Heroes: While The Possessed
are clearly the most impressive warriors of the lot, the Magister really is
the centerpiece of your warband, and he should be well protected, for if he
is lost: no more chaos rituals! Fortunately, it is not too hard to draw
attention to the other, mutated heroes, and ferocious Beastmen and
Darksouls. While in the open, keep your Magister
close behind your heroes; while not large in game-terms, a Possessed hero
model is big enough to provide at least partial cover for your Magister.
Position them well so any charges against your Magister can be intercepted.
This way, the Possessed's fear-causing aspect will keep many potential
combatants at bay. Ideally you should take your Magister into cover, safely
away from threats; don't let him climb to often though. Your Magister has a
mediocre initiative and will make him fall off easily... and there is
nothing worse than losing a leader this way. Wings of Darkness are ideal to
take your Magister to the best spots. Stay close to your warriors though, as
most of his spells are very limited in range, and likely to fail; so make
sure you keep a warrior near for protection.
Brethren and Beastmen should take the front; Brethren as
cannon-fodder and Beastmen as shock-troops. Darksouls can take any position,
on the front or possibly detached, as they don't need the Magister's
leadership bonus. The mutants should be kept slightly behind, possibly
defending the Magister.
Fighting Style: Again,
cultists are close combat specialists. Stay as much out of reach of shooters
as possible, and try to get to charge. If you can't charge first, have the
Brethren or Beastmen in intercept positions. Keep your Darksouls ready if
the opposing warband includes fear-causing creatures. Remember, all of your
heroes can take speed skills: with the sprint skill they should always be
able to charge first. Don't have your Possessed hero(es) charge recklessly:
they are not all that though when engaged by multiple enemies.
Once engaged, getting everyone (except the Magister) in close combat ASAP
will keep your warriors from being shot at. Keep you Magister safe,
especially from shooters who will have little else to target then. Don't
bother too much with shooters that are hard to reach: your Magister could
have a go at them, but he is likely to put himself in danger if he does.
The Prayers of Sigmar affect undead and cultists alike,
and a simple priest may be the warband's worst nightmare. All you heroes and
henchmen are affected, not just The Possessed hero. Sisters of Sigmar are
the cultist's arch-enemy; a sister superior with 2 Sigmarite Warhammers is
nearly a match for The Possessed!
Campaign Tactics: Cultists
are certainly not the strongest starting warbands. While they can match or
even outmatch most other warbands in close combat, you may find them lacking
the special treats those other warbands have. The specialties of cultists
are the mutations, which are hard to afford when starting, and the chaos
rituals, of which you get only one to begin with, that is probably difficult
to cast. No special weapons, really cheap henchmen, or extraordinary
abilities :( A sound tactic is to make sure you keep your Magister
safe, and try to get some quick kills to make your opponent rout.
Hired swords are particularly important to strengthen inexperienced cultist
forces. Pit fighter, Ogre Bodyguard and Warlock are the only ones available
in the rulebook, but they make nice additions. No special characters for
them in the rulebook though.
All cult heroes can take combat- and speed-skills, which
offer some of the most useful skills. This allows you to develop a fast
moving warband that can quickly charge into close combat. Choose skills as
you see fit. If you find better hand-weapons than the equipment list allows,
the Weapons Training skill is a nice option.
The Magister will want as many spells as possible, but
maybe you should get some protective skills first: Step Aside, Dodge, etc.
Having academic aptitude, he should take the Sorcery skill for the +1 bonus
against spell-difficulty, and become a Warrior Wizard so he can get to wear
armor (unless you want to gamble for the chaos armor reward of the
ShadowLord, which is truly awesome!) When selecting spells, you may want to
keep rolls for spells you already have, thus lowering their high difficulty
to 7 or less, and raising your chances of success over 50% (remember: a
difficulty of 10 means 1 chance in 6, 9->5/18, 8->5/12, 7->7/12...)
The Possessed hero can take Combat Master and Lightning
Reflexes skills, as they tend to attract attention.
Promoted heroes can choose any 2 skill-lists, except the shooting skills.
Combat Master is also useful for promoted Darksouls, as they can engage
multiple enemies without worrying about all alone psychology-tests.
Getting gold is perhaps hardest for cultists, more than
for other warbands: their exploration potential is not so good, because they
can start out with at most 5 heroes (but taking 2 The Possessed heroes this
early is a bit expensive) and don't get any bonuses. If they take hired
swords to make up for their weaknesses, this further reduces their profits
considerably.
There is not too much to spend on weapons, swords, spears
and flails being about the best available, but you can take almost any
armor for your mutants, and your Magister once he has become a Warrior
Wizard. Though The Possessed hero cannot take any weapons or armor, he
should still be able to take other items, such as healing herbs to restore
any lost wounds.
However, if the warband manages to get a considerable
excess of gold, they can spend an unlimited amount of it to assemble the
most atrocious creatures thinkable: hire a new The Possessed or mutant, and
give it mutations as much as you can afford. With all the extra arms, great
claws, tentacles and cloven hoofs, you can design the most fearsome
creatures possible. But remember that even these heroes will be somewhat
vulnerable without experience, no matter how mutated: they will always start
out with basic-profile toughness and wounds.
Skills: Sometimes avoiding
marksmen is not a good option, especially if good cover is sparse and there
are a majority of shooters in the opposing warband. Some of the speed skills
are quite potent against ranged opponents:
Dodge: can protect you,
Sprint: will get you
close very quickly
Scale Sheer Surfaces:
gets you on higher floors without trouble.
Wings of Darkness: a
risky proposition, but can get the Magister in close combat with weaker
shooters easily.
Rewards of the Shadow Lord:
If you use the optional Rewards of the Shadow Lord rules, the Magister and
Mutants can have a gamble at them whenever they get a skill advance, instead
of choosing a skill. The risk of losing the hero is very small (only 1 in
36), but the chance of not getting anything is high (7/18). Then again, the
potential rewards are quite impressive. The Magister should probably go for
the skills and spells as described above, as only the Chaos Armor is really
useful for him. For mutants, the rewards are great, and should definitely be
considered.
Warband's Tactics Development Progression
1.0 Initial document submission.
Designer Notes
If anyone has any other ideas or
suggestion,
please
email us.
We will be more than happy to include them!