
Hexeris has a strong offensive feat especially against infantry heavy opponents, a good spell selection with some great upkeep spells, and can handle a good mix of warbeasts and infantry, though thanks to his high Fury, he benefits more from having a variety of warbeasts to be able to use more animi and manage more Fury. Like all other Skorne warlocks, he can handle his own in melee when it comes down to it, though it's not something to rely on. Most his abilities are offensive, and he can't do much to bolster the defense of his troops, and as such needs help from his warbeasts in that area.
Statline & Abilities
SPD - 6 Mid, 9 “ Charge (11 ” (+Beat Back) Threat Range 12” Run
STR-8- High for a Warlock (See Weapons)
MAT – 6-Mid-Able to hit a defense 13 on an average unboosted hit.
RAT- N/A
DEF – 15- Mid for a Warlock
ARM – 16 High for a Warlock.
Damage-17 High for a Warlock
Fury- 7- High for a Warlock
Cmd-8 – Mid for a Warlock
Vampiric Reaving
May reave fury from enemy warbeasts destroyed in control area if he is closer than enemy warlocks. This is a very powerful ability that not only keeps fury away from an enemy warlock, but it can give Hexeris extra attacks or spells during his turn if he is killing off enemy warbeasts. Remember, Hexeris may discard fury in excess of his fury stat, so he may reave from an enemy warbeast with the express purpose of denying fury. This combined with his weapon abilities allows Hexeris to take out multiple medium to hard targets during his turn alone.
Weapons
Gulgalta
Hexeris has one melee weapon giving him a minimum attack of 1 and a maximum of 8 attacks (before factoring in Vampiric Reaving). Base damage is P+S14 giving him a base attack power above light warbeasts. Average damage circles and Armor of a Light Warbeast are 22 and 16 respectively. A series of unboosted damage rolls with Gulgalta will typically destroy the average Light Warbeast with fury to spare. Vampiric Reaving could then net you back to 1-4 fury (dependent upon beast), and Beat Back allows you to start this process all over again.
Beat Back
Models hit are pushed back 1” and Hexeris may follow up. This can allow Hexeris to move up further into enemy lines after a charge if needed. Coupling Beat Back with Reach and Vampiric Reaving makes for deadly combinations. Since this ability is based upon ‘hit’, Hexeris can use models to move from one to another to get to an intended target, or field position. Don't forget about the potential of using Beat Back on a friendly model to set up attacks on an unwitting enemy, whether for Hexeris or a sturdy warbeast like a Titan Gladiator.
Life Drinker
Removing a damage point for destroying living models is useful, but does not come into play as often as you would think and damage to Hexeris will quickly outstrip Life Drinker's healing properties if he is left in harm's way.
Reach
Reach automatically increases a models threat range. This coupled with Beat Back gives Hexeris up to a 19” threat range, potentially even more if Vampiric Reaving also comes into play.
Spells
All of Hexeris’s spells cost 2-3 Fury to use, & 3 are upkeep spells (Death March and Soul Slave will probably be used most of the game). This allows 4-5 fury (after 1st turn) for healing or transference. Noting spells and cost, Hexeris is a solid balance between warbeast and troop warlock, overall favoring warbeasts. He will have fury to utilize extra animi over his own spell list, making warbeast selection a higher priority than troop selection.
Deathbringer-
With the Average STR of a heavy warbeast being 12, an unboosted damage roll will typically destroy the average single-wound troop models and boosted damage rolls will seriously wound (and possibly even destroy) multiple-wound troop models. Since the only to hit roll is on the initial target, this is a powerful tool against opposing models with high DEF, cover, Stealth, etc. It is, of course, excellent on groupings of enemy troops, creating a ~7" blast off of a small base and a ~8" blast off of a large base. It's important to remember the potential for this spell when cast on your own troops as well. Using Deathbringer on a STR6 Praetorian in with the Back Strike bonus is both easier and stronger than using it on a STR4 Blighted Archer. One or two Praetorians is a small price to pay to ensure maximum potential for success against key units. And though it is a risky tactic, this spell may be used on your own Heavy or Light Warbeasts that have been engaged to effectively unengage them.
Death March-
Death March is arguably the most powerful spell in Hexeris's arsenal. The ability to move your SPD out of formation and make boosted attack/damage rolls after a model/unit has died pressures an opponent to deal with the model/unit. Tactically, this allows a second strike of a Warbeast or Unit (knockdown/stationary withstanding). Since it must be a standard attack, (not a *Attack), it's less useful on Praetorians than it is on Cataphracts or warbeasts. Note: this spell does remove the models from play, leaving no souls behind for the Ancestral Guardian.
