| |
Equipment ||
Skills ||
Prayers ||
Starting a Warband ||
Tactics ||
Campaigning ||
Conclusion
The witch-hunter's warband can only have up to 12 warriors. This is their main disadvantage, as most
warbands can take up to 15. No worries: we will see further-on how they can compensate. Note that this has no
implications to the number of heroes they can take: a leader and 5 other heroes, just like any other warband.
Heroes
| Witch hunter captain |
60gc (1) |
|
Like most leaders, the captain is experienced and skillful. He also has a lot of aptitude, being able
to gain skills from all 5 basic skill-lists. He leads the warband, driven by his hatred for spellcasters.
Like most leaders, he cannot be re-hired, but that's not too bad: a witch hunter hero may get a similar or
better profile after just 4 advances - ready to replace his leader.
|
| Warrior priest |
40gc (0-1) |
|
While the warrior priest may not look like much, he is cheaper than any spellcaster. His profile is
only average, and the Sigmar prayers are not as impressive as most spell-lists, but they combine to
create a fine warrior who can bring quite a punch to bear, especially versus undead or possessed opponents.
|
| Witch hunter |
25gc (0-3) |
|
Witch hunters look pretty much like your ordinary fighters at the standard cost. This puts them at a
bit of a disadvantage, starting out at 8 experience points. This however grants them the burn the
witch! feature, making them hate all spellcasters, just like their captain does. By the time they
reach 20 experience - the amount their captain starts out with - they will have had 4 advances, making
them as good as their captain, except they cannot take strength skills.
|
Henchmen
| Zealots |
20gc (0-...) |
|
Unskilled rabble that join for the cause, their main worth for the warband is that they are the only
ones who can take spears. And if you take them, it is usually a good idea to arm them as such. Unlike
their name suggests, this actually gives them more of a defensive role in the warband, warding your
heroes from harm.
|
| Flagellants |
40gc (0-5) |
|
Expensive, but very strong henchmen, in profile second only to beastmen. Both in strength and toughness
they are already at their best as far as their racial maximums allow. More importantly, they are
fanatical, making them pass all leadership tests automatically. On the downside, this prevents
them from ever becoming the leader (but they can still promote to heroes). Also, their equipment list is
limited to only 3 head-bashing weapons, and no armour. Flagellants are an excellent choice when fighting
fear-causing creatures. Their heavy close-combat weapons add to their reputation as hard-hitters,
perfect when facing high-toughness creatures (who tend to be fear-causing too).
|
| Warhounds |
15gc (0-5) |
|
Of all the warriors, warhounds must be the best value for price you can get. Same profile as
wardogs, they are about half the price, and don't suffer the disadvantages of being equipment.
Excellent speed, and above average skill, strength and initiative, they are ideal for a fast attack.
They cannot get experience, but that makes them all the better to be used as cannon-fodder. Their main
weakness is the low leadership value, so you will need your captain near to attack fear-causing creatures.
As your warband's wealth and cunning increases, you may find them less useful as they each take up a
valuable warrior-slot in your warband (remember: only 12!).
|
Back to top
Special here, are the separate equipment lists for the 2 types of henchmen (warhounds can't take any
equipment).
Witch hunter's equipment
With hunters and warrior-priests choose equipment from this list. It offers a choice of standard close
combat weapons: dagger, mace/hammer, axe, sword and double-handed weapons. This is not a great selection,
but at least it allows the efficient sword/mace or sword/axe combo. Somewhat special is the selection
of heavier missile weapons: crossbow, crossbow pistol and pistols; not the cheapest gear, but very useful.
Witch hunters can take about any piece of armour available.
Zealot's equipment
Zealots have their own specific equipment list, just for them. They can take the same close combat weapons
as their more heroic battle-brothers, but they can also take spears. With an armour selection of shield,
helmet and light armour, this makes them a fair defensive force. They can also take bows or short bows for
missile weapons, but considering their poor skill, it is not worthwhile.
Flagellant's weaponry
Flagellants too have their own equipment list, which is by far their main weakness. They can only take a
close combat weapon: flail, morning star or double-handed weapon...and that's it, no ranged weapons, no armour!
