Razorwing Griffon: Difference between revisions
wmu>Juckto No edit summary |
m (1 revision imported) |
(No difference)
|
Revision as of 14:07, 13 January 2024
Template:Circlebox Template:4P
Razorwing griffons plunge into battle with the piercing shrieks of birds of prey, diving brutally into enemy formations. Flying just a few feet above the ground, they move like threshers across crops of wheat. The griffons use their sharp-edged blades to slash through ranks of infantry, leaving a bloody trail of the dead and dying to mark their passage.
Basic Info
Abilities
Weapons
Clawing Blades (x2) | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
File:Sword icon.jpg | RNG | POW | P+S | |||||||||||
0.5 | 4 | 12 | ||||||||||||
Animus
{{Category: Template:Amuck }}[[Category: Template:Amuck ]]
Theme Forces
- Template:Secret Masters
- Template:Si
- Template:The Devourer's Host
- Template:The Wild Hunt. In this theme, when Razorwing Griffon casts its own animus, the COST is reduced by 1.
Thoughts on Razorwing Griffon
Razorwing Griffon in a nutshell
The Razorwing is a trample machine. For just 2 fury (animus + the trample) it can trample 10" anywhere, attack at MAT 6 + 3d6 and hit at STR 12 + 2d6 - and nothing can stop it. As with most trample-based models, though, you need the opponent to leave their stuff neatly laid out for you if you want a good turn with this model.
It can trade well in a normal melee but, if your caster/playstyle can't set it up with decent tramples on most turns, you may be better off taking the Scarsfell Griffon because of its Stealth and additional initial attack.
Combos & Synergies
- Kromac the Ravenous - Warpath helps its trample threat range, and its trample helps warpath.
- Una the Skyhunter - trampling can set these guys up to provide flank bonuses for other griffons, and the feat means they can catch even more models in the tramples.
- The Wild Hunt - in this theme force its animus is at 0 cost
Drawbacks & Downsides
- You need a landing spot at the end of your trample, which means you can only trample stuff within 8.4" of your start position.
- Enemy don't normally end their turn that close to a light warbeast, lined up in a conga line.
- Enemy that get that close to a light warbeast normally kill the light warbeast.
- There are lots of other options in Circle that fill the "kill infantry" job slot. For example the Rotterhorn Griffon is more reliable at killing infantry.
- You can't buff a trample the same way you can a charge (Hunter's Mark, Blood Spiller, etc). So your threat range is quite predictable.
Tricks & Tips
- Remember it can two-handed throw medium-based models. Although the lower STR makes it less likely to work, most people simply don't expect it from a light warbeast.
- Your trample damage roll is the model's STR + 4 + 2d6. (It's not the weapon's P+S + 4 + 2d6)
Other
Trivia
Released in Hordes: Gargantuans (2013)
Other Circle models
Rules Clarifications
Template:RC Open Fist Template:RC Warbeast Template:RC Flight Template:RC Blade Rush Template:RC Threshing Blades Template:RC Trample Power Attack Template:RC Amuck