Soul Slave-
As Hexeris has the highest Fury of the Skorne warlocks, the ability to force, leach or reave from a warbeast that now ignores threshold checks is an excellent addition. This also adds the ability to flank enemy models or contest scenario victory conditions with a warbeast outside Hexeris's control area. In addition, you may keep this on a warbeast within your control area to guarantee it will not frenzy.
Spirit Leach-
POW13 is enough to be able to damage most beasts without boosting, and if you do boost, the transfer of the fury point equalizes the cost of the boost. While not standing out from the rest of the spells, this can have an impact on Light Warbeasts.
The Suffering-
As a limited ranged attack (8”) the –2 THR has fairly limited uses until turn 2 or 3. Forcing a threshold check is always a gamble dependent upon opponents Warbeasts and placement on the battlefield. The spell is low cost and may cause a frenzy, which effectively limits the opposing warlock fury, transfer and direct guidance of the warbeast.
Feat-Dark Dominion
Hexeris’s feat is clearly an offense-only feat. This will have highest yield against single-wound, high MAT units with good melee damage output (via high P+S and/or weapon master). If possible, set up a board position that allows Hexeris to use his feat and then charge into the enemy, preferably against light warbeasts to take advantage of the synergy between Beat Back, Dark Dominion, and Vampiric Reaving. He should be able to destroy one or two light warbeasts during his feat turn if you can set it up properly, severely limiting the amount of fury available to the opposing warlock. The remainder of your army should focus on the troop targets, converting every kill into another attack against the enemy.
[Sidenote - When performing Dark Dominion attacks, remember that the Back Strike bonus only applies to attacks made during a model's activation. This makes it important to choose your targets during Dark Dominion carefully. MAT 7 Blighted Swordsmen, for example, will hit other members of their unit much more reliably than MAT 5 Blighted Archers. Killing a few Swordsmen may convert into killing the whole unit while killing a few Archers may be just that.]
Troops/Solo
Hexeris spells, large control area and fury is a solid balance between Warbeast and troop warlock. Hexeris does lean towards being a Warbeast warlock as he has the ability to manage fury and will have fury to utilize extra animi over his own spell list. Warbeast selection will take a higher priority than troop selection.
Praetorians
As a low cost ‘point filler’, Praetorians are a solid addition to any list. They can be a surprisingly cost-effective attack force when fueled by Death March, but the P+S9, even boosted, somewhat limits their uses in this role. Additionally, they can be used as a ‘cannon fodder’ unit for Deathbringer, <engaging a large warbest, using penetrating strike, then casting Deathbringer on the warbeast> this can seem costly, but 85 points removing a 110+ model is cost effective. Praetorians multiple attacks can remove several single-wound troop models during the feat turn, maximizing its potential.
Venators
Venators can be used to chip away at the beasts making them a ‘softer’ target for Dark Dominion, Vampiric Reaving, or Deathbringer. During Dark Dominion, the ability to destroy several troops at decent range allows for a near ‘rear flanking’ effect - being able to fire at targets near the back of the main force, destroying them, and having them then attack their former allies from behind
Cataphract Arcuarii
With a high MAT, Reach, and Weapon Master, the Arcuarii will benefit greatly from Death March as it gives them an effective 7” threat range with 7+3d6 to hit and 12+4d6 damage. Arcuarii are already a heavily armed and dangerous troop and become very dangerous in a Hexeris list for the double benefit of Death March matched with their potential during Dark Dominion.
Cataphract Cetrati
Dependent upon your personal playstyle, Cetrati may be taken instead of Arcuarii. Though they will lose the 4th d6 of damage during Death March, they balance this out with extra staying power and lower unit cost.
Paingiver Beast Handlers
As Hexeris is a Warbeast warlock, a unit of Paingivers assists in fury management. Condition assists in Fury management and can also put more fury on an enemy warbeast before Hexeris attacks it. Enrage allows a free charge or slam with a range increase, effectively giving boosted attack and damage rolls (as you would have used the 1 fury to charge). Medicate can restore lost aspects, giving Hexeris the option of activating before or after the Warbeast; allowing for more flexibility in activation.
Ancestral Guardian
Though the Ancestral Guardian is an excellent Solo model, it does not fare as well in a list where a key spell and the feat remove models from play.
