Post by Atreju on Jul 3, 2015 16:18:20 GMT
Army Analysis - Kelt Sessairs
Posted: Tue Apr 24, 2012 8:43 am
by Dangereux
Right, adding another analysis, mainly because of my own interest. I want to gather as much as possible for the Sessair. The tactics are written by Father Tork from the old en-forum and Kahena from the MaximumDPS Gaming forum who added further info. I have added the fluff parts, images and made it a little tidy, will add more over time.
Sessairs Clan
The people of the Sessairs and of the other Kelt clans remain mysterious, for their origins are lost in the meanders of a mythology in which legends and historical facts live together and mingle. Ancestors of all the human peoples of Aarklash, the Sessairs continue to lead an existence which some would qualify as being primitive. Yet they are the only ones that stayed faithful to Danu, the first divinity to have taken humans under its protection.
Some tribes lead a nomadic lifestyle, migrating with the seasons and their savage herds. With time, others have become sedentary and have turned to agriculture and raising livestock. But their biggest cities seem like big villages compared with the cities of their cousins of the Empire of the Lion and the Empire of the Griffin. For the Sessairs haven’t forgotten that, whatever their efforts, whoever the victor, at the end of Rag’Narok Aarklash will be completely destroyed before the coming of a new age.
And while waiting for this final encounter between the divine powers and their mortal servants, the Sessairs unrelentingly seek their Ard Ri, the champion that Danu will welcome as the High King of all the tribes. He will then lead the armies of the Sessairs and of their powerful allies the centaurs and the giants to victory in the name of the Goddess.
Advantages
Sessairs have a great advantage known as versatility(different races), ranging from decent range troops(Centaurs and archers), Lots of numbers, some meat Cleavers(Giants and Minotaurs), and even some high speed troops (Centaurs, Minotaurs, and Giants).
On standard there is a high initiative, and decent strength. So generally sessairs hit hard, and hit first.
MAGIC, Sessairs have some of the best casters, decent power mixed with mastering no less then 4 elements means much versatility with spells, so magic could always make up whats missing, or enhance whats already there with a Sessairs force.
WARFURY, although it has it's faults, when used with a swarm effect, good STR and high INI means more attacks then an opponent can hope to block. Also warfury is one of the cheaper faction abilities, allowing decent stat-per-cost ratio of cheap figs (5-15AP range)
Disadvantages
Resilience, Sessairs have the lowers adverage resilience of any faction. Even the biggest of heavy hitters only get around 8-9 RES.
WARFURY, with the big change from C2 to C3, warfury has lost a lot of it's edge, having no defence dice means even though you hit first, many models can hit back un-defended, and with little res, most Sessairs can't take the hit.
Now i'm gonna use Kain's ranking system, viewable in the Wolfen AotW section, only since i'm far superior to Cain.and he knows it I'll note if there's a difference between on paper and in play. (Cause sometimes figs look great, yet don't perform for some reason).
Basic Troops
Warriors (9-10AP)
For the fierce Kelt barbarians, war is an integral part of life. When a peril threatens the sacred lands of Avagddu, every valid man grabs his weapon and joins his companions to defend the goddess Danu.
Discipline is not the Kelts strength. There where other peoples use complex formations and base their strategy on the ability of their soldiers to act as one, the Sessairs only swear by the valour of individuals. Thus each one of them throws himself into the fray with the hope of accomplishing a great feat that will sway the outcome of the battle to their advantage. The tactical role of the Musicians is generally limited to giving the attack signal and delivering hateful messages to the enemy chiefs.
The most deserving warriors or those of high lineage are given the privilege of bearing the tribe’s emblem on the battlefield. These signs are usually in the form of stone or wooden totems sculptured and decorated with sacred symbols.
These guys are the backbone of the Sessairs swarm, the 9AP models see more play as mercs for other factions, but the 10AP is first for any real sessairs player, that 1AP gets +1 STR and +! Courage, at a loss of 1 DIS that'll never be used anyway.
Personal Ranking: 3
*Note this is assumed that the player takes +2 STR over +1 ATK
Sessairs Veteran (14AP)
The mist is clearing on the plains of Avagddu to reveal a clan of intrepid warriors in arms. The totem of the goddess is being raised, carried by the sound of the war drums. Markham the Wild will lead the Sessairs clan to victory!
Maybe not as great for the Cost as the 10AP warriors, the veterans are a fine replacement to them if you have the AP to spare. Also They will have the long run advantage in Dogs of War with the higher rank.
Personal Ranking: 2.9 (Just behind the Warriors
*Note again this is assuming the player takes +2STR over +1 INI
Kelt Fianna(12AP)
The Sessairs - society gives the same rights to the men and women. The law of the tribe is neither stricter nor more lenient towards one or the other of the two sexes. The Fiannas form a caste of warriors that is extremely respected by all members of the clan.
These fighters are not only formidable in combat; they also play a primordial role in the warriors education. They are the heiresses of Fiann, the war goddess of the Sessairs, and as such it is they that instruct the art of war to the fighters.
The Fianna are the only ones allowed to brandish the attributes of the Goddess on the battlefield. Their totems are most often effigies of Fiann, the war goddess of the Sessairs. But it happens that these emblems honour the other faces of Danu personified by his daughters, meaning Fertility and Death.
The melodic sound of the bone flutes is like Siobhan’s appeasing song. It calms the heated spirits of the warriors and makes them feel the goddess’s presence by their sides. The Sessairs war chiefs use the Fiannas’ talents to contain the fieriness of their men. But when the hour of assault has come, then the melodies become strident and join the rhythms of the war drums to exhort the charging warriors.
Ah, nothing like gravity defying armor to distract your opponent. With just a slight difference in stats over the 10AP warriors, these fiannas are surely higher up on my list. Though mostly because they look so great. But they are hands down a first choice when mixed with Virae (See characters later).
Personal Ranking: 4
Warstaffs
There are 3 different sets of warstaffs for Sessairs, the Sessair Warriors (14AP), Mercs (13AP), and Fianna(17AP)
Between the Sessair and the Mercs, the Difference is almost invisable, My personal choice would be the Merc musition and the sessair standard bearer, but this is assuming you have a character with leadership.
As for the Fianna warstaff, though more pricey, they are Fiannas to go along with Virae, and the Standard that comes with the standard bearer, though expensive, could be usefull in a pinch.
Personal ranking;
Warriors: 3.5
Fiannas: 4
Guardian of the Moor (12AP)
Remain vigilant, always on the look out. Spot any stranger that enters the clan’s territory. Stay motionless in the middle of tall grasses awaiting the prey. Brutally stretch an arm back and then forcefully throw an assegai at the enemy. Gaze at the agonising adversary, his chest pierced by a spear… The life of the Guardians of the Moor is devoted to the protection of the tribe. Precision, observation, rapidity, these are the qualities that a warrior must show to become a sentinel of the plain.
In my opinion these guys should probably be avoided, Low Physical stats, mixed with a rang attack that is slightly stronger then the archers (STR 4) does not compair to the range.
Sessair and Kelt Archers(14-15AP)
The bow, once reserved for hunting, is now a weapon of war among the clan of Kelts Sessairs. Some of the warriors continue to regard it as a weapon of a coward. Others remember the pain of their brothers with chopped up by volleys of bullets before the fighting began. The Sessairs have the sense of honor, but they are resilient: only the living can worry about honor.
There are two archers for Sessairs, the real Sessairs archer at 15AP, and the merc version for 14AP
Now since the merc version comes in the dogs of war card pack, you'll probably buy the sessairs acher anyway (since they make the perfect proxy).
In Reality the merc version is far superior, at 1 less AP you lose 1 point in STR, Courage, and INI. Gain 1 point in Courage. But then you exchange Warfury for reorientation, which is the preferable skill for a range unit, especially with the new C3.5 rules allowing it to change facing to make a bulls eye.
Personaly ranking;
Sessair(15AP): 4
Merc(14AP): 5
Special and Elites on Infantry Bases
Fury Warrior(15AP)
Definatly a step up from the 14AP warriors, these guys are very worth their points, with a speed boost and raise in attack stats these guys hit a little harder and faster, and for a still very low overall cost. Plus the addition of warcry/5, though not big, forces your opponent to roll a die if he doesn't himself have fear, which is always a plus.
