Xirkaali Review


Xirkaali Review

Video

**Intro**

What this army is about (Styles, tricks, or “thing” they do):

SK: Xirkaali is the new army for 4th edition and is a hybrid army made of human monks and dog/bear-like hemicyons fighters. The monks are generally slow and have iron resolve while the hemicyons are faster and have strider. The army hates magic and has no spellcasters (kind of).

SM: Fast beasts, hordes of cheap humans, and anti-magic tricks is the name of the game with Xirkaali. They fill an interesting niche that no other army really does in Kings of War. The army has two distinct halves, humans and the beastmen hemicyons, that theoretically work together to create a cohesive whole and give near limitless hobby potential.

TP: The army is magic haters, and many themes in the army revolve around this. They have no direct spellcasters and a number of anti-magic defensive and offensive mechanics. They are generally fastish and fairly shooty.

Models (Mantic and 3rd Party)

SK: The new line is good quality and has cool sculpts. Their reliance on resin still and the cost and questionable quality of those models continues to frustrate me and others because the sculpts and design are great across the range.

SM: As far as a complete range, this is one of Mantic’s better ranges top to bottom. The Gokluu in particular is a beautiful model (too bad it’s not good in game). That said, compared to other options the Mantic range still falls short. The Yan line draws direct comparison to Games Workshop’s Cathay line, where it falls short as the Cathay are some of the better rank and flank sculpts ever made, in my opinion. You could do much worse than a full Mantic Xirkaali range, but making a half Cathay, half beastman army from 3d printing studio of your choice would likely make for a better hobby experience. It also bears mentioning that the hero characters are only available print on demand and the price for the line as a whole in North America is rough. The Shaoquan is $40 for a single model, Lionsnarl is $75 for 3, and the Gokluu is $75. That’s GW pricing for sculpts that aren’t GW level.

TP: In general I really like the Mantic line of models. The Hemicyon models especially are quite characterful.

Commands

Fight on with Honour! [4+]: Units with the Hemicyon Trait only. For each successful result on the dice rolled to issue this order, the unit removes one damage it previously suffered

SK:This is a pretty common command in the game right now and usually always helpful if you have nothing better to do. You usually have something better to do tho with other Xirkaali commands.

SM: This is nice when you don’t have other commands to issue, but this won’t make or break the army.

TP: Pretty common command but heal is always nice to have. Having more than two commands means this being one of many is even better.

Pack Attack [4+]: Units involved in a Combat with multiple Engaged friendly units only. The unit gains the Brutal (2) special rule.

SK: This is one of the 2 bread and butter Xirkaali commands in the army and maybe one of the best commands in the game. As written, I interpret pipes of terror to stack with this command as the item gives a +1 so there’s a little extra juice if I’m not illiterate. Either way this command is fantastic if you are trying to pop a unit this turn and also very easy to meet the conditions for.

SM: Most armies don’t give you meaningful and interesting decisions to make around casting commands other than which units to cast the one good command on. Xirkaali is the premier army in terms of interesting command choice. Brutal 2 is a phenomenal command, especially in an army that lacks for damage at times. However, the thunder command we’ll discuss later is sometimes better. You need to decide on charges if the brutal command or the thunder command are better for the given situation. This leads to interesting choice and opportunities for skill expression.

TP: Brutal 2 is very powerful. The multiple units needing to be in the combat can be somewhat restrictive but brutal 2 is really good.

Bloodhound [4+]: Units with the Hunter Trait only. The unit gains the Slayer (n) special rule where n is the lowest number rolled on the dice when attempting to issue this order. For example rolling 2 and 6 would successfully issue the order (4+ required) and would apply an n value of 2 to the Slayer rule.

SK: I have seen somebody use this command once and I have forced myself to use it once. My opponent used it correctly as it was a single charge, their unit was at full health, and they were already wounding on 2s so there was nothing else to do. Outside of those perfect conditions It is mostly terrible, pretty restrictive, and warlords actually make it worse somehow which feels antithetical to the command system.

SM: Situationally good, but the other commands often seem better and more applicable.

TP: This is situational but could be useful to get a couple of extra wounds on something. Overall though I think there are far better commands available.

Sic ’em [4+]: Units with the Hemicyon Trait only. The unit gains the Thunderous Charge (+1) special rule.

SK: The other bread and butter command! Definitely one of the best commands in the game, especially in the context of the army and units that receive it. The only units that can get this command have strider so it’s effectively bane chant as a command which is FANTASTIC. These wounds stick unlike brutal 2 so its usually better than Pack Attack unless you’re already wounding on 2s or you’re sure you aren’t killing during that charge.

