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eatU4myT

Skeleton
Feb 8, 2022
76
So... Has anyone noticed how good Harridans are these days?! My Nighthaunt sometime-doubles-partner, sometime-opponent, has noticed. Not only do they have a decent profile with 4 attacks, 3's and 3's, they are also really durable with the -1 to wound thing. And they are battleline, and they can be bounty hunters or conquerors. And all that for the same price as hexwraithes?!
 
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The Sun King

Moderator
Staff member
True Blood
Aug 22, 2012
5,038
Copenhagen
Yes I have noticed and they have a good rating in our handbook because of it. However, remember that they have no rend on their own so some armies laugh at them (like all Blood Knights SBG). If you run Quicksilver then I see Purple Sun as a must have because you need to get through armour.
 
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Unas the slayer

Moderator
Staff member
Jan 1, 2017
1,927
Northern Italy
yep, the perfect combo with harridans is:
- purple sun
- charge with a Knight of shrouds and the harridans, hope to get at least a 8 to turn the harridans into rend -2
- attack with the KoS and with his ability attack immediately with harridans
- if the KoS wounded then enjoy morderous bloodlust, otherwise just use All out Attacks.
 

The Sun King

Moderator
Staff member
True Blood
Aug 22, 2012
5,038
Copenhagen
Yeah a block of 20 Harridans will most likely be able to attack with 15 models and if you get Stun + Purple Sun you can do crazy amounts of damage:
harridans.png
*Note: The above doesn't take Frightful Touch into account.
 
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Sception

Master Necromancer
True Blood
Sep 23, 2009
2,814
Just remember to bring one or more Cruciators to protect them from counter-attacks by enemy bounty hunters. As with Bladegheists, they're super deadly when charging on your turn, but quite vulnerable to counter-charges on the enemy turn. You can have an especially bad time if you get doubled and have to deal with two enemy turns in a row, so try to avoid that if you can via drop-lowering formations.

If you out drop the opponent, then force them to take priority in turn one, and if you get the opportunity for a double turn going into turn two, consider forcing priority on them again instead, if only to avoid the possibility of getting doubled going into turn three. unless you think going first in turn two will put you so far ahead that your opponent won't be able to recover, of course, but an opponent who employs canny screening or alternative deployment shenanigans will often be able to limit the damage you can deal in turn one, allowing them to weather a turn 1/2 double and be in position to counter-attack hard if they get a turn 2/3 double. Don't let greed catch you out.
 
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