This implies that your flagellant can take only 1 weapon, and thus only get 1 attack; this because the morning
star if difficult to use, and the other are 2-handed. It also implies that the morning star is a useless
choice, as flagellants can't take a shield or buckler anyway, so you are better of taking the flail for the
same cost, but offering +2 (instead of +1) strength in the first round of combat.
Back to top
Witch hunters are well bestowed with skills. Their captain can take skills from any of the basic skill-lists.
The witch hunter heroes are almost as good, they only lack the skills to put their strength to better use. The
warrior-priest is least talented in comparison: no speed skills or shooting skills.
There is no special skill list for the witch hunters, but promoted henchmen can take any 2 of the basic
skill-lists, as they choose.
This leaves many options for your warband, allowing you to focus on certain skills, specializing the entire
group, or diversify your warband by choosing different skills, fitting the particular purpose of each warrior.
Witch hunters can improve their skills with missile weapons, putting their powerful crossbows and pistols to
good use, potentially making them the best ranged fighters of the basic warbands - second only to mercenaries.
The warrior-priest doesn't really need the shooting skills, rather focusing on prayers instead. But we'll see
more about this in the campaigning section.
Back to top
The prayers used by the witch hunter priests are the same as those used by the sisters of Sigmar. With the
witch hunters however, it is the warrior-priest who uses them...and the priest can be replaced - as opposed to
the sister's matriarch, who can't be. Seeing most prayers require their user to be close to the enemy in order to be
effective, this makes them much more useful for the priest. Still, the prayers are somewhat less powerful than
most other spell-lists.
| The Hammer of Sigmar |
Diff 7 |
|
With a successful prayer, the priest gains +2 strength, and always causes double wounds. The effects do
not disappear automatically; instead he has to test each shooting phase to maintain it, giving him an
opportunity to say other prayers in addition. This can turn your priest into a true slayer.
|
| Hearts of Steel |
Diff 8 |
|
Should be cast early in the battle, before other spells become more urgent. The effects will last while
the priest remains standing. All allies within 8" become immune to fear and all-alone tests, and your
leader gets a nice +1 to rout-tests.
|
| Soulfire |
Diff 9 |
|
From the mouth of a priest, soulfire can be truly devastating to their arch-enemies: cult of the
possessed and undead. All within 4" suffer a strength 5 hit without armour saves! Any other kind of enemies
will suffer only a strength 3 hit. But unfortunately, this prayer is not easily answered!
|
| Shield of Faith |
Diff 6 |
|
Grants your priest immunity to all spells. Each recovery phase there is a 1 in 3 chance it will dissolve.
|
| Healing Hand |
Diff 5 |
|
Completely heals all your battle-brothers within 2"; those who are stunned or knocked down will get
back on their feet instantly! The low difficulty makes it very desirable to learn this prayer, especially
as your warriors gain more wounds.
|
| Armour of Righteousness |
Diff 9 |
|
The boon granted by this prayer is a 2+ save for a full turn, making you priest near invulnerable!
Too bad it is quite difficult to cast, and it doesn't last, so it cannot be combined with other non-lasting
prayers.
|
Back to top
Witch hunters get the usual 500 gold crowns (gc) to spend on their starting Warband. Let's look at an
example of how you could go about composing your starting warband.
First, it's a good idea to take as many heroes as possible, to maximize income and experience gain. Witch
hunters can take only 5 to start with, and at a very fair price. Captain, warrior-priest and 3 witch hunters
cost you only 175gc. Arming each with a sword and mace will cost you another 65gc. This already provides
a solid core for your warband, and still 260gc left to spend on up to 7 more warrior-slots.
We have already seen how each type of henchman is very different from the other, and the character of your
warband will depend much on their selection. Warhounds are cheap and excellent for fast attack, zealots will
strengthen your defense, flagellants add punch and never suffer from psychological effects (such as fear).
You can't miss with warhounds, especially if you're still tight on gold, so we'll take the maximum of 5 for
only 75gc. This leaves plenty for 2 flagellants with flails, 55gc each. That fills all the slots, so we'll
leave zealots for another day.
This makes for a complete warband of 12 warriors, requiring at least 4 out of action to take rout-tests.
