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Latest revision as of 14:09, 13 January 2024

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File:MercenariesLogo.jpg File:Protectorate Logo.jpg Template:FH2

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Masters of the unpredictable and lethal terrain of the Bloodstone Marches, most Idrian tribesmen converted to the Lawgiver but preserved their nomadic ways. They excel at stalking, ambush, and desert warfare and have turned these talents to the service of Menoth. With their ancient, curved blades and newly adopted rifles, these ruthless warriors cut down enemies for faith and coin across all nations of Immoren.

"Do not forget that Menoth was the first great hunter, tracking the spawn of the Devourer Wurm across the skies." - Retek Sabukhari, Idrian Guide

Basic Info

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Mercenary - This unit will work for the Template:Menoth Partisan.

Abilities

Weapons

  • Leader, Grunts, & Guide
  • Chieftain
    • Military Rifle - As above.
    • Kopis (x2) - As above, but double the fun.

Theme Forces

  • Protectorate
As a Mercenary model, they can be taken in most of the Protectorate themes. However, this will use your "Up to one Mercenary unit" slot (most of the time).


Thoughts on Idrian Skirmishers

File:IdrianSkirmisherChieftainandGuide.jpg
Command Attachment

Idrian Skirmishers in a nutshell

Front line fighters with solid guns that can mix it up in melee and survive shooting long enough to get there. Choose your Prey target carefully or you won't get the most from them. Expensive, but worth their points, and they don't really need any help from your caster.

Combos & Synergies

Protectorate Combos

  • Covenant1 - No Knockdown can be pretty good on them, especially if they revived Tough from Rhupert before. Flames of Wrath means they can spread fire quite effectively, which is great for caster like Feora2 or Malekus.
    • Malekus's feat powers up Cont. Fire damage rolls and Ashen Veil puts them at a decent DEF level when not using Go to Ground. Ignite makes them quite competent in melee.
  • Severius0 - +1/+1 is great on pretty much anything, but even better on 12 guys with rifles and Prey.
  • The High Reclaimer - There are worse targets for Hand of Fate and he can revive the CAs. They also make for decent SacPawn targets.
  • Testament of Menoth - Cloak of Ash is a great defensive buff for them, he can collect their souls and bring them back with Raise the Dead.
  • Sanctifier, Shrine of the Lawgiver, Hand of Silence - They are a great source of souls for these models.
  • Severius2 - Eye of Menoth is a great buff for their offences and Defender's Ward puts them at DEF 15, which makes them way more survivable.
  • Casters with Death March are also great for them, as they very much appreciate this spell. That is Reznik2 and Feora4.
  • Kreoss1 - Pop the feat to knock everything down, then commence the shooting! Defender's Ward makes them way more survivable.
  • Vindictus - Defender's Ward again and True Path makes them very fast.
  • The Reckoner has Flare to help them hit.

Mercenary combos

  • Lieutenant Crosse, Resistance Fighter can give them Run & Gun and Stealth on feat turn and they can be the best Life Bound Life Bound targets in Irregulars.
  • Fiona the Black can protect the CAs with Roth's Mercy and Curse of Veils make their guns much more threatening.
  • Snipe goes great with Reposition 3", so think Ossrum or Magnus1.
  • Gorten - Solid Ground is an awesome spell for squishy infantry with decent DEF, as is placing Rock Walls in front of them.
  • Captain Damiano and the Skirmishers synergise quite well. He has Deadeye to make them significantly more accurate with their guns, which in turn makes them great triggers for Road to War. His Feat and Death March make them quite a threat in melee, charging at P+S 17 against their Prey. Finally, Sure Foot is also really great on them because it makes them that much more survivable with DEF 15, immunity to blasts and knock down.
  • Gabriel Throne or Rhupert Carvolo are able to make them Tough, which is quite a boon to their survivability, especially if Damiano or Gorten have them immunity to knock down, too. Stir the Blood or Dirge of Mists are also useful for them.
  • Nemo4 offers them some recursion. As a big unit they are also great fuel for Alexia1 and Alexia2, so you can double up on the recursion.

Drawbacks & Downsides

  • Incoming fire has right of way and Idrians have low defensive stats.
  • If the enemy can remove the Chieftain and Guide that seriously weakens the unit. Watch out for spot removal.
  • Don't prey a unit or the enemy will hide the last member
  • In Irregulars the compete with Croe's Cutthroats and Nyss Hunters for the same role as combined arms, 10 man, single-wound infantry. Both of their competitors are cheaper than they are as they have their "CA" integrated into the base unit.

Tricks & Tips

  • Keep the Chieftain and Guide right at the back (normally with the guide being about 6" behind the chieftain). If the enemy gets the chance to take them out, the guide in particular, they will do so crippling the unit.


Other

Trivia

Unit & CA were both released in Warmachine: Legends (2008)

Other Faction models

Template:Index Menoth Template:Index Mercenaries

Rules Clarifications

Template:RC Brutal Charge Template:RC Partisan Template:RC Advance Deployment Template:RC CRA Template:RC Pathfinder

Template:RC Officer Template:RC Go to Ground Template:RC Tactics Template:RC Reposition Template:RC Granted Template:RC Prey

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