Post by osiris on Feb 21, 2020 23:43:13 GMT -5
V1.091
The daemonic native american spirits given form. These are the evil versions of the Warrior nation. They have some quite powerful units, with lots of tricks up their sleeves. They are generally extremely powerful on offense, but fragile, like their WN counterparts, though slightly less so.
The posse bonus only comes if you fill all six slots, and it doesn't benefit the units of the posse, instead it give the boss +1 limit (making her limit FIVE).
Lets look at the boss first, as she's quite the complex character:
She has short range attacks, and her melee is nothing particularly special, two attacks, parry, and crit into fatal, and her attacks can't be rerolled (although there isn't much that causes melee attacks to be rerolled anyway) Her "shooting" attack is better, with torrent and engulf and a -3 pierce. Her value obviously comes from somewhere other than her combat prowess. She comes with a free Hexalith, which is always good, and she can compel tainted units. Furthermore, she can make units become tainted (and stun them) if they fail a mind check. She also comes with enervate, and she is inspirational. She's extremely mobile with both flight and a higher quick attribute. Try to keep her behind medium terrain pieces though, as both Dark Council and Embrace the Hex work without LoS, but only within 8". She is fairly difficult to kill at least, with Shrouded, and a rerollable Grit 6 (plus Quick and the Dead with the aforementioned Quick of 6) and of course, Mettle. She's most valueable for inspiration and largesse, but with her mobility, she can add firepower to other units as they need it. just remember to protect her.
All six slots simply allow you to take Hex Dark Nation units (between 6 and 8 of them) so lets look at all that is available:
FACES:
Littlefoot - He's a basic sniper unit. He has a juiced rifle which isn't bad, and can be great on crits, but with kill-shot it actually becomes frightening. He also has deadeyed and gundown, so keep him at range as much as possible and shoot into those combats that you should be engaging in all over the place with your other units. He's also a trapper for both dealing with and bringing along booby traps. He's also not even that fragile, with the usual skills along with shrouded.
Necratu - a melee only killer. She brings form up on me, which can be very useful to this posse (as you generally want to close the distance with your foes with most of the units in this posse) her axe, while being limited from RoA1, is quite potent, and frenzy does give the chance of a free extra attack once in a while. She's gt the Quick and the Dead and Sure Foot combo which helps keep her alive, and she also has teamwork for chaining activations.
Vor Khet - The Legendary man-eating slug demon... This thing is your tank. It is Durable grit-7 WITH hardy for rerolls, and Mettle AND tough, this thing will be incredibly hard to bring down. it is not particularly fast though, and needs to be as close to the enemy as possible for berserker. Plus it only has melee attacks. Although it has an interesting variety to choose from, for picking your special rule as needed. Unstoppable gives it ram attacks as well, but with a quick of only 4, you'll have to be pretty close already. Counterstrike really helps get extra attacks in melee, and Frenzy can as well. This is a great board control model, as it will be very hard to bring down, and can be extremely deadly in melee.
Khali - The legendary spider girl. This unit is actually pretty bad. Honestly the combat abilities it has are pathetic, but it does have full compel and alot of mobility (which is the only reason to include this unit) the torrent shooting attacks look good, until you see the aim of only 3. at least her melee is ok, but with RoA1, even that is hampered. Again, her only real value is Compel.
Nizhoni - The werewolf face. she's fast, and with Quick and the Dead, Surefoot and Quick 7, she's almost guaranteed to dodge one attack per turn. Her melee is quite good, and a -2 torrent engulf brutal isn't bad either, if you can land a hit with it (aim of only 4 hurts here). She also can invigorate, to add limit to other units, this could be useful for low limit units (see below)
Camazotz - The Fire spirit. Again, mettle, quick and the dead, and surefoot. he can make his quick, fight, or aim get a +1 during his activation. He also has sky-leap for added mobility. his spirit blast torrent attack is only useful if he can't get into melee, his hazardous fists are MUCH better. he's pretty good for his cost, and even comes with his own fortune chip.
Seke - The treewalker face. Again, high quick, with QatD and Surefoot combo. She's also shrouded. She's melee only, but an absolute butcher in combat with three attacks that hit on 4's or better, AND reroll if they miss, and each one causes TWO hits at -1. Sadly, she's not much better than a normal treewalker though, and lacks any real synergy skills.
Longtree - an absolutely fantastic unit, he's extremely cheap, and has amazing special abilities. Sawbones, is of course extremely useful for getting grit rerolls without burning through the boss fortune chips. and enervate can occasionally be useful as well. The drug pistol should not be underestimated, although it lacks any penetration, having both Stun and Disorder built in to shots makes it a great weapon to weaken people with before a kill is made by another one of your units. His amazing value comes in, however, with the Savant ability. The ability to remove adventure cards from your opponent's hand can be absolutely game winning.
HANDS:
Reaver Headhunters - These are a bit on the expensive side for a hands unit, especially one that doesn't even have a ranged attack. but if they manage to close the gap with the enemy (and they have trailfinder to help out with that) those overcharged -3 pierce axes are absolutely deadly.
