Leaders): Add up to 6″ to the Move characteristic of nearby friendly fighters.
  • Gore-grunta Charge (Triple, all Orruk Gore-Grunta): Allocate up to 6 damage to an enemy at the end of a Move action.
  • Da Grab an’ Bash (Triple, Brute Boss with Klaw and Smasha): Target an engaged enemy, on a 3+ he cannot move or disengage and on a 6 perform a bonus attack.
  • Foot of Gork (Triple, Weidnob Shaman): Allocate damage to an enemy within range.
  • Rampaging Destroyer (Quad, Everyone): Add 1 to the Attacks and every time you take down a fighter perform a bonus Move action.
  • Mighty Waaagh! (Quad, Orruk Megaboss): Add up to 6″ to the Move characteristic of nearby friendly fighters (9″).

Pros and Cons of the Ironjawz Warband

The content of Ironjawz Start Collecting box

Pros:

+ High Toughness
+ High Strength
+ High Wounds (lowest is 15)
+ Good damage Spread
+ Very deadly

Cons

– Slow movement
– Difficult climbing even the smallest of obstacles
– Very difficult to win objective based missions, as the slow movement makes it hard to get where you need to be.
– Clever opponents will use your slow movement and no ranged abilities against you

Guide for Ironjawz


Ogor Mawtribes

Ogor Mawtribes is one of the legacy warbands from the Destruction Grand Alliance. You can play almost all miniatures from that range.

The Ogors are enormous humanoids with an insatiable hunger for which only one thing is better than eating: searching for the next meal! Some of them have been afflicted by a curse whose origin is lost in time: the Everwinter, and as such they scour the Mortal Realms followed by an eternal winter that freezes everything.

They have 19 fighters of which 8 are leaders.

Tyrant

The Tyrant is the most expensive unit in this already costly warband. For a third of your total Wanderglutt (on a standard 1000-point game) you will get this massive leader armed with a 2″ Strength 6 damage 4/8 melee weapon, Toughness 5 and a respectful 42 Wounds. If the enemies are too far (he has Movement 4″) he has also an 8″ ranged attack for 1/4 damage at Strength 4. He also has access to various abilities.

As all Ogor leaders, the Icebrow Hunter is extremely expensive because of the amount of damage he can dish out (3 attacks at Strength 5 for 4/8 damage). The 2″ range would allow him to avoid immediate retaliation. To that you can add a decent ranged attack 8″ far and you have an all-round combatant. His special ability allows a Frost Sabre to perform a free attack.

The Firebelly is the wizard of the warband, able to shoot fireballs up to 7″ far for 3/6 damage (Strength 3) or smash with his stave in close combat (4/8 damage on Strength 5). Apart the generic abilities, he has access also to Fire Breath that can damage everyone nearby.

The Butcher is the second cheapest leader of this warband but can still throw a punch with 3 attacks and damage 3/6. He also have a ranged attack equally dangerous (but Strength is reduced from 5 to 3, although can be increased with his special ability) at a decent 7″ range.

Mournfang Packs are the “light cavalry” of the Beastclaw Raiders. If you can define rhino-like beasts charging full speed (8″) towards you light… They have high wounds and good Movement (8″) but they count as Mounted. They have different versions available:

  • Their Leader version, the Skalg, has a forgettable ranged attack (compared to other leaders, “only” damage 1/4 on 8″ range) and a melee attack between the two troops options (3 attacks at Strength 5 for 4/8 damage).
  • The Culling Club and Ironfist option drops the damage (3/6) and adds the Ironfist ability that for a Double allows a chance of free damage.
  • The Gargant Hacker deals much more damage (4/8) but only 2 attacks means that statistically you have better chances with the Club.

