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List of Exile abilities 
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Malekith's Best Friend
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Joined: Fri Oct 03, 2003 7:36 pm
Posts: 3858
Location: Belgium, Brussels
For your convencience, a reference list. I reckon it might be handy to make a token, card or counter for every command, spell or hero phase ability with only a few exceptions.

Commands

Absolute power Command
Used by: Malekith
Description: If Malekith the Witch King uses this ability, Exiles units from your army do not need to take battleshock tests if they are within 20" of him in the battleshock phase.

The Tyrant of Hag Graef Command
Used by: Malus Darkblade
Description: If Malus Darkblade uses this ability, then until your next hero phase you can re-roll battleshock tests for Exiles units from your army that are within 14" of him in the battleshock phase.

Do Not Disappoint Me Command
Used by: Dreadlord on Black Dragon
Description: If a Dreadlord on Black Dragon uses this ability, pick an Exiles unit from your army within 12". You can re-roll hit rolls of 1 for that unit until your next hero phase. Furthermore, before that unit takes a battleshock test, roll four dice. If the total result is greater than the distance in inches between that unit and the Dreadlord, it does not need to take the battleshock test.

Cruel Tyrant Command
Used by: Dreadlord
Description: If a Dreadlord uses this ability, select an Exiles unit within 14". Until your next hero phase you can re-roll all failed wound rolls for that unit in the combat phase.

Single-minded Hunting Beasts Command
Used by: Dreadlord on Cold One
Description: If a Dreadlord on a Cold One uses this ability, select a unit of Cold One Knights or Cold One Chariots within 14". Until your next hero phase you can re-roll any of the dice when determining that unit’s charge distance and add 1 to wound rolls for that unit’s Ferocious Jaws.

At Them, You Curs! Command
Used by: Black Ark Fleetmaster
Description: If a Black Ark Fleetmaster uses this ability, pick one Exiles unit within 14". Until your next hero phase you can re-roll failed hit rolls of 1 for that unit. If you picked a unit of Black Ark Corsairs, you can reroll failed hit rolls of 1 or 2 for that unit instead.

Take them alive! Command
Used by: Lokhir Fellheart
Description: If Lokhir Fellheart uses this ability, those under his command redouble their efforts to take prisoners until your next hero phase. Until then, roll a dice each time an enemy model flees whilst within 6" of Lokhir Fellheart, a Black Ark Fleetmaster or unit of Black Ark Corsairs from your army; on a 4 or more another model flees from that unit, captured by Lokhir’s Corsairs and destined for the slave pits.

Orgy of Slaughter Command
Used by: Cauldron of Blood, Hellebron
Description: If Hellebron uses this ability, pick an Exiles unit within 14". That unit is gripped by a bloody frenzy and can be chosen to pile in and attack twice that turn instead of only once.

Spells

Arnzipal’s black horror Spell
Used by: Morathi
Description: At Morathi’s command a roiling black cloud of energy swirls into existence, slimy tentacles lashing out from it to clutch at any unfortunate enough to be nearby. Arnzipal’s Black Horror has a casting value of 7. If successfully cast, pick a visible unit within 18" and roll a dice. On a 1 that unit suffers a mortal wound, on a 2 or 3 it suffers D3 mortal wounds, and on a 4 or more it suffers D6 mortal wounds.

Soul Stealer Spell
Used by: Malekith
Description: Tendrils of shadow writhe from the Witch King’s fingers, draining the life-force of his victims and renewing his own vigour. Soul Stealer has a casting value of 6. If successfully cast, pick a visible unit within 14". That unit suffers D3 mortal wounds. Malekith heals one wound for each mortal wound inflicted by this spell.

Word of Pain Spell
Used by: Dark Elf Sorceress
Description: As the Sorceress utters a forbidden name, her foes are wracked with agony. Word of Pain has a casting value of 7. If successfully cast, pick a visible unit within 16". That unit suffers a mortal wound. In addition, your opponent must subtract 1 from any hit rolls for that unit until your next hero phase.

Bladewind Spell
Used by: Sorceress on Black Dragon
Description: The Sorceress summons a cloud of ethereal blades to cut her foes to ribbons. Bladewind has a casting value of 6. If successfully cast, pick a visible enemy unit within 18" and roll 6 dice. Compare these with the unit’s best To Hit characteristic of any melee weapon it has; each time you rolled lower than this number the unit fails to parry an ethereal blade and suffers a mortal wound.

