Post by Saynt on Jun 18, 2015 22:46:33 GMT
I take no responsibility for the AoTW threads, they're preserved from Rackham's old forums and this analysis is by member Thanos from the en-forums:
The Kelts of the Drune Clan
Ok since the Drunes are one of the few armies without a write-up I thought I would share my opinions of my favorite army of cannibalistic, forest dwelling, God-hating, torturers for any beginners interested in the faction or for other Clear Seers who would like a chance to discuss strategies and compare notes.
Strengths
The Drunes are a well-rounded faction with troops that fit nearly any role in Confrontation. They are very similar to the Sessair Kelts excepting that they lack the War Fury faction ability, which they make up for with greater across the board resiliencies. In fact nearly every Drune profile has an ability that in some way increases their staying power or chance of survival of the unit. This in addition to their above average strength and attack values means they can absorb losses and still come back for a victory in the later rounds. The Drunes have excellent figures in nearly every AP range, which allows a great variety of successful and competitive forces.
Weaknesses
The Drunes are unique in that they have no faction ability, instead of army wide characteristics like War Fury or Bravery each individual unit has their own set of characteristics. Drune’s initiatives are average, their defense ratings are generally poor, courage is generally average to poor and discipline is non-existent. Get used to losing tactical rolls every round and being at a strategic disadvantage most of the time. Their options for models and profile choices are much more limited than most armies as well.
Basic Troops
Kelt Mercenary (9 AP): A very basic, very cheap, Kelt warrior. They have War Fury and below human average stats. Basically the cheapest fodder the Drunes can field. A lot of these guys War Fury-ing away is a viable tactic… if you are a stinking Sessair.
Man Dog (10 AP): A profile from the Drune card pack the Man Dogs are notable mainly for being inexpensive. They are very similar to the Kelt Mercenary with the Desperate ability instead of War Fury and probably not worth the extra point.
Drune Warrior (15AP): Our first standout must-have unit, nearly every Drune army should field the maximum allowable number of Drune warriors. Their stats are human average across the board but they come with the tactically invaluable Fierce ability. Basically one of these units can stop anything your opponent can throw at you in their tracks for a round or two. Tying your opponent’s heavy hitters up with these models and using the resulting AP advantage to your advantage is one of the Drune’s greatest strengths.
Drune Veteran (20 AP): Exactly the same as the Drune Warrior except for an additional point in strength, resilience, discipline and the Brutish Charge ability. Personally I don’t think they are worth the extra 5 AP, although if you need some offensive punch from your basic troops the Veteran is probably your best bet.
Drune Wraith (16 AP): Wraiths fulfill the same role as Drune Warriors but in a different way. With a Soulsnatcher (which are required to field them) in your army wraiths use Regeneration/5 and their ability to be resurrected over and over to give your opponent fits. Their slow speed and terrible stats make it tough for them to go beyond the fodder role however. They are effectively fearless with the Living Dead ability which can be tactically invaluable against certain armies.
Lanyfh of the Black Woods (18/19AP): The Drune’s warrior women. They have two profiles with the difference being one has Survival Instinct and the other Scout. They also have an ability which lets you re-roll damage rolls that did not result in a wound. Now for the bad news; they have a resilience of 3. Unless you are desperate for a Scout in your army leave these poor women at home to raise more Man Dogs.
Lanyfh Warrioress (19 AP): An alternate profile from the Drune Card pack the Warrioress is an impressive upgrade for just one more AP. They have Scout, Wild/10, Leap, and a staggering resilience of 4! They can also re-roll damage rolls that do not result in a wound like their sisters. They are even more tactically interesting and viable when given the Toxic ability and increased resilience through the Witches theme they are bound to.
Drune Persecutor (18): Persecutors have impressive stats for their AP value but really suffer in comparison to Drune Warriors and Veterans because of their abilities. Instead of Fierce Persecutors get War Cry/5 and Implacable/1, which is an odd choice for a unit with a strength of 7. The Persecutor models themselves are beautiful, hopefully we will get another profile for them someday similar to the treatment given Lanyfhs and Karnaghs.
