Difference between revisions of "Tyrant Commander & Standard Bearer"
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* It's a support choice in a game that's very easy to overload on the support. Keep the Ty Comm's melee potential in mind when you play. | * It's a support choice in a game that's very easy to overload on the support. Keep the Ty Comm's melee potential in mind when you play. | ||
* The standard bearer seems to be a casualty in the crossfire of the Std. Bearer redesign since most other Std. Bearers attach to units and affect their formation area. This Std. bearer is in a two-man unit, making its effect on formation just plain silly. | * The standard bearer seems to be a casualty in the crossfire of the Std. Bearer redesign since most other Std. Bearers attach to units and affect their formation area. This Std. bearer is in a two-man unit, making its effect on formation just plain silly. | ||
− | * Wording is a little misleading on Push to the Limit. It does NOT add distance to charges or runs, but it add to Sprint (and some spell like Cyclone | + | * Wording is a little misleading on Push to the Limit. It does NOT add distance to charges or runs, but it add to Sprint (and some spell like Cyclone ; basically anything that state a Full Advance). |
* Not exactly a downside - but of the commonly used units, the ranged ones generally don't have a critical need for Pathfinder, [[Paingiver Bloodrunners]] and [[Praetorian Ferox]] have Pathfinder already, [[Praetorian Swordsmen]], and the [[Legends of Halaak]] get Relentless Charge, and [[Immortals]] turn Incorporeal. That's enough choices for melee infantry without adding a support unit - if you're getting the TyCom it's either for a shieldwall unit, for a better ranged threat, or both. | * Not exactly a downside - but of the commonly used units, the ranged ones generally don't have a critical need for Pathfinder, [[Paingiver Bloodrunners]] and [[Praetorian Ferox]] have Pathfinder already, [[Praetorian Swordsmen]], and the [[Legends of Halaak]] get Relentless Charge, and [[Immortals]] turn Incorporeal. That's enough choices for melee infantry without adding a support unit - if you're getting the TyCom it's either for a shieldwall unit, for a better ranged threat, or both. | ||
* It's expensive enough that you need to leverage a lot out of his support or to be very good at getting an entire extra turn out of their melee game to be worth the cost. [[Master of War]] have negated that problem. | * It's expensive enough that you need to leverage a lot out of his support or to be very good at getting an entire extra turn out of their melee game to be worth the cost. [[Master of War]] have negated that problem. |
Revision as of 17:46, 24 June 2018
Contents
Basic Info
Tyrant Commander / Standard Bearer | |||||||||||||||||||||||||||||||
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Weapons
Tyrant
Standard Bearer
Abilities
Tyrant
- Officer
- Tough
- Battle Plan - This model can use one of the following plans at any time during its activation. A friendly Faction model/unit can be affected by only one plan each turn.
- March - RNG 5. Target friendly warrior model/unit. If the model/unit is in range, it gains Pathfinder for one turn.
- Push to the Limit - RNG 5. Target friendly {{{1}}} model/unit. If the model/unit is in range, it gains +2 SPD when making a full advance. Push to the Limit lasts for one turn.
- Reveille - Knocked down friendly Faction models in this model's command range immediately stand up. Models that became knocked down this turn are not affected by Reveille.
- Set Defense - A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
Standard Bearer
- Standard Bearer - While this model is within 5" of its unit commander, the unit commander gains +2 CMD.
Thoughts on TyCom
TyCom in a nutshell
The Tyrant Commander is all about the battle plans (although they can fight a little). Speed, pathfinder on a stick, or standing everyone up. As a rule of thumb the Tyrant Commander is most wanted for his Push to the Limit battle plan.
The standard bearer might be the most pointless and half-assed model in the game, allowing the unit to spread out further while it remains within 5" of the Tyrant. (OK, so it adds a little to Reveille). Meaning the main use of what is effectively the army battle standard is as a bullet catcher. Unlike many Standard Bearers, at least it has a weapon, even if it's not a good one.
Combos & Synergies
- Ranged units get 2" extra on their threat range (Cataphract Arcuarii, Cataphract Incindiarii, Venator Slingers, Venator Reivers. Venator Flayer Cannon Crew, Venator Catapult Crew)
- Shield wall units (Cataphract Cetrati, Praetorian Karax) aren't so painfully slow with Push to the Limit.
- Praetorian Ferox love the extra speed from Push To The Limit as it combines with the flying leap.
- Tough models and units (Nihilators, anything via the Mortitheurge Willbreaker) love being allowed to stand up.
Also a couple of warlocks love Push to the Limit (normally to try to pull off their melee assassinations where a charge can't be lined up)
- Master Aescetic Naaresh makes a full advance via Cyclone and doesn't have any natural form of Pathfinder.
- Lord Assassin Morghoul gains an extra 2" of range when not charging, which is common to choose orientation for the feat, or because you are using shadow play to kill something on the other side of a house.
- Makeda & the Exalted Court - Between battle driven and Vortex of Destruction she can assassinate well. Plus, as she is a unit her attendant statues also benefit.
Also, the additional movement of Push to the Limit work on sprint, available from the animus of the Archidon
The TyCom can be taken for free in the Masters of War theme - and given that this theme force includes Praetorian Ferox, Praetorian Karax, Cataphract Cetrati, Cataphract Arcuarii, and Cataphract Incindiarii the TyCom is frequently extremely useful in this theme.
Drawbacks and Downsides
- It's a support choice in a game that's very easy to overload on the support. Keep the Ty Comm's melee potential in mind when you play.
- The standard bearer seems to be a casualty in the crossfire of the Std. Bearer redesign since most other Std. Bearers attach to units and affect their formation area. This Std. bearer is in a two-man unit, making its effect on formation just plain silly.
- Wording is a little misleading on Push to the Limit. It does NOT add distance to charges or runs, but it add to Sprint (and some spell like Cyclone ; basically anything that state a Full Advance).
- Not exactly a downside - but of the commonly used units, the ranged ones generally don't have a critical need for Pathfinder, Paingiver Bloodrunners and Praetorian Ferox have Pathfinder already, Praetorian Swordsmen, and the Legends of Halaak get Relentless Charge, and Immortals turn Incorporeal. That's enough choices for melee infantry without adding a support unit - if you're getting the TyCom it's either for a shieldwall unit, for a better ranged threat, or both.
- It's expensive enough that you need to leverage a lot out of his support or to be very good at getting an entire extra turn out of their melee game to be worth the cost. Master of War have negated that problem.
Tricks and Tips
- Remember it's a two person unit and take zones.
- You can battle plan, then run/charge.
- The Battle Standard have some boxe and half-decent armor, so he can withstand some light shooting while contesting.
- The Standard Bearer can take out most infantry on a charge, if he hit.
- The TyCom hits fairly hard.
- The Standard Bearer is a bullet stopper and one you don't have to worry about losing.
Other
Trivia
- Released in Hordes: Metamorphosis (2009)
Theme Forces
Other Skorne models
Rules Clarifications
Rules Clarification : Weapon Master - None yet. (Edit)
Rules Clarification : Officer (Edit)
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Rules Clarification : Tough - None yet. (Edit)
Rules Clarification : Battle Plan (Edit)
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Rules Clarification : March (Edit)
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Rules Clarification : Push to the Limit (Edit)
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Rules Clarification : Reveille - None yet. (Edit)
Rules Clarification : Set Defense - None yet. (Edit)
Rules Clarification : Standard Bearer (Edit)
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