“Though a thousand deaths today will not satisfy the Dragonfather, I will be content with one hundred.” – Warwitch Siren Vorges

Since the first mention of warwitches, I’ve desired a warwitch solo.  The warwitch siren is no disappointment.  This incredible 2 point solo brings a large amount of flexibility and utility to any Cryxian army.

Stats:  The warwitch Siren is a SPD 7 solo.  She has a great DEF of 15 but poor Mat and ARM.  She has 5 health boxes.  Fortunately though, her ARM of 13  in combination with her stealth ability and 5 health boxes often means she can survive an AoE blast or two. 

Weapon: Shadow Blade:The warwitch siren carries a single melee weapon, the shadow blade.  This weapon has reach and is a magical weapon allowing her to harm incorporeal models and Vilmon.  With reach and SPD 7 the warwitch has a threat range of 12 inches with her melee weapon.  However, her abysmal MAT of 5, in conjunction with the inability to boost her attack roll, means she can often only hit models of DEF 12 or less.  This is often okay due to her weapon’s special ability, shadow bind.  Shadow bind states that a model hit by this weapon suffers -3 DEF and when it advances it cannot move except to change facing.  Shadow bind lasts for 1 round.  Notice this is a movement and DEF penalty that cannotbe shaken.  Also note that the model just needs to be hit, not suffer damage, to suffer the effects of shadow bind.  Shadow bind in conjunction with reach allows the warwitch siren to charge a target 12 inches away and lock it in place.  (She also avoids any freestrikes on the way through thanks to parry)  If the enemy model does not have reach, it can quickly be rendered almost completely ineffective.  A model without reach will be unable to close on the warwitch to strike back in melee, it cannot shoot since it is engaged, and it cannot arc spells since it is engaged.  With a bit of luck, this 2 point solo can tie up models worth 3-6 times it costs for an entire game with shadow bind alone.  Just be careful not to get to close and be vulnerable to enemy AoE’s targeting their own models.  With her poor Mat and shadow bind not requiring damage to go into effect, warjacks and warbeast are often a favorite target of this ability. 

Abilities:

1.) Stealth:Ranged and magic attacks from greater than 5 inches away automatically miss.  Stealth drastically increases the survivability of the warwitch siren.  It allows her to close distance against ranged attackers with less fear of annihilation.  AoE’s are often still an issue but with 5 health boxes and ARM 13 she can often survive 1-2 blast damage attacks. 

2.) Parry:  The warwitch siren cannot be targeted by freestrikes.  

 Magic Abilities:

The warwitch siren has 3 magic abilities which are either  * attack or * action.  She has good a magic ability score of 7 but this is only needed for 1 of her 3 magic abilities.

1.) Power Booster: Power booster is a * action RNG 5 ability that gives 1 focus point to a friendly faction warjack in range that does not have any focus.  It also removes disruption from a disrupted warjack.  There are a few tricks to this ability.  First off, it only works on jacks withoutfocus so no giving an additional focus to the deathjack or seethers.  Second, it removesdisruption.  Not only can it take an arc node and give it that much needed focus to run.  It can also take a disrupted arc node, make it functional again for the round, and give it a focus to run and get into position.  Third, the range of power booster is 5 inches.  This is often fine during the middle of a game when the warwitch can remove disruption and give a focus point to a warjack within 12 inches.  But, this ability is often not useful in the opening round.  To give  jack a focus in the first round the warwitch would need to activate first and move no more than 5 inches from the jack.  This keeps her far back from the fight and hinders her abilities in subsequent rounds. 

2.) Seduction:Seduction is a * action with decent but somewhat situational utility.  Seduction allows the warwitch siren to take over a living enemy non warcaster/warlock warrior model with which she is in B2B with.  The model can move and then make 1 attack.  This ability has the obvious benefit of moving a model to attack another and is obviously best on enemy models with high melee potential.  However, it can also be used to move a pesky model out of a charge lane or to simple move a high defense model around to give the back strike bonus.  It is important to note that this ability happens automatically.  There’s no CMD check or to hit roll required.  The warwitch siren is obviously a more dispensable model than a warcaster like Epic Deneghra.  So seduction will see more play with the warwitch siren.  Taking a chance to move an enemy model to win the game  is much easier to do when the death of your own model matters little.

3.) Venom: Venom is a * attack 8 inch corrosion based spray attack.  With a magic ability of 7, this becomes one of the most accurate non warcaster spray attacks in the game.  Venom is designed to kill single wound infantry.  The POW 10 spray will often kill low armor troops without difficultly but may fail to penetrate the higher armor of shield walled troops.  However, models hit by venom also suffer the corrosion continuous effect which will often result in 1 point of damage on the maintenance phase to 2/3rds of those hit.  Just beware those models with corrosion immunity like Khadoran Kommandos.

Summary:  The warwitch siren is an excellent toolbox solo.  She possess enough defensive abilities to often keep her alive to deliver pain and suffering to her foes.  She can tackle many challenges in Cryxian army.  She can aid in focus expenditure by delivering focus to arc nodes.  She can remove disruption at key times.  She is capable of killing large numbers of enemy troops with a well placed venom.  She is equally capable of keeping hard hitting enemy warbeast and warjacks at bay with shadow bind.  Finally, she can remove obstacles from paths with a simple wink and kiss of her seduction.