Serpents - The Serpents are cheap at 65 points, and have a move of 6 and 5 attacks.If you have a spare triple and there’s a good chance the serpent will take an enemy fighter out, then use it, but there are better options for dice spends. So get the Serpent Caller behind a screen of serpents, and attack over their heads with the 2-inch attack. That’s usually going to be the serpents, who roll 5 dice in attack. For a triple, a friendly beast with 4 inches can make a bonus attack. Their real strength is with the Snake Charmer rune. Their range 2 attack rolls 4 dice with 4 crit damage, so that’s always a better option. Serpent Caller - The Serpent Caller has 5 move and an 8-inch attack, but the attack only rolls 1 dice, so only use it in desperation.If they only have a 1-inch range attack, then the Trueblood can start stabbing with no danger of any retaliation this round. They also have the Ensnaring Net rune, which for a double, a visible enemy within 3 inches can’t make move actions. 180 points for move 4, toughness 4 and 20 wounds isn’t a great deal, but they have a 2-inch attack with 4 attack dice and crit 5 damage. Trueblood - The Trueblood is a combo masterpiece.
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