Playing versus Fellgor Ravagers
Key mechanics: Frenzy.
Operatives
- Shaman — 1 AP: 3" super conceal aura; 1x ranged attack with unlimited range and Seek Light; 1 AP: heal a friendly within 6"
- Deathknell — 3" passive aura on friendly: convert critical damage to normal damage; The aura protects friendly operatives in frenzy from death via shooting (critical strike in a fight still works)
- Gnarlscar — Can change order at the end of activation; 1 AP: shoot + fight or fight + shoot, and can shoot within Control Range
- Mangler — Strikes 2x at the start of a fight against expended targets; Can perform a free fight after the first fight
- Gorehorn — Can fight twice per activation (still needs the AP)
- Herd-Goad — 1 AP: Gives +1 APL to a friendly operative within 3"
Tips
- Entering frenzy during their own activation means the operative dies at the end of it