Chillwind Spell
Used by: Sorceress on Cold One
Description: The Sorceress assails her foes with a freezing gale. Chillwind has a casting value of 5. If successfully cast, pick a visible enemy unit within 18". Roll a number of dice equal to the casting roll you made in order to cast this spell (for example, if the casting roll was 9, roll 9 dice); the target unit suffers a mortal wound for each roll of 6.

Doombolt Spell
Used by: Doomfire Warlocks
Description: The Doomfire Warlocks hurl bolts of blazing black flame at their foes. Doombolt has a casting value of 5. If successfully cast, pick a visible unit within 18". The target unit suffers D3 mortal wounds if the casting unit has less than 5 models, D6 mortal wounds if it has 5 to 9 models, or 6 mortal wounds if it has 10 or more models.

Hero Phase Abilities

Tz'arkan Ability, Hero Phase
Used by: Malus Darkblade
Description: In your hero phase, Malus Darkblade can release the power of Tz’arkan. If he does, then until your next hero phase he makes 6 attacks with the Warpsword of Khaine instead of 3. However, whilst Tz’arkan is released, each time you make a hit roll of 1 for the Warpsword of Khaine and any units from your army are within 2" of Malus Darkblade, one of those units suffers D3 mortal wounds as Tz’arkan lashes out in a blind fury.

Blood Sacrifice Ability, Hero Phase
Used by: Dark Elf Sorceress, Sorceress on Black Dragon, Sorceress on Cold One
Description: In your hero phase, the Sorceress can sacrifice an Exiles model from your army within 3". If she does, that model is slain but you can then add 2 to all casting rolls for that Sorceress until the end of the hero phase.

Spiteful Dominance Ability, Hero Phase
Used by: Beastmaster on Manticore
Description: In your hero phase, pick this model or a Monster from your army that is within 10". You can re-roll hit rolls of 1 for that model until your next hero phase.

Helm of the Kraken Ability, Hero Phase
Used by: Lokhir Fellheart
Description: Lokhir Fellheart heals a wound at the start of each of your hero phases.

Treachery and Power Ability, Hero Phase
Used by: Master with Battle Standard
Description: If your general is an Exile, a Master with Battle Standard can attempt to slit his throat if he is within 1" at the start of the hero phase. If he does so, roll a dice; on a 1 the Master is slain by the general. Otherwise, your general is slain and this model usurps his position; he becomes your general and gains all the command abilities known by his former lord.

Banner of Murder Ability, Passive, Hero Phase
Used by: Master with Battle Standard
Description: These magical standards are steeped in the sacrificial blood of victims, their murderous auras instilling a thirst for death and violence. You can re-roll wound rolls of 1 for any Exiles unit from your army that is within 8" of a Banner of Murder when they attack in the combat phase. In your hero phase, a Master can hold his banner aloft. If he does so, you may not move the Master until your next hero phase, but until then the aura of the Banner of Murder affects all Exiles units from your army within 18".

Abyssal Howl Ability, Hero Phase (Battle Shock)
Used by: Kharibdyss
Description: In your hero phase, a Kharibdyss can unleash an abyssal howl. If it does, pick a unit within 10". That unit must subtract 1 from its Bravery until your next hero phase.

Sever One Head, Another Takes Its Place Ability, Hero Phase
Used by: War Hydra
Description: It is almost impossible to kill a Hydra, for they regenerate wounds and regrow severed heads at an alarming rate. A War Hydra heals 3 wounds in each of your hero phases.

Strength of Khaine Ability, Hero Phase
Used by: Cauldron of Blood
Description: In your hero phase the Cauldron of Blood’s attendant can pray to Khaine. If she does so, pick an Exiles unit from your army within 14" and roll a dice; on a 1 the prayer is found unworthy and the Cauldron of Blood suffers a mortal wound. On a roll of 2 or more, the unit you picked is infused with Khaine’s Strength; until your next hero phase you can add 1 to any wound rolls for that unit in the combat phase.

Aura of Agony Ability, Hero Phase
Used by: Bloodwrack Shrine
Description: Bloodwrack Shrines emit an aura that wracks enemies with waves of agony. Roll a dice for each enemy unit in range of the Aura of Agony at the start of your hero phase (the range of this ability is shown in the damage table above). On a 6, that unit suffers a mortal wound as pure agony courses through them.

