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hello i was wondering which dance for the wardancers is the most popular and best.
And anonther question, how can you best use them, (unit size and deployment)
Let me know
My two favorites are 4+ ward and +1 attack.
When I charge, I take the extra attack, hoping to kill off enough models on the rank or rear that none have the opportunity to attack back. In the second round of combat, I take the 4+ ward save. Then I'm likely to switch back to the extra attack in the 3rd round, if it lasts that long.
If I'm charging a heavy duty unit, like knights, I take killing blow first and then I'll switch to the ward save.
I haven't had the need yet to take the first strike dance. Against Skaven assassins maybe, but WDs initiative is so high that it hasn't come into play for me. And I haven't taken a charge with them yet. That just seems wrong.
Also, I really like taking a champion and a musician. Although my WD's have been extremely effective, I've also seen them run on occasion, making that musician a necessity. And the champion's extra attack or challenging ability can be really important too. So I tend to take a full command there.
Why take the Ward save in following rounds? Your Initiative is high enough that you'll hit first against about any opponent. I'd just take the extra attack.
I'd take the Ward save when I'm charged.
Too bad the 4+ Ward doesn't add up to the normal 6+ they get.
Because I took it in the first round, and you can't take the same dance in consecutive rounds of combat. :rolleyes:Originally Posted by Araith
That expains it and I totally agree.
But when I'd get charged, I'd choose the 4+ Ward first. Though when getting charged by a weak combat unit, the strike first dance might also be an option.
One thing to note in favour of taking the Extra Attack dance on the charge turn is that Wardancers get +1 Strength when charging. That means that the extra attacks you get using it the turn you charge are straight-up better than the extra attacks you get during any other turn you might care to use it.
I always either take extra attacks or the Killing blow (against 1+/2+ save guys) dance on the round I charge--and the wardsave on a round in which I happen to get charged.
the last dance is pretty much crap.
What did wonders for me today was my WDs gaining the regeneration ability from my spellsinger, so I never needed the ward save dance. My troupe, nine strong including a highborn, actually absorbed a frontal charge from Orc Big Un's and sent them packing after two rounds. Taking first attack really made a big difference on that one, and having regeneration gave me the save I needed.
If I get charged then its first strike and if anything else, +1 attack. I field 6 of em so I usually gett all in to combat and with a champion and Swirling Death you will get 19 attacks:w00t:
I think offensive skirmishers are really great, because you can always max out max out base area. What is really awesome with wardancers is the fact they can really do a ton on the charge. Each model has the attack power of a noble on the charge! All things considered, 8-10 wardancers maximises their strengths, making sure they can take maximise base area even after some shooting casualties.
I gave my highborn the murder of spites. So he gets five attacks, or six with the one dance, and up to 6 more at str 2, poisoned and magical. And on the charge, the highborn's at str 5. It's obnoxious. Add a bladeslinger and enough other models, and it's a whirlwind of dancing deadliness. Or something like that.
It really is quickly becoming one of my favorite units to run.