Can somebody give me some info on the new Empire Witch hunter rules.... but don't break the Warseer code of conduct. I know the stats from GW site... but other than that... I have no clue.
What are:
Accusation
Grim Resolve
Tools of Judgement.
Thanks
Can somebody give me some info on the new Empire Witch hunter rules.... but don't break the Warseer code of conduct. I know the stats from GW site... but other than that... I have no clue.
What are:
Accusation
Grim Resolve
Tools of Judgement.
Thanks
All I know is from White Dwarf - he somehow uses sniper and killing blow in some aspect - White Dwarf says he's good at taking on minor characters but wouldn't knock out a Vampire lord or Chaos Lord - but is handy for killing a BSB or Wizard.
Very excited to see what rules he has and how he will fit the army!
I think one of them (Accusation would fit the bill for that), is an ability like "nominate a character, and get bonuses if you fight it". Probably along the line of re-roll to hit or to wound. I think it's both actually, but don't put money on it, I wasn't trying to remember too hard.
At a glance it looked like a nice, characterfull hero, hope it turns out to be a fun choice to add variety. And if anything, I think this chap is going to look good in a mob of Free Company too! I just wish he had 3 base attacks, only two is a bit too much "champion" and not enough "fighty-hero", but we'll see!
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Apparently he can declare a model on the opposing side a heretic, and he gets sniper, hatred and killing blow (both with close combat and shooting attacks) against that model.
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I think that he always get killing blow and sniper, but get to reroll to hit and wound against the selected "heretic" character (the reroll might also work at range I think)
He come with a pistol (remember that the pistol works as an additionnal weapon in CC), and can upgrade to a brace of pistol or a greatweapon.
Note that it get MR(2) too, and that magic resistance in 8th edition is shared with any unit he is in.
With a witch hunter in the same unit, a character with his own ward save would be more protected against most of the death sniper spells
"Hero to add to your army. He is a highly skilled individual, able to boost the resolve of units that he joins and protect them from magical harm. Not only that, but he's also a dab hand as rooting out heresy and witchcraft, and once he's set his sights on an enemy he'll pursue them until either he, or it, is dead "
GW site - so MR, and re-roll fear?
An option to mount him would be nice, bung him in a unit pistoliers as am escort.
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Thanks all, very helpful info.
It would be cool if he can scout with a few low ranking witch hunters, like the war band form Mordheim game.
It does seem like he's a bit short of options. Seriously, no crossbow option? Great weapon seems pretty inappropriate.
I reckon I'll go for a brace of pistols and VHS - if he comes up against a vamp lord or similar hard character, he could cause serious problems with their stats alongside his own powers.
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You forgot that they got poison too, but also that each one with upgrades is(slightly) more expensive that the naked witch hunter (but count as special) and doesn't get killing blow nor rerolls to hit or damage. The range difference however will probably not let you have more that one round of shooting with a WH, so just take it as a bonus, do not base your battle plan on killing the ennmy general with it.
I agree that the witch hunter is less useable that the man eaters in this role, but you have the advantage of being able to hide it in an unit of cheap troops, and the MR(2) is also a good boost for the unit (not all spells ignore ward saves after all)
Yes VHS is in the book, slightly less powerful than before (it doesn't swat WS, only S, T, I and A I think, and must be used each round in a challenge), but I think that you can give it to a WH (filling the magic item quota)
I would think that regardless of the rules, witch hunter would be worth bringing along just to provide an excuse to make Monty Python references during the game. Speaking of which, is there anything in the new Empire book that could be used for The Holy Hand Grenade of Antioch?
And don't forget the opportunity to make some inspiring mini-dioramas to accompany the witch-hunter, such as a group of loyal followers carting around a pile of dry wood in order to build a good bonfire as soon as they catch the witch.
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And if your opponent objects to unit fillers, you can claim that he is a heretic and should be treated appropriately. Actually, even if he does not object to this unit filler, he might still be a heretic - why else would his army oppose the holy and righteous Sigmarite templars on the tabletop?
Speaking of unit fillers, there are probably more options than just the DIY-bonfire, such as a pack of hounds with a handler, or a bunch of shackled heretics (not yet burned) carrying a torture wheel.
On the other, fielding a whole army themed around the witch fynders (leading mobs of citizens with pitchforks) would also allow one to dress in a dark cloak and a hat, carry around a big book entitled "Malleus Maleficarum" and spout brimstone on any suspicious on-lookers.
Sword of the Anti-Heroes is a good option for the Witch Hunter. It would give him 3A at S5 minimum against his quarry. If you plan on going after something bigger like a Lord or BSB, then VHS seems the only practical option. However, I cannot ever see you opponent allowing the WH to chase down his quarry.