Witchbrew Ability, Hero Phase
Used by: Cauldron of Blood, Death Hag
Description: Witchbrew drives the imbibers into such an ecstasy of destruction that they will fight on in the face of impossible odds. In your hero phase, the Cauldron of Blood’s attendants or a unit of Witch Elves within 3" can drink Witchbrew. If a unit does so, you can re-roll wound rolls of 1 for the unit and it does not need to take battleshock tests until your next hero phase.

The Blood Queen Ability, Hero Phase
Used by: Hellebron
Description: In your hero phase Hellebron can pray to Khaine. If she does so, pick a power and roll a dice; on a 1 or a 2 she suffers a mortal wound. On a roll of 3 or more the power is carried out.
Cry of War: Enemy units within 3" of Hellebron in the battleshock phase must subtract 1 from their Bravery until your next hero phase.
Dance of Doom: Hellebron’s save is increased to 3+ until your next hero phase.

Priestess of Khaine Ability, Hero Phase
Used by: Death Hag
Description: In your hero phase, a Death Hag can pray to Khaine. If she does so, pick a power and roll a dice; on a 1 or a 2 the Death Hag is found unworthy and suffers a mortal wound. On a roll of 3 or more, the power is carried out.
Rune of Khaine: The Death Hag’s Blade of Khaine inflicts D3 damage instead of 1 until your next hero phase.
Touch of Death: Select a unit within 3" and then hide a dice in one of your hands. Ask your opponent to pick a hand; if that hand is holding the dice, the unit you picked suffers D3 mortal wounds.

The First Sorceress Ability, Hero Phase
Used by: Morathi
Description: You can add 1 to any casting rolls for Morathi.

Amulet of Dark Fire Ability, Hero Phase
Used by: Cauldron of Blood, Hellebron
Description: Hellebron can attempt to dispel one spell in each enemy hero phase as if she were a wizard.


Deployment

Master of Disguise Ability, Set up
Used by: Shadowblade
Description: Instead of setting up Shadowblade normally, you can place him to one side and say that he is set up in hiding. At the start of any combat phase you can reveal Shadowblade; set him up within 1" of any of your Exiles units. He can then pile in and attack, even if it is your opponent’s turn to select a unit to attack with.

Hidden Murderer Ability, Set up
Used by: Dark Elf Assassin
Description: Instead of setting up the Assassin normally, you can place him to one side and say that he is set up in hiding. If you do so, secretly note down one of your Exiles units for this unit to hide in. At the start of any combat phase you can reveal the Assassin; set him up within 1" of the unit you picked. The Assassin can then pile in and attack, even if it is your opponent’s turn to select a unit to attack with. If the unit hiding the Assassin is destroyed before he is revealed, the Assassin is destroyed as well.

A Shadow Moves Unseen Ability, Set up
Used by: Shades
Description: Instead of setting up this unit on the battlefield, you can place it to one side and say that it is skulking in the shadows. After setup is complete, you can set this unit up anywhere on the battlefield that is more than 9" from any enemy models.


Battle Shock

The Price of Failure Ability, Battle Shock
Used by: Dreadlord
Description: If any Exiles from your army flee whilst within 3" of a Dreadlord they are ruthlessly cut apart, flayed or otherwise murdered as an example to those who would disappoint him. If this happens, other Exiles units from your army do not need to take battleshock tests in the same phase if they are within 14" of your Dreadlord.

Ravagers and Slavers Ability, Battle Shock
Used by: Black Ark Corsairs
Description: Roll a dice each time an enemy model flees within 6" of this unit; on a 6 another model flees from its unit, captured by the Corsairs.

Sow Terror and Confusion Ability, Battle Shock
Used by: Dark Riders
Description: Enemy units within 14" of Dark Riders are terror-struck; if any of these units take a battleshock test and the roll for that test is a 1, you can roll a dice and add its score to the unit’s battleshock test result.

The Witch King’s Retinue Ability, Battle Shock
Used by: Black Guard
Description: units do not need to take battleshock tests if Malekith is within 28" of them in the battleshock phase.

Prey Upon the Weak Ability, Battle Shock
Used by: Harpies
Description: Roll a dice every time an enemy model flees within 16" of any Harpies. On a roll of 6 an additional model from the same unit is pounced upon and devoured by the Harpies.


Charge abilities

Bladed Barding Ability, Charge
Used by: Dreadlord on Cold One
Description: Whenever a Dreadlord on a Cold One completes a charge move select an enemy model within 1" and roll a dice; on a 4 or more that model’s unit suffers a mortal wound.