Drune Archer (17AP): Another unit in the top four no Drune army should be without category Archers are our one and only ranged option so far. They shine due to their excellent range, their ability to re-roll 5’s when making a ranged attack (like Precision), and Toxic/1. After 3.5 their special ability not only gives them a much better chance to hit a long range target but the possibility of stringing a couple rolls together to take advantage of Bullseye and really put a hurting on someone.
Heavy Hitters
Drune Karnagh (28AP): First the good news: Karnaghs have excellent stats for their price range, a couple great abilities in Brutal and Possessed, and above average speed. The bad news? They resilience is a puny 5 which makes it tough for them to use their outstanding strength to punish enemies without taking just as many wounds in return.
Red Karnagh (30AP) The Drune cardpack saves the day again with an upgrade to the basic Karnagh. For only 2 AP more you get the same base stats as a Drune Karnagh with the Brutish Charge ability and a much needed resilience boost. Only drawback is they are tied to the Red Scourge theme, which limits their versatility.
Wraith Rider (39AP): Yet another great unit from the Drune cardpack (noticing a theme here?) the Wraith Rider is one of the four best units the Drunes can field and excels in almost every category when you consider its cost. A fast moving, regenerating, Brutish Charging, Hard Boiled, strength 9, resilience 8 beast. They are no longer resurrect-able since the latest FAQ but you no longer need a Soulsnatcher to field them either, so it’s not all bad. Tied to the excellent Gwyrd-An-Caren theme.
Formor Fiend (39AP): The granddaddy, the top dog, the big cheese, the Formor Fiends are the last and best of the Big Four Drune units. Stats are above average all the way around including a respectable fear rating. Formors use their incredible strength of 10 with their ability to War Fury and let Regeneration/5 deal with the consequences. They can take four different auras to give them either Fierce, Brutish Charge, Hard Boiled, or an increased Strength for 3-6 more AP. Probably one of the three most feared units in Confrontation.
Horned Raider (55AP): If I had to pick a best model for Drunes it would be the Raiders. If I had to pick a most disappointing profile for the Drunes it would be the Raiders too. You could easily argue that Formors have superior stats and abilities (in fact I would) and they are much cheaper. Buy them and use the models for Wraith Riders.
Hound of Scathach (58AP): A true shock trooper the Hound has slightly improved Formor Stats with the Implacable/1, Brutal, and Brutish charge abilities. The Hound is a superb weenie killer and a threat to anything, especially if it can charge first. Might be a little bit overpriced but it is still very effective.
Drune Minotaur (62AP): The best and ugliest Minotaur in Confrontation and the Drunes most formidable unit. The Drune Minotaur can get an amazing four attack dice against a single opponent with Brutish Charge and War Fury. While it is dishing out the pain its resilience of 10 and the Fierce ability makes sure it stays in the fight. Not quite a top four unit because of its cost but it gets honorable mention and I recommend fielding it whenever you can.
Mystical Types
Kelt Shaman (24AP): A mercenary we get joint custody of with the Sessairs the Kelt Shaman is a cheap initiate with just enough power to cast most Shamanism spells. Like all pure mages it should be used for support and kept out of combat at all costs.
Soul Snatcher (32): Soul Snatchers are power 3 warrior mages and essential for many Drune armies. By itself the ‘Snatcher is disappointing because it can only use gems of a single element and is restricted to the Afflictions school. When combined with Drune Wraiths or the Stone of Blood nexus however the Soul Snatcher becomes tremendously valuable. As a warrior mage it is fairly respectable in combat as well.
Characters
Gwernydd (30AP): A cheap faithful character Gwernydd is a valuable resource to any army that can keep her alive. She has a couple excellent spells including an outstanding one that prevents a Fierce unit from being removed from the game after it is killed outright. As an initiate and an iconoclast it can be a great challenge to keep Gwernydd alive while having her close enough to the enemy to generate enough faith to call miracles.
Kyran the Hunter (39/55AP): A Kelt mercenary who can be fielded in a Drune Army Kyran is another power 4 initiate who very comparable to Corwyn. A good looking sculpt and a great choice if you are looking for a cheap character mage. Also has a second incarnation which upgrades him to a power 5 Adept and gives him a very slight increases to his stats. Kyran is a very solid choice for a character if you are looking for some magic muscle to support your troops.
