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Warmachine: Scharde Dirge Seers Tactics

3 Minute Read
May 24 2018

The Cryx Black Fleet brings along with it another new unit, the Scharde Dirge Seers. Lets check out these pirate witches and talk about the best ways to use their abilities.

The Scharde Dirge Seers offer an interesting combo of support piece and combat output. In some matchups they might be best played in the back granting eyeless sight to up to 3 models per turn. In other matchups they are likely to run straight at the enemy attempting to make it into melee as soon as possible.

Interesting note, the Dirge Seers can’t damage non-living with melee attacks

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Guidance

In a meta involving any sort of clouds, stealth or incorporeal models, Guidance is one of the most sought after abilities you can bring in your list. Other factions are paying 3 or 4 points for a single model with Guidance, now Cryx is getting 3 models for 6 points. It pays to buy in bulk!

Try taking on 4 of these guys without Guidance, it’s pretty hard for most lists.

Dodge and Riposte

Let’s talk about the nasty little combo of dodge and riposte. At DEF 14 if your opponent doesn’t have a way to boost melee attack rolls it’s very possible for the Dirge Seers to bully single wound living troopers models by just running at them.

If an enemy models misses them they can move up to 2 inches and make an attack! Or they can make an attack then move up to 2 inches, whichever order is best given the situation! With MAT 7 and the Needle rule on their claws they will easily kill single wound troops and then potentially dodge out of the way to live for another turn.

Battle Wizard

Not only is battle wizard one of my favorite names for an ability, the Dirge Seers have 2 really great battle wizard options.

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Everyone’s favorite Battle Wizard

Hex Bolt is a good option simply because it’s a damage dealing spell that gives these ladies the potential to kill 2 models per turn. If you make it into melee with a unit and kill a model, it’s likely there is another member of that unit within 6 inches to attack with Hex Bolt.

If there isn’t a good target for Hex Bolt, using Summon Vortex is also a good option to be extra annoying. At an effective DEF 16 your opponent is now dedicating some decent attacks to removing this low cost unit. Plus you are blocking your enemies line of sight with 3 clouds towards the front of your army.

Value

All of the abilities I’ve discussed so far are decent, but nothing that we haven’t seen before. So what makes the Dirge Seers good? It the value of this package. For 6 points you have a very interesting combo of utilities; stealth mitigation, magic weapons, anti-cloud tech, single wound trooper removal, decent jamming unit and your own mini cloud wall. Not bad for 6 points!

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So what do you think of the Scharde Dirge Seers, will these witches be making it into your list? What combos are you excited to try with them?

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Author: Adam Lebo
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