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Games Workshop - Age Of Sigmar - Warcry: The Unmade

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First they were made, then they were unmade. They are Unmade because they were something else prior to Odium...unmaking them. What Raboniel was doing to the Sibling (or something like it) was done to each of them. Odium didn't make them out of whole cloth. The Brutalisers have the same movement as most in the warband (5″) but Toughness starts to go down (3) meaning that those 15 wounds are even more precious now. They compensate with really strong melee profiles:

What it does have is a great human-hand-grenade-style ability, the Triple Flaying Frenzy, which lets you roll a dice for each enemy within 3 inches of the Joyous One, and then do 1 damage for each roll of 3-4 or damage equal to the value of the Triple roll on a 5-6. Readied Stance (Triple, Frenzied Rager, Pit Veteran with Dual Weapons, Pit Veteran with Shield):Add up to 3 to this fighter’s Toughness for the rest of the battle round. Out of the 18 balanced missions, six are combat based, requiring removing either the leader or different deployment groups. 9 are objective-based and three are mixed, movement/survival-based. Thrice-ripened Death’s Hand (Double, Lord of Blights): A chance to do some random damage depending on ability value and dice roll (up to 12) to a 7″ away fighter. Harrying Raven (Double, Shadow Piercer and Cabalist with Familiar): The target enemy fighter within 20″ cannot make disengage actions this turn.Hammer and Anvil (Shield in this case) essentially. I look to break my enemy between two superior fighting forces, but the tactic when enacted by the Unmade comes with a bit of a catch. Your fighters are glass cannons, and not protecting against the enemy using the same strategy will result in an early loss. I have included two Awakened Ones in the Shield with the Blissful One to serve as screens for it for this reason. The Hammer has a high concentration of threat units to split the enemy focus off the Shield, breaking their target priority and forcing them to fight us in an even footing, one they will surely lose on. Kharadron Overlords– steampunk duardin with elite flying fighters that can also shoot, giving you even more range (but their other fighters are very slow) Bestial Charge (Triple, all Bestigors): At the end of the next move action allocate up to 6 damage to an engaged enemy fighter. Corvus Cabal– shamanistic bird-worshippers who are both fast and extremely good at exploiting the verticality of scenery on the battlefield

The Twistbrayis the leader option, and as the Aviarchs, he has access to Master of Destiny and not much else. The Fellspear adds 2″ range to the equation, something you don’t really need on a Varanguard and 2/6 damage compared to the Ensorcelled Weapon. The Prefector is an alternate assembly option for the Signifer but he can reach the same potential damage output of a Dominar with his signature ability Spine-Crushing Blow for a fraction of the cost. This multipart plastic kit builds a warband of The Unmade – self-mutilating maniacs that can be fielded in Slaves to Darkness armies in Warhammer Age of Sigmar, or used as a complete warband in games of Warcry. Led by the disturbing figure of a blade-limbed Blissful One, these skull-masked cultists are garbed in flayed skin and chains, and can be armed with a variety of flails, polearms, and cudgels to ensnare foes and ensure their destruction.Murderous Charge (Triple, all Bloodcrushers and the Skullmaster):At the end of the next move action allocate up to 6 damage to an engaged enemy fighter. Grandfather’s Blessing (Triple, all Leaders): Add 1 to the Strength characteristic of melee weapons for all friendly fighters within range. Poisoned Weapon (Double, everyone):For one activation, treat the Strength characteristic of a fighter as always higher than an enemy fighter’s Toughness (= you hit on 3+ against anything). Murderous Charge (Triple, all Mighty Skullcrushers and the Mighty Lord on Juggernaut): At the end of the next move action allocate up to 6 damage to an engaged enemy fighter.

The Dragon Ogors are massive elite units with a Move of 6″, 30 Wounds and 4 Toughness. They top that with an ability to damage an opponent from a considerable distance. They have three weapon profiles: Flesh Hound’s Blood-dark Claws (Double, Mighty Lord of Khorne): Allocate a random amount of damage to an engaged enemy.

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Acidic Slime Trail (Double, Beast of Nurgle): Disengage from an enemy and allocate up to 6 damage to him. Gravskein is in constant pain from all her missing limbs and the terrors of the Bloodwind Spoil, but it fuels her and her warband and makes them stronger. The Unmade that emerged from it embody every aspect of the Flayed King’s dark teachings. Limbs removed in favor of weaponry, chains hung from their body. Belts made from their own faces torn from their very skull. The Unmade are truly the children of the darkest aspects of Chaos. Pros

Tzeentch is the Chaos God of change and there’s plenty of cults hidden in all cities of the mortal realms venerating the Changer of Ways. They are the Arcanites, the mortal followers of the Architects of Fate. The only real option you have to decide is whether or not you want a flail on one of the Awakened Ones. The change is minor, but I would suggest going with the flail for the increased range which is good with the debuff ability. The Curseling, Eye of Tzeentch is another example that starts from the Magister profile and then improves: Toughness 5 (highest in the warband) and 2/5 as damage. The Hornshields are your basic troops, but do not expect cheap cannon fodder. Toughness 5 and 12 Wounds means you need some good critical hits to put them down.

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Hungry for Flesh (Double, all Flesh Hounds):Can be used only if there’s at least an enemy within 6”, then this fighter can make a bonus move towards the closest enemy. Sloppity Bilepiper is the fastest leader (only behind the Plague Drones and Nurglings) with 4″ Movement. His special ability however solves the other problem of the warband outside of Strength: Movement! For a Double he can increase of 1″ the Movement of all friendly fighters nearby. Dance of the Wailing Blade (Double, all Myrmidesh Painbringers): Add 1 to the damage inflicted this round by hits or critical hits.

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