Post by subversive on Mar 22, 2017 16:49:21 GMT
Ported from the old PP Circle boards.
One of my favorite units in the game are the Tharn Bloodtrackers. To me, they epitomize the ideal unit; self-sufficient, versatile, and capable of taking buffs very well. Hopefully, by the end of this tactica, you'll hold similar feelings to the leading ladies of Circle.
Stats
SPD: 7. Fastest non-Cavalry models in the game, with few equals. Combined with AD and Pathfinder, they're also amongst the most mobile.
STR: 6. Average.
MAT/RAT: 6. Average MAT, higher than average RAT. Becomes character unit elite against their Prey.
DEF: 14. Standard for Tharn women. Good enough for jamming, but being single wound, one hit is all that's required...
ARM: ...and with an ARM of 11, that hit doesn't need to be hard. They'll die to all but the weakest of blast damage.
CMD: 7. Fairly average, but keeping them heavily spread out isn't an option. If you want a wide formation, bring Nuala (see below).
Cost: 10/16. The average cost for an elite unit, and the Bloodtrackers are worth every penny.
Weapons
Thrown Javelin: RNG 7, ROF 1, POW 9. Abilities are Weapon Master and Thrown, meaning you roll an extra die of damage and any buffs to their STR add to their ranged damage rolls. The bread and butter of the Bloodtrackers. Their SPD and Advance Deployment reduces the disadvantage of their low range, and Weapon Master means they can kill most infantry, hunt lights, and scratch most heavies. Buffs/debuffs allow them to kill anything; I once had a unit of buffed Bloodtrackers take out a Conquest over the course of two rounds with good dice.
Fighting Claw: RNG 0.5, POW 3, P+S 9. Their melee weapon. It can kill standard infantry, and on a charge can do decent damage to heavier things, but don't expect much else. The low RNG isn't as big a downside as it appears when you take Nuala with the unit.
Abilities
Pathfinder: Standard on Circle infantry. Good to have.
Stealth: Excellent defensive tech. With Pathfinder, they can move into concealment/cover without having to worry about being hindered.
Advance Deploy: Another great ability, allowing them to act as skirmishers and get a leg up on the scenario; there are few ways an opponent can stop them from gaining ground early in the game. Although it's good to have them up to the AD line, you don't have to do that; it might be advantageous to keep them back so they're not jammed by the opponent, for example.
Prey: What really turns the unit up. Giving them RAT/MAT 8 and a Weapon Master POW 11 ranged attack will enable them to destroy all but the most ridiculously buffed infantry, kill lights, and damage non-Khador heavies. Further buffs/debuffing the enemy makes them killing machines. I'll discuss good Prey selection in the next post. Prey is chosen after both players have deployed all of their models but before the first turn; a new Prey target is chosen upon the complete destruction of the originally marked model/unit.
Command Attachment: Nuala
SPD, STR, DEF, ARM: Identical to a grunt Bloodtracker. Don't be fooled by her having five boxes - she's still fragile at ARM 11.
MAT/RAT: 8/7. Elite warcaster/warlock levels. Against her Prey target, she hits more accurately than the Butcher and shoots as accurately as Caine 2 and Eiryss. She deserves her title as Tharn Queen.
CMD: 9. A nice upgrade from the 7 of the unit. It should allow you to, with careful measurement, avoid losing more than one Bloodtracker to an AOE unless it's an 5".
Cost: 4. A little pricey for a CA. I'll discuss whether it's worth it in the next post.
Weapons
Thrown Javelin: RNG 7, ROF 1, POW 9. Abilities are Weapon Master and Thrown. Same as the grunt Bloodtrackers.
Fighting Claw: RNG 0.5, POW 3, P+S 9. Weapon Master. Weapon Master makes Nuala a viable melee threat even without a charge and/or Prey. Applying another damage buff such as Scything Touch or Stone Skin makes her a credible threat to tough solos, light warbeasts/warjacks, and even squishier warcasters/warlocks. Late game, when much of the Bloodtracker unit is gone, means she can act more freely as a solo equivalent.
Abilities
Pathfinder
Stealth
Advance Deploy
Prey
Parry: Not always used, but useful when you need it.
Officer: Using her CMD 9 over the grunt 7 is a vast improvement as far as spacing is concerned.
