The Scions of Fame worship the Ever-Raging Flame, a Chaos embodiment of the Realm of Fire. They wish to see all the realms burn.
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Scions of Flame Fighter Types
Their fighter options are:
- Blazing Lord - The Blazing Lord is best in the thick of the fighting. 4 attacks, strength 5 with 6 crit damage, and the ability to add 1 to the attacks of all friendly fighters within 6 inches with a triple make them handy to have around. Move 4, toughness 4 and 20 wounds means that getting them there, and then sticking around to make use of it against a coordinated attack less likely. The Lord's attack has range 2, so keep a screen in front to protect them.
- Brazen Champion - The Champion is a slightly cheaper version of the Lord. A range 2, 3 attack strength 5, with 3 damage and 6 crit is decent, especially when backing up the Lord and having their attacks boosted by them.
- Immolator - The Immolator can be great leading the fight into the enemy. 4 attacks at strength 4, with 5 crit damage can do some real damage to the right target. Their Inferno ability gives a chance to damage all enemies within 3 inches for a triple. Throw them straight into combat, ahead of the Lord/Champion, but don't expect them to survive.
- Inferno Priest - The Inferno Priest has a choice of a range 5, 2 dice or range 2, 3 dice attack, but the Engulf in Flame quad ability is what to aim for. Engulf is a range 3, 6 dice attack that deals half the value of the quad spent for each 2+, adding additional dice for each 6 rolled.
- Fireborn - This Fireborn has access to the Throw Fire Bomb ability for 5 extra points over the other 2 options. The stats are otherwise the same as the Brazier Axe version. A range 1, 4 dice attack is solid for putting amongst your Initiates for keeping the enemy away from the Lord/Champion.
- Fireborn with Sunblade and Kris - The Kris armament trades a strength for slightly higher crit damage. If you're playing the numbers, losing that strength makes it harder to deal regular damage, but if you're playing for crits, take this option.
- Fireborn with Sunblade and Brazier Axe - This version has the same stats as the Fireborn but is 5 points cheaper for the loss of the Throw Fire Bomb ability. The ability is a good option to have, but if you're keeping points low, then this is the armament to take.
- Initiate with Brazier Weapon and Flameburst Pot - There are 2, 65 point Initiate armaments. This version has the Throw Fire Bomb ability but trades an attack dice for a higher strength against the hooked axe. If you're using the Initiates as a screen, then the cheaper options are a better purchase, but between the 65 pointers, losing attack dice is never the better option.
- Initiate with Hooke Axe - The same stats as the Brazier Initiate and the same points. 4 attack dice make them great for holding the front row backed up by a Lord boosting their attacks. If you can afford the extra 10 points, this is always the better option of all variants.
- Initiate with Morning Star - This 55 point Initiate has a 3 dice range 3 attack, which is pretty solid for the points, but their best use is blocking enemy fighters, so the extra 10 points for the Hooked Axe option is usually better unless you're going for swarm.
- Initiate with Flameburst Pot - The second of the 55 point Initiates, trades 2 range off the attack for the Throw Fire Bomb ability. Always take the range 3 attack option instead as it doesn't cost a double to use their ability.
How to build out of the box
The Scions of Flame are only currently available in the Warcry Catacombs boxed set, which is available to purchase from Firestorm Games here.
The Scions of Flame have 6 fighters types, with armament options for 2 of them. Some choices will have to be made when building.
The sprues let you build.
Set miniatures
- 1x Blazing Lord
- 1x Brazen Champion
- 1x Immolator
- 1x Inferno Priest
- 1x Fireborn
- 1x Initiate with Brazier Weapon and Flamebusrt Pot (vanity choice of 2 weapons)
Optional Armaments
- 1x Fireborn with Sunblade and Brazier Axe or 1x Fireborn with Sunblade and Kris
- 1x Initiate with Flamebusrt Pot or 1x Initiate with Morning Star or 1x Initiate with Hooked Axe
If building out of the box, the points values for the set miniatures are 935 (as both Fireborn options are the same points). So building the Hooked Axe Initiate gives you a straight 1000 points.
If building using 1 box, taking the Fireborn with Brazier Axe and Initiate with Hooked Axe makes the most sense stats wise. When the Scions are available in their own box, a swarm force with ranged options becomes much more likely.
Scions of Flame General Tactics
The Scions force out of the box doesn't have a lot of tactical options. A shield wall of Fireborn and Initiates protecting the Lord/Champion/Priest with an Immolator rushing headfirst into the enemy. Aim for the Priest's Engulf in Fames quad to end your opponent's biggest threat and swamp your enemies while attacking from range with your powerful units.
Scions of Flame Deployment Tactics
For this section, we're only looking at the balanced options for each of the decks. Using all the cards is harder to predict and plan for, but great for open friendly games.
Using only the balanced deployment cards, Shield is deployed 15 times out of 18 on the table. The Scions of Flame aren't very mobile, so keeping your hard-hitters with some throwaway screen units is essential. Having the Lord and Priest deploy first with some Initiates gives you a good hard-hitting center.
Hammer appears in Round 2 onwards 10 out of 18 times and Dagger 8 out of 18 times. You can fill out Hammer and Dagger with the Champion and rest of the Fireborn/Initiates. Having the Immolator storm onto the battlefield late game to smash into the enemy flank/rear to remove a problematic enemy or take an objective is a beautiful thing.
Scions of Flame Mission Tactics
Out of the 18 balanced missions, 6 are combat based, requiring removing either the leader or different deployment groups. 9 are objective-based and 3 are mixed, movement/survival-based.
The Scions of Flame mobility and need to protect the hard-hitters with smaller units make chasing anything down a problem. Holding objectives and keeping your own units alive is easier, but splitting your force to chase different objectives isn't recommended.
The copy of the Warcry Catacombs used to produce this article was provided by Warhammer Community.
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