Personal Ranking: 4.5 (On Paper as i haven't been able to order them yet)
Kelt Hunters(32AP)
The Hunters form a separate caste within the clan. This is because of their dual role within the tribe. They are at once hunters and fighters and thus belong neither to the laborious class nor to the warrior class. However they do mainly make up a warrior elite of which the talents as scouts and as fighters have allowed numerous battles to be won.
The combat technique of the Kelt Hunters privileges discretion and attacks from a distance. They handle their javelins with great skill and use them to wound their opponents before finishing them off in hand-to-hand combat.
When choosing between Kelt Hunter 1 and 2, the only difference is in abilities, 1 has Instinctive fire and 2 has Harassment.
With only 2 AIM the Instinctive Fire version definately comes out on top, not having a penalty to hit after moving means a slightly higher chance of hitting opponents. Then adding scout to the ordeal means possibly taking out a spell caster early, means though pricey, these guys will often earn their points.
Personal Ranking;
Instinctive Fire: 4
Harrassment: 3
Horned Hunter(37AP)
For 5 points above the Kelt Hunters, these guys replace Range for slightly higher stats and Survival Instict.
Though Maybe not worth the extra 5 AP, if played well tehse guys can definatly do some damage.
Personal Ranking: 3
Spasm/Danu Warriors(24AP)
During his education among the Fianna, the young warrior learns above all to channel the energies to make the War Fury rise in him. The Sessairs call this savagery "Fiann's Blood" referring to their goddess of war. Every year, during a ritual feast, the Priestesses of the Goddess select the warriors in which they have detected "Danu's Blood". This divine gifts power is such in these warriors, that the War Fury can make the Spasm of Fury appear in them, which is a state of murderous madness so extreme that the fighters body undergoes incredible metamorphoses.
The best warriors of all the Sessairs clans confront during great celebrations organised in Danu's honour. Only those that are victorious in these trials are given the honour of being chosen by the Goddess and becoming Earth Lovers. These elite warriors are transformed by this symbolic union: consumed by Spasms of Fury, their bodies are torn and twisted and become true wild beasts animated by a pure spirit of vengeance.
Ah these Pretty Pretty things, At 24AP the Danu Warriors don't seem all that, but once tranformed they really start earning their points. With the alternate transforming condition found in the Tribes pack, these models can use the original in a swarm style army, or the newer in a fatty style army, and always meet the best requirments to transform.
Personal Ranking: 4
Barbarians(32AP)
"Over the course of my travels I have had the opportunity to watch the giants that accompany my friends of the Sessair clan fight in combat. Despite their impressive muscles, these colossuses may seem affable at first. They are far from being stupid, yet their moves are measured as if time flowed more slowly in their eyes. How surprised I was when during an ambush I saw these pleasant companions turn into bloodthirsty beasts! They didn't even bother defending themselves: nothing seemed to be able to break their bones. Their weapons, which were bigger than a man, were spun around again and again, flattening their enemies like a tornado flattens wheat."
-Sardar the Sage
The Giants were the first living beings with which the Kelts established contact when they settled on Aarklash. Their relationship was at first conflictual, as is told in the Kelt mythology. But today the Giants and the Sessairs live on good terms with each other. The vast majority of Giants have even adopted the way of life and the customs of the Sessairs.
Over the decades, the blood of the Giants has been diluted, and those that today fight at the sides of the Sessairs have nothing to do with the Giants mentioned in the Kelt myths. Some however claim that a clan of pure-blooded Giants still lives on the cliffs that overhang the plains of Avagddu.
Alright there are 4 different giants(6 but 2 are just resculpts), Each one with a slight difference.
Barbarians 1(with swords) and 6 - Masterstrike/0:
Asside from the advantage of an extra +1 STR over most of the other versions, Masterstrike/0 makes these quite probably the best, and THE best in my opinion, with a decent RES (7+hard boiled) means these guys can Warfury with glee, as they get 1 big hit, then follow it up with a finishing blow.
Personal Ranking: 5
Barbarian 2(with swords) - Implacable/1
The other version with +1 STR, these guys carry the ability to eliminate an extra guy each round, provided it's possible. Especially usefull if you often fight swarm armies, as they generally have lower res, allowing these guys to walk through more of then. I rank these guys 3rd out of the 4.
Personal Ranking: 4
Barbarians 4(with halberd) and 5 - Fierce
Allthough 1 less STR then 2 of the other 3 versions, Fierce allows you to go all attack with little fear of not getting all your attacks in. Even with the changes in C3.5 their Fierce remains a threat, making opponents either try to block some of their attacks, allowing them to servive a round more, or go all attack, assuring your attacks don't get stopped by defence rolls.
Personal Ranking: 5
Barbarian 1(with halberd) - Brutal
The lowest on the list of barbarians, with the -1STR over 2 of the 3 other models, and an ability that is fine on it's own, but fails to compair to the other options available.
Personal Ranking: 1 (On Paper, i've honestly never seen a reason to purchase these as there are better to choose from.)
Elites and Creatures
Sons of Ogmios(55AP)
Though the Sessairs were quick and strong, the goblins were much more numerous. For every one of them that fell in combat, two took his place. The Kelts were being cruelly chopped up by dozens of small blades. Emptied of their blood, their warriors were sinking into the green tide. A son of Ogmios suddenly freed himself from a neighboring fray, the freshly cut head of a troll hanging from his belt. He shouted at his brothers to throw themselves forward. His weapon was raised and came down again and again, making little blood-splattered corpses fly in all directions.
These bad boys are my personal favorite among the big boys, comming in at a wopping 55AP these guys can take out a lot for their points, they also look great, with a definate ability to hurt your opponents moral.
Frankly 2 things should and can be done with these bad boys...
1- Team them up with a druid(comming later) thus giving a gesa like masterstrike or mutagenic/-1, then casting breastplat of earth on them, making them the ultimate tank.
2- Team them up with several warriors, when everyone warfuries on 1 enemy, your opponent won't know rather to try to get rid of the big boy, or kill the pile'o'plinkers around him.
Personaly Ranking: 5
Centaurs
The terrifying children of the goddess Danu, the centaurs roam the plains of Avagddu at the sides of the Kelts of the Sessairs clan. Ready to fight in the name of their ideals, they are the symbols of fierce and limitless freedom.
According to Kelt mythology, the Centaurs are the last beings, along with the Giants, to have been created by the goddess Danu. These half-human, half-horse creatures are among the most feared fighters of Aarklash. In spite of their imposing size, the Centaurs don't only rely on brute force. On the other hand, they handle their mighty axes with a remarkable dexterity, using them as projectile weapons as well as in hand-to-hand combat.
There are several different centaurs, and unlike giants or minotaurs(later) they are all very different and fill different roles in the army. What they do all have in common is high speed, high initiative, and advantages when charging the enemy. but for their cost they do have compairably lower defence stats then other models in that price range.
Kelt Centaur 1, 2, 3, and 4(30AP):
Being the cheapest in AP among the centaurs, these guys are the most multi role among them. This is teh reason I rank them highest among all the centaurs, They can Assault fire from long range, with a 50-50% chance to hit, plus get the additional die for Brutish Charge.
Personal Rank: 4.5
Kelt Centaur 2(34AP):
1 of the 2 all melee versions of the centaurs, they mix High Speed with good attack stats, and the Brutish Charge advantage at that long range. Unfortunatly for that higher cost, the lower defence stats without a chance to damage them before starting the melee, these guys rank towards the bottom.
Personal Rank: 2.5
Sessairs Centaur(35AP):
Almost exactly the same as the Kelt Centaur 2, these guys cost 1AP more for +1STR, but with the Morgan Tribe in their rank, they are limited to armies they can be played in. Personally 'll only take them over the Kelt Centaur 2 if i have a point to spare.
Personal Rank: 2.6 (Just slightly above Kelt Centaur 2 when they're legal in the army.)
Centaur Archer(38AP):
The most expensive out of the group, they have excellent range, and a slightly better dmg on the bow then the regular Kelt Archers. With the same attack stats and better defences then the Kelt Centaur 1 they can definatly hold their own in combat, plus having Assault Fire means they only fail it own a 1. The loss of Brutish charge and the higher cost will be noticed however.
Personal Rank: 4
Minotaurs
Although only 1 Minotaur is actually sessairs clan, the merc ones fit pleasantly into a sessairs force.