Corwyn the Hunchback (46AP): A low cost mage with a respectable power of 4 Corwyn is a valuable support unit although his value is somewhat diminished by the Kelt Shaman who has the same power and very similar stats for more than 20 AP less. Corwyn is still a must-have figure however because of the Horns of Cernunnos artifact which can give a Drune Mage the Leadership/10 ability.
Brentyr the Enslaver (50AP): Character who come in the Drune warstaff boxed set Brentyr is the cheapest character with leadership the Drunes can field. Since his stats are only slightly better than a Drune Veteran and he has no other abilities but Leadership I will leave it to you to decide if he is worth 50 AP. (He’s not)
Gwahyr the Merciless (63 AP): Gwahyr is a slight improvement over Brentyr stats wise and a very lucky (or optimistic) commander can also try to take advantage his Implacable/1 and War Cry/6 abilities. Unlike Brentyr Gwahyr has a courage and discipline barely high enough to make his Leadership ability worthwhile.
Feylhin the Savage (59 AP): The first of the Lanyfh sisters Feylhin suffers from the same strengths and weaknesses as her lesser sisters. Although she has mostly excellent stats her resilience is only 5 and even her defense is barely above average. Feylhin probably requires too much support and protection to be a viable character.
Morgwen the Bloody (66AP): The other Lanyfh character Morgwen at least gets the nifty Scout/Assassin ability combo but she is even frailer than her sister with a resilience of 4. She can be fielded with Feylhin to give her the Survival Instinct ability but I will leave it to budding strategic geniuses to decide whether 125 AP of characters with a combined resilience of 9 is a good idea.
Damrahl, Drune Wyrd (83 AP): The best Drune character model in terms of model and stats in my opinion Damrahl is a power 6 adept of Shamanism and Cabala. Damrahl has access to a ton of spells and the power to reliably cast them so he can be used as support or to blast away with Ball of Fire or The Strange Art. Even as a pure mage Damrahl is formidable in combat with a respectable strength, Bane/Faithful, and the Hard Boiled ability. When given the Horns of Cernunnos artifact Damrahl is one of the few Drune leaders that gives you a realistic shot at winning a tactical roll as well.
Enoch the Elementalist (80 AP): Another Kelt who plays the field Enoch is mage who is very similar to Damrahl with almost identical stats and the Spirit of Water, Brutal, and War Fury abilities. Enoch also has an artifact which can give him various bonuses including Leadership and Strategist. Which mage you field probably comes down to personal preference and spell choice.
Ardokath the Watchful One (90AP): Ardokath is a warrior monk Zealot who was useful mainly for pumping out Ira Tenebraes before 3.5. Armies that field Ardokath need to look for a leader elsewhere since his Living Dead ability gives him a discipline of 0. However as a combat character and spellcaster Ardokath is solidly above average, especially when given the Formor’s Malevolence spell which lets him give re-rolls to himself or nearby Formor units.
Wandyr the Bloodthirsty (107AP): This Karnagh champion has the best discipline of any Drune and a nifty artifact that gives nearby Drune Karnaghs the invaluable Fierce ability (Red Karnaghs are inexplicably not affected as per the latest FAQ). Wandyr is probably most useful in Rag’Narok as his stats as a pure warrior are not very good considering his cost. Wandyr has the Possessed and Brutal abilities which make him dangerous even after suffering a couple of wounds.
Tyramon (125 AP): An amazing profile from Cry Havoc 4 Tyramon is not technically a Drune, although he can be fielded in Drune armies by “re-naming” him. Even as Mr. X Tyramon is probably the second best character the Drunes can field. He is a power 5 warrior mage with the stats of a Formor along with Leadership, Regeneration/5, and War Fury. As a Formor he can be given all their auras and bonuses from their equipment as well.
Balkron (150 AP): The king of the Formors Balkron is the most formidable unit the Drunes can field. Balkron has a profile very similar to a Formor Fiend but with improved stats across the board, Authority, and the Implacable/2 ability. Only Balkron’s high cost keeps him from being fielded in a lot of Drune armies as losing 150 AP to a single lucky damage roll will lead to defeat more often than not.