Lance Charge Ability, Charge
Used by: Cold One Knights
Description: Add 1 to the wound rolls and Damage of a Cold One Knight’s Barbed Lance and Blade if he charged in the same turn.

Scythed Runners Ability, Charge
Used by: Cold One Chariot
Description: If a unit of Cold One Chariots charges, roll a dice for each enemy model that is within 1" of the unit after it is has completed its charge move; for each roll of a 6 that model’s unit suffers a mortal wound.

Quick With The Lash Ability, Charge
Used by: War Hydra, Kharibdyss
Description: Before a <unit> makes a charge move, its Beastmaster Handlers can apply the lash. If they do so, you can roll three dice and discard the lowest when determining the <unit>’s charge distance. However, if you roll a triple then the whips have driven the monster into a wild frenzy – the charge fails and this model suffers a mortal wound as the Beastmasters are savaged by their charge.

Remaining abilities

Crewed War Machine Ability, Movement
Used by: Reaper Bolt Thrower
Description: A Reaper Bolt Thrower can only move if its Crew are within 1" at the start of the movement phase. If its Crew are within 1" of the Reaper Bolt Thrower in the shooting phase, they can fire the war machine. The Reaper Bolt Thrower cannot make charge moves, does not need to take battleshock tests and is unaffected by any attack or ability that uses Bravery. The Crew are in cover while they are within 1" of their war machine.

Armour of Mightnight Ability, Save
Used by: Malekith
Description: Halve any wounds or mortal wounds inflicted on Malekith (rounding up).

Noxious Breath Ability, Shooting
Used by: Malekith, Dreadlord on Black Dragon, Sorceress on Black Dragon
Description: In your shooting phase, Seraphon can exhale a cloud of noxious gas. If she does so, pick a target unit that is visible and roll one dice for each model in that unit that is within 6". For each roll of 6, that unit suffers a mortal wound.

Tyrant Shield Ability, Save
Used by: Dreadlord, Dreadlord on Black Dragon, Dreadlord on Cold One
Description: You can re-roll failed save rolls for a Dreadlord with a Tyrant Shield.

Exile Blades Ability, Attack
Used by: Dreadlord, Dreadlord on Black Dragon
Description: A Dreadlord with two blades is a whirlwind of death few can escape from. You can re-roll hit rolls of 1 for a Dreadlord equipped with two Exile Blades.

Lance of Spite Ability, Attack
Used by: Dreadlord on Black Dragon
Description: A Lance of Spite inflicts 2 Damage instead of 1 if the Dreadlord charged that turn.

Darkshields Ability, Save
Used by: Cold One Knights, Dreadspears, Bleakswords, Darkshards, Dark Riders
Description: You can re-roll save rolls of 1 for a unit with Darkshields. You can re-roll failed save rolls of 1 or 2 for this unit in the combat phase instead.

Sea Dragon Cloak Ability, Save
Used by: Beastmaster on Manticore, Black Ark Fleetmaster, Lokhir Fellheart, Black Ark Corsairs
Description: You can re-roll save rolls of 1 for a <unit's name> in the shooting phase.

Murderous Swashbuckler Ability, Attack
Used by: Black Ark Fleetmaster
Description: You can reroll failed hit rolls for this model’s Black Ark Cutlass.

The Red Blades Ability, Attack
Used by: Lokhir Fellheart
Description: You can re-roll failed hit rolls for Lokhir Fellheart.

Daring Leap Ability, Pile in
Used by: Lokhir Fellheart
Description: Lokhir Fellheart can pile in up to 6", moving over other models as he does so, if it will move him to within 1/2" of an enemy Hero.

Flashing Steel Ability, Attack
Used by: Black Ark Corsairs
Description: You can add 1 to all hit rolls in the combat phase for a Black Ark Corsair if its unit has 20 or more models.

City Guard Ability, Attack
Used by: Dreadspears
Description: You can add 1 to hit rolls for a Dreadspear if it did not move in its preceding movement phase.

Formidable Bastion Ability, Attack
Used by: Dreadspears
Description: You can add 1 to hit rolls for a Dreadspear if its unit has 20 or more models.

Quicksilver Strike Ability, Attack
Used by: Bleakswords
Description: Each time you make a hit roll of 6 or more for a Bleaksword, that model can immediately make one extra attack with its Druchii Sword. If its unit has 20 or more models, it can make one extra attack on a hit roll of 5 or more instead.