The minotaurs are truely the meat of the meat, and by far the heaviest hitters sessairs have to offer.
Sessairs Minotaur(60AP):
The Sessairs caravan was accompanied by a minotaur covered with a huge cloak of hide. When a band of Devourers burst from a thicket to feed on the Kelts flesh, the horned creature grabbed his massive weapons and charged at a head hunter. The earth rumbled under his hooves while fury took hold of him. The Devourer was literally ground to bits, like a wisp of straw in the path of a boulder rolling down a hill.
The least expensive of the 3, and the only true sessair centaur, this guys the worst of the 3 in my opinion. When compaired to a Sons of Ogmos at 5AP less, the Minotaur gets -2.5MOV, -1 ATK, +1 RES(with the loss of hardboiled making the equivelent of -1RES), and a 7 fear in place of a 5 Courage. There's also the change of Brutish Charge in place of Brave, which allows them to hold their own, but not at the difference in AP.
Personal Rank: 3
Minotaur of the Plains(73AP):
These guys gain quite a bit for the extra 13AP over the Sessairs Minotaur. Among the gains +2.5 MOV(mov is an expensive stat generally), +1 STR, +1 DEF and RES, but a loss of Implacable means less potential of killing multiple guys in 1 round. But with the ability to take out other big enemies in his price range, this guy definately gets my vote.
Personal Rank: 4.5
Kelt Minotaur(84AP):
The Biggest and most expensive of these bad boys, the Kelt Minotaur sees an overall increas in stats over the 73AP version, but the loss of 1 INI is a noticable drawback, and although he's bigger, you might not get as much bang for your buck. Plus he weighs more, which means more weight to carry, and generally more expensive to order.
Personal Rank: 4 (On Paper, i've played against him, but never picked him up myself cause of the price tag, plus i had the 73AP card, which filled the roll of heavy hitter nicely)
Shinshera
Though not a character, this kitten will be talked about with Virae, as they need to be fielded together.
Faithfull
Oracle of Danu(31AP)
Struck blind for having looked at Danu in all her splendour, the Oracles have developed their instincts so as to replace their deficient sense of sight. Attentive to nature’s slightest stir, these Faithful are the guardians of the plains of Avagddu. They follow all hunts and battles to be able to give the goddess’s help to the heroes of the Sessairs when needed.
The Oracles are guided by Danu. Thanks to their Consciousness Ability, they can perceive what their blind eyes cannot see anymore. The Sessairs Warrior-Monks grasp the mysteries of destiny and can reveal a small part of it to their allies, making them surer of themselves when faced with danger.
Although i don't yet own these guys, they look worth every point. Mixing decent stats with the ability to call miracles is nice, but onlly having 2 Aspects comes at a bit of a downfall. However even with the minimum of miracles, they have a nice ability to use the TF they generate (Cause pumping a friendly die roll should never be overlooked). Mixed with Conciousness means they always have line of sight to their target.
They also come with some nice miracles, that are good for any Kelt Faithfull.
Personal ranking: 4 (On Paper as i don't yet own them.)
Mages
Kelt Druid 1 and 2(28AP)
The Druids are the masters of enchantments. They are not as talented as the Shamans in communicating with the Elemental Realms, but at least they perfectly master their expressions on Aarklash.
These guys are great, and often the staple of any kelt force i make. Decent stats mixed with a power 3 warrior mage, though more expensive then the Kelt Shaman(see below) the addition of Warrior Mage and Gesas allow these guys to greatly help out any larger point sinks in your force.
The only difference between the 2 models is swaping 1 point between ATK and DEF. I Generally side with defence if only taking 1, since that allows for a higher chance of counter attacking, and putting more dice in defence helps assure the longer life spam most people are looking for.
Personal Rank;
Kelt Druid 1: 5
Kelt Druid 2: 4.5
Kelt Shaman(24AP)
Though technically a Merc Kelt, this little lady makes a fine addition to any Sessair army. At only 24AP this Power 4 mage like most kelts, masters all 4 basic elements, allowing her to either support the other troops with buff spells, or do some damage on her own. Plus now with the C3.5 changes, 8 intensity of spells allows a little of both, depending on the situation.
Personal Rank: 4.5
Characters
Crôn l’Insoumis(49AP)
Markhan the Wild(50AP)
Gwenlaen the Ever-Proud(66AP)
Sure of her strength and her talents as a fighter as she is of her beauty, Gwenlaen deserves her nickname and is not offended by it. Cold and inaccessible, she fancies herself in Fianna's image and is ready to make others give her the respect that is up to her pretensions. She leads her tribe's female warriors as well as males, and rare are those that dare question her authority.
I put these together cause they're very simular, they all play the same effective role, a cheap warstaff.
Crôn l’Insoumis (I couldn't find any card in english, but it translates to Crôn the Insubordinate): Is the slightly cheapest of the 3, and also is the Merc version. Though he's worth his points, for a sessairs player, at 1AP mor you could take Markhan with a slightly better advantage.
Markhan the Wild: The second cheapest, and the second best in my opinion, hold the advantage of +1 ATK and a Personal Enemy over Crôn.
Gwenlaen the Ever-Proud: A noticable difference in price over Markhan, she gains +1 INI and Def but -2STR. More importantly then that, is the +1 COU and +1 DIS, which makes for a generally better warstaff. Add to that Vivacity, means in combat she'll more then likely hit first.
Personal Ranking;
(All three are on paper, as i have yet to own any of them, but i do plan on getting Gwenlaen soon)
Crôn l’Insoumis: 1 (Ok as a merc, but not really for a Sessair player.)
Markhan the Wild: 2.5 (Very inexpensive for what he does, but there is better.)
Gwenlaen the Ever-Proud: 3.5 (A good inexpensive character to serve in a warstaff.)
Malek the Bloodthirsty(60-82AP)
Either version of Malek is good, he's cheap, fast, and hits hard for his cost. The 1st inc. is better for the cost, but there's a few cases where I'll take his second in place, usually if FEAR will have a better effect on the game. (Especially in the Guardians of Scâth tribe where fear and ethereal are combined.)
Personal Rank;
1st inc.: 4
2nd inc: 3
Thorgrim, Minotaur(140)
Ahh, out of the Sessairs Tribe pack, this boy is a beast. Though expensive, he has a very good RES for Sessairs (10 + Hardboiled). With the right back up this guy can do a lot of damage, and even though he's bound to a Tribe, he has no reserved artifacts, so he can be taken into any tribe with a name change.
On a personal note, I have fond memories of this guy single handedly taking out 300AP of Acheron all on his own.
Personal Rank: 4.5
Tanath the Young Horned One(98)
This guy needs no introduction, quite possibly the best Sessairs character out there, unfortunatly the hardest to get LE in the game. Seriously folks, if you wanna play sessairs, find him. Best investment in this game.
He's really inexpensive for his cost. Good melee stats for that AP range, plus some decent range skills. The true value of this bad boy is his Spear, the Gae Bolga, a 10AP artifact that always earns it's points, especially in C3.5 now he can Assault fire, only fail on a 1, get a STR 6 hit off, and if it does at least a light wound, a STR 12 hit in the same allocation immediatly.
Personal Rank: 5
Bragh An Scâthar(95AP)
For the Kelts Scâth is a place outside of time and space where legendary heroes live and relive their heroic deeds. Every year the Kelts celebrate Scâth Nasad, the Assembly of the Shadow. It is during one of these nights that Bragh returned from the land of spirits. Through what miracle or sorcery has he been ripped from the grasp of death ? For what reason has he come back to life ?
Live the adventures of this Giant Barbarian Champion in the heart of Scâth itself. His journey will only last for one night, but at the end either his soul will be his own again or death will keep its due forever.
Ah Bragh, essentially a character version of a Giant Barbarian, he's fairly priced for his stats, and what he does. Though there are generally better characters in his price range he still earns his place. His Artifact however is generally not worth taking.
It should be noted, that he is perfectly priced in a 400AP game to take full advantage of The Guardians of Scâth Tribe. He's also one of teh better characters to be used, with his high RES and suddenly becoming Ethereal makes him a pain to kill.