Granted: Swifthunter: A decent ability that allows for repositioning after a successful kill with a ranged attack. Not something to rely on, but it does let you back out of counter-attack range from another model/unit. The Bloodtrackers lose Swift Hunter if Nuala leaves the table.
Tactics: Quick Work: When a model with Quick Work destroys an enemy with a melee attack, they can make a ranged attack. This turns the Bloodtracker's infantry killing abilities up to 11, especially against their Prey target. Even if you aren't using your follow-up ranged attack against the Prey, you shouldn't say no to attacking something else and hoping for a spiked Weapon Master damage roll. This is where the advantage to a low RNG on their melee comes into effect; you're less likely to engage multiple models on accident with a low RNG. Of course, you can't make a ranged attack while being engaged by an opponent with an RNG of 1" or greater, so be careful with your positioning.
Bloodtrackers keep Quick Work even if Nuala leaves the table.
The next post will discuss tactics, as well as whether taking Nuala is worth her points.
Stats
SPD: 7. Fastest non-Cavalry models in the game, with few equals. Combined with AD and Pathfinder, they're also amongst the most mobile.
STR: 6. Average.
MAT/RAT: 6. Average MAT, higher than average RAT. Becomes character unit elite against their Prey.
DEF: 14. Standard for Tharn women. Good enough for jamming, but being single wound, one hit is all that's required...
ARM: ...and with an ARM of 11, that hit doesn't need to be hard. They'll die to all but the weakest of blast damage.
CMD: 7. Fairly average, but keeping them heavily spread out isn't an option. If you want a wide formation, bring Nuala (see below).
Cost: 10/16. The average cost for an elite unit, and the Bloodtrackers are worth every penny.
Weapons
Thrown Javelin: RNG 7, ROF 1, POW 9. Abilities are Weapon Master and Thrown, meaning you roll an extra die of damage and any buffs to their STR add to their ranged damage rolls. The bread and butter of the Bloodtrackers. Their SPD and Advance Deployment reduces the disadvantage of their low range, and Weapon Master means they can kill most infantry, hunt lights, and scratch most heavies. Buffs/debuffs allow them to kill anything; I once had a unit of buffed Bloodtrackers take out a Conquest over the course of two rounds with good dice.
Fighting Claw: RNG 0.5, POW 3, P+S 9. Their melee weapon. It can kill standard infantry, and on a charge can do decent damage to heavier things, but don't expect much else. The low RNG isn't as big a downside as it appears when you take Nuala with the unit.
Abilities
Pathfinder: Standard on Circle infantry. Good to have.
Stealth: Excellent defensive tech. With Pathfinder, they can move into concealment/cover without having to worry about being hindered.
Advance Deploy: Another great ability, allowing them to act as skirmishers and get a leg up on the scenario; there are few ways an opponent can stop them from gaining ground early in the game. Although it's good to have them up to the AD line, you don't have to do that; it might be advantageous to keep them back so they're not jammed by the opponent, for example.
Prey: What really turns the unit up. Giving them RAT/MAT 8 and a Weapon Master POW 11 ranged attack will enable them to destroy all but the most ridiculously buffed infantry, kill lights, and damage non-Khador heavies. Further buffs/debuffing the enemy makes them killing machines. I'll discuss good Prey selection in the next post. Prey is chosen after both players have deployed all of their models but before the first turn; a new Prey target is chosen upon the complete destruction of the originally marked model/unit.
Command Attachment: Nuala
SPD, STR, DEF, ARM: Identical to a grunt Bloodtracker. Don't be fooled by her having five boxes - she's still fragile at ARM 11.
MAT/RAT: 8/7. Elite warcaster/warlock levels. Against her Prey target, she hits more accurately than the Butcher and shoots as accurately as Caine 2 and Eiryss. She deserves her title as Tharn Queen.
CMD: 9. A nice upgrade from the 7 of the unit. It should allow you to, with careful measurement, avoid losing more than one Bloodtracker to an AOE unless it's an 5".
Cost: 4. A little pricey for a CA. I'll discuss whether it's worth it in the next post.
Weapons
Thrown Javelin: RNG 7, ROF 1, POW 9. Abilities are Weapon Master and Thrown. Same as the grunt Bloodtrackers.
