Idrian Skirmishers

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Masters of the unpredictable and lethal terrain of the Bloodstone Marches, most Idrian tribesmen converted to the Lawgiver but preserved their nomadic ways. They excel at stalking, ambush, and desert warfare and have turned these talents to the service of Menoth. With their ancient, curved blades and newly adopted rifles, these ruthless warriors cut down enemies for faith and coin across all nations of Immoren.

Basic Info[edit]

Idrian Skirmishers

Mercenary Unit

Idrian Skirmishers.jpeg
SPD 6
MAT 6
RAT 5
DEF 13
ARM 12
HP 1
Unit Size 6/10 +2
Cost 9/15+5

Weapons and Attacks[edit]

  • Military Rifle - 10" range, POW 11 ranged weapon.
  • Kopis - 0,5" range, P+S 10 melee weapon.
    • Brutal Charge - This model gains +2 damage on charge attacks with this weapon.

Special Abilities[edit]

  • Mercenary - Will work for the Protectorate of Menoth.
  • Advance Deployment - Models with advance deployment are placed after normal deployment and may be placed up to 6" further forward.
  • Combined Ranged Attack - This unit can combine their ranged attacks to get a bonus on accuracy and damage.
  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
  • Partisan (Protectorate of Menoth) - When included in a Protectorate of Menoth army, this model/unit is a Protectorate of Menoth model/unit instead of a Mercenary model/unit.







Idrian Skirmisher Chieftain & Guide (Command Attachment)[edit]

Idrian Skirmisher Chieftain & Guide

Mercenary Unit

Idrian Skirmisher Chieftain and Guide
SPD 6
MAT 7/6
RAT 6/6
DEF 13
ARM 12
HP 5
Cost 5

Chieftain[edit]

Weapons and Attacks[edit]

  • Military Rifle - 10" range, POW 11 ranged weapon.
  • Kopis×2 - 0,5" range, P+S 10 melee weapon.
    • Brutal Charge - This model gains +2 damage on charge attacks with this weapon.

Special Abilities[edit]

  • Command Attachment
  • Officer - This model is the unit commander even if the unit has a Leader model.
  • Advance Deployment - Models with advance deployment are placed after normal deployment and may be placed up to 6" further forward.
  • Combined Ranged Attack - This unit can combine their ranged attacks to get a bonus on accuracy and damage.
  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
  • Go to Ground (Minifeat) - Once per game, models in this unit can gain cover and immunity to blast damage and will not block LOS for one round. The effect on each model ends if that model moves or is placed or engaged.
  • Tactics: Reposition - The unit gains Reposition. (Reposition [_"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to _", then its activation ends.) (Reposition [_"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to _", then its activation ends.)


Guide[edit]

Weapons and Attacks[edit]

  • Military Rifle - 10" range, POW 11 ranged weapon.
  • Kopis - 0,5" range, P+S 10 melee weapon.
    • Brutal Charge - This model gains +2 damage on charge attacks with this weapon.

Special Abilities[edit]

  • Advance Deployment - Models with advance deployment are placed after normal deployment and may be placed up to 6" further forward.
  • Combined Ranged Attack - This unit can combine their ranged attacks to get a bonus on accuracy and damage.
  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
  • Granted: Prey - While this model is still alive and in formation all of the unit gains Prey. (Prey - Before the game starts (but after setting up) pick a model/unit in the enemy army. Gain +2 to hit and +2 damage against it - and if it dies pick another one to replace it.)


Thoughts on Idrian Skirmishers[edit]

Idrian Skirmishers in a nutshell[edit]

Without the hunter and guide Idrian Skirmishers would appear to be an inferior version of Croe's Cutthroats - slightly cheaper and getting a combined ranged attack rather than Reposition, backstab, and Stealth. Almost no one plays the skirmishers without the chieftain and guide. Prey gives them some serious hitting power, while Go To Ground and Reposition are both fine things to have on skirmishing units and make the Idrians a feared combat unit

Combos & Synergies[edit]

  • Anything that can keep them alive.