Sample Lists
Sample List #1
Here is probably my favorite Drune list even though the over-nerfing idiocy resulting from 3.5 has made it no longer Tournament legal. It is a very interesting and thematically unique though so I will include it. The US Champion from GenCon played a very similar list and went on to Paris with it.
Gwyrd-An-Carn Scourge
Ardkodath (90)
- Ira Tenebrae Summoning, Divine Eye
Soulsnatcher (32)
- Resurrection of the Wraiths
Wraith Rider (39)
Wraith Rider (39)
Wraith Rider (39)
Wraith Rider (39)
Drune Wraith (13) *cost due to discount from Scourge
Drune Wraith (13)
Drune Wraith (13)
Drune Wraith (13)
Drune Wraith (13)
Stone of Blood Nexus
The army is very simple but effective. The enemy is swarmed by cheap, resurrect-able Drune Wraiths and Ira Teneabraes while the Wraith Riders swarm the flanks and take objectives. The Stone of Blood gives you ranged firepower and keeps your opponent from bunching too close together.
Sample List #2
Corwyn the Hunchback (46)
- Horns of Cernunnos artifact (12)
Gwernydd (30)
Formor Fiend (Fierce) (42)
Formor Fiend (Fierce) (42)
Red Karnagh (30)
Red Karnagh (30)
Drune Minotaur (62)
Drune Warrior (15)
Drune Warrior (15)
Drune Veteran (20)
Drune Veteran (20)
Drune Archer (17)
Kelt Mercenary (9)
Kelt Mercenary (9)
400 AP, 14 figures, 9 cards
A simple, tourney legal, un-themed army that is still very effective. Be sure to give Gwernydd the Blow of the Horned One miracle to take advantage of your 7 Fierce models. Corwyn can lend Courage where needed with leadership from his artifact and cast the Ardent Heart and Breastplate of Earth spells on your heavy hitters to improve their odds in the toughest battles. You have a lot of cheaper units to tie down your opponent so don’t be afraid to lose a few units in the early rounds to give your big units a chance to beat your opponent down with their superior strength and attack values.
The Kelts of the Drune Clan
Ok since the Drunes are one of the few armies without a write-up I thought I would share my opinions of my favorite army of cannibalistic, forest dwelling, God-hating, torturers for any beginners interested in the faction or for other Clear Seers who would like a chance to discuss strategies and compare notes.
Strengths
The Drunes are a well-rounded faction with troops that fit nearly any role in Confrontation. They are very similar to the Sessair Kelts excepting that they lack the War Fury faction ability, which they make up for with greater across the board resiliencies. In fact nearly every Drune profile has an ability that in some way increases their staying power or chance of survival of the unit. This in addition to their above average strength and attack values means they can absorb losses and still come back for a victory in the later rounds. The Drunes have excellent figures in nearly every AP range, which allows a great variety of successful and competitive forces.
Weaknesses
The Drunes are unique in that they have no faction ability, instead of army wide characteristics like War Fury or Bravery each individual unit has their own set of characteristics. Drune’s initiatives are average, their defense ratings are generally poor, courage is generally average to poor and discipline is non-existent. Get used to losing tactical rolls every round and being at a strategic disadvantage most of the time. Their options for models and profile choices are much more limited than most armies as well.
Basic Troops
Kelt Mercenary (9 AP): A very basic, very cheap, Kelt warrior. They have War Fury and below human average stats. Basically the cheapest fodder the Drunes can field. A lot of these guys War Fury-ing away is a viable tactic… if you are a stinking Sessair.
Man Dog (10 AP): A profile from the Drune card pack the Man Dogs are notable mainly for being inexpensive. They are very similar to the Kelt Mercenary with the Desperate ability instead of War Fury and probably not worth the extra point.
Drune Warrior (15AP): Our first standout must-have unit, nearly every Drune army should field the maximum allowable number of Drune warriors. Their stats are human average across the board but they come with the tactically invaluable Fierce ability. Basically one of these units can stop anything your opponent can throw at you in their tracks for a round or two. Tying your opponent’s heavy hitters up with these models and using the resulting AP advantage to your advantage is one of the Drune’s greatest strengths.