Fighting Claw: RNG 0.5, POW 3, P+S 9. Weapon Master. Weapon Master makes Nuala a viable melee threat even without a charge and/or Prey. Applying another damage buff such as Scything Touch or Stone Skin makes her a credible threat to tough solos, light warbeasts/warjacks, and even squishier warcasters/warlocks. Late game, when much of the Bloodtracker unit is gone, means she can act more freely as a solo equivalent.
Abilities
Pathfinder
Stealth
Advance Deploy
Prey
Parry: Not always used, but useful when you need it.
Officer: Using her CMD 9 over the grunt 7 is a vast improvement as far as spacing is concerned.
Granted: Swifthunter: A decent ability that allows for repositioning after a successful kill with a ranged attack. Not something to rely on, but it does let you back out of counter-attack range from another model/unit. The Bloodtrackers lose Swift Hunter if Nuala leaves the table.
Tactics: Quick Work: When a model with Quick Work destroys an enemy with a melee attack, they can make a ranged attack. This turns the Bloodtracker's infantry killing abilities up to 11, especially against their Prey target. Even if you aren't using your follow-up ranged attack against the Prey, you shouldn't say no to attacking something else and hoping for a spiked Weapon Master damage roll. This is where the advantage to a low RNG on their melee comes into effect; you're less likely to engage multiple models on accident with a low RNG. Of course, you can't make a ranged attack while being engaged by an opponent with an RNG of 1" or greater, so be careful with your positioning.
Bloodtrackers keep Quick Work even if Nuala leaves the table.
The next post will discuss tactics, as well as whether taking Nuala is worth her points.
Tactics
Bloodtrackers, as described above, are a tactically flexible unit. Stealth, high SPD, and AD allow them to engage and contest quickly, their stats (especially with Prey) let them fight infantry, and their bevy of abilities (Weapon Master, Prey) gives them the ability to damage harder targets. No matter what the opponent brings, they'll almost certainly have a target to hunt down.
My personal preference is to use them as a vanguard force, slowing the enemy down while attacking their infantry. Against an army that doesn't have significant infantry compared to other assets, I'm more likely to use them against a harder target such as a heavy warjack/warbeast or cavalry. It depends on the opponent's list composition, and since I can't predict what opponents you'll face, I'll leave some general suggestions below.
As a side note, I've never had a great deal of luck using Bloodtrackers to hunt down backline support such as the Choir of Menoth or the Krielstone. Although their high SPD and AD allow them to dive deep, using a full unit to do so is unwieldy, and I dislike both running them around wide and taking a minimum unit. Others might have had better luck using them in this role than I have.
Choosing Prey: Choosing your Prey target will affect how the Bloodtrackers function. Sending them after a DEF 12 ARM 18 heavy warjack that isn't their Prey will yield less-than-stellar results; although it's possible to damage and cripple the example, you'll be relying on good rolls. Additionally, devoting a 16 point unit to dealing with a 12 point warjack might not be the best use of their time, especially if they spend too long on it.
However, choosing an infantry unit isn't usually a wise choice either. As Bloodtrackers change their Prey targets upon the destruction of the marked model/unit, it's easy for a canny opponent to take one model from a 10-man unit and hide it on the opposite side of the board, all without a noticeable drop in said unit's efficiency. This means you'll almost certainly never get to change your Prey target, and effectively lower their efficiency for the rest of the game. The exception to this is when going against high-DEF infantry such as Kayazy, especially when the opponent has a way to increase their damage output. In those events, choosing them as Prey makes sense due to the difficulty of our other popular anti-infantry option, Sentry Stones, from removing them. The last thing you want is having to use a warbeast to remove what should otherwise be chaff.
Ideally, you'll want to choose a Prey target that the opponent will feel the need to put forward and is high value, such as cavalry models or expensive, valuable warjacks/warbeasts such as Khador's Ruin or Trollblood's Rok. Non-cavalry units I'd find acceptable to Prey are Trollkin Champions, Cataphract Cetrati, or Man-o-Wars, i.e. expensive units that suffer when not used to their full capacity. However, I always prioritize warbeasts/warjacks as Prey targets.
Nuala: Worth Her Points?
The title says it all. Is she worthwhile whenever you use the Bloodtrackers? On the face of it, the answer is yes; Quick Work, Swift Hunter, elite combat stats, and CMD 9 would seem to make an already impressive unit amazing. Coming in at 4 points makes it almost seem unfair.
