While they may not be a scary as the Chaos warbands, Today we take a look at what Warcry Order Warband has the best bang for your buck?
On top of there being the 6 Chaos factions (you can see those here and here), GW also released cards for 3 factions of each non-chaos grand alliances to be able to step into the arena as well. While there is generally less variety in these warbands than the Chaos ones it’s still a nice olive branch from GW to the non-chaos players. Today we are starting with the Order grand alliance and see how we might build a decent list around the three factions in here.
My goal is to keep your cost to as close to $50 as possible to keep it on par with the other starter set factions out there.
Daughters of Khaine are a Warband that I am not a huge fan of because it’s really hard to build around a box of 1 model. Also, the cheapest box they have is $45 so unless you are a collector your not really going to be able to have much variety. So sticking as close to my $50 dollar budget as I could I made the decision to go with a box of Khinerai Lifetakers for my Warband. It falls a little short in points but you can add a monster or mercenary from the new expansion to fill it in, or could pick up a box of witch elves to further them along….
- Khinerai Lifetaker Harridyn (Leader): 245 Points: Move 12”, Toughness 4, 20 Wounds. Attack: Range 8”, 3 Dice, Strength 4, 2 Damage. (4 on critical)
- 4 Khinerai Heartrender: 700 Points (175 each): Move 12”, Toughness 4, 10 Wounds. Attack: 8”, 2 Dice, Strength 4, 1 Damage. (4 on critical)
Total: 945 Points
Their Special Rules are as follows:
- (All) (Double): While within 3” of an enemy fighter with 1 or more wounds this fighter adds 1 to attacks and strength for attacks against that fighter.
- (Snake Ladies) (Double): Pick a visible fighter within 6” of this fighter and roll 2 dice. On a 4-5 that fighter suffers 1 wound and on a 6 suffers damage equal to ability value.
- (Snake Archer Leader) (Triple): If this fighter’s next attack action is more than 3” away and scores a critical hit, add a number of damage points equal to the value of this ability.
- (All) (Triple): Until the end of this fighters activation add the value of this ability to the Strength of all attack actions from this fighter equal to the value rolled.
- (Leaders) (Triple): When ab enemy fighter is taken out of action you can add 1 to the characteristics of attack actions with range 3” or less from all friendly fighters within 6” of this model.
- (Khinerai) (Quad): This fighter makes a bonus move action, then a bonus attack action. In addition, if the move was more than 6” from the starting point add 1 to the Strength of the bonus attack.


- Morrsarr Lochian Prince (Leader): 265 Points: Move 10”, 4 Toughness, 35 Wounds. Melee Attack: Range 2”, 3 Dice, 4 Strength, 2 Damage. (5 on critical)
- 2 Morrsarr Guard (200 each): 400 Points: Move 10”, 4 Toughness, 25 Wounds. Melee Attack: Range 2”, 3 Dice, Strength 3, 2 Damage. (4 on critical)
- 4 Namarti Thrall (80 each): 320 Points: Move 5”, 3 Toughness, 8 Wounds. Melee Attack 1”, 4 Dice, 3 Strength, 2 Damage. (4 on critical)
Total: 985 Points
Their Special Abilities are as follows:
- (All) (Double): This can only be used in the first battle round, this fighter can make a bonus move action a number of inches equal to the value of the dice.
- (Thralls) (Double): Roll 1 Dice for each enemy fighter within 2”, on a 5 they take 1 damage, on a 6 they take damage equal to the value of the dice.
- (Reavers) (Double): Add 1 to the Attacks actions for attacks that target an enemy over 3” away.
- (Leaders) (Triple): This ability can only be used on the 3rd Add 1 to attacks and strength for attack action that have a range 3” or less while the fighter is within 6” of this model.
- (Ishlaen) (Triple): Until the end of the round, critical hits against this model count as hits instead.
- (Morrsarr) (Quad): Allocate damage points equal to this ability to all visible enemies within 3” of this model.


- Hunter – Prime (Leader): 210 Points: Move 4”, 5 Toughness, 30 Wounds. Missile Attack: Range 8”, 3 Dice, 4 Strength, 1 Damage. (4 on critical) Melee Attack: Range 1”, 4 Dice, 4 Strength, 2 Damage. (4 on critical)
- 2 Vanguard Hunter: 330 Points: (165 each): Move 4”, 5 Toughness, 20 Wounds. Missile Attack: Range 8”, 3 Dice, 4 Strength, 1 Damage. (4 on critical) Melee Attack: Range 1”, 4 Dice, 4 Strength, 2 Damage. (4 on critical)
- 2 Vanguard Raptor with Hurricane Crossbow: 390 Points (195 each): Move 4”, Toughness 5, 20 Wounds. Missile Attack: Range 3 – 15”, 3 Dice, 4 Strength, 2 Damage. (6 on critical). Melee Attack: Range 1”, 3 Dice, 4 Strength, 1 Damage. (4 on critical)
- Aetherwing: 45 Points: Move 12” (fly), 2 Toughness, 6 Wounds. Melee Attack: Range 1”, 3 Dice, 2 Strength, 1 Damage. (2 on critical)
Total: 975 Points
Their Special Abilities are as follows:
- (All) (Double): Add half the value of the roll to this fighter’s next move action.
- (Aetherwing) (Double): Pick a visible enemy fighter within 6”, until the end of battle round you can re-roll 1 dice per attack action that targets this model.
- (Leaders) (Double): Add 1 to Toughness of friendly fighters while they are within 6”.
- (Gryph Hound) (Triple): This fighter makes a bonus attack action and then a bonus disengage action.
- (Crossbows) (Triple): Add half the value of the roll to the Attacks characteristic of the next attack action made by this fighter.
- (Long Strike Bows) (Quad): Add the value of this roll to the damage allocated to enemies hit by attack actions from this fighter.

There you have it; the order of Warbands for Warcry. Personally, I think the Stormcast Eternals are the best way to go if you’re going to start from scratch. The chaos warbands are a better value than the Idoneth Deepkin or Daughters of Khaine.
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