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Coteaz’s Henchmen
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Coteaz’s HenchmenType: Army Unit Faction: Astra Militarum Cost: 2 Attack Value: 1 Hit Points: 3 Command Icons: 1 Signature/Loyalty: Signature Icon Traits: Soldier. Interrupt: When this unit leaves play, ready your warlord. "My purpose is to destroy the daemonic, and if I must rise to command an entire sector to do so then so be it." -Torquemada Coteaz Set: The Threat Beyond Number: 90 Quantity: 4 Illustrator: Matt Bradbury |
Other Cards in Signature Squad 012 | |
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10 Comments
Not the best on their own, but their synergy with Coteaz is immediately obvious and very strong. The way their ability works however means that they have little use outside of a battle with Coteaz. 3/5
This sig squad can be compared to Zarathur's sacrifacing flamers.
Flamers can generate 3 dmg from atk + 3 dmg from sacrifice.
Coteaz needs to sacrifice one unit, hit for 3, then in second attack sacriface
henchmen and hit for another 3.
2 units for 2 attacks is not better than 1 unit for 1 attak with extra another from sacrificial.
We need to wait for better cards which benefits from sacrificing effect (such as Black Formosan Ship which is
only one in deck).
The card is far from amazing but does work very well with Coteaz himself.
3/5
this card is actually insane with combo potential. Being able to unexhaust a warlord is currently a power very few factions have. Certain cards are dismissed instantly because of this limitation. Muster the guard is a fast one that comes to mind. They will also let TC get potentially two attacks off a turn with both outpost and his ability. Fantastic card and one of the best units to compliment a warlord out there.
Become a lot better with Exhaust Warlord for {Awesome Effect}. Mix that with Markis for an easy Sac and you can tap a Beater unit on the other side while simultaneously untapping your warlord. Pretty boss combo chain.
Hmm, I dunno about the feasibility of that combo chain.
The big exhaust for benefit card here is Muster the Guard, and it'll be a lot of matching circumstances to get a worthwhile muster, a henchman, a means to sacrifice it, all at the same time.
Let see: 8C8R then a Muster, then deploy the henchman and markis for 3 resources, then sac the henchman to ready and ideally exhaust someone opposite because the opponent has dumbly deployed opposite you... best case scenario thats now 5 cards in hand and 5R left to deploy them, with say an optimal result of 10R worth of stuff played. Net benefit of the combo is 13R of value across 6 units in play, and a ready Warlord still.
Yeah... thats actually not bad at all in the perfect circumstance. A more probable circumstance might be a Muster deck that builds around 3 Musters and 4 signature non-unit cards and 43 more AM units in total. That'd make it more likely to be 4 more units in hand, probably with a wider spread of costs.
Still, collision of three cards in hand and a bunch more AM units to play, thats a stretch, even if you build the deck for it, and building the deck for it is likely to lead to a deficient deck. I think shelve that combo for now, think on it more as the AM unit card pool expands.
Let's see, what else have we got: No Mercy, I guess? Thats a combat action, and the exhausting at that time generally isn't too painful. Still, thats a simpler combo, though the low attack on Henchmen probably demands another unit in the mix.
And looking to allies: well there's Know No Fear, but I don't think I want to build that deck out of an AM warlord. Still, worth thinking about - a deck that runs SM units and effects, but with Coteaz at the helm.
Just wanted to ask for clarification on the combo scenario.
I have Torquemada Coteaz and 2 x Coteaz's Henchmen at the same planet and all three are exhausted from attacking this round. The enemy has 2 units which both are exhausted. I do the following:
1) Sac Henchmen using T. Coteaz's combat action giving Coteaz +3 ATK
2) When the Henchmen leave play, Coteaz readies
3) T. Coteaz swings for 3, exhausting him
4) Sac the remaining Henchmen using T. Coteaz's combat action giving Coteaz +3 ATK
5) When the Henchmen leave play, Coteaz readies
6) T. Coteaz swings for 3 again, exhausting him.
Is this how it works, or have I been cheating this whole time?!
Thats how it works, though for bonus joy do all that with a Preemptive Barrage.
Thanks for the feedback! Coteaz is fun to play with when he gets rolling but there have been a few times when he doesn't have his eagle, units or supports and he is swinging for ZERO... which seems weird considering he is one of the most powerful and feared characters in the 40K universe.