Warbeasts
Many combinations can be made with Hexeris’ spell list and the animus/abilities from Warbeasts. Since Hexeris will frequently have fury to burn, he will have an opportunity to capitalize on Animi from Warbeasts. Three Warbeasts will be optimal at 500 points with the Gladiator, Cannoneer, Krea, and Cyclops all being potentially good fits for Hexeris. (See below for reasoning)
Cyclops Savage
Considered to be one of the best Light Warbeasts in the game due to stats to point cost, the Cyclops Savage shines with average damage output and a solid threat range. The Cyclops is high on the list of Light Warbeasts to take in any list and is a clear candidate for Soul Slave, making it a natural flanking model that cannot be ignored due to its speed and survivability. With a MAT of 6, Hexeris can benefit from Prescience during Dark Dominion, or when needed to make his attacks count to successfully destroy a warbeast, or to successfully ‘navigate’ with his Beat Back ability.
Basilisk Krea
Though far more support oriented than melee oriented, the Krea is also considered one of the best light warbeasts currently in Hordes. The offensive and defensive combination potentials of Paralytic Aura, Paralytic Field and Spiritual Paralysis with Warbeasts and troops coupled with her 4 fury capability makes her a solid Warbeast in a Hexeris list. Having two Krea’s is not overspecializing as they can cover a greater area. If they each have 3 Fury on them, you can still transfer damage to them. Use of dual Spiritual Paralysis can seriously limit the amount of fury an enemy Warlock can reave; a triple bonus if the warbeast has full fury as they cannot transfer to it, and it may frenzy. Krea’s Paralytic Field/Aura can Maximize the effectiveness of Dark Dominion by using Paralytic Field on the largest grouping of enemy models (or if necessary, into the back arc of your own model), then move the Krea (charging if necessary; hopefully for free with Enrage) to the next largest group of enemy models. This lowers enemy DEF –3, making them easier to hit for your troops as well as enemy models destroyed that turn.
Basilisk Drake
Stud is a powerful combination with a Sister Krea, especially when coupled with Paralytic Aura, giving the Drake an effective MAT 8 Boosted attack. Withering Gaze has the highest damage output of a spray weapon in Hordes (along with the Carnivean), with Gaze being a powerful secondary effect. Impact has excellent combinations with Venators to move targets off of control points, or skillfully move targets within a line for a slam, or even a spray attack from the Drake. When factoring in that you could take a Cyclops or second Krea cheaper, the choice of the Drake replacing one of them will be determined by final army list composition.
Titan Gladiator
Brutal and effective in its ways, Its damage output is excellent and it has the capacity of survival and high fury output. He makes a powerful counter-charge model and is the only Skorne model that can 2-handed Throw (a very useful ability, especially in tournament scenarios). Additionally a Gladiator can smash, grab and toss any enemy warbeast closer to Hexeris so Hexeris can charge it, take a few extra attacks, and reave its fury. (You'll have to angle the Gladiator so you can throw the beast back toward Hexeris.) Subdue is an excellent animus to have as everyone around the Titan can benefit from its denial capabilities. A Titan will have a difficult time keeping up, but with a unit of Paingiver Beast handlers to Enrage it, it will do wonders.
Titan Cannoneer
With its ranged AOE attack, this heavy does not suffer the same problems as the Titan in keeping up in order to be effective. With 4 Fury, you can use this beast up to its potential and always be able to pull all of the fury off of it. The Diminish animus is solid for its cost; just remember the negative impact it can have on Deathbringer and time your abilities accordingly. During Dark Dominion, the ability to destroy several troops at a range with its AOE allows for the ‘rear flanking’ effect discussed under the Venators' description.
Minions
As Hexeris spell list is not limited to Skorne, minions can benefit from Death March, DeathBringer, and of course Dark Dominion.
Totem Hunter
As the Ancestral Guardian will not be of as much benefit the Totem Hunter may see play in Hexeris lists. Totem Hunter is a solid model who’s flying steel attacks can assist removing soft targets during Dark Dominion and gameplay. The Totem Hunter is a natural second flank to a Soul Slave Cyclops with near to the same effective damage output. Flying Steel attacks or the extra movement (and moving over models) afforded by Vault gives him a large threat range.
Farrow Brigands
The points investment doesn’t match up with Skorne troops you could take. I don’t see Farrow Brigands making a Hexeris list.
Swamp Gobber Bellows Crew
Swamp Gobbers are a great ‘point filler’ unit that can provide denial capabilities with their Cloud effect. This can assist in reducing the amount of ranged attack casualties prior to engagement.
Well, thats Mr.Sota's view on Lord Tyrant Hexeris, whats yours? let us know Here.
