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dedicating a maiden to a "runner build" would be totally silly though.
spare yourself the trouble and accept to not pick missions with that objective, unless its a deadly in hopes to trigger an ambush, wait...that solution isn t good either, just don 't play crush their will.
Some units can be quite good in that role:
- Skavens: night runner. Be sure to end your turn close to a jumping point so that you can use the full extent of his starting skill.
- Sisters: The sister henchwoman can be promoted to hero with LGT skill. Then, she can use her skill by picking wyrdstone along the way and
- Cult: any hero with a clawfoot mutation is going to be good in that role. Mutants are the only one that can reach K:M mastery with a book, while marauders and Possessed are restricted to K:M basic.
- Mercenaries: Youngblood can access both Exhaustion mastery and K:M mastery without books. But other than that, the hero doesn't have real advantages outside of maybe an archer/mage catcher.
- Witch Hunters: A lad's got talent Zealot can get Exhaustion mastery and K:M Mastery. Plus, the skill ardent cleansing gives you a chance to get +1SP back after picking wyrdstone.
- Undead: difficult to assess at the moment. Dregs aren't probably indicated as they start at 5 movement and have low Intell. Maybe a LGT ghoul? Vampires and Thralls, you might want to do something else with them than scouting/running.
1st and by a huge margin, the night runner. Between his passive, his natural move speed and K:M he is the character that will be the more mobile (no one else can reach 12 move speed). He is available from day 1 for skavens, he is the reward for chaos warbands.... so quite available too. If you want a guy able to go to the enemy wagon in 1 turn, on the shortest maps he is your guy.
2nd is also a rat. A LGT warpguard will be a warpstone sinkhole if you build it for this. Not as fast as the night runner (move 9 is average fort a scout, but not great) he will compensate with his tankiness for a scout. First his passive will protect him from wp poisoning (a night runner who gathered 12 stones in 2 turns is mostly defenseless), 2nd you can go armour proficency and clad him in heavy armour for additional resilience, and finally his huge toughness guarantees a good hp pool (more exhaustion possibles).
3rd will be a combo. Sister(s)+sister superior. The advantage here is that you can have 2 or 3 units designed for scouting, as you do not need any skill on them (save maybe K:M). With K:M, the sister bonus and the sister superior skill your henchmen will run for 11m for 2 turns. Just remember to keep a fragment on each sister to proc the passive and end your moves on gathering points to be sure to refresh it and you have a very mobile duo or trio that can pick clean a map very quickly. Exhaustion will obviously go on the sister superior to provide even more blue pills for more move speed. Not as good as the previous ones for a crush their will, but way better at loooting I'd say.
For the rest, any hero able to go up to 8 move speed will make a decent scout. Make sure they can access exhaustion mastery, for those 3 extra blue pills, and you are good to go.