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Ok guys I am debating squeezing in a warshrine to beef up my chosen unit. My only question is other than giving the buff what do you use these guys for? I used to run 2 shrines in my BotG list but without that banner how do these guys come into play? They are tough as nails but will just flop to anything with SCR.
So how do you use them. Multi Charge for some extra attacks? I dont really see them protecting flanks with their lack of SCR and lack of killing power. And they are too slow to really go chase war machines.
IMO, because of their rather small templates (compared to a whole unit of models) they are great for setting up flank charges in cooperation with your footsloggers.
Problem is, US4 isnt rly gonna get you anywhere (no negating ranks, and no flank/rear bonus to CR)
I've always been taking 1, but considering 2, mostly because of the buffs, I think they add a lot of fun to a no-magic list.
But also because they are great LoS blockers, Pivot on the spot, T6!
T6 can be used to charge your enemy in the front, and flank with a cruise missile = win in many situations.
I put mine not all out the flank, but not in the middle of my army either. So that the buffs can cover ½ of my important troops, while still beeing out on the flank and hoping for an enemy unit to come in the way.
I take 'em mostly because they add something different to an army. And because I love overpowered troops, like a unit of chosen with like +1S, +1T and with a little luck the 4+ Ward and stubborn (I always put valor of the gods on the champion).
They are nice little monsters that can kill rank and file easy enough and not take wounds back. I throw them into continuing combats for a little extra combat res. Nothing else you can do really.
chosen are great models to give favour to, then warshrine. once got Terror and Stubborn/4+ward.
As an actual combat unit, if you are stuck with something that doesnt benefit that much from getting a buff, consider buffing the warshrine itself when you charge with it. Note, it does count as a single friendly unit within 12" of itself. I like to think of it as the gods jump down and posses the pile of skulls/dead bodies/elegant silks/pure magic themselves.
If anyone believes on telekinesis, raise my hand!!
I was going to convert a VC Corpse Cart for my Nurgle Warshrine, and was going to green-stuff in some ominous looking tentacles protruding from under the pile of plague-ridden corpses. Imagine the enemies surprise when the favor of the Gods turns on the shrine itself, and the wiggling tentacles suddenly erupt into some flailing plague daemon, dragging hapless soldiers into the corpse cart to add to the pile! I prefer to think that a warshine can hold it's own.
As Pinkus said, you can throw it into a continuing combatto generate an extra 1 or 2 combat res, and depending on your opponent you may be able to squash a unit of skirmishers with it (wardancers, skinks, shades, etc.) The model I use for mine is fairly large and important-looking and seems to keep people's attention focused enough that they feel they have to kill it, which either never happens or takes 3 or 4 turns, so it's come in handy a few times to confuse an oblivious opponent.
I use it to back up my marauder blocks and give the bonus to which combat is the most important.
Many times i have been able to turn a 50/50 combat just by the power from the shrine.
I love my warshrine and take 2 of them in most of my lists. My use for a warshrine is always dependent on the army I play against. Typically i will place 1 shrine on each of my core army flanks (My setup might look something like this: Warshrine - Warriors - Chariot - Chosen - Warriors - Warshrine). I think the key to using a warshrine is understanding that it moves like a monster. I tend to catch my opponents by surprise when i have the warshrine facing one direction and move him in a complete opposite direction I think people just expect the shrine to move like a chariot, and before they realize it doesn't, its too late. Also, take advantage of terrain. Moving like a monster allows for a lot of flexibility here. I have surprised a couple people when i move this huge monstrosity right through a forest without any penalties.
I tend to use my warshrines in conjunction with other units or put them up against low SCR units. With T6 and the armor/ward save (especially with mark of Tzeentch), this thing can tie up monstrous type creatures, calvary, small hard-hitting units
Lastly, Warshrines really mess with your opponents psychology. You will find that your opponent will sometimes spend a lot of effort trying to get rid of it, and i would much rather you spend a few turns trying to kill this 140 - 150 pt. unit over some of the other chaos units we have.
I don't think a chariot or a monster move different, except a monster can march, while a chariot can't. They both can pivot whenever they want. Also, monsters are slowed by terrain like everyone else. You might be thinking of monster & handler units which aren't slowed, unless charging.