SM: Brutal 2 or thunder +1? You’ll make this decision many times throughout a game. Sometimes there’s no right or wrong answer, only vibes. These two commands together are wonderful.

TP: Getting an extra thunderous is really good. Functionally it works like an omni directional bane chant which is phenomenal.

For the Greater Good [4+]: Units with the Yan Trait only. For each successful result on the dice rolled to issue this order, the unit gains one damage but also increases is Sp by +1. No Nerve test is taken for damage suffered this way.

SK: One of the few or only commands in the game that increase a unit’s speed AND allow it to charge that turn. It is very good and needs to be respected by opponents as basically a Wild Charge (2/4/6) command. I will say it’s unclear if this command is a lasting effect or if the speed bonus is gone at the start of next turn. It’s written as a permanent change which can’t be right…

SM: I read this as a permanent upgrade to the unit’s speed. In which case, this is one of the single best commands in the game. If this is just for the turn, increasing speed and charging is still a great command. I hope Mantic clarifies this in a faq at some point.

TP: Going fast is really good. Trading wounds for speed on what are, realistically, chaff units in this army is extremely powerful.

Units

Warlords

Matriarch [Warlord Hero (Inf)]

Role within the army:

SK: Combat Individual

SM: Same as above but providing buffs to the combats she’s in as well.

TP:

Value:

SK: Generally decent. It has the torc of command basically built in and Xirkaali commands are fantastic so having 3 dice commands within 18" isn’t the worst idea. A lot of hemicyons throw dice and vicious can pump up damage as well.

SM: 210 is steep, but torc of command is 15 points and chant of hate is 25. So that’s 40 points of item value plus getting 3 dice on commands. Given that, in some lists the Matriarch is worth the points. But Xirkaali are often hurting for points given how expensive their good units are, so 210 on a character is hard to fit.

TP:

Khulan Kaiju-slayer [U] [Warlord Hero (Inf)]:

Role within the army:

SK: Combat Individual

SM: Yup

TP: Combat Individual

Value:

SK: Generally good. For 30 more points than the matriarch, you get a pretty good aura, a one-time +1 to command dice results, and defense 6. +1 defense is usually valued around 40 points on its own. It’s a pretty good deal and worth the points I think. That +1 result on a 3 die warlord could very possibly turn a Yan unit into a speed 8 unit for a turn.

SM: Khulan is good but has the same cost problem the Matriarch has at 240 points. There’s certainly play there, especially as a speed 7, non-yielding individual, but you have to build a list around 240 points free.

TP:

Baidar Witch-Eater [U] [Warlord Hero (Inf)]:

Role within the army:

SK: Combat Individual

SM: Same

TP: Combat Individual

Value:

SK: I’m gonna beat Sam Moore to his favorite descriptor. 285 points for a 6 attack df5 combat individual is OBSCENE. This unit is both the most expensive warlord in the army and the worst in the army as well. Dragons are awfully overpriced and I would take a dragon over this.

SM: This dude is obscene. 285 points is all you need to know. The only thing the Baidar is eating is a massive chunk of points in your army.

TP: This guy cost a ton and he isn’t worth it in any way. Bro costs as much as a dragon and isn’t even as useful as already overpriced dragons.

Witch Hunter Shuugch [Warlord Hero (Cht)]:

Role within the army:

SK: Small unit to make double charges, flanking threat, token holder, fast US2

SM:

TP: Small unit to make double charges, flanking threat, token holder, fast US2

Value

SK: The only non-individual warlord in the army is also the best warlord in the list in my eyes. 8 attacks and 16 inch charge on a 190 point warlord with access to good commands is not quite an auto include but I don’t think there are many Xirkaali lists that Shuugch doesn’t make better. Players trying to pronounce the name is also an added fun bonus.

SM: Sam and I will disagree here. Shuugch is good for sure, but for 20 extra points the Matriach brings more to your army. Shuugch not being an individual is a double edged sword. Holding tokens is nice, but then he’s slow. He also can’t do the thing where he individual pivots then charges something.

TP: Fast non-individual is a useful unit to have. He can get around to help out wherever bringing some extra wounds and commands. Being a non-individual he can also carry tokens which can be really helpful. Being a warlord with 3 dice for the pretty good commands is a good bonus.