Drawbacks and Downsides[edit]

  • Incoming fire has right of way and Idrians have low defensive stats.
  • If the enemy can remove the Chieftain and Guide that seriously weakens the unit. Watch out for spot removal.
  • Don't prey a unit or the enemy will hide the last member

Tricks and Tactics[edit]

  • Keep the Chieftain and Guide right at the back (normally with the guide being about 6" behind the chieftain). If the enemy gets the chance to take them out, the guide in particular, they will do so crippling the unit.

Changes from Mk2[edit]

  • Lost: Camoflage - removed from the game completely
  • Used to be one of the most expensive units in game (in Mk3 terms they'd be 20pts for a full unit and 6 points for the UA), which is one reason so many people preferred Exemplar Errants in Mk2. Now they're more reasonably priced but still have some glaring weaknesses.

Other[edit]

Rules Clarifications[edit]

Placeholder.


Trivia[edit]

Theme Forces this is a member of[edit]

Mercenary - Faction models (Edit)
Mercenary 'Jack Controllers (Edit)
Warcasters Ashlynn - Caine3 - Captain Bart - Captain Damiano - Captain Shae - Macbain - Constance - Fiona - Magnus1 - Magnus2
BGC Gastone Crosse
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Sam & the Devil Dogs
Mercenary Warjacks (Edit)
Light Buccaneer - Renegade (Magnus only) - Talon - Vanguard
Heavy Freebooter - Mangler - Mariner - Mule - Nomad - Rover
Gallant - Rocinante
Colossal Galleon
Rhulic 'Jack Controllers (Edit)
Warcasters Durgen Madhammer - General Ossrum - Gorten Grundback
Marshals Thor Steinhammer
Rhulic Warjacks (Edit)
Light Blaster- Gunner
Heavy Avalancher - Basher - Driller - Rockram
Colossal Earthbreaker
Cephalyx Warcasters (Edit)
Warcasters Cognifex Cyphon - Exulon Thexus
Cephalyx Monstrosities (Edit)
Heavy Subduer - Warden - Wrecker

MercenariesLogo.jpg


Units, Solos, & Battle Engines
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr
Lesser Warlocks Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)


Only lesser warlocks that can take extra large battlegroups are listed here

Units Cephalyx Mind Bender - Cephalyx Mind Slaver - Cephalyx Overlords - High Shields - Artillery Corps - Forge Guard - Idrian Skirmishers - Kayazy Assassins - Kayazy Eliminators - Ogrun Assault Corps - Precursor Knights - Press Gangers - Sea Dog Pirates - Deck Gun - Steelhead Halberdiers - Steelhead Heavy Cavalry - Steelhead Riflemen - Tactical Arcanist Corps - Thorn Gun Mages


Special CA: Cephalyx Dominator

Character Units Alexia1 - Sam & The Devil Dogs - Croe's Cutthroats - Nyss Hunters - Blythe & Bull - Boomhowlers - Herne & Jonne - Aiyana & Holt - Lynus & Edrea - Commodore Cannon - Devil's Shadow Mutineers
Solos Cephalyx Agitator - Gobber Tinker - Ogrun Bokur - Swamp Gobber River Raider
Character Solos Alexia2 - Alten Ashley - Anastasia Di Bray - Bloody Bradigan - Bosun Grogspar - Brun & Lug - Colbie - Dahlia & Skarath - Dirty Meg - Doc Killingsworth - Eiryss1 - Eiryss2 - Hawk - Gastone1 - Gorman - Gudrun - Harlan Versh - Hutchuk - Kell Bailoch - Lanyssa - Rockbottom - Major Harrison Gibbs - Dougal - Orin - Ragman - Raluk - Rhupert - Rorsh & Brine - Rutger - Savio - Saxon - Sergeant Nick - Stannis - Taryn - Thor - Viktor - Wrong Eye & Snapjaw
Battle Engines Hammerfall Siege Crawler
Mercenary - Theme Forces (Edit)
Hammer Strike - The Kingmaker's Army - Operating Theater