And still, there's 75gc left. You can spend this on a crossbow (25gc) for your captain, who has the best
ballistic skill, and hire a halfling scout (15gc), allowing 1 more warrior to join, which we'll make a
zealot with spear and shield for 35gc. Or you can buy a brace of pistols (30gc) for the captain, and hire an
elf ranger. I would suggest this last option, as it adds extra fire-power and speed to the warband.
| nr | Warrior |
M | WS | BS | S | T |
W | I | A | Ld |
Exp | Special | Equipment |
| 1 | witch hunter captain |
4 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 8 |
20 | leader, burn the witch! | brace of dueling pistols, sword, mace |
| 1 | warrior priest |
4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 |
12 | prayers of Sigmar | sword, mace |
| 1 | witch hunter |
4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
8 | burn the witch! | sword, mace |
| 1 | witch hunter |
4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
8 | burn the witch! | sword, mace |
| 1 | witch hunter |
4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
8 | burn the witch! | sword, mace |
| 2 | flagellants |
4 | 3 | 3 | 4 | 4 | 1 | 3 | 1 | 10 |
0 | fanatical | flail |
| 5 | warhounds |
6 | 4 | 0 | 4 | 3 | 1 | 4 | 1 | 5 |
- | animal | |
| 1 | elf ranger |
5 | 4 | 5 | 3 | 3 | 1 | 6 | 1 | 8 |
0 | seeker, excellent sight | sword, elf bow, elven cloak |
Size: 12 - Rating: 128 - Starting gold: 5gc
Whatever variation you take, witch hunters can start out with a very strong warband indeed.
Back to top
In many respects, witch hunters have much in common with mercenaries. This will be noticeable in the coming
sections.
Formation
Tactics will depend much on the composition of your warband.
A defensive player will have zealots, covering front or flanks with their spears, or defending buildings
while ranged fighters search for higher grounds.
An offensive player will have flagellants, probably combined with warhounds. Both will be at the front,
flagellants just behind whatever cannon-fodder is fielded. Once the enemy is close enough, they can pounce
them, knocking down their opponents to be finished of by who-ever follows. Fear-causing opponents? Get your
flagellants on top of them! They will not be as frightening once they bite the dust.
Warhounds are ideal for a fast sweep. You should have at least 2 of them, were it just to sacrifice them
for a voluntary rout. Try to keep them near your captain, so they can benefit from his leadership. And
remember that they are animals, meaning they can't search buildings, or achieve most other objectives. Moving
the pack somewhat in front of the warband puts them in a good position to act as cannon-fodder, intercept
enemies, or dash out for an attack.
Positioning your heroes is a bit of a dilemma. They can get good ranged weapons, and witch hunters can get
shooting skills, so it is very tempting to put them in vantage positions with a crossbow. However, while a good
archer can down many opponents, it is much less likely to get them out of action than in close combat. Thus
many experience points may get lost due to henchmen getting most kills. In that respect, getting pistols for
your heroes may be a better choice than crossbows.
Note that both captain and warrior-priest are expendable. You can hire a new warrior-priest if he gets lost,
and while you can't re-hire a captain, he is reasonably replaced by a regular witch hunter. Your
warrior-priest makes best use of his prayers in -or near- close combat, so make use of him if you can. Your
captain is somewhat more valuable at first, with his superior skills and leadership value; move him in with
the pack of warhounds, being well covered by them at the same time. Alternatively, you can send your
warrior-priest along with the pack, providing support with the Hearts of Steel prayer.
Engaging the enemy
Witch hunters should fair well against almost any kind of opponent. Their wide selection of equipment,
skills and hired swords makes them a pretty versatile warband. On the topic of engagement, there are only
few notes to make. Worst enemies may be those that vastly outnumber them (e.g. skaven), or those
that are particularly strong on defense.
Use your warhounds the best you can. Losing them is not so bad: they are cheap, can't lose equipment,
and they don't have experience that might get wasted otherwise. You'll find that many efficient strategies
will be along the lines of "release the pack - after them!". Do note that your warhounds can't reach spots
you need to climb onto; there are plenty of alternatives for witch hunters though, either having another
warrior climb up, or shoot whoever's up there.
Flagellants -and ranged fire- should play a key-role in your strategy whenever facing a considerable amount
of fear-causing creatures.
Don't forget the burn the witch! ability of witch hunter heroes and their captain, which gives them
an edge against spellcasters; but then again not so much that you should take risks with them. Use their
shooting skills to your advantage, but don't allow it to weaken your combat strength; their ranged fire-power
is good, but still too small to base your strategy on.