Reaver Harriers - your basic sit-back-and-shoot hands unit, cheap enough to take a good size swarm of (you can have 8 for 200 points) their juiced rifles can be quite potent at long range. They're extremely fragile though, and will die quickly if something gets into range with them
Treewalkers - these are absolutely murderous in melee. Again a little on the expensive side for a melee only hands unit that is rather fragile with only grit 4. At least they have shrouded to slightly help dodge a little bit of incoming fire. They really benefit from someone with Form up on me (like Necratu) to help close the distance early. If they get there though, they deliver MANY attacks that are mostly guaranteed to hit and cause double the hits, with a chance to decapitate.
SUPPORT
Hexed Skinshifter Pack - The werewolves. These are even deadlier in melee, plus they're much faster, and likely to close the distance with targets with ease. They are sadly much more expensive per model though and still suffer from Yeller checks like a hands unit. Limit-2 can really hurt their ability to move and still deliver attacks. So they are much better with their matching face unit who has invigorate. They also have mettle, but be careful how you use it, as it will drop their limit to 1 unless someone can invigorate them.
Reaver Berzerkers - these are amazing. they have incredible offensive power, with Juiced Gatling Guns at range, and the powerful juiced axes in melee. They're very fast, and have moving target to help mitigate their fragility.
Vaquero Heavy Buggy - despite being on a gigantic base, this is a pretty decent fire-support unit. it is fast (and has moving target) and can dish out alot of shots that have a pretty good chance to hit due to linked, despite the unit only having aim of 4. It even has tough and a high grit.
Flame Truck - Durable Grit 7 with mettle to help keep it alive, this thing isn't as fast as the buggy, and doesn't really put the same firepower out either. If you are specifically looking for hazardous torrent engulf though, it does bring a quality flamethrower to the table.
Reaver Shockers - these are UNRELEASED and therefore illegal in lists as of the time of this writing, but they look to be quite a good unit. Electrocoils are fantastic due to disrupt built in, AND the unit has access to the combined fire rule as well.
HOW TO PLAY THIS POSSE -
Well, it does depend on what mix of units you bring, but in general, it's good to get some of the melee killers and close into engage your foes as quickly as possible. Bringing Vor Khet to distract your opponent will help if he can draw some fire away from your more fragile killers. Keep wicasasni out of the main fighting, fly her behind terrain and try to use her special abilities. and you can support this list with some excellent shooting firepower from reaver berzerkers, and heavy buggies. make sure to bring longtree for Savant, and to give grit rerolls to a unit near him. play this posse aggressively, except for the boss, and you'll probably do alright.
The daemonic native american spirits given form. These are the evil versions of the Warrior nation. They have some quite powerful units, with lots of tricks up their sleeves. They are generally extremely powerful on offense, but fragile, like their WN counterparts, though slightly less so.
The posse bonus only comes if you fill all six slots, and it doesn't benefit the units of the posse, instead it give the boss +1 limit (making her limit FIVE).
Lets look at the boss first, as she's quite the complex character:
She has short range attacks, and her melee is nothing particularly special, two attacks, parry, and crit into fatal, and her attacks can't be rerolled (although there isn't much that causes melee attacks to be rerolled anyway) Her "shooting" attack is better, with torrent and engulf and a -3 pierce. Her value obviously comes from somewhere other than her combat prowess. She comes with a free Hexalith, which is always good, and she can compel tainted units. Furthermore, she can make units become tainted (and stun them) if they fail a mind check. She also comes with enervate, and she is inspirational. She's extremely mobile with both flight and a higher quick attribute. Try to keep her behind medium terrain pieces though, as both Dark Council and Embrace the Hex work without LoS, but only within 8". She is fairly difficult to kill at least, with Shrouded, and a rerollable Grit 6 (plus Quick and the Dead with the aforementioned Quick of 6) and of course, Mettle. She's most valueable for inspiration and largesse, but with her mobility, she can add firepower to other units as they need it. just remember to protect her.
All six slots simply allow you to take Hex Dark Nation units (between 6 and 8 of them) so lets look at all that is available:
FACES:
Littlefoot - He's a basic sniper unit. He has a juiced rifle which isn't bad, and can be great on crits, but with kill-shot it actually becomes frightening. He also has deadeyed and gundown, so keep him at range as much as possible and shoot into those combats that you should be engaging in all over the place with your other units. He's also a trapper for both dealing with and bringing along booby traps. He's also not even that fragile, with the usual skills along with shrouded.
Necratu - a melee only killer. She brings form up on me, which can be very useful to this posse (as you generally want to close the distance with your foes with most of the units in this posse) her axe, while being limited from RoA1, is quite potent, and frenzy does give the chance of a free extra attack once in a while. She's gt the Quick and the Dead and Sure Foot combo which helps keep her alive, and she also has teamwork for chaining activations.
Vor Khet - The Legendary man-eating slug demon... This thing is your tank. It is Durable grit-7 WITH hardy for rerolls, and Mettle AND tough, this thing will be incredibly hard to bring down. it is not particularly fast though, and needs to be as close to the enemy as possible for berserker. Plus it only has melee attacks. Although it has an interesting variety to choose from, for picking your special rule as needed. Unstoppable gives it ram attacks as well, but with a quick of only 4, you'll have to be pretty close already. Counterstrike really helps get extra attacks in melee, and Frenzy can as well. This is a great board control model, as it will be very hard to bring down, and can be extremely deadly in melee.
Khali - The legendary spider girl. This unit is actually pretty bad. Honestly the combat abilities it has are pathetic, but it does have full compel and alot of mobility (which is the only reason to include this unit) the torrent shooting attacks look good, until you see the aim of only 3. at least her melee is ok, but with RoA1, even that is hampered. Again, her only real value is Compel.
Nizhoni - The werewolf face. she's fast, and with Quick and the Dead, Surefoot and Quick 7, she's almost guaranteed to dodge one attack per turn. Her melee is quite good, and a -2 torrent engulf brutal isn't bad either, if you can land a hit with it (aim of only 4 hurts here). She also can invigorate, to add limit to other units, this could be useful for low limit units (see below)
Camazotz - The Fire spirit. Again, mettle, quick and the dead, and surefoot. he can make his quick, fight, or aim get a +1 during his activation. He also has sky-leap for added mobility. his spirit blast torrent attack is only useful if he can't get into melee, his hazardous fists are MUCH better. he's pretty good for his cost, and even comes with his own fortune chip.
Seke - The treewalker face. Again, high quick, with QatD and Surefoot combo. She's also shrouded. She's melee only, but an absolute butcher in combat with three attacks that hit on 4's or better, AND reroll if they miss, and each one causes TWO hits at -1. Sadly, she's not much better than a normal treewalker though, and lacks any real synergy skills.
Longtree - an absolutely fantastic unit, he's extremely cheap, and has amazing special abilities. Sawbones, is of course extremely useful for getting grit rerolls without burning through the boss fortune chips. and enervate can occasionally be useful as well. The drug pistol should not be underestimated, although it lacks any penetration, having both Stun and Disorder built in to shots makes it a great weapon to weaken people with before a kill is made by another one of your units. His amazing value comes in, however, with the Savant ability. The ability to remove adventure cards from your opponent's hand can be absolutely game winning.
HANDS:
Reaver Headhunters - These are a bit on the expensive side for a hands unit, especially one that doesn't even have a ranged attack. but if they manage to close the gap with the enemy (and they have trailfinder to help out with that) those overcharged -3 pierce axes are absolutely deadly.
Reaver Harriers - your basic sit-back-and-shoot hands unit, cheap enough to take a good size swarm of (you can have 8 for 200 points) their juiced rifles can be quite potent at long range. They're extremely fragile though, and will die quickly if something gets into range with them
Treewalkers - these are absolutely murderous in melee. Again a little on the expensive side for a melee only hands unit that is rather fragile with only grit 4. At least they have shrouded to slightly help dodge a little bit of incoming fire. They really benefit from someone with Form up on me (like Necratu) to help close the distance early. If they get there though, they deliver MANY attacks that are mostly guaranteed to hit and cause double the hits, with a chance to decapitate.
SUPPORT
Hexed Skinshifter Pack - The werewolves. These are even deadlier in melee, plus they're much faster, and likely to close the distance with targets with ease. They are sadly much more expensive per model though and still suffer from Yeller checks like a hands unit. Limit-2 can really hurt their ability to move and still deliver attacks. So they are much better with their matching face unit who has invigorate. They also have mettle, but be careful how you use it, as it will drop their limit to 1 unless someone can invigorate them.
Reaver Berzerkers - these are amazing. they have incredible offensive power, with Juiced Gatling Guns at range, and the powerful juiced axes in melee. They're very fast, and have moving target to help mitigate their fragility.
Vaquero Heavy Buggy - despite being on a gigantic base, this is a pretty decent fire-support unit. it is fast (and has moving target) and can dish out alot of shots that have a pretty good chance to hit due to linked, despite the unit only having aim of 4. It even has tough and a high grit.
Flame Truck - Durable Grit 7 with mettle to help keep it alive, this thing isn't as fast as the buggy, and doesn't really put the same firepower out either. If you are specifically looking for hazardous torrent engulf though, it does bring a quality flamethrower to the table.
Reaver Shockers - these are UNRELEASED and therefore illegal in lists as of the time of this writing, but they look to be quite a good unit. Electrocoils are fantastic due to disrupt built in, AND the unit has access to the combined fire rule as well.
HOW TO PLAY THIS POSSE -
Well, it does depend on what mix of units you bring, but in general, it's good to get some of the melee killers and close into engage your foes as quickly as possible. Bringing Vor Khet to distract your opponent will help if he can draw some fire away from your more fragile killers. Keep wicasasni out of the main fighting, fly her behind terrain and try to use her special abilities. and you can support this list with some excellent shooting firepower from reaver berzerkers, and heavy buggies. make sure to bring longtree for Savant, and to give grit rerolls to a unit near him. play this posse aggressively, except for the boss, and you'll probably do alright.