Friday, June 21, 2019

Divine Intervention Posse Set

Hey Game Fans, we’re back with another article on Wild West Exodus.  Today we’re going to break down the Divine Intervention Posse Set for the Order faction.  This set comes with five models, Makara, Siraj, Vulana, Haan, and Mithun. Let’s take a closer look at these models and what you can do with the box.  If you want to take a look at our Unboxing video, you can check it out HERE







This box set comes with a unique theme posse force: Divine Intervention.  (You can download that card in .pdf format here)


Divine Intervention gives you an Order Posse based around the COR CAROLI, and allows you to take a bunch of them.  This is going to be a small, elite force compared to some of the other posse forces.

Boss Restriction: Makara
Special Benefit: None

Slot 1: An Order unit with the COR CAROLI trait
Slot 2: Up to two Order units with the COR CAROLI trait
Slot 3: An Order unit with the COR CAROLI trait
Slot 4: An Order unit with the COR CAROLI trait
Slot 5: Up to two Order units with the COR CAROLI trait
Slot 6: An Order unit with the COR CAROLI trait

Discussion: COR CAROLI are a very interesting sort of unit for the Order Faction and this lets you take an absolute boxload of them.  The upside of this is that you can bring up to 8 of them, plus Makara. The downside is that you have a limited pool of characters to bring in this theme posse, and some of them can be quite expensive.  

Order


Makara


Makara is 255 points of Legendary Boss.  She has 4 Fortune, and a fairly bonkers stat line.  Limit of 3, Quickness of 7 and Mind of 8 are solid mental stats.  On the physical side, a fight value of 8 is fairly ridiculous with a Grit of 7 to back it up and an Aim of 6.  Armed with the Gladion Lance as both a ranged weapon and a melee weapon, Makara can get a lot of work done. The unleashed Gladion suffers a little because of the complex rule, but it does critically hit on 9s and 10s, and has the Torrent rule to clear out a bunch of targets.  Brutal Criticals that trigger on 9+s are awful, especially on a weapon with a Pierce of -3. The Melee version works very similarly, but has the Parry to force your opponent to reroll successful attacks, and it has two swings per action.

Even more impressive the weapon are the Special Rules.  Disciple of the Allshard gives Makara an extra action point more than the value printed on the card (it also prevents you playing Makara and any other unit with the trait alongside units with the Tainted trait).  Cor Carolus is a monster of a special rule. It allows you to ignore the stat penalties caused by Stunned and Disordered tokens, (though you get the tokens). It completely negates the Hazard token. Further, it ignores penalties to Grit from the Piercing modifier.  Now, this ability is negated by weapons with the Blast trait, or weapons with a Piercing modifier of -3 or lower. This makes all of the Cor Caroli very tough, very survivable characters.
Makara also has the Rapid rule, letting her take additional moves without having to pay extra action points to focus.  The Masked rule lets her ignore the disordered effect from smokescreens. The Forceful Strike rule lets Makara burn an action point to double the Piercing value on her Gladion Lance to -6, which should make it nearly impossible to survive the hit.  Finally, Makara has Dying Breath, which means even when she’s removed, she gets to take a combat action to respond to her death.

Siraj

Siraj is a solid 165 point Face unit.  With 1 Fortune of his own, and solid reliable stats, Siraj is a dependable melee combatant.  With the Luminant Glaive, Siraj has Decapitating criticals and the Parry special rule to force your opponent to reroll successful hits in Melee.  The -3 Piercing on the Glaive also does a very solid job of punching through armor and ending models that get hit by it.
Siraj’s special rules are no slouch either.  Sharing the Masked, Disciple of the All Shard, Cor Carolus and Dying Breath special rules that Makara has, Siraj also has the Underboss and Combat Master rules.  Underboss gives you some options for taking a lower cost Boss for an Order Posse in a game of Wild West Exodus, and Combat Master let’s Siraj take a second swing with his Glaive at a lower AP cost than normal.  

Vulana

Vulana is basically another version of Siraj with the same stats and equipment.  She substitutes Forceful Strike for Combat Master, but otherwise fills a similar role on the battlefield.

Haan


Haan adds a couple of new tricks to the Cor Carolus playbook.  She comes in at 165 points and doesn’t have the Fortune that either Siraj or Vulana has, but she has a ranged weapon.  The Luminent Khopesh and Carolus Heavy Pistol are neat weapon options. The Khopesh is a Piercing -2 melee weapon with the Parry special rule and critical Hazardous.  The Pistol is a 3 shot, Piercing -2 ranged weapon with a 10 inch range. Further, it’s Refined so it critically hits on 9s and 10s, and has Brutal on criticals.

Haan has the standard Disciples of the All Shard, Cor Carolus, Masked, and Dying Breath rules, and has Trapper on top of those.  Trapper allows you to take the Booby Traps strategic asset, and ignores one of its special rules. This gives you the ability to control the battlefield a little bit, because the booby trap is no joke.   

Mithun


Mithun is 170 points of ranged firepower.  He’s one of the few Car Caroli with a ranged weapon and it reduces his Quickness by 1.  He does however have the Master Shrike Rifle. With an 18 Inch range, Piercing -3 and 3 shots per action, the Rifle is very dangerous.  Refined, as stated previously, crits on 9s and 10s, with the Lethal special rule, meaning your opponent has to reroll successful Grit checks.  Now it also has the Heavy special rule, meaning you can either move Mithun or fire the Rifle.

For Special Rules, Mithun has Disciple of the All Shard, Car Carolus, Masked and Dying Breath like everyone else.  Further he has Murderous, meaning if he wipes out an enemy unit, he gains a fortune chip, once per turn. That’s a handy benefit for a character that has the potential to wipe out small groups of Hands or lone faces that get caught out in the open.

Points in the box:  920

What to add next?

There are a couple of options to expand out from here.  I would certainly grab the Zain and Oran box, because it’ll add two more ranged combat options to the team.  You can expand from there and grab a Nyx or Luminent Cohort (or both). This should give you a host of Cor Caroli to play the game.

Conclusions

That’s our look at Divine Intervention.  It’s a very compact force that uses a few models to accomplish a lot of work on the table.  You can use the Cor Caroli to expand and reinforce your other Order forces, or as they are right out of the box to cause mayhem.  Thanks for reading, Game on, Game Fans.

No comments:

Post a Comment