Champions

Beastmaster [2] [Champion Hero (Inf)]

Role within the army:

SK: Lionsnarl Backpack

SM: Lionsnarl tax

TP: Gives strider to lionsnarl

Value:

SK: Situationally useful. You take this unit if you’re running more than 2 lionsnarl regiments and hate fences. 80 points seems cheap but it’s almost always going to want the 30 point inspiring talisman. I can even see a second being useful because of how cheap it is and how good Xirkaali commands are.

SM: Giving lions strider is good. Not being inspiring is bad. The beastmaster has its uses, but it’s completely dependent on your list.

TP: He can give your lionsnarl strider but sadly he can’t really keep up with them. He can be situationally useful but I would prefer more all-arounders.

Lieh Lung [U] [Champion Hero (Inf)]

Role within the army:

SK: Pest, chaff

SM: Annoyance

TP:

Value:

SK: Individual chaff? Lieh Lung is surprisingly useful on the table in a few ways and nobody wants to dedicate resources to killing them. If you already have the unlocks for it and 3 inspiring units in the army, Lieh Lung is a sneaky good addition as a weird command piece that can go solve problems in surprising ways

SM: Duelist is bad in 4th, so ignoring that Lieh Lung isn’t very good for anything besides causing headaches to you and your opponent.

TP:

Siegemaster [2] [Champion Hero (Inf)]

Role within the army:

SK: Chakram backpack and emergency doorstop

SM: Chakram tax but good

TP: He makes your shooting better.

Value:

SK: Situationally useful. Much like beastmaster, this unit makes appearances with an inspiring talisman and 3 or more of a specific unit. In this case, chakram hordes. The conditional inspiring for war engines is a trick because if a war engine is getting charged, inspiring is almost never going to save it. D6 non-yielding rocks in a pinch!

SM: 140 without proper inspiring hurts, but giving elite to your chakram hordes hurts your opponents more. Inspiring siege engines is a trap.

TP: You wanna shoot? You taking war engines? Take him.

Witch Hunter [2] [Champion Hero (Inf)]: 40 point Lion upgrade to change to Hero (Lrg Cav)

Role within the army:

SK: Combat individual, inspiring champion(Not common in Xirkaali). On lion it’s a small unit to make double charges, flanking threat, and token holder.

SM:

TP: Combat individual, inspiring champion(Not common in Xirkaali). On lion it’s a small unit to make double charges, flanking threat, and token holder.

Value:

SK: Situationally good. There aren’t a lot of flat inspiring champions but the foot version is just okay. I like the combat individual warlords more and if I just want inspiring, I’m likely more interested in Yan Lieutenants. As for the lion version, Shuugch is cheaper and I prefer that over this but if the list wants multiple of these types of flank monster-esque guys, then they’re good if not a little pricey. One of those units that hurts to pay for but is awesome on the table.

SM: Witch hunter on lion is an interesting idea. But eating Taco Bell you found in your car is also an interesting idea. Sure it might not kill you, but fresh Taco Bell (Yan Lientenants) is a much safer bet.

TP:

Xorxoi Prowlmaster [U] [Champion Hero (Lrg Inf)]

Role within the army:

SK: Paperweight

SM:

TP: I’ll second Sam here. No real place in this army that makes sense.

Value:

SK: This unit is sad and expensive. Conditional inspiring is painful and even if alchemical powders was every turn I still dont think I would take it. I forced myself to use this unit just to see and it was wholly unimpressive

SM: Great model that you can go ahead and glue directly to your display board.

TP: He’s bad and pricey.

Yan Lieutenant [2] [Champion Hero (Cav)]

Role within the army:

SK: Non-yielding, fast individual

SM: Inspiring, non-yielding, individual

TP: He inspires and is non-yielding. Use him for inspiring your units and giving an extra wound or two in combat. Also useful to be the second unit in combat to allow him to give brutal 2 to that combat. Being non-yielding also super useful for buying a turn for your other units by holding something up.

Value:

SK: Auto. Put 2 in every list and then make the rest of it. These guys provide MASSIVE value every game for pennies.

SM: Non-hyperbolically the single best unit in the army.

TP: GOAT! Take 1 always; maybe 2.

Core

Brotherhood of Yan [Core (Inf) Troop(aux)/Regiment/Horde]

Role within the army:

SK: Chaff

SM: Chaff (bald)

TP: Chaff

Value:

SK: Generally good. The regiments are the cheapest unlock in the army and the troops are the cheapest unit in the army. They die so easily that iron resolve on them is a comedic waste of points. New movement rules and the +SP command make these units feel much more versatile as chaff than they would appear on paper. Troops and regiments work well in almost every army but the hordes seem to want specific builds that are slow and punish bouncing in combat to justify taking them over troop/reg. Warrior monks checkerboard with yan hordes well

SM: You will end up bringing regiments for the unlocks. Beyond chaffing and potentially slingshotting them with the command, they don’t offer much. At 85 points, though, I’m not asking much.