However, both Quick Work and Swift Hunter will almost always be used when taking the Bloodtrackers against infantry; getting one Quick Work attack and Swift Hunter whenever you destroy a light or heavy warbeast/warjack is very rarely worth 4 points. And although Nuala's combat stats, especially against her Prey target, equal or exceed that of warcasters, she won't be hunting solos due to being attached to a unit - whatever she does, the other Bloodtrackers will usually have to follow. That leaves you with the expanded Command bubble; it's always useful to be able to spread out, whether for contesting purposes or to avoid blast damage. Although she has elite combat stats (especially against her Prey) she's often hobbled by her unit and the question of the value of her actions as a solo versus that of a unit until the late game when many of the Bloodtrackers are gone. In my opinion, the Command 9 is probably her biggest benefit irrespective of what you're facing.
Another issue, brought up by Dev Null below, is that in order to use Quick Work you need to engage in melee with the Bloodtrackers. Although seemingly obvious, it changes the role of Bloodtrackers from ranged skirmishers in the vein of Idrians to frontline infantry killers such as Kayazy. In order to use Quick Work, you need to both hit and kill a model (and Tough just makes it even rougher). MAT 6 is decent, but going against DEF 13+ models makes the prospect of them killing one model less than ideal, and getting Quick Work off against a non-Prey target less likely. Additionally, once engaged it can become difficult to get them out; DEF 14 won't reliably save you from free strikes, and at .5 RNG outside of Krueger 1 you'll engage anything with a weapon. Although I don't mind engaging the Bloodtrackers in melee, getting your points out of a unit is increasingly important in a game that's shifting toward battlegroups, so keep the above in mind.
So, is she worthwhile? In the event that you expect to go against infantry-heavy armies, yes, although she's not required. If you have the points for her, I'd take her, but she's nowhere near as mandatory as the Skinwalker or Reeves Command Attachment.
Reeves vs Bloodtrackers
I decided to put this in to compare the two units. On the surface, they both seem to fulfill similar roles. Both are excellent against infantry, can dent heavier targets, and will often make up their points worth. However, the way they go about it is different.
Bloodtrackers favor going in deep or close to the enemy, killing in either melee or at range and jamming the opponent. They rely on Stealth to survive, and their mobility means it might be difficult to take advantage of terrain. Reeves are long-range snipers, partnering up to shoot the enemy before they can themselves be engaged. They're perfectly at home just sitting in a forest or in a trench, and their Command Attachment's ability, Go To Ground, is a great survival mechanism to ensure they can get in a round of shooting against the opposition. Additionally, they work best with each other using CRAs; Bloodtracker models are individually capable of inflicting damage. Reeve efficiency immediately begins to decline the more casualties the unit takes.
So how do you decide on which to use? It depends on what can of force you want. Bloodtrackers are aggressive skirmishers that are versatile in their targets and can contest zones/objectives. Reeves prefer to hang back due to their lower DEF and horrible melee capability; an engaged Reeve is usually a useless Reeve. If your list requires a forward presence, go with Bloodtrackers; if you have enough models to play forward, slot Reeves in. Of course, this will, as typical in Warmachine/Hordes, depend on your warlock and personal taste.
The next post will deal with synergies between warlocks and other models.
Bloodtrackers, as described above, are a tactically flexible unit. Stealth, high SPD, and AD allow them to engage and contest quickly, their stats (especially with Prey) let them fight infantry, and their bevy of abilities (Weapon Master, Prey) gives them the ability to damage harder targets. No matter what the opponent brings, they'll almost certainly have a target to hunt down.
My personal preference is to use them as a vanguard force, slowing the enemy down while attacking their infantry. Against an army that doesn't have significant infantry compared to other assets, I'm more likely to use them against a harder target such as a heavy warjack/warbeast or cavalry. It depends on the opponent's list composition, and since I can't predict what opponents you'll face, I'll leave some general suggestions below.
As a side note, I've never had a great deal of luck using Bloodtrackers to hunt down backline support such as the Choir of Menoth or the Krielstone. Although their high SPD and AD allow them to dive deep, using a full unit to do so is unwieldy, and I dislike both running them around wide and taking a minimum unit. Others might have had better luck using them in this role than I have.
