As well as the models that came in the starter set I also purchased some extra models to add some variety to the factions I have. It's always nice to have some choice and because of the low model count involved in the game easy enough to add extra's in. TT Combat do a decent range of single models from the force boxes so for each faction I bought one force box and then a few singles.
Reinforcements Arrive |
First up is the Demagogue who is a support Hero who can whip the masses up into a fighting frenzy. With her 2" range on the staff she can sit behind the front line and apply her two buffs to the troops around her. First Strike adds (x) dice onto your attack rolls if you charge into melee and Fear gives a chance to allow you to re-roll all your missed attack rolls in a melee. She isn't very tough though so probably wants to avoid being the target of attacks.
The Rashaar have plenty of monsters available on their roster but they aren't fast on land, the Handler helps out with this issue by boosting that speed. It's interesting to note that the boost isn't limited to being on land so should work in the water as well. For monsters that are already quick in water this should be great. It's worth remembering that your speed for an action is determined by your starting position so a monster in the water next to dry land will move at it's water speed during the action it leaves the water. The model itself was a bit tricky to put together with the back part of the spear needing to be replaced with a bit of paperclip pinned into the models hand. I don't think this model would travel very well to games outside the house.
LAND SHARK!!! |
When I explained to Mr T I was gluing some legs onto a shark he was rather confused but the Karcharos is a land shark so needs them to get around.
The Karcharos likes to bite things, and for those things to then die, it's not so great at taking a hit but it does have a decent amount of health and the Rashaar have slaves who can be sacrificed to heal it back up. It does have the common low speed of the Rashaar monsters so only moves 3" on land but it does move 6" in water and if a Handler is around that goes up to 8", which isn't bad at all.
The Enforcer is another human Hero for the Rashaar and looks to be a bulwark you can build your land based forces around. Her standard 4 dice for attack & defence are bolstered by 2 re-rolls for each of these and the command ability can help everyone's defence rolls for a turn. Stun is nice as it makes the enemy easier to hit and wound (by reducing Dexterity & Defence by 1) so your big hitters can be more effective killers.
As well as Hero's I also added some extra Henchmen/women/things. First up are the Advanced Hybrids, more fully Rashaar than the basic Hybrid it's probably best not to speculate how Hybrids are created.
The Advanced Hybrids are quick at 5" move and with the ability to re-roll 2 dice (via Acrobatic) for climbs, jumps, and other parkour moves they should be good on the roof tops of Venice. They aren't terribly tough but can be dangerous on the charge.
Last and probably least are the Urchins, these look to be young Hybrids brought in to fight for the Rashaar. The models are pretty small and delicate and proved a challenge to pin, somehow I managed to get them pinned and painted without snapping any parts off. They are fast but very weak in combat so probably best used to steal objectives and bring them back to a character who can claim them. Being Mindless they cannot gain victory points for holding objectives at the end of a game but they can pick them up and carry them.
So that's all the Rashaar forces completed for the moment, TT Combat are releasing new models before and during the launch of the Blood in the Water supplement and I already have my eye on a Sirena or two. But it will be best to get some games in and experience under our belts before committing to many more models.
The Whole Gang |
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