Personal Rank: 3.5
Manraidh, Horned Hunter(108AP)
Though he comes in the Sessairs Tribes pack, I would generally avoid this guy. Everything he does is done better by a guy cheaper then him, rather it's a Hard hitting scout, a part of a warstaff, of a mid range character... I've put him on the field a few times outta curiosity, but he's never earned his points, save once when i rolled a 6 on his survival instinct 3 times in a row. (Which is not something to be counted on, see Virea later.)
Personal Rank: 1
Koren the Chosen One(135AP)
Dawn was rising over the plains of Avagddu. The flaming horizon would soon be soiled by the scarlet vapour of the blood of hundreds of warriors…“But where is Koren?” asked a Guardian of the Moor, his eyes veiled by a night full of nightmares. “I think he hasn’t waited for us,” answered the Danu Warrior laconically…
Koren the Chosen One, Spasm Warrior Champion, has abandoned his old life to give himself wholly to the divine rage that emanates from him like an invincible aura of hatred. Peace is anathema to him; he lives only to kill as many enemies as he can… Only the Shamans of the Sessairs clan are able to temporarily appease his murderous rage. He has been given two artefacts so that he can endlessly defeat Avagddu’s enemies: the Heart of Fury makes him a chosen Leader for the warriors of his caste by increasing their chances of being taken by the Spasms of Fury. And the Idol of Danu lets the goddess of the plains’ spirit invest him when his wounds have become too numerous.
At first glance he looks great, high stats and Born Killer. One of the few heavy hitting characters in Sessairs, when compaired to another fig around his point cost(Thorgrim) I'd say even with born killer he loses out.
Personal Rank: 2.5 (On paper, I haven't found reason to pick him up yet.)
Baal the Conquerer(137-145AP)
Solitary fighter, Baal roamed from one battle to another for a long time, in the grip of irrepressible bursts of fury. His companions believed, wrongly, that he waged the war to conquer new horizons. Really, Baal was only calming the spirit of the Formor within him by drowning it in blood. The legend of the Conqueror soon crossed the borders.
Baal was resolved to find one day the true way of the goddess Danu. He began an initiatory quest which led him, through dozens of battles, to sanctuaries of his people hidden in the most hostile places of Aarklash. At the end of his trip, almost giving in to death, he had a vision of Matrae, the daughter of Danu, and the horned god Cernunnos. Three women extirpated the evil essence of the Formor of Baal's equine body. They locked the power of the demon inside a gesa ,which the Conqueror, who had finally become a real centaur, would guard for then on.
Both incarnations of this meany are solid. Considering their costs they're both worth every penny. But the 2nd inc. win's when compaired. +7AP to gain +1 ATK and DEF, plus Authority. The second Incarnation is the one to spend your money on, especially as teh artifact that comes with the first, is also included in the 2nd inc. with the errata for C3.
He is a bit of a point sink, but i've played him adorned with gesas and his artifacts, and have killed entire armies with just him.
Personal Rank;
1st inc.: 3.5
2nd inc.: 4.5
Drac Mac Syrö
The merc living legend, this is sadly a fig i've never owned, nor do i have the intention (as the Sessair LL is rumored to be released soon).
ALso i rarely play games where any fig of this cost is legal, so unfortunatly I shall not risk a rank on this guy, sorry
Faithfull Characters
Orhain the Erudite(24AP)
The divinities of the Sessairs are many and their Faithful are even more. Cianath is a god of wisdom and knowledge, and his priests, like Orhain, always keep the gates of their minds open to the lore of the past, the present, and the future.
Though i don't yet own him, Orhain seems like a good addition to an army. Being a cheap addition to any army, he definately seems to play a support role.
I'd say more, but i haven't played him, and can't really comment.
Personal Rank: 3 (on paper)
Viraë, Fianna Priestess(125AP)
Viraë, the high priestess of Fiann in the city of Kel-An-Tiraidh, is an incredibly charismatic woman reputed for her great sense of honour and her ardour in combat. King Cromlan of the Sessairs clan always takes care to listen to her advice, so much so that the druids, being jealous of her influence, have ironically nicknamed her the "queen." This nickname has spread among the clan's warriors and Viraë's exploits have rapidly turned irony into deference. The warrior priestess is the queen of the Fiannas, the one who distinguishes the strange ways of the goddess Danu and slays her enemies.
The queen of the Fiannas’ aptitudes make her a very versatile champion. A Warrior-monk and a commander, her simple presence allows the Fiannas in her army to get the “Reinforcement” ability. The rune of metamorphosis eases the transformation of the army’s spasm warriors and allows them to become Independents in Rag’Narok . Thanks to these miracles the queen of the Fiannas and her wildcat, Sinshera, can just as well carry out terrifying onslaughts as they can ensure a defence perimeter.
Despite her high cost, Viraë often earns her points, being a warrior monk, she can buff herself up and still perform in combat. Her ability to gain Survival Instinct/3 is really fun, and though risky, you can use it to warfury and add a large sum of dice to attack the enemy.
Personally i like fielding her with the fianna warstaff and the Kel-An-Tiraidh Tribe, thus making her warstaff warrior monks as well. Mind you, even with Survival Instict/3 I've lost many a game using this set up to rolling 2 on the survival roll repeadidly in 1 round. But thats what makes her a fun character, taking the chance, and if you're lucky, seeing it pay off
Personal Rank: 3.5 (Expensive and risky to use, but still great fun. Recomended to be purchased.)
Sinshera(52AP)
Though not a Faithfull, Sinshera requires Viraë to be on the table to be fielded. Now that being said, she should always be taken with Viraë. When within 10cm of Viraë they share Survival Instinct, and with Leap, Sinshera can run around the enemies troops and double team with Viraë.
Personal Rank: 5 (When fielded with Viraë)
Character Mages
*Note of the 3 spell castors i'm speaking of, only 1 is actually Sessairs, but i find them all usefull additions to the force, mostly due to the fact that Drune have a special skill on their spell casters, and have several that are the equivelents of tghe neutral versions.
Kyran the Hunter(39-55AP)
Kyran is one of the members of the band of mercenaries led by Crôn. No one knows which obscure reasons have pushed him to join the ranks of the Insubordinate. But curiosity is not a characteristic trait of these warriors. To them, Kyran is the one that makes fire rain onto their enemies, and that is enough.
Although a merc, Kyran makes a fine addition to any sessairs force, with version is a cheap spellcasting character, with a very good power for his cost.
There is little difference between incarnations of Kyran, for 16AP you're getting +1 POW and the rank of Adept. Uncharacteristically of an Adebt, his 2nd inc. only has 1 path mastered, Shamanism. Still payiong 55AP for an adebt with 5 power is still very nice. Especially with the new C3.5 rules, he's the cheapest viable way to summon an elemental, and he can summon all 3 elements(4 when water comes out).
Personal Rank;
1st inc.: 3.5
2nd inc.: 4
Enoch the Elementalist(80AP)
Enoch is one of the most outstanding Shamans ever seen on Aarklash. His incursions into the heart of the Elemental Realms have allowed him to make astonishing revelations concerning the divine origins of Creation. He has also gone on numerous quests in able to strengthen his mastery of the magic arts.
Enoch has studied the Path of Sorcery for a very long time, for it has many points in common with Shamanism.
Enoch is unique, in the sense that he's a neutral Kelt (Can be either Sessair or Drune), but he is not a mercenary. Currently the highest POW mage for Sessairs, he makes a great focus for an army. Shamanism and Sorcery along with the 4 prime elements allow him to be very multi rolled. From an offensive mage, a support mage, or buffing himself and using his spear to great resolve in combat himself.
Thats another great gain with Enoch, his Lance of Malachite, though expensive allows every hit of his to act as an advanced Master Strike.
Personal Rank: 5 (Definite buy for a new sessairs player)
Kelen the 13th Voice(96AP)
Kelen is the Thirteenth Voice, the representative named by the Council of Chroniclers to have their decisions carried out in the lands of Aarklash. An Adept of the four primordial Elements, a Druid and a Shaman, Kelen is also a formidable warrior whose heart knows no fear.
Kelen is the only Sessairs only mage, and even though he is a Warrior Mage, he stands out well.
More expensive then Enoch and with less power, his stat gains allow him to be takin into combat more often, plus being a druid means he gives someone in the army an extra gesa, thus again improving an armies capability.
Kelen is also the only Sessairs mage how masters Light in addition to the 4 prime elements, and though he cannot summon the light elemental, the additional spells could never the less still prove usefull.