Choosing Prey: Choosing your Prey target will affect how the Bloodtrackers function. Sending them after a DEF 12 ARM 18 heavy warjack that isn't their Prey will yield less-than-stellar results; although it's possible to damage and cripple the example, you'll be relying on good rolls. Additionally, devoting a 16 point unit to dealing with a 12 point warjack might not be the best use of their time, especially if they spend too long on it.
However, choosing an infantry unit isn't usually a wise choice either. As Bloodtrackers change their Prey targets upon the destruction of the marked model/unit, it's easy for a canny opponent to take one model from a 10-man unit and hide it on the opposite side of the board, all without a noticeable drop in said unit's efficiency. This means you'll almost certainly never get to change your Prey target, and effectively lower their efficiency for the rest of the game. The exception to this is when going against high-DEF infantry such as Kayazy, especially when the opponent has a way to increase their damage output. In those events, choosing them as Prey makes sense due to the difficulty of our other popular anti-infantry option, Sentry Stones, from removing them. The last thing you want is having to use a warbeast to remove what should otherwise be chaff.
Ideally, you'll want to choose a Prey target that the opponent will feel the need to put forward and is high value, such as cavalry models or expensive, valuable warjacks/warbeasts such as Khador's Ruin or Trollblood's Rok. Non-cavalry units I'd find acceptable to Prey are Trollkin Champions, Cataphract Cetrati, or Man-o-Wars, i.e. expensive units that suffer when not used to their full capacity. However, I always prioritize warbeasts/warjacks as Prey targets.
Nuala: Worth Her Points?
The title says it all. Is she worthwhile whenever you use the Bloodtrackers? On the face of it, the answer is yes; Quick Work, Swift Hunter, elite combat stats, and CMD 9 would seem to make an already impressive unit amazing. Coming in at 4 points makes it almost seem unfair.
However, both Quick Work and Swift Hunter will almost always be used when taking the Bloodtrackers against infantry; getting one Quick Work attack and Swift Hunter whenever you destroy a light or heavy warbeast/warjack is very rarely worth 4 points. And although Nuala's combat stats, especially against her Prey target, equal or exceed that of warcasters, she won't be hunting solos due to being attached to a unit - whatever she does, the other Bloodtrackers will usually have to follow. That leaves you with the expanded Command bubble; it's always useful to be able to spread out, whether for contesting purposes or to avoid blast damage. Although she has elite combat stats (especially against her Prey) she's often hobbled by her unit and the question of the value of her actions as a solo versus that of a unit until the late game when many of the Bloodtrackers are gone. In my opinion, the Command 9 is probably her biggest benefit irrespective of what you're facing.
Another issue, brought up by Dev Null below, is that in order to use Quick Work you need to engage in melee with the Bloodtrackers. Although seemingly obvious, it changes the role of Bloodtrackers from ranged skirmishers in the vein of Idrians to frontline infantry killers such as Kayazy. In order to use Quick Work, you need to both hit and kill a model (and Tough just makes it even rougher). MAT 6 is decent, but going against DEF 13+ models makes the prospect of them killing one model less than ideal, and getting Quick Work off against a non-Prey target less likely. Additionally, once engaged it can become difficult to get them out; DEF 14 won't reliably save you from free strikes, and at .5 RNG outside of Krueger 1 you'll engage anything with a weapon. Although I don't mind engaging the Bloodtrackers in melee, getting your points out of a unit is increasingly important in a game that's shifting toward battlegroups, so keep the above in mind.
So, is she worthwhile? In the event that you expect to go against infantry-heavy armies, yes, although she's not required. If you have the points for her, I'd take her, but she's nowhere near as mandatory as the Skinwalker or Reeves Command Attachment.
Reeves vs Bloodtrackers
I decided to put this in to compare the two units. On the surface, they both seem to fulfill similar roles. Both are excellent against infantry, can dent heavier targets, and will often make up their points worth. However, the way they go about it is different.