Drune Veteran (20 AP): Exactly the same as the Drune Warrior except for an additional point in strength, resilience, discipline and the Brutish Charge ability. Personally I don’t think they are worth the extra 5 AP, although if you need some offensive punch from your basic troops the Veteran is probably your best bet.
Drune Wraith (16 AP): Wraiths fulfill the same role as Drune Warriors but in a different way. With a Soulsnatcher (which are required to field them) in your army wraiths use Regeneration/5 and their ability to be resurrected over and over to give your opponent fits. Their slow speed and terrible stats make it tough for them to go beyond the fodder role however. They are effectively fearless with the Living Dead ability which can be tactically invaluable against certain armies.
Lanyfh of the Black Woods (18/19AP): The Drune’s warrior women. They have two profiles with the difference being one has Survival Instinct and the other Scout. They also have an ability which lets you re-roll damage rolls that did not result in a wound. Now for the bad news; they have a resilience of 3. Unless you are desperate for a Scout in your army leave these poor women at home to raise more Man Dogs.
Lanyfh Warrioress (19 AP): An alternate profile from the Drune Card pack the Warrioress is an impressive upgrade for just one more AP. They have Scout, Wild/10, Leap, and a staggering resilience of 4! They can also re-roll damage rolls that do not result in a wound like their sisters. They are even more tactically interesting and viable when given the Toxic ability and increased resilience through the Witches theme they are bound to.
Drune Persecutor (18): Persecutors have impressive stats for their AP value but really suffer in comparison to Drune Warriors and Veterans because of their abilities. Instead of Fierce Persecutors get War Cry/5 and Implacable/1, which is an odd choice for a unit with a strength of 7. The Persecutor models themselves are beautiful, hopefully we will get another profile for them someday similar to the treatment given Lanyfhs and Karnaghs.
Drune Archer (17AP): Another unit in the top four no Drune army should be without category Archers are our one and only ranged option so far. They shine due to their excellent range, their ability to re-roll 5’s when making a ranged attack (like Precision), and Toxic/1. After 3.5 their special ability not only gives them a much better chance to hit a long range target but the possibility of stringing a couple rolls together to take advantage of Bullseye and really put a hurting on someone.
Heavy Hitters
Drune Karnagh (28AP): First the good news: Karnaghs have excellent stats for their price range, a couple great abilities in Brutal and Possessed, and above average speed. The bad news? They resilience is a puny 5 which makes it tough for them to use their outstanding strength to punish enemies without taking just as many wounds in return.
Red Karnagh (30AP) The Drune cardpack saves the day again with an upgrade to the basic Karnagh. For only 2 AP more you get the same base stats as a Drune Karnagh with the Brutish Charge ability and a much needed resilience boost. Only drawback is they are tied to the Red Scourge theme, which limits their versatility.
Wraith Rider (39AP): Yet another great unit from the Drune cardpack (noticing a theme here?) the Wraith Rider is one of the four best units the Drunes can field and excels in almost every category when you consider its cost. A fast moving, regenerating, Brutish Charging, Hard Boiled, strength 9, resilience 8 beast. They are no longer resurrect-able since the latest FAQ but you no longer need a Soulsnatcher to field them either, so it’s not all bad. Tied to the excellent Gwyrd-An-Caren theme.
Formor Fiend (39AP): The granddaddy, the top dog, the big cheese, the Formor Fiends are the last and best of the Big Four Drune units. Stats are above average all the way around including a respectable fear rating. Formors use their incredible strength of 10 with their ability to War Fury and let Regeneration/5 deal with the consequences. They can take four different auras to give them either Fierce, Brutish Charge, Hard Boiled, or an increased Strength for 3-6 more AP. Probably one of the three most feared units in Confrontation.
Horned Raider (55AP): If I had to pick a best model for Drunes it would be the Raiders. If I had to pick a most disappointing profile for the Drunes it would be the Raiders too. You could easily argue that Formors have superior stats and abilities (in fact I would) and they are much cheaper. Buy them and use the models for Wraith Riders.