Storm of Iron-tipped Bolts Ability, Attack
Used by: Darkshards
Description: You can add 1 to hit rolls for a Darkshard in the shooting phase if its unit has 20 or more models and there are no enemy models within 3".

Eternal Hatred Ability, Attack
Used by: Black Guard
Description: You can re-roll failed hit rolls of 1 for Black Guard.

Blend with Darkness Ability, Save
Used by: Shades
Description: Your opponent must subtract 1 from any hit roll made in the shooting phase that targets a unit of Shades in cover.

Reaper Bolts Ability, Attack
Used by: Shades
Description: Reaper Bolts are cruelly barbed and can cause horrendous damage. If you make a wound roll of a 6 or more for a Reaper Bolt, it inflicts 2 damage instead of 1.

Reaper Bolts Ability, Attack
Used by: Reaper Bolt Thrower
Description: Reaper Bolts are cruelly barbed and can cause horrendous damage. If you make a wound roll of a 6 or more for a Reaper Bolt, it inflicts 2 damage instead of 1.

Lay The Beast Low Ability, Attack
Used by: Scourgerunner Chariots
Description: When a Scourgerunner Chariot targets a Monster with its Ravager Harpoon and the wound roll is 6 or higher, the weapon inflicts D6 Damage rather than D3.

Feast of Bones Ability, Attack
Used by: Kharibdyss
Description: Roll a dice each time a Kharibdyss slays a model with its Fanged Tentacles; on a 6 it heals a wound.

Bladed Buckler Ability, Save
Used by: Sisters of Slaughter
Description: Roll a dice each time you make a successful save roll of 6 or more for this unit in the combat phase; on a 4 or more a Sister of Slaughter will lash out and slit her assailant’s throat with her Bladed Buckler – the attacking model’s unit
suffers a mortal wound after it has made all
of its attacks.

Dance of Death Ability, Save
Used by: Sisters of Slaughter
Description: You can add 2 to save rolls for this unit in the combat phase.

Enchanting Beauty Ability, Combat
Used by: Morathi
Description: Your opponent must subtract 1 from any hit rolls that target Morathi in the combat phase.

Bloodwrack Stare Ability, Shooting
Used by: Bloodwrack Medusae, Bloodwrack Shrine
Description: When making a Bloodwrack Stare attack, pick a visible unit within range and roll a dice for each model in that unit; for each roll of 6 or more that unit suffers a mortal wound as they foolishly meet the Medusa’s deadly gaze. You can add 1 to these dice rolls if, between the time you declare the target of the attack and time you roll the dice, your opponent looks you directly in the eye.

Bloodshield Ability, Save
Used by: Cauldron of Blood
Description: The powerful magic that fuels the Cauldron of Blood grants it and any Exiles models from your army protection so long as they are within range of the Bloodshield. The range of this ability is shown in the damage table above. If any of these models suffer a wound or a mortal wound, roll a dice. Add 1 to the result if the model is a Witch Elf. If the roll is a 6 or more, that hit has been absorbed by the Bloodshield and the wound or mortal wound is ignored.

Frenzied Fervour Ability, Attack
Used by: Witch Elves
Description: If this unit is within 14" of a Death Hag from your army when they attack in the combat phase, all of its models make one extra attack with their Sacrificial Knives.

Sacrificial Knives Ability, Attack
Used by: Witch Elves
Description: Witch Elves attack with such a flurry of blows that one is bound to find its mark. You can re-roll hit rolls of 1 for Witch Elves. You can re-roll all failed hit rolls instead if this unit has 20 or more models.

Black Lotus Venom Ability, Attack
Used by: Shadowblade, Dark Elf Assassin
Description: Shadowblade uses his deadliest poisons to slay kings and warlords. If the target of an attack made by Shadowblade is a Hero, his weapons inflict D3 damage rather than 1.

Heart of Woe Ability, Combat
Used by: Shadowblade
Description: If Shadowblade is slain, every unit within 3" of him immediately suffers D3 mortal wounds.

Master of Assassins Ability, Attack
Used by: Shadowblade
Description: You can re-roll failed hit rolls for Shadowblade’s attacks if the target is a Hero.

Severing Strike Ability, Attack
Used by: Har Ganeth Executioners
Description: If the hit roll for a Har Ganeth Executioner is 6 or more, its Executioner’s Draich inflicts 2 mortal wounds on the target instead of its normal Damage – no roll to wound is necessary.