Personal Rank: 4.5
Posted: Tue Apr 24, 2012 8:43 am
by Dangereux
Right, adding another analysis, mainly because of my own interest. I want to gather as much as possible for the Sessair. The tactics are written by Father Tork from the old en-forum and Kahena from the MaximumDPS Gaming forum who added further info. I have added the fluff parts, images and made it a little tidy, will add more over time.
Sessairs Clan
The people of the Sessairs and of the other Kelt clans remain mysterious, for their origins are lost in the meanders of a mythology in which legends and historical facts live together and mingle. Ancestors of all the human peoples of Aarklash, the Sessairs continue to lead an existence which some would qualify as being primitive. Yet they are the only ones that stayed faithful to Danu, the first divinity to have taken humans under its protection.
Some tribes lead a nomadic lifestyle, migrating with the seasons and their savage herds. With time, others have become sedentary and have turned to agriculture and raising livestock. But their biggest cities seem like big villages compared with the cities of their cousins of the Empire of the Lion and the Empire of the Griffin. For the Sessairs haven’t forgotten that, whatever their efforts, whoever the victor, at the end of Rag’Narok Aarklash will be completely destroyed before the coming of a new age.
And while waiting for this final encounter between the divine powers and their mortal servants, the Sessairs unrelentingly seek their Ard Ri, the champion that Danu will welcome as the High King of all the tribes. He will then lead the armies of the Sessairs and of their powerful allies the centaurs and the giants to victory in the name of the Goddess.
Advantages
Sessairs have a great advantage known as versatility(different races), ranging from decent range troops(Centaurs and archers), Lots of numbers, some meat Cleavers(Giants and Minotaurs), and even some high speed troops (Centaurs, Minotaurs, and Giants).
On standard there is a high initiative, and decent strength. So generally sessairs hit hard, and hit first.
MAGIC, Sessairs have some of the best casters, decent power mixed with mastering no less then 4 elements means much versatility with spells, so magic could always make up whats missing, or enhance whats already there with a Sessairs force.
WARFURY, although it has it's faults, when used with a swarm effect, good STR and high INI means more attacks then an opponent can hope to block. Also warfury is one of the cheaper faction abilities, allowing decent stat-per-cost ratio of cheap figs (5-15AP range)
Disadvantages
Resilience, Sessairs have the lowers adverage resilience of any faction. Even the biggest of heavy hitters only get around 8-9 RES.
WARFURY, with the big change from C2 to C3, warfury has lost a lot of it's edge, having no defence dice means even though you hit first, many models can hit back un-defended, and with little res, most Sessairs can't take the hit.
Now i'm gonna use Kain's ranking system, viewable in the Wolfen AotW section, only since i'm far superior to Cain.and he knows it I'll note if there's a difference between on paper and in play. (Cause sometimes figs look great, yet don't perform for some reason).
Basic Troops
Warriors (9-10AP)
For the fierce Kelt barbarians, war is an integral part of life. When a peril threatens the sacred lands of Avagddu, every valid man grabs his weapon and joins his companions to defend the goddess Danu.
Discipline is not the Kelts strength. There where other peoples use complex formations and base their strategy on the ability of their soldiers to act as one, the Sessairs only swear by the valour of individuals. Thus each one of them throws himself into the fray with the hope of accomplishing a great feat that will sway the outcome of the battle to their advantage. The tactical role of the Musicians is generally limited to giving the attack signal and delivering hateful messages to the enemy chiefs.
The most deserving warriors or those of high lineage are given the privilege of bearing the tribe’s emblem on the battlefield. These signs are usually in the form of stone or wooden totems sculptured and decorated with sacred symbols.
These guys are the backbone of the Sessairs swarm, the 9AP models see more play as mercs for other factions, but the 10AP is first for any real sessairs player, that 1AP gets +1 STR and +! Courage, at a loss of 1 DIS that'll never be used anyway.
Personal Ranking: 3
*Note this is assumed that the player takes +2 STR over +1 ATK
Sessairs Veteran (14AP)
The mist is clearing on the plains of Avagddu to reveal a clan of intrepid warriors in arms. The totem of the goddess is being raised, carried by the sound of the war drums. Markham the Wild will lead the Sessairs clan to victory!
Maybe not as great for the Cost as the 10AP warriors, the veterans are a fine replacement to them if you have the AP to spare. Also They will have the long run advantage in Dogs of War with the higher rank.
Personal Ranking: 2.9 (Just behind the Warriors
*Note again this is assuming the player takes +2STR over +1 INI
Kelt Fianna(12AP)
The Sessairs - society gives the same rights to the men and women. The law of the tribe is neither stricter nor more lenient towards one or the other of the two sexes. The Fiannas form a caste of warriors that is extremely respected by all members of the clan.
These fighters are not only formidable in combat; they also play a primordial role in the warriors education. They are the heiresses of Fiann, the war goddess of the Sessairs, and as such it is they that instruct the art of war to the fighters.
The Fianna are the only ones allowed to brandish the attributes of the Goddess on the battlefield. Their totems are most often effigies of Fiann, the war goddess of the Sessairs. But it happens that these emblems honour the other faces of Danu personified by his daughters, meaning Fertility and Death.
The melodic sound of the bone flutes is like Siobhan’s appeasing song. It calms the heated spirits of the warriors and makes them feel the goddess’s presence by their sides. The Sessairs war chiefs use the Fiannas’ talents to contain the fieriness of their men. But when the hour of assault has come, then the melodies become strident and join the rhythms of the war drums to exhort the charging warriors.
Ah, nothing like gravity defying armor to distract your opponent. With just a slight difference in stats over the 10AP warriors, these fiannas are surely higher up on my list. Though mostly because they look so great. But they are hands down a first choice when mixed with Virae (See characters later).
Personal Ranking: 4
Warstaffs
There are 3 different sets of warstaffs for Sessairs, the Sessair Warriors (14AP), Mercs (13AP), and Fianna(17AP)
Between the Sessair and the Mercs, the Difference is almost invisable, My personal choice would be the Merc musition and the sessair standard bearer, but this is assuming you have a character with leadership.
As for the Fianna warstaff, though more pricey, they are Fiannas to go along with Virae, and the Standard that comes with the standard bearer, though expensive, could be usefull in a pinch.
Personal ranking;
Warriors: 3.5
Fiannas: 4
Guardian of the Moor (12AP)
Remain vigilant, always on the look out. Spot any stranger that enters the clan’s territory. Stay motionless in the middle of tall grasses awaiting the prey. Brutally stretch an arm back and then forcefully throw an assegai at the enemy. Gaze at the agonising adversary, his chest pierced by a spear… The life of the Guardians of the Moor is devoted to the protection of the tribe. Precision, observation, rapidity, these are the qualities that a warrior must show to become a sentinel of the plain.
In my opinion these guys should probably be avoided, Low Physical stats, mixed with a rang attack that is slightly stronger then the archers (STR 4) does not compair to the range.
Sessair and Kelt Archers(14-15AP)
The bow, once reserved for hunting, is now a weapon of war among the clan of Kelts Sessairs. Some of the warriors continue to regard it as a weapon of a coward. Others remember the pain of their brothers with chopped up by volleys of bullets before the fighting began. The Sessairs have the sense of honor, but they are resilient: only the living can worry about honor.
There are two archers for Sessairs, the real Sessairs archer at 15AP, and the merc version for 14AP
Now since the merc version comes in the dogs of war card pack, you'll probably buy the sessairs acher anyway (since they make the perfect proxy).
In Reality the merc version is far superior, at 1 less AP you lose 1 point in STR, Courage, and INI. Gain 1 point in Courage. But then you exchange Warfury for reorientation, which is the preferable skill for a range unit, especially with the new C3.5 rules allowing it to change facing to make a bulls eye.
Personaly ranking;
Sessair(15AP): 4
Merc(14AP): 5
Special and Elites on Infantry Bases
Fury Warrior(15AP)
Definatly a step up from the 14AP warriors, these guys are very worth their points, with a speed boost and raise in attack stats these guys hit a little harder and faster, and for a still very low overall cost. Plus the addition of warcry/5, though not big, forces your opponent to roll a die if he doesn't himself have fear, which is always a plus.