The Ironguts are the more armoured Ogors. They have 4″ Movement and an impressive weapon profile (3 attacks at Strength 6 for 4/8 damage). Their unit leader, the Gutlord, has been the most expensive Leader of Warcry for a while, and this is shown in the same weapons as the Ironguts but with 5/10 as damage…

The basic Ogors are called Ogor Gluttons and they form the bulk of the Wanderglutts. They have less Toughness than Ironguts (4) and different loadouts:

  • The Clubs are slightly more expensive but with 4 attacks and damage output of 3/6, they are a real threat.
  • The Ironfist loses 1 attack (3 instead of 4 at Strength 5) but costs also less by adding a forgettable ability.
  • Their leader, the Crusher, is one of the heaviest hitters in the game. Compared to the Gutlord, the Crusher has less Strength (5 instead of 6) and less damage (4/8) but 1 attack more (4 in total) allowing him to do a potential higher minimum and maximum damage.
  • While technically not an Ogor, the Gnoblar is available from the same set. By far the cheapest unit in the warband and one of the lowest in the game, the Gnoblar is unimpressive with 8 wounds and Toughness and Strength 3. But you need bodies…

The Leadbelchers are your ranged unit and decently good at it as you would expect from someone carrying literally a cannon.. With a range of 10” they can do 3 attacks at Strength 5 for 3/6 damage that may seem little compared to the brute strength of their cousins, but considering it’s a ranged attack it is quite powerful. Their Leader, the Thunderfist, has 1 more attack and has access to the same ability as his brethren, Thunderous Blast of Hot Metal that can further increase Attack and Strength characteristic of their ranged attacks.

The Maneaters are not leaders, don’t have any special ability, have an average ranged attack at 8″ range and a good melee attack (3/6 damage at Strength 5). They suffer from being in the middle between a Glutton and a Leadbelcher without specialising but there’s plenty of model variety in the range.

The Icefall Yhetee guarantees that mobility (8″ Movement) Ogors lack. He can also leap towards their closest enemy, guaranteeing all actions can be used for attacking. They are decent melee fighters with 4 attacks at Strength 4 with damage 2/5.

The Gorger is an interesting fighter: slightly higher Movement (5″), lower Toughness (3) and same Wounds (30) as most Ogors, they even share the same abilities. His melee damage (3/6) on 4 attacks it’s also on average for this warband at a much lower cost.

The Frost Sabre is a Beast and as such works well combined with the Icebrow Hunter that allows it to perform a bonus attack. Apart this, it is the second cheapest fighter in this warband with decent attacks (4 at Strength 4 for 2/5 damage) and good Wound/Toughness ratio (20 and 4 respectively).

Leadbelchers in the Ogor Mawtribes Warband
Leadbelchers led by a Thunderfist

Abilities for the Ogor Mawtribes Warcry Warband

  • On the Mawpath (Double, Everyone except Gnoblar, Yhetee and Frost Sabre): Add up to 3″ to the next Move action.
  • Bounding Leaps (Double, Icefall Yhetee and Gorger): The fighter makes a bonus move towards the closest enemy.
  • Might Makes Right (Double, Leaders): Perform a bonus move or attack after taking down an enemy.
  • Ironfist (Double, Crusher, Mournfang Pack with Culling Club and Ironfist, Ogor Glutton with Ironfist): Damage a nearby fighter from 0 to 12 damage (on a double 6).
  • Lead the Skal (Double, Icebrow Hunter): allow a Beast nearby to perform a bonus attack.
  • Bloodgruel (Double, Butcher): add up to 3 to the Strength to next ranged attack.
  • Bullcharge (Triple, Everyone except Gnoblar, Yhetee and Frost Sabre): Damage up to 6 Wounds to an enemy after finishing a move next to him.
  • Sneaky Traps (Triple, Gnoblar): Damage any enemy getting close to this fighter.
  • Bully of the First Degree (Triple, Tyrant): Damage up to 3 a close friendly fighter but allow them to perform a bonus move or action.
  • Thunderous Blast of Hot Metal (Quad, all Leadbelchers): For the next ranged attack add up to 3 to Attack and Strength characteristics.
  • Fire Breath (Quad, Firebelly): damage up to 6 to all enemy fighters within range.
Content of Beastclaw Raiders Start Collecting box

Pros and Cons of the Ogor Mawtribes Warband

Pros:

+ Massive damage
+ Strongest ranged options in Destruction

Cons:

– One of the lowest model count warbands
– Average Toughness

Guide for Ogor Mawtribes


Other great resources: