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Games Workshop - Warhammer Age of Sigmar - Warcry: Compendium

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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. Warcry is the game of vicious tactical skirmishes between warbands in the Mortal Realms. Bloodthirsty despots and avaricious thieves are piling into the Gnarlwood, willing to risk carnivorous flora and cold-blooded traps to battle over the untold treasures within the Ravening Ruin.

Shield Ram (Double, Decuriarch and all Hornshield): A chance to do up to 6 damage at the end of a move action after engaging an enemy. Bloody Tribute (Triple, Nephrite Priestess): After the Priestess takes down an enemy, an Obelisk Bearer in range can perform a bonus move.

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Throwing Stars and Chakrams (Double, everyone):A chance to do up to 12 damage to an enemy within 6″ depending on 2 dice roll and the ability’s value. The Chaos Lord on Daemonic Mount is a strong mounted leader in between the Doom Knight and the Chaos Lord on Karkadrak.

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. 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. Bestial Charge (Triple, all Bestigors): At the end of the next move action allocate up to 6 damage to an engaged enemy fighter. The Blood Warriors have different weapon profiles, but they all share Movement 4”, Toughness 4 and 15 Wounds (20 for the Champion): Daemon-forged Weapons (Triple, all Skullreapers): Until the end of the battle round, add up to 6 to the damage characteristic on critical hits for melee weapons.

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. Locus of Excruciation (Triple, all Leaders): Add 1 to the Strength characteristic of melee weapons for all friendly fighters within 6”. Engulf in Flames (Quad, Inferno Priest): A chance to do an incredibly high number of wounds to an enemy close-by. Shield Ram (Double, Pit Veteran with Shield):At the end of the next move action allocate up to 6 damage to an engaged enemy fighter. Hooked Net (Double, Bloated One with Raker-claw and Hooked Net):A chance to do up to 6 damage and prevent the engaged target from moving or disengaging.

The Awakened One with Brutal Polearm 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. Speaking of lethal fighters, the Killaboss on Great Gnashtoof has undergone some changes for the new edition of Warcry. Since he’s so ded fast, ded ‘ard, and ded killy, he’s going up in points. Mirror of Absorption (Quad, The Contorted Epitome): Prevent activation and reactions of one enemy model for the battle round.Dark Pact (Double, Decuriarch): A chance to do up to 6 damage to an enemy at 12″ range but also D3 damage to himself. Blue Fire (Double, both Fluxmaster): A chance to do some damage depending on the value of the ability and dice roll on an enemy 9″ away. Throw Javelin (Double, Chaos Marauder Horseman with Marauder Javelin and Darkwood Shield): A chance to do up to 6 damage to an enemy fighter at range.

Narrative play was always the heart of Warcry and where it shined, in my opinion. Everything about the second edition makes this narrative richer and more exciting. The quests are more varied and dynamic, and scads of artefacts for every faction and alliance mean you’ll soon have a unique and varied warband all your own. Campaign Arcs are the cherry on top, assuming Games Workshop can keep putting out products with new options. What’s in the Box Crushing Charge (Triple, all Stormfiends and Rat Ogors): Up to 6 damage to an engaged enemy at the end of the next Move action.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. Harrying Raven (Double, Shadow Piercer and Cabalist with Familiar): The target enemy fighter within 20″ cannot make disengage actions this turn. Blowpipe (Double, all Carrion Catchers and Mirefolks):A chance do up to 6 damage and reduce enemy Toughness. The Hornhelm are the specialised infantry, better than the troop but less scary than a Mutandor. Or are they? They don’t have the 2″ range weapon or the 5″ Movement, but for the rest they have a similar profile and arguably a better damage output in most situations. The Darkiron Mace with Strength 4 but minimum damage 3 is really interesting, while the Steelbite Axe has greater Strength (5) and more damage on critical hits (2/6) making it a better option against armoured enemies. Capricious Warpflame (Quad, Pyrocaster, Flamer and Exalted Flamer): Allocate up to 6 damage to all close enemy fighters.

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