Personal Ranking: 4.5 (On Paper as i haven't been able to order them yet)
Kelt Hunters(32AP)
The Hunters form a separate caste within the clan. This is because of their dual role within the tribe. They are at once hunters and fighters and thus belong neither to the laborious class nor to the warrior class. However they do mainly make up a warrior elite of which the talents as scouts and as fighters have allowed numerous battles to be won.
The combat technique of the Kelt Hunters privileges discretion and attacks from a distance. They handle their javelins with great skill and use them to wound their opponents before finishing them off in hand-to-hand combat.
When choosing between Kelt Hunter 1 and 2, the only difference is in abilities, 1 has Instinctive fire and 2 has Harassment.
With only 2 AIM the Instinctive Fire version definately comes out on top, not having a penalty to hit after moving means a slightly higher chance of hitting opponents. Then adding scout to the ordeal means possibly taking out a spell caster early, means though pricey, these guys will often earn their points.
Personal Ranking;
Instinctive Fire: 4
Harrassment: 3
Horned Hunter(37AP)
For 5 points above the Kelt Hunters, these guys replace Range for slightly higher stats and Survival Instict.
Though Maybe not worth the extra 5 AP, if played well tehse guys can definatly do some damage.
Personal Ranking: 3
Spasm/Danu Warriors(24AP)
During his education among the Fianna, the young warrior learns above all to channel the energies to make the War Fury rise in him. The Sessairs call this savagery "Fiann's Blood" referring to their goddess of war. Every year, during a ritual feast, the Priestesses of the Goddess select the warriors in which they have detected "Danu's Blood". This divine gifts power is such in these warriors, that the War Fury can make the Spasm of Fury appear in them, which is a state of murderous madness so extreme that the fighters body undergoes incredible metamorphoses.
The best warriors of all the Sessairs clans confront during great celebrations organised in Danu's honour. Only those that are victorious in these trials are given the honour of being chosen by the Goddess and becoming Earth Lovers. These elite warriors are transformed by this symbolic union: consumed by Spasms of Fury, their bodies are torn and twisted and become true wild beasts animated by a pure spirit of vengeance.
Ah these Pretty Pretty things, At 24AP the Danu Warriors don't seem all that, but once tranformed they really start earning their points. With the alternate transforming condition found in the Tribes pack, these models can use the original in a swarm style army, or the newer in a fatty style army, and always meet the best requirments to transform.
Personal Ranking: 4
Barbarians(32AP)
"Over the course of my travels I have had the opportunity to watch the giants that accompany my friends of the Sessair clan fight in combat. Despite their impressive muscles, these colossuses may seem affable at first. They are far from being stupid, yet their moves are measured as if time flowed more slowly in their eyes. How surprised I was when during an ambush I saw these pleasant companions turn into bloodthirsty beasts! They didn't even bother defending themselves: nothing seemed to be able to break their bones. Their weapons, which were bigger than a man, were spun around again and again, flattening their enemies like a tornado flattens wheat."
-Sardar the Sage
The Giants were the first living beings with which the Kelts established contact when they settled on Aarklash. Their relationship was at first conflictual, as is told in the Kelt mythology. But today the Giants and the Sessairs live on good terms with each other. The vast majority of Giants have even adopted the way of life and the customs of the Sessairs.
Over the decades, the blood of the Giants has been diluted, and those that today fight at the sides of the Sessairs have nothing to do with the Giants mentioned in the Kelt myths. Some however claim that a clan of pure-blooded Giants still lives on the cliffs that overhang the plains of Avagddu.
Alright there are 4 different giants(6 but 2 are just resculpts), Each one with a slight difference.
Barbarians 1(with swords) and 6 - Masterstrike/0:
Asside from the advantage of an extra +1 STR over most of the other versions, Masterstrike/0 makes these quite probably the best, and THE best in my opinion, with a decent RES (7+hard boiled) means these guys can Warfury with glee, as they get 1 big hit, then follow it up with a finishing blow.
Personal Ranking: 5
Barbarian 2(with swords) - Implacable/1
The other version with +1 STR, these guys carry the ability to eliminate an extra guy each round, provided it's possible. Especially usefull if you often fight swarm armies, as they generally have lower res, allowing these guys to walk through more of then. I rank these guys 3rd out of the 4.
Personal Ranking: 4
Barbarians 4(with halberd) and 5 - Fierce
Allthough 1 less STR then 2 of the other 3 versions, Fierce allows you to go all attack with little fear of not getting all your attacks in. Even with the changes in C3.5 their Fierce remains a threat, making opponents either try to block some of their attacks, allowing them to servive a round more, or go all attack, assuring your attacks don't get stopped by defence rolls.
Personal Ranking: 5
Barbarian 1(with halberd) - Brutal
The lowest on the list of barbarians, with the -1STR over 2 of the 3 other models, and an ability that is fine on it's own, but fails to compair to the other options available.
Personal Ranking: 1 (On Paper, i've honestly never seen a reason to purchase these as there are better to choose from.)
Elites and Creatures
Sons of Ogmios(55AP)
Though the Sessairs were quick and strong, the goblins were much more numerous. For every one of them that fell in combat, two took his place. The Kelts were being cruelly chopped up by dozens of small blades. Emptied of their blood, their warriors were sinking into the green tide. A son of Ogmios suddenly freed himself from a neighboring fray, the freshly cut head of a troll hanging from his belt. He shouted at his brothers to throw themselves forward. His weapon was raised and came down again and again, making little blood-splattered corpses fly in all directions.
These bad boys are my personal favorite among the big boys, comming in at a wopping 55AP these guys can take out a lot for their points, they also look great, with a definate ability to hurt your opponents moral.
Frankly 2 things should and can be done with these bad boys...
1- Team them up with a druid(comming later) thus giving a gesa like masterstrike or mutagenic/-1, then casting breastplat of earth on them, making them the ultimate tank.
2- Team them up with several warriors, when everyone warfuries on 1 enemy, your opponent won't know rather to try to get rid of the big boy, or kill the pile'o'plinkers around him.
Personaly Ranking: 5
Centaurs
The terrifying children of the goddess Danu, the centaurs roam the plains of Avagddu at the sides of the Kelts of the Sessairs clan. Ready to fight in the name of their ideals, they are the symbols of fierce and limitless freedom.
According to Kelt mythology, the Centaurs are the last beings, along with the Giants, to have been created by the goddess Danu. These half-human, half-horse creatures are among the most feared fighters of Aarklash. In spite of their imposing size, the Centaurs don't only rely on brute force. On the other hand, they handle their mighty axes with a remarkable dexterity, using them as projectile weapons as well as in hand-to-hand combat.
There are several different centaurs, and unlike giants or minotaurs(later) they are all very different and fill different roles in the army. What they do all have in common is high speed, high initiative, and advantages when charging the enemy. but for their cost they do have compairably lower defence stats then other models in that price range.
Kelt Centaur 1, 2, 3, and 4(30AP):
Being the cheapest in AP among the centaurs, these guys are the most multi role among them. This is teh reason I rank them highest among all the centaurs, They can Assault fire from long range, with a 50-50% chance to hit, plus get the additional die for Brutish Charge.
Personal Rank: 4.5
Kelt Centaur 2(34AP):
1 of the 2 all melee versions of the centaurs, they mix High Speed with good attack stats, and the Brutish Charge advantage at that long range. Unfortunatly for that higher cost, the lower defence stats without a chance to damage them before starting the melee, these guys rank towards the bottom.
Personal Rank: 2.5
Sessairs Centaur(35AP):
Almost exactly the same as the Kelt Centaur 2, these guys cost 1AP more for +1STR, but with the Morgan Tribe in their rank, they are limited to armies they can be played in. Personally 'll only take them over the Kelt Centaur 2 if i have a point to spare.
Personal Rank: 2.6 (Just slightly above Kelt Centaur 2 when they're legal in the army.)
Centaur Archer(38AP):
The most expensive out of the group, they have excellent range, and a slightly better dmg on the bow then the regular Kelt Archers. With the same attack stats and better defences then the Kelt Centaur 1 they can definatly hold their own in combat, plus having Assault Fire means they only fail it own a 1. The loss of Brutish charge and the higher cost will be noticed however.
Personal Rank: 4
Minotaurs
Although only 1 Minotaur is actually sessairs clan, the merc ones fit pleasantly into a sessairs force.
