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Hunters of Huanchi get their Sigmar Rules

In one of today’s articles we got the full Age of Sigmar rules for the Hunters of Huanchi and their Terrawings. While these units are primarily going to be used in Warcry they have some pretty decent abilities. This unit was released in the Sundered Fate box.

The hunters come in two main flavors, with blowpipes and with bolas.

First off, this unit’s ambush and mimicry abilities are super powerful. They are decently fast already but the free redeploy at the end of each movement phase gives them extra utility. These guys can force your opponent to constantly fence off their home objectives and large swaths of the board. Even if you want to keep them cheap, and use them to hold objectives, their mimicry makes them immune to all non-melee options. If you are clever you can force your opponent out of position if they want to take out this unit setting yourself up for counter plays.

The dartpipes are decent 3+/3+ is a good statline especially for chipping away at units. They won’t kill anything in close combat but that’s what your ambush rule is for as it keeps you from getting locked up.

The other option for the hunters is more melee focused but has a lot more risks. While this unit will be harder to kill, I can’t help but feel it is a bit of a trap. This unit can probably take an opponent’s objective more easily against a weak holding unit but the added defense wont make it last much longer. You can use these guys as de-buffers by supporting another friendly combat unit with their bolas (fishing for 6’s) and maybe getting a lucky hit with a javelin. The +1 to charge rolls does make the musician an intriguing option.

Lastly we have the Terrawings

The Terrawings have sort of an odd profile. They aren’t amazing in combat and are pretty squishy. Four attacks isn’t bad, but you are statistically just going to inflict two wounds with no rend. You also can’t take a punch in return. They will frustrate low bravery armies by knocking out certain unit’s abilities to receive orders. The ability to share the ambush ability of the camo skinks is also super handy as you can protect them until you need them.

Overall these units provide more interesting options for Seraphon players. These units are very specific tools which could be used to devastating effect by competent player. These units can play the margins of the game well and, crucially, don’t become target-able until the controlling player wishes them to be so.

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