Hound of Scathach (58AP): A true shock trooper the Hound has slightly improved Formor Stats with the Implacable/1, Brutal, and Brutish charge abilities. The Hound is a superb weenie killer and a threat to anything, especially if it can charge first. Might be a little bit overpriced but it is still very effective.
Drune Minotaur (62AP): The best and ugliest Minotaur in Confrontation and the Drunes most formidable unit. The Drune Minotaur can get an amazing four attack dice against a single opponent with Brutish Charge and War Fury. While it is dishing out the pain its resilience of 10 and the Fierce ability makes sure it stays in the fight. Not quite a top four unit because of its cost but it gets honorable mention and I recommend fielding it whenever you can.
Mystical Types
Kelt Shaman (24AP): A mercenary we get joint custody of with the Sessairs the Kelt Shaman is a cheap initiate with just enough power to cast most Shamanism spells. Like all pure mages it should be used for support and kept out of combat at all costs.
Soul Snatcher (32): Soul Snatchers are power 3 warrior mages and essential for many Drune armies. By itself the ‘Snatcher is disappointing because it can only use gems of a single element and is restricted to the Afflictions school. When combined with Drune Wraiths or the Stone of Blood nexus however the Soul Snatcher becomes tremendously valuable. As a warrior mage it is fairly respectable in combat as well.
Characters
Gwernydd (30AP): A cheap faithful character Gwernydd is a valuable resource to any army that can keep her alive. She has a couple excellent spells including an outstanding one that prevents a Fierce unit from being removed from the game after it is killed outright. As an initiate and an iconoclast it can be a great challenge to keep Gwernydd alive while having her close enough to the enemy to generate enough faith to call miracles.
Kyran the Hunter (39/55AP): A Kelt mercenary who can be fielded in a Drune Army Kyran is another power 4 initiate who very comparable to Corwyn. A good looking sculpt and a great choice if you are looking for a cheap character mage. Also has a second incarnation which upgrades him to a power 5 Adept and gives him a very slight increases to his stats. Kyran is a very solid choice for a character if you are looking for some magic muscle to support your troops.
Corwyn the Hunchback (46AP): A low cost mage with a respectable power of 4 Corwyn is a valuable support unit although his value is somewhat diminished by the Kelt Shaman who has the same power and very similar stats for more than 20 AP less. Corwyn is still a must-have figure however because of the Horns of Cernunnos artifact which can give a Drune Mage the Leadership/10 ability.
Brentyr the Enslaver (50AP): Character who come in the Drune warstaff boxed set Brentyr is the cheapest character with leadership the Drunes can field. Since his stats are only slightly better than a Drune Veteran and he has no other abilities but Leadership I will leave it to you to decide if he is worth 50 AP. (He’s not)
Gwahyr the Merciless (63 AP): Gwahyr is a slight improvement over Brentyr stats wise and a very lucky (or optimistic) commander can also try to take advantage his Implacable/1 and War Cry/6 abilities. Unlike Brentyr Gwahyr has a courage and discipline barely high enough to make his Leadership ability worthwhile.
Feylhin the Savage (59 AP): The first of the Lanyfh sisters Feylhin suffers from the same strengths and weaknesses as her lesser sisters. Although she has mostly excellent stats her resilience is only 5 and even her defense is barely above average. Feylhin probably requires too much support and protection to be a viable character.
Morgwen the Bloody (66AP): The other Lanyfh character Morgwen at least gets the nifty Scout/Assassin ability combo but she is even frailer than her sister with a resilience of 4. She can be fielded with Feylhin to give her the Survival Instinct ability but I will leave it to budding strategic geniuses to decide whether 125 AP of characters with a combined resilience of 9 is a good idea.
Damrahl, Drune Wyrd (83 AP): The best Drune character model in terms of model and stats in my opinion Damrahl is a power 6 adept of Shamanism and Cabala. Damrahl has access to a ton of spells and the power to reliably cast them so he can be used as support or to blast away with Ball of Fire or The Strange Art. Even as a pure mage Damrahl is formidable in combat with a respectable strength, Bane/Faithful, and the Hard Boiled ability. When given the Horns of Cernunnos artifact Damrahl is one of the few Drune leaders that gives you a realistic shot at winning a tactical roll as well.
