The Malevolent Souls
From Ex illis wiki
You are playing as the Malevolent Souls, a band of mercenaries fighting for the Broken Wing Company. Your name instills fear in the minds of your enemies and the mix of hardened free-lances and demons in your ranks have earned you a deadly reputation. You’ve been sent to Lengadòc for a special contract, but your mysterious sponsor has suddenly disappeared, leaving you with disgruntled men who have a strong appetite for blood, coin and women. You have been pillaging the land for the past two weeks to keep men from mutiny, but know that sooner or later a clash with local lords is inevitable.
Army Tips:
- You have a powerful offensive; use it;
- You don’t have access to healing, but your Nephilim have a curse that prevents others from healing. Use them to disrupt your opponent’s plans;
- If your opponent is overly defensive, use your Mangonel and Hobelars to attack the soft targets behind his lines;
- Your Serjants and Soffrance can keep the enemy in place while your Billmen and Nephilim do the damage;
- The Dismounted Baneret and Billmen are hard-hitting troops who chew through armour. The “Hero Killer” special rule makes this unit an excellent death-squad sent to hunt down the enemy characters;
- Your Decurion general and his retinue of Nephilim are one of the best overall melee troops in the game, but don’t make the mistake of believing them to be invincible. Use them in the most important melees, and avoid being lured into unimportant fights.
Decurion
Heroic Power:
|
| Vengeful Strike | Benediction | Retinue Healing | |||
| Only usable from ground. Half of this weapon's damage is dealt as light damage proportionally to the amount of life lost. | Increases the Decurion and his Retinue's accuracy over 3 turns. | The Decurion heals his Retinue unit. | |||
Nephilim
Special Rule:
|
| Sacrilegious Strike | Double Attack | Dark Affliction | |||
| Each miniature performs a powerful melee attack dealing Dark damage. | The unit attacks twice but with a considerable Accuracy penalty. | Range 0-2. Prevents every miniature in target zone from being healed over 3 turns.
| |||
Serjants (Spear)
|
- Core defensive infantry |
| Impalement | Shield Wall | Shield Bash | |||
| Defensive Stance. Damage bonus against calvary charge. | Stationary Defensive Stance. This unit protects less aggressive allied units but is vulnerable to flank attacks. | Does not break Stance. A weak melee attack denying opponents their chances to Evade or Deflect. | |||
Soffrances
Special Rule:
|
| Shrivel Up | Consume Soul | Endure | |||
| Defensive Stance. Significantly raises block rate. | Offensive Stance. Regains life each time a miniature in the same zone is defeated. | Offensive Stance. The Soffrances no longer block attacks and retaliate to all successful enemy melee attacks. | |||
Dismounted Baneret
Heroic Power:
|
| Heroic Charge | Boast | Daring Advance | |||
| A charge with a drastic accuracy penalty allowing a second attack if the first one hit. The second attack has increased chances of targeting an enemy Hero. | The Baneret halves the highest enemy Leadership in his zone and converts it to a morale bonus for his unit. | The Baneret attacks the closest enemy Hero in melee, but receives attacks from enemy miniatures in his way beforehand. | |||
Billmen
Special Rule: |
| Top Down | Defensive Thrust | Chop | |||
| Recovery +100%. A very powerful melee attack. | Defensive Stance. Sets a charge reaction with high priority. | Recovery +50%. A more effective charge against heavily armoured foes. | |||
Longbowmen
|
| Aim | Swift Shot | Volley Fire | |||
| Long action +25%. Range 1-2. Shooting attack with a drastic Accuracy bonus. | Range 1-2. Each miniature shoots twice, but with a drastic Accuracy penalty. Very tiring. | Range 1-2. A less accurate shot inflicting a morale penalty to every enemy unit in the target zone. | |||
Hobelars
Special Rule:
|
| Harass | Lure | Canter | |||
| The unit charges one zone away and then retreats to the zone they left. | Defensive Stance. The unit's next charge reaction will be to retreat with an extreme priority. | Defensive Stance. A combined move of one zone and a wait. | |||
Ympes
Special Rule: |
| Fire Bolt | Lightning | Blink | |||
| Range 0-2. Ranged attack dealing Fire damage. | Range 1. Lightning ranged attack attracted to armour. | The unit's evasion is tripled for one turn. | |||
Mangonel
Special Rule:
|
| Boulder | Adjustments | Rocks | |||
| Range 2-4. The most devastating projectile in terms of sheer destruction. | Significantly reduces the next shot’s Scatter in the selected zone. | Range 1-3. Shoots small stones and is more similar to a hail of arrows than standard artillery shooting. | |||