_________________
I love me a bowl of numbers to crunch for breakfast. If you need anything theoryhammered, I gladly take requests.

Furnace of Arcana, a warhammer blog with delusional grandeur.

"I move unseen. I hide in light and shadow. I move faster than a bird. No plate of armour ever stopped me. I strike recruits and veterans with equal ease. And all shiver at my coldest of whispers."
- The stiff breeze


Thu Jul 16, 2015 3:01 pm
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Malekith's Best Friend
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Joined: Fri Oct 03, 2003 7:36 pm
Posts: 3858
Location: Belgium, Brussels
Based on these abilities, we obtain the following token list. These are model specific, though.

Commands
  • Absolute power
  • The Tyrant of Hag Graef
  • Do Not Disappoint Me
  • Cruel Tyrant
  • Single-minded Hunting Beasts
  • At Them, You Curs!
  • Take them alive!
  • Orgy of Slaughter

Spells

  • Word of Pain

Hero Phase Abilities

  • Tz'arkan
  • Blood Sacrifice (only lasts during the same hero phase)
  • Spiteful Dominance
  • Banner of Murder (token needed for planting the banner)
  • Abyssal Howl
  • Strength of Khaine
  • Witchbrew
  • The Blood Queen - Cry of War
  • The Blood Queen - Dance of Doom
  • Priestess of Khaine - Rune of Khaine

_________________
I love me a bowl of numbers to crunch for breakfast. If you need anything theoryhammered, I gladly take requests.

Furnace of Arcana, a warhammer blog with delusional grandeur.

"I move unseen. I hide in light and shadow. I move faster than a bird. No plate of armour ever stopped me. I strike recruits and veterans with equal ease. And all shiver at my coldest of whispers."
- The stiff breeze


Tue Aug 25, 2015 12:09 pm
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Corsair
Corsair
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Joined: Fri Mar 14, 2008 10:00 pm
Posts: 8690
Location: Hag Graef
From that list, it could be worth noting the synergies between units:

How to improve casting rolls
1 large unit + Dark Elf Sorceress / on foot or mounted (Blood Sacrifice)

How to improve charge distance:
1 unit of Cold One Knights + Dreadlord on a Cold One (Single-minded Hunting Beasts)
1 unit of Cold One Chariots + Dreadlord on a Cold One (Single-minded Hunting Beasts)

How to improve attacks
1 unit + Hellebron (Orgy of Slaughter)
Death Hag + 1 WE (Frenzied Fervour)

How to improve to-hit:
1 Unit with bad battleshock + Dreadlord on Black Dragon (Do Not Disappoint Me)
Monster (Malekith, Dreadlord on Black Dragon, Sorceress on Black Dragon, Beastmaster on Manticore, War Hydra, Kharibdyss) + Beastmaster on Manticore (Spiteful Dominance)
1 Unit + Black Ark Fleetmaster (At Them, You Curs!)
1 Black Ark Corsairs + Black Ark Fleetmaster (At Them, You Curs!)

How to improve to-wound:
1 Unit + Dreadlord (Cruel Tyrant)
All Units + Master with Battle Standard (Banner of Murder)
1 unit of Cold One Knights + Dreadlord on a Cold One (Single-minded Hunting Beasts)
1 unit of Cold One Chariots + Dreadlord on a Cold One (Single-minded Hunting Beasts)
1 unit + Cauldron of Blood (Strength of Khaine)
1 WE unit + Death Hag (Witchbrew)
1 WE unit + Cauldron of Blood (Witchbrew)

How to decrease own loss of wounds:
1 unit + Cauldron of Blood (Bloodshield)
1 WE unit + Cauldron of Blood (Bloodshield)

How to improve battleshock:
All Units + Malekith (Absolute Power)
All BG (The Witch King’s Retinue) + Malekith
All Units + Malus Darkblade (The Tyrant of Hag Graef)
1 Unit with bad to-hit + Dreadlord on Black Dragon (Do Not Disappoint Me)
Standards of all Units (Standard Bearer) + Hero

How to improve enemies’ exposure to battleshock:
All Black Ark Corsairs and Black Ark Fleetmaster + Lokhir Fellheart (Take Them Alive!)

_________________
Winds never stop blowing, Oceans are borderless. Get a ship and a crew, so the World will be ours! Today the World, tomorrow Nagg! {--|oBrotherhood of the Coast!o|--}


Wed Aug 26, 2015 4:14 am
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