Bloodtrackers favor going in deep or close to the enemy, killing in either melee or at range and jamming the opponent. They rely on Stealth to survive, and their mobility means it might be difficult to take advantage of terrain. Reeves are long-range snipers, partnering up to shoot the enemy before they can themselves be engaged. They're perfectly at home just sitting in a forest or in a trench, and their Command Attachment's ability, Go To Ground, is a great survival mechanism to ensure they can get in a round of shooting against the opposition. Additionally, they work best with each other using CRAs; Bloodtracker models are individually capable of inflicting damage. Reeve efficiency immediately begins to decline the more casualties the unit takes.
So how do you decide on which to use? It depends on what can of force you want. Bloodtrackers are aggressive skirmishers that are versatile in their targets and can contest zones/objectives. Reeves prefer to hang back due to their lower DEF and horrible melee capability; an engaged Reeve is usually a useless Reeve. If your list requires a forward presence, go with Bloodtrackers; if you have enough models to play forward, slot Reeves in. Of course, this will, as typical in Warmachine/Hordes, depend on your warlock and personal taste.
The next post will deal with synergies between warlocks and other models.
Synergies
As usual, I will be highlighting specific cases of great synergy.
Baldur 1: Probably the best Warlock to run Bloodtrackers with. Solid Ground keeps them safe from blast damage and Knockdown, Stoneskin buffs their ranged damage output to Khador warjack-killing levels due to the Thrown rule, Rapid Growth blocks LOS from potential opponents, and his feat is another layer of defense against shooting and melee. Really, they're a match made in heaven, or wherever Druids go when they die. I always start a Baldur 1 list with Bloodtrackers and have never regretted it. Best synergy.
Grayle: Grayle is an interesting case. Death March buffs their MAT and serves as a threat extender, while Nuala isn't a bad choice for Storm Rager (although she's far from the best). His feat can be useful to extend their threat range or pull them back, especially if they've managed to score Swift Hunter. However, due to the forward role I often play the Bloodtrackers with, it can be complicated getting many of them in his control area for the feat while keeping Grayle himself safe. Good synergy.
Kromac 1: Bloodtrackers serve as decent procs for Warpath, while Inviolable Resolve can increase their chances of surviving against blast damage (don't depend on it). Swift Hunter can let them clear out of the way of other models. However, I've found that Kromac 1 has a bit of the same issues as Grayle, i.e. keeping the Bloodtrackers in his control area so they can trigger Warpath, although it's a bit easier due to the fact that Warpath can be triggered whenever they destroy an enemy model with a ranged attack. Decent/good synergy.
Krueger 1: Lightning Tendrils turns the Bloodtrackers into infantry blending machines (although it can also make triggering Quick Work more complicated due to their extended melee RNG). Gale Winds ensures that they'll be safe from almost all non-boosted shooting whenever they can be seen. However, Krueger 1 is already deadly against infantry, and I'd call his defensive and offensive buffs half-measures; he doesn't increase their damage output, and they're already difficult to shoot at to begin with. Decent/good synergy.
Krueger 2: Windstorm, although possibly not as useful to Bloodtrackers due to their forward role, can still protect them from blasts. Gallows and Telekinesis are both threat extenders, with the latter serving as an accuracy debuff against the enemy. Rebuke and his feat protect them from melee threats and/or give them another round of shooting. Decent/good synergy.
Mohsar: Despite my dislike of Mohsar, it's impossible to deny the synergy between him and the Bloodtrackers. Mirage serves as a threat extender/unjammer, and they make excellent targets for Sands of Fate due to their SPD and AD. Curse of Shadows is a good ARM debuff; it can also be cast on a model/unit jamming them to allow them to walk out. Good synergy.
Morvahna 1: Morvahna benefits from and enhances infantry killing with Harvest and her feat, both of which the Bloodtrackers excel at. Regrowth, although pricey, enables you to replenish their numbers. However, she does nothing to enhance their offensive or defensive capability, and since Regrowth requires they forfeit their Combat Action, it takes time to see a return on the Fury invested. Good synergy.
Morvahna 2: Morvahna likes when multiple models are dying to regain her health due to Scales of Fate and her Feat. Additionally, Bloodtrackers benefit from Fog of War (providing concealment), Carnivore (increases MAT against living models), and rerolls, although the former two are a double-edged sword; Fog of War provides the enemy with concealment as well while they're within her control area, and models killed by a unit affected by Carnivore don't trigger Quick Work. Additionally, they have the same problems with Morvahna as they do with Grayle, i.e. staying in her control area, although it's mitigated slightly by her larger one. Finally, her feat is best used on multi-wound models for a greater return on the investment, although Bloodtrackers aren't the worst target for the feat. Decent synergy.