The minotaurs are truely the meat of the meat, and by far the heaviest hitters sessairs have to offer.
Sessairs Minotaur(60AP):
The Sessairs caravan was accompanied by a minotaur covered with a huge cloak of hide. When a band of Devourers burst from a thicket to feed on the Kelts flesh, the horned creature grabbed his massive weapons and charged at a head hunter. The earth rumbled under his hooves while fury took hold of him. The Devourer was literally ground to bits, like a wisp of straw in the path of a boulder rolling down a hill.
The least expensive of the 3, and the only true sessair centaur, this guys the worst of the 3 in my opinion. When compaired to a Sons of Ogmos at 5AP less, the Minotaur gets -2.5MOV, -1 ATK, +1 RES(with the loss of hardboiled making the equivelent of -1RES), and a 7 fear in place of a 5 Courage. There's also the change of Brutish Charge in place of Brave, which allows them to hold their own, but not at the difference in AP.
Personal Rank: 3
Minotaur of the Plains(73AP):
These guys gain quite a bit for the extra 13AP over the Sessairs Minotaur. Among the gains +2.5 MOV(mov is an expensive stat generally), +1 STR, +1 DEF and RES, but a loss of Implacable means less potential of killing multiple guys in 1 round. But with the ability to take out other big enemies in his price range, this guy definately gets my vote.
Personal Rank: 4.5
Kelt Minotaur(84AP):
The Biggest and most expensive of these bad boys, the Kelt Minotaur sees an overall increas in stats over the 73AP version, but the loss of 1 INI is a noticable drawback, and although he's bigger, you might not get as much bang for your buck. Plus he weighs more, which means more weight to carry, and generally more expensive to order.
Personal Rank: 4 (On Paper, i've played against him, but never picked him up myself cause of the price tag, plus i had the 73AP card, which filled the roll of heavy hitter nicely)
Shinshera
Though not a character, this kitten will be talked about with Virae, as they need to be fielded together.
Faithfull
Oracle of Danu(31AP)
Struck blind for having looked at Danu in all her splendour, the Oracles have developed their instincts so as to replace their deficient sense of sight. Attentive to nature’s slightest stir, these Faithful are the guardians of the plains of Avagddu. They follow all hunts and battles to be able to give the goddess’s help to the heroes of the Sessairs when needed.
The Oracles are guided by Danu. Thanks to their Consciousness Ability, they can perceive what their blind eyes cannot see anymore. The Sessairs Warrior-Monks grasp the mysteries of destiny and can reveal a small part of it to their allies, making them surer of themselves when faced with danger.
Although i don't yet own these guys, they look worth every point. Mixing decent stats with the ability to call miracles is nice, but onlly having 2 Aspects comes at a bit of a downfall. However even with the minimum of miracles, they have a nice ability to use the TF they generate (Cause pumping a friendly die roll should never be overlooked). Mixed with Conciousness means they always have line of sight to their target.
They also come with some nice miracles, that are good for any Kelt Faithfull.
Personal ranking: 4 (On Paper as i don't yet own them.)
Mages
Kelt Druid 1 and 2(28AP)
The Druids are the masters of enchantments. They are not as talented as the Shamans in communicating with the Elemental Realms, but at least they perfectly master their expressions on Aarklash.
These guys are great, and often the staple of any kelt force i make. Decent stats mixed with a power 3 warrior mage, though more expensive then the Kelt Shaman(see below) the addition of Warrior Mage and Gesas allow these guys to greatly help out any larger point sinks in your force.
The only difference between the 2 models is swaping 1 point between ATK and DEF. I Generally side with defence if only taking 1, since that allows for a higher chance of counter attacking, and putting more dice in defence helps assure the longer life spam most people are looking for.
Personal Rank;
Kelt Druid 1: 5
Kelt Druid 2: 4.5
Kelt Shaman(24AP)
Though technically a Merc Kelt, this little lady makes a fine addition to any Sessair army. At only 24AP this Power 4 mage like most kelts, masters all 4 basic elements, allowing her to either support the other troops with buff spells, or do some damage on her own. Plus now with the C3.5 changes, 8 intensity of spells allows a little of both, depending on the situation.
Personal Rank: 4.5
Characters
Crôn l’Insoumis(49AP)
Markhan the Wild(50AP)
Gwenlaen the Ever-Proud(66AP)
Sure of her strength and her talents as a fighter as she is of her beauty, Gwenlaen deserves her nickname and is not offended by it. Cold and inaccessible, she fancies herself in Fianna's image and is ready to make others give her the respect that is up to her pretensions. She leads her tribe's female warriors as well as males, and rare are those that dare question her authority.
I put these together cause they're very simular, they all play the same effective role, a cheap warstaff.
Crôn l’Insoumis (I couldn't find any card in english, but it translates to Crôn the Insubordinate): Is the slightly cheapest of the 3, and also is the Merc version. Though he's worth his points, for a sessairs player, at 1AP mor you could take Markhan with a slightly better advantage.
Markhan the Wild: The second cheapest, and the second best in my opinion, hold the advantage of +1 ATK and a Personal Enemy over Crôn.
Gwenlaen the Ever-Proud: A noticable difference in price over Markhan, she gains +1 INI and Def but -2STR. More importantly then that, is the +1 COU and +1 DIS, which makes for a generally better warstaff. Add to that Vivacity, means in combat she'll more then likely hit first.
Personal Ranking;
(All three are on paper, as i have yet to own any of them, but i do plan on getting Gwenlaen soon)
Crôn l’Insoumis: 1 (Ok as a merc, but not really for a Sessair player.)
Markhan the Wild: 2.5 (Very inexpensive for what he does, but there is better.)
Gwenlaen the Ever-Proud: 3.5 (A good inexpensive character to serve in a warstaff.)
Malek the Bloodthirsty(60-82AP)
Either version of Malek is good, he's cheap, fast, and hits hard for his cost. The 1st inc. is better for the cost, but there's a few cases where I'll take his second in place, usually if FEAR will have a better effect on the game. (Especially in the Guardians of Scâth tribe where fear and ethereal are combined.)
Personal Rank;
1st inc.: 4
2nd inc: 3
Thorgrim, Minotaur(140)
Ahh, out of the Sessairs Tribe pack, this boy is a beast. Though expensive, he has a very good RES for Sessairs (10 + Hardboiled). With the right back up this guy can do a lot of damage, and even though he's bound to a Tribe, he has no reserved artifacts, so he can be taken into any tribe with a name change.
On a personal note, I have fond memories of this guy single handedly taking out 300AP of Acheron all on his own.
Personal Rank: 4.5
Tanath the Young Horned One(98)
This guy needs no introduction, quite possibly the best Sessairs character out there, unfortunatly the hardest to get LE in the game. Seriously folks, if you wanna play sessairs, find him. Best investment in this game.
He's really inexpensive for his cost. Good melee stats for that AP range, plus some decent range skills. The true value of this bad boy is his Spear, the Gae Bolga, a 10AP artifact that always earns it's points, especially in C3.5 now he can Assault fire, only fail on a 1, get a STR 6 hit off, and if it does at least a light wound, a STR 12 hit in the same allocation immediatly.
Personal Rank: 5
Bragh An Scâthar(95AP)
For the Kelts Scâth is a place outside of time and space where legendary heroes live and relive their heroic deeds. Every year the Kelts celebrate Scâth Nasad, the Assembly of the Shadow. It is during one of these nights that Bragh returned from the land of spirits. Through what miracle or sorcery has he been ripped from the grasp of death ? For what reason has he come back to life ?
Live the adventures of this Giant Barbarian Champion in the heart of Scâth itself. His journey will only last for one night, but at the end either his soul will be his own again or death will keep its due forever.
Ah Bragh, essentially a character version of a Giant Barbarian, he's fairly priced for his stats, and what he does. Though there are generally better characters in his price range he still earns his place. His Artifact however is generally not worth taking.
It should be noted, that he is perfectly priced in a 400AP game to take full advantage of The Guardians of Scâth Tribe. He's also one of teh better characters to be used, with his high RES and suddenly becoming Ethereal makes him a pain to kill.
Personal Rank: 3.5
Manraidh, Horned Hunter(108AP)
Though he comes in the Sessairs Tribes pack, I would generally avoid this guy. Everything he does is done better by a guy cheaper then him, rather it's a Hard hitting scout, a part of a warstaff, of a mid range character... I've put him on the field a few times outta curiosity, but he's never earned his points, save once when i rolled a 6 on his survival instinct 3 times in a row. (Which is not something to be counted on, see Virea later.)