When outnumbered, it may be better to stay on the defense. Use the environment as cover: getting on higher
floors, or even simply standing with your backs to the wall. You'll find that pistols are a wonderful thing
in such situations!
Back to top
Early battles
A starting witch hunters warband is pretty strong compared to other starting warbands, especially when
taking plenty of warhounds. Take a look at the starting a warband section for some
suggestions. As you gain more wealth, you may prefer other warriors, to take better advantage of the 12
warrior slots you have.
If at first you're clearly outmatched by your opponent: sacrifice 2 warhounds, and take a voluntary rout.
This at least will leave you with few losses and some extra experience and gold for the next battle.
Hired swords & special characters
This is were witch hunters can find some compensation for their smaller warband. Note that hired
swords do not count towards your maximum warband size. And they can take all of the hired swords in the
rulebook, except for the warlock - or any other spellcaster for that matter. Of the special characters,
they can take Aenur and Johann. Especially the halfling scout is of interest, because he allows the warband
to take one extra warrior in excess of the maximum size. The ogre bodyguard is a good choice, because
he is fast, and has fairly low upkeep for his worth. Likewise for the freelancer, if you use the
optional rules for mounted warriors. Hiring an elf ranger is advisable if you want to strengthen you're
ranged fire support, and augment your exploration potential, which is only average for witch hunters.
Advances
There is no special skill-list for the witch hunters, but they do have access to most of the regular ones.
Note that 3 of the academic skills are not available for witch hunters, because they concern spellcasters.
Both witch hunters and captain can take shooting skills. For those handling a crossbow, the nimble skill
will allow them to move while shooting. The other archery skills will be of interest if your hero concentrates
on shooting, otherwise combat oriented skills are probably more useful. When handling pistols, the hunter
and pistolier skills should be considered.
If warhounds play an important part in your strategies (and they probably will), you'll want the battle
tongue skill for your leader, to extend his leadership influence by 6", encouraging his pack as they
charge forward.
The priest should focus on defensive skills first, to keep him on his feet, able to put his prayers to good
use. Step aside allows an extra save in close combat, and resilient will effectively increase
his toughness. Fearsome will keep him from being charged; while not as impressive as the armour of
righteousness prayer, it's effect is at least permanent.
Promoted henchmen, zealot or flagellant, can take any 2 of the basic skill-lists.
Zealots have no particular profile, though shooting is not exactly their thing. Combat, strength and/or speed
are the logical choices for them.
If a flagellant promotes to a hero, you may want him to take the combat skill-list. This will allow him to
take weapons training, so he can take any close combat weapon he wishes, instead of just the flail or
double-handed weapon. You could do the equivalent with the shooting list, but flagellants are clearly close
combat fighters, and will not put their fanatical ability to good use at range.
The strength skill is most suitable for flagellants really. If you plan to stick to a flail or double-handed
weapon for your flagellant, I recommend not taking the combat skill-list, but take the strength and speed
skill-lists instead. Sprint and lightning reflexes will improve his flexibility in engaging
fear-causing opponents, while unstoppable charge will increase his chances of inflicting a hit, so you
can apply his awesome strength more likely. If handling a double-handed weapon, the strongman skill is
an absolute must.
Spending gold
Witch hunters are not the best warband to gain wealth. Their exploration is average at best, and typically
they have more hired swords nibbling away the profits. Fortunately, they start out strong, and should be
able to win more battles, especially early in the campaign. Smart tactics can direct the majority of your
losses to the warhounds pack, which is cheap to replenish.
Swords, maces/hammers, axes, pistols and the occasional crossbow will be the chief armament of your heroes;
spears and flails for your henchmen. All of these weapons have a good value for price ratio. If you manage
to get excess gold, you should be getting armour. Remember that your warrior-priest doesn't need any special
skill to wear armour.
Of the miscellaneous items, the halfling cookbook is worth considering, allowing the warband to take one extra
warrior, just like the halfling scout does; this effect is however not cumulative.
Back to top
| Pro's |
Con's |
- versatile and strong warband
- starts out relatively strong
- access to many hired swords
|
- small maximum size (12)
- slower to collect wealth
- no spellcasting allowed
|
|
Back to top
Layout by SkavenLady
Content by weerlicht
|
|