Tanith: Tanith continues to impress with her ability to enhance already good models to greatness, although admittedly there isn't much the Bloodtrackers need. Affliction is great against units, allowing the Trackers to hit and kill non-Prey infantry with regularity, and is especially good for getting Quick Work off against tougher targets like Shield Walled Iron Fangs or Dawnguard Sentinels. Dark Shroud isn't as useful - as the model affected needs to be in melee range, it means the Trackers will take a penalty to hit using their ranged attack against an engaged target. It still has uses against low-DEF/Affliction/Prey models such as Khador or non-Ashen Veil Menoth heavies, as well as huge bases, but it's more situational than it would be on a purely melee model/unit. Doppler Bark from the Wild Argus is another way to lower the DEF of a living enemy models. Good/great synergy.
Una 2: Hand of Fate on Bloodtrackers is rather obscene, and Mirage is good as a threat extender and method of allowing them to disengage. In conjunction with expendable targets, Twister can be used to create a cloud wall to protect them on the approach. It's a bit odd that the bird woman does more for them than the King of the Tharn. Good synergy.
Wurmwood: Curse of Shadows and Rapid Growth have already been mentioned. Additionally, Wurmwood likes souls; although cheap ones are preferred, ones that do work while dying, such as the Bloodtrackers, are equally good to take with him. Additionally, dragging targets with Hellmouth serves as a threat extender for them. His feat, although reduced in area due to the 2016 Christmas errata, is still good for protecting them. Good synergy.
Models
Tharn Ravager Shaman: I'm embarrassed that I didn't include him the first time around. Although providing Magical Weapons and preventing Knockdown are both situational, they're often clutch when you need them. The Shaman isn't something I'd put in every list with the Bloodtrackers, but might be worth it in the sideboard.
Moonhound Argus: Bloodtrackers always appreciate a bonus to hit, and Mark Target gives them the edge they need. Although they can usually move within 5" to be able to see a Stealth target, it's never a bad idea to use the Moonhound to get those extra 2", especially if it allows you to move out of counter-attack range.
Wild Argus: Dropping the defense of a high-DEF target to 5 is excellent for Bloodtracker shooting; even if the target is engaged with the Argus, they'll still hit it on anything but double 1s. The Wild Argus, contrary to Tanith's behavior, is a good boy deserving of pets.
Thank you for reading, and please tell me your favorite strategies and synergies with the leading ladies of Circle and the Tharn.
As usual, I will be highlighting specific cases of great synergy.
Baldur 1: Probably the best Warlock to run Bloodtrackers with. Solid Ground keeps them safe from blast damage and Knockdown, Stoneskin buffs their ranged damage output to Khador warjack-killing levels due to the Thrown rule, Rapid Growth blocks LOS from potential opponents, and his feat is another layer of defense against shooting and melee. Really, they're a match made in heaven, or wherever Druids go when they die. I always start a Baldur 1 list with Bloodtrackers and have never regretted it. Best synergy.
Grayle: Grayle is an interesting case. Death March buffs their MAT and serves as a threat extender, while Nuala isn't a bad choice for Storm Rager (although she's far from the best). His feat can be useful to extend their threat range or pull them back, especially if they've managed to score Swift Hunter. However, due to the forward role I often play the Bloodtrackers with, it can be complicated getting many of them in his control area for the feat while keeping Grayle himself safe. Good synergy.
Kromac 1: Bloodtrackers serve as decent procs for Warpath, while Inviolable Resolve can increase their chances of surviving against blast damage (don't depend on it). Swift Hunter can let them clear out of the way of other models. However, I've found that Kromac 1 has a bit of the same issues as Grayle, i.e. keeping the Bloodtrackers in his control area so they can trigger Warpath, although it's a bit easier due to the fact that Warpath can be triggered whenever they destroy an enemy model with a ranged attack. Decent/good synergy.
Krueger 1: Lightning Tendrils turns the Bloodtrackers into infantry blending machines (although it can also make triggering Quick Work more complicated due to their extended melee RNG). Gale Winds ensures that they'll be safe from almost all non-boosted shooting whenever they can be seen. However, Krueger 1 is already deadly against infantry, and I'd call his defensive and offensive buffs half-measures; he doesn't increase their damage output, and they're already difficult to shoot at to begin with. Decent/good synergy.