Personal Rank: 1
Koren the Chosen One(135AP)
Dawn was rising over the plains of Avagddu. The flaming horizon would soon be soiled by the scarlet vapour of the blood of hundreds of warriors…“But where is Koren?” asked a Guardian of the Moor, his eyes veiled by a night full of nightmares. “I think he hasn’t waited for us,” answered the Danu Warrior laconically…
Koren the Chosen One, Spasm Warrior Champion, has abandoned his old life to give himself wholly to the divine rage that emanates from him like an invincible aura of hatred. Peace is anathema to him; he lives only to kill as many enemies as he can… Only the Shamans of the Sessairs clan are able to temporarily appease his murderous rage. He has been given two artefacts so that he can endlessly defeat Avagddu’s enemies: the Heart of Fury makes him a chosen Leader for the warriors of his caste by increasing their chances of being taken by the Spasms of Fury. And the Idol of Danu lets the goddess of the plains’ spirit invest him when his wounds have become too numerous.
At first glance he looks great, high stats and Born Killer. One of the few heavy hitting characters in Sessairs, when compaired to another fig around his point cost(Thorgrim) I'd say even with born killer he loses out.
Personal Rank: 2.5 (On paper, I haven't found reason to pick him up yet.)
Baal the Conquerer(137-145AP)
Solitary fighter, Baal roamed from one battle to another for a long time, in the grip of irrepressible bursts of fury. His companions believed, wrongly, that he waged the war to conquer new horizons. Really, Baal was only calming the spirit of the Formor within him by drowning it in blood. The legend of the Conqueror soon crossed the borders.
Baal was resolved to find one day the true way of the goddess Danu. He began an initiatory quest which led him, through dozens of battles, to sanctuaries of his people hidden in the most hostile places of Aarklash. At the end of his trip, almost giving in to death, he had a vision of Matrae, the daughter of Danu, and the horned god Cernunnos. Three women extirpated the evil essence of the Formor of Baal's equine body. They locked the power of the demon inside a gesa ,which the Conqueror, who had finally become a real centaur, would guard for then on.
Both incarnations of this meany are solid. Considering their costs they're both worth every penny. But the 2nd inc. win's when compaired. +7AP to gain +1 ATK and DEF, plus Authority. The second Incarnation is the one to spend your money on, especially as teh artifact that comes with the first, is also included in the 2nd inc. with the errata for C3.
He is a bit of a point sink, but i've played him adorned with gesas and his artifacts, and have killed entire armies with just him.
Personal Rank;
1st inc.: 3.5
2nd inc.: 4.5
Drac Mac Syrö
The merc living legend, this is sadly a fig i've never owned, nor do i have the intention (as the Sessair LL is rumored to be released soon).
ALso i rarely play games where any fig of this cost is legal, so unfortunatly I shall not risk a rank on this guy, sorry
Faithfull Characters
Orhain the Erudite(24AP)
The divinities of the Sessairs are many and their Faithful are even more. Cianath is a god of wisdom and knowledge, and his priests, like Orhain, always keep the gates of their minds open to the lore of the past, the present, and the future.
Though i don't yet own him, Orhain seems like a good addition to an army. Being a cheap addition to any army, he definately seems to play a support role.
I'd say more, but i haven't played him, and can't really comment.
Personal Rank: 3 (on paper)
Viraë, Fianna Priestess(125AP)
Viraë, the high priestess of Fiann in the city of Kel-An-Tiraidh, is an incredibly charismatic woman reputed for her great sense of honour and her ardour in combat. King Cromlan of the Sessairs clan always takes care to listen to her advice, so much so that the druids, being jealous of her influence, have ironically nicknamed her the "queen." This nickname has spread among the clan's warriors and Viraë's exploits have rapidly turned irony into deference. The warrior priestess is the queen of the Fiannas, the one who distinguishes the strange ways of the goddess Danu and slays her enemies.
The queen of the Fiannas’ aptitudes make her a very versatile champion. A Warrior-monk and a commander, her simple presence allows the Fiannas in her army to get the “Reinforcement” ability. The rune of metamorphosis eases the transformation of the army’s spasm warriors and allows them to become Independents in Rag’Narok . Thanks to these miracles the queen of the Fiannas and her wildcat, Sinshera, can just as well carry out terrifying onslaughts as they can ensure a defence perimeter.
Despite her high cost, Viraë often earns her points, being a warrior monk, she can buff herself up and still perform in combat. Her ability to gain Survival Instinct/3 is really fun, and though risky, you can use it to warfury and add a large sum of dice to attack the enemy.
Personally i like fielding her with the fianna warstaff and the Kel-An-Tiraidh Tribe, thus making her warstaff warrior monks as well. Mind you, even with Survival Instict/3 I've lost many a game using this set up to rolling 2 on the survival roll repeadidly in 1 round. But thats what makes her a fun character, taking the chance, and if you're lucky, seeing it pay off
Personal Rank: 3.5 (Expensive and risky to use, but still great fun. Recomended to be purchased.)
Sinshera(52AP)
Though not a Faithfull, Sinshera requires Viraë to be on the table to be fielded. Now that being said, she should always be taken with Viraë. When within 10cm of Viraë they share Survival Instinct, and with Leap, Sinshera can run around the enemies troops and double team with Viraë.
Personal Rank: 5 (When fielded with Viraë)
Character Mages
*Note of the 3 spell castors i'm speaking of, only 1 is actually Sessairs, but i find them all usefull additions to the force, mostly due to the fact that Drune have a special skill on their spell casters, and have several that are the equivelents of tghe neutral versions.
Kyran the Hunter(39-55AP)
Kyran is one of the members of the band of mercenaries led by Crôn. No one knows which obscure reasons have pushed him to join the ranks of the Insubordinate. But curiosity is not a characteristic trait of these warriors. To them, Kyran is the one that makes fire rain onto their enemies, and that is enough.
Although a merc, Kyran makes a fine addition to any sessairs force, with version is a cheap spellcasting character, with a very good power for his cost.
There is little difference between incarnations of Kyran, for 16AP you're getting +1 POW and the rank of Adept. Uncharacteristically of an Adebt, his 2nd inc. only has 1 path mastered, Shamanism. Still payiong 55AP for an adebt with 5 power is still very nice. Especially with the new C3.5 rules, he's the cheapest viable way to summon an elemental, and he can summon all 3 elements(4 when water comes out).
Personal Rank;
1st inc.: 3.5
2nd inc.: 4
Enoch the Elementalist(80AP)
Enoch is one of the most outstanding Shamans ever seen on Aarklash. His incursions into the heart of the Elemental Realms have allowed him to make astonishing revelations concerning the divine origins of Creation. He has also gone on numerous quests in able to strengthen his mastery of the magic arts.
Enoch has studied the Path of Sorcery for a very long time, for it has many points in common with Shamanism.
Enoch is unique, in the sense that he's a neutral Kelt (Can be either Sessair or Drune), but he is not a mercenary. Currently the highest POW mage for Sessairs, he makes a great focus for an army. Shamanism and Sorcery along with the 4 prime elements allow him to be very multi rolled. From an offensive mage, a support mage, or buffing himself and using his spear to great resolve in combat himself.
Thats another great gain with Enoch, his Lance of Malachite, though expensive allows every hit of his to act as an advanced Master Strike.
Personal Rank: 5 (Definite buy for a new sessairs player)
Kelen the 13th Voice(96AP)
Kelen is the Thirteenth Voice, the representative named by the Council of Chroniclers to have their decisions carried out in the lands of Aarklash. An Adept of the four primordial Elements, a Druid and a Shaman, Kelen is also a formidable warrior whose heart knows no fear.
Kelen is the only Sessairs only mage, and even though he is a Warrior Mage, he stands out well.
More expensive then Enoch and with less power, his stat gains allow him to be takin into combat more often, plus being a druid means he gives someone in the army an extra gesa, thus again improving an armies capability.
Kelen is also the only Sessairs mage how masters Light in addition to the 4 prime elements, and though he cannot summon the light elemental, the additional spells could never the less still prove usefull.
Personal Rank: 4.5