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Executioners 
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Malekith's Best Friend
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Joined: Tue Jun 04, 2013 4:25 pm
Posts: 1003
Location: Delft
Please share your experiences, synergies and uses of your Executioners!

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The 13th Legion


Tue Jan 26, 2016 2:45 pm
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Slave on the Altar

Joined: Sat Nov 02, 2013 8:52 am
Posts: 3
love them, they need the 5 up shrine wardsave/or the ring of shadows and either the +1 or triple march banner to get them into combat before they are targetted.

I use beast magic attribute to shift them a few inches extra per turn by putting a cheap wizard into the unit.


Sun Sep 11, 2016 9:27 am
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Malekith's Best Friend
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Joined: Sat Mar 19, 2011 2:28 am
Posts: 1721
Location: California
This going with older edditions, but a unit of 20-25 works wonders. Even if they do not hit first, chances are with Killing Blow and Great Weapons, and a base S4 they will still be standing over the dismembered bodies of your enemies.

Perfect for cavalry and monsters.

Relativly cheap for an eleite. Ten guys 120 points.

Their main drawbacks is standard elf armor (between high and dark is 5+) and the Always Strikes First canciling out Always Strikes Last, so at inititive. ANd their range of banners or the lack there off. Terror or armor piercing do make them good though (AP lets them go throuhg 4 layers of armor), but the selcetion seemed to go down hill after 8th threw most of them away.

No Current eddition experiance as of YET, but they seem to fall under the same killy potential as before.

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Who needs sanity? I have a Hydra


Mon Sep 12, 2016 7:59 am
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Shade
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Joined: Mon Feb 25, 2013 11:24 pm
Posts: 112
Pack a good punch but die really quick considering that 5+ save is always a 6+ or nothing.


Tue Oct 04, 2016 4:17 pm
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