Krueger 2: Windstorm, although possibly not as useful to Bloodtrackers due to their forward role, can still protect them from blasts. Gallows and Telekinesis are both threat extenders, with the latter serving as an accuracy debuff against the enemy. Rebuke and his feat protect them from melee threats and/or give them another round of shooting. Decent/good synergy.
Mohsar: Despite my dislike of Mohsar, it's impossible to deny the synergy between him and the Bloodtrackers. Mirage serves as a threat extender/unjammer, and they make excellent targets for Sands of Fate due to their SPD and AD. Curse of Shadows is a good ARM debuff; it can also be cast on a model/unit jamming them to allow them to walk out. Good synergy.
Morvahna 1: Morvahna benefits from and enhances infantry killing with Harvest and her feat, both of which the Bloodtrackers excel at. Regrowth, although pricey, enables you to replenish their numbers. However, she does nothing to enhance their offensive or defensive capability, and since Regrowth requires they forfeit their Combat Action, it takes time to see a return on the Fury invested. Good synergy.
Morvahna 2: Morvahna likes when multiple models are dying to regain her health due to Scales of Fate and her Feat. Additionally, Bloodtrackers benefit from Fog of War (providing concealment), Carnivore (increases MAT against living models), and rerolls, although the former two are a double-edged sword; Fog of War provides the enemy with concealment as well while they're within her control area, and models killed by a unit affected by Carnivore don't trigger Quick Work. Additionally, they have the same problems with Morvahna as they do with Grayle, i.e. staying in her control area, although it's mitigated slightly by her larger one. Finally, her feat is best used on multi-wound models for a greater return on the investment, although Bloodtrackers aren't the worst target for the feat. Decent synergy.
Tanith: Tanith continues to impress with her ability to enhance already good models to greatness, although admittedly there isn't much the Bloodtrackers need. Affliction is great against units, allowing the Trackers to hit and kill non-Prey infantry with regularity, and is especially good for getting Quick Work off against tougher targets like Shield Walled Iron Fangs or Dawnguard Sentinels. Dark Shroud isn't as useful - as the model affected needs to be in melee range, it means the Trackers will take a penalty to hit using their ranged attack against an engaged target. It still has uses against low-DEF/Affliction/Prey models such as Khador or non-Ashen Veil Menoth heavies, as well as huge bases, but it's more situational than it would be on a purely melee model/unit. Doppler Bark from the Wild Argus is another way to lower the DEF of a living enemy models. Good/great synergy.
Una 2: Hand of Fate on Bloodtrackers is rather obscene, and Mirage is good as a threat extender and method of allowing them to disengage. In conjunction with expendable targets, Twister can be used to create a cloud wall to protect them on the approach. It's a bit odd that the bird woman does more for them than the King of the Tharn. Good synergy.
Wurmwood: Curse of Shadows and Rapid Growth have already been mentioned. Additionally, Wurmwood likes souls; although cheap ones are preferred, ones that do work while dying, such as the Bloodtrackers, are equally good to take with him. Additionally, dragging targets with Hellmouth serves as a threat extender for them. His feat, although reduced in area due to the 2016 Christmas errata, is still good for protecting them. Good synergy.
Models
Tharn Ravager Shaman: I'm embarrassed that I didn't include him the first time around. Although providing Magical Weapons and preventing Knockdown are both situational, they're often clutch when you need them. The Shaman isn't something I'd put in every list with the Bloodtrackers, but might be worth it in the sideboard.
Moonhound Argus: Bloodtrackers always appreciate a bonus to hit, and Mark Target gives them the edge they need. Although they can usually move within 5" to be able to see a Stealth target, it's never a bad idea to use the Moonhound to get those extra 2", especially if it allows you to move out of counter-attack range.
Wild Argus: Dropping the defense of a high-DEF target to 5 is excellent for Bloodtracker shooting; even if the target is engaged with the Argus, they'll still hit it on anything but double 1s. The Wild Argus, contrary to Tanith's behavior, is a good boy deserving of pets.
Thank you for reading, and please tell me your favorite strategies and synergies with the leading ladies of Circle and the Tharn.