Enoch the Elementalist (80 AP): Another Kelt who plays the field Enoch is mage who is very similar to Damrahl with almost identical stats and the Spirit of Water, Brutal, and War Fury abilities. Enoch also has an artifact which can give him various bonuses including Leadership and Strategist. Which mage you field probably comes down to personal preference and spell choice.
Ardokath the Watchful One (90AP): Ardokath is a warrior monk Zealot who was useful mainly for pumping out Ira Tenebraes before 3.5. Armies that field Ardokath need to look for a leader elsewhere since his Living Dead ability gives him a discipline of 0. However as a combat character and spellcaster Ardokath is solidly above average, especially when given the Formor’s Malevolence spell which lets him give re-rolls to himself or nearby Formor units.
Wandyr the Bloodthirsty (107AP): This Karnagh champion has the best discipline of any Drune and a nifty artifact that gives nearby Drune Karnaghs the invaluable Fierce ability (Red Karnaghs are inexplicably not affected as per the latest FAQ). Wandyr is probably most useful in Rag’Narok as his stats as a pure warrior are not very good considering his cost. Wandyr has the Possessed and Brutal abilities which make him dangerous even after suffering a couple of wounds.
Tyramon (125 AP): An amazing profile from Cry Havoc 4 Tyramon is not technically a Drune, although he can be fielded in Drune armies by “re-naming” him. Even as Mr. X Tyramon is probably the second best character the Drunes can field. He is a power 5 warrior mage with the stats of a Formor along with Leadership, Regeneration/5, and War Fury. As a Formor he can be given all their auras and bonuses from their equipment as well.
Balkron (150 AP): The king of the Formors Balkron is the most formidable unit the Drunes can field. Balkron has a profile very similar to a Formor Fiend but with improved stats across the board, Authority, and the Implacable/2 ability. Only Balkron’s high cost keeps him from being fielded in a lot of Drune armies as losing 150 AP to a single lucky damage roll will lead to defeat more often than not.
Sample Lists
Sample List #1
Here is probably my favorite Drune list even though the over-nerfing idiocy resulting from 3.5 has made it no longer Tournament legal. It is a very interesting and thematically unique though so I will include it. The US Champion from GenCon played a very similar list and went on to Paris with it.
Gwyrd-An-Carn Scourge
Ardkodath (90)
- Ira Tenebrae Summoning, Divine Eye
Soulsnatcher (32)
- Resurrection of the Wraiths
Wraith Rider (39)
Wraith Rider (39)
Wraith Rider (39)
Wraith Rider (39)
Drune Wraith (13) *cost due to discount from Scourge
Drune Wraith (13)
Drune Wraith (13)
Drune Wraith (13)
Drune Wraith (13)
Stone of Blood Nexus
The army is very simple but effective. The enemy is swarmed by cheap, resurrect-able Drune Wraiths and Ira Teneabraes while the Wraith Riders swarm the flanks and take objectives. The Stone of Blood gives you ranged firepower and keeps your opponent from bunching too close together.
Sample List #2
Corwyn the Hunchback (46)
- Horns of Cernunnos artifact (12)
Gwernydd (30)
Formor Fiend (Fierce) (42)
Formor Fiend (Fierce) (42)
Red Karnagh (30)
Red Karnagh (30)
Drune Minotaur (62)
Drune Warrior (15)
Drune Warrior (15)
Drune Veteran (20)
Drune Veteran (20)
Drune Archer (17)
Kelt Mercenary (9)
Kelt Mercenary (9)
400 AP, 14 figures, 9 cards
A simple, tourney legal, un-themed army that is still very effective. Be sure to give Gwernydd the Blow of the Horned One miracle to take advantage of your 7 Fierce models. Corwyn can lend Courage where needed with leadership from his artifact and cast the Ardent Heart and Breastplate of Earth spells on your heavy hitters to improve their odds in the toughest battles. You have a lot of cheaper units to tie down your opponent so don’t be afraid to lose a few units in the early rounds to give your big units a chance to beat your opponent down with their superior strength and attack values.