TP: They’re cheap and the ability to make them faster can catch people out or make them respect the possibility of the speed.

Chakrams [Core (Inf) Troop(aux)/Regiment/Horde]

Role within the army:

SK: Core gunline. BRRRRRRRRR

SM: Alex Caruso with the shot.. BANG BANG

TP: Machine Gun

Value:

SK: Integral to a specific list. The venn diagram of people that will read this and have already heard me not shut up about chakram hordes is very nearly a circle. This is unfortunately the best cornerstone unit in the army even though it is not nearly as interesting as an army of sp7 strider dogs. 3 hordes of these in the right list is a legit contender, i just don’t think anybody wants to paint 90 bald dudes for a GT. Regiments are okay and troops are okay if you have the points but I generally only take hordes and shave points turning what would be chakrams reg/troops into brotherhood.

SM: There’s a list archetype that brings a shooting battery of chakrams, either hordes or regiments (although the hordes are more damage efficient). That list is good. If I had time to get mine painted before Masters, it would be my Masters list. That’s how much I believe in them. They’re an absolute machine gun. As far as hordes vs regiments, it’s not only that the hordes are more damage efficient. The hordes have a fairly high potential to survive a charge, withdraw, and then turn the thing that charged them into swiss cheese.

TP: They’re a machine gun. You wanna shoot stuff? Take ’em.

Warrior Pack [Core (Hvy Inf) Troop(aux)/Regiment]

Role within the army:

SK: Chaff? Existential crisis chaff?

SM: Fast chaff

TP: Chaff for those who hate bald guys

Value:

SK: Generally useful. The troops of these units are awesome full stop. They are fantastic in cost and on the table as fast super chaff. The regiments are in a very weird place where they can’t really kill or do anything better than a troop and die nearly as easy but for more points. Regiments feel like a tax but not a tax to riot in the streets about, just kind of okay and not bad if you need them.

SM: Warrior pack troops are good, fast chaff. The regiments get weird. 140 for an unlocking regiment isn’t terrible in theory, but in practice you aren’t getting 140 points of value out of them. I don’t care that my chaff has strider, if I’m relying on chaff to kill something then I’m deep in the doodoo. So you’re paying a premium for a keyword that frankly doesn’t matter to the damage of the unit. If warrior packs were available in hordes they would be incredibly interesting to shove huge hordes 14" toward your opponent. But as they stand, they can serve a purpose as fast chaff and can absolutely NOT be relied on to do anything else.

TP: Very high if you want chaff and hate bald dudes. Otherwise, troops are pretty good as fast chaff if a bit pricey.

Spearwardens [Core (Hvy Inf) Troop(aux)/Regiment]

Role within the army:

SK: Mid range, jack of all trades unit

SM: Jack of all trades, masters of none

TP: Phalanx Troops

Value:

SK: Okay(?). There has been a LOT of discussion in our community about spearwardens. They are technically significantly more efficient than warrior packs but serve a completely different purpose that I personally don’t understand. The argument for them outside of efficiency is as Erich Trowbridge told me anything that can kill them easily is likely slower and anything that can charge them first is likely hurt by phalanx. It’s a decent point but in a game where most people build lists to kill d5 ne17, I dont want to have d5 ne17 units in my army.

SM: I agree with what the others said. Spearwardens are interesting, but as a professor of mine would always say, “interesting can be used to describe the texture of vomit, it is not a compliment.”

TP: Phalanx took a bit of a nerf this edition. These guys are pricey and their stat line doesn’t live up to the cost. If you think you really need phalanx they are useful but overall they are a pass for me. I think other units fill this spot better. If a horde version existed my take on these guys would be very different. Being limited to troops and regiments hurts them.

Plainstalkers [Core (Lrg Inf) Troop(aux)/Regiment]

Role within the army:

SK: Paperweight to keep the Xorxoi from being lonely

SM: Masochist’s favorite unit

TP: Poo poo shelf sitters.

Value:

SK: These look truly pitiful on paper and in practice are shockingly and significantly worse. Piercing wouldn’t even make them usable.

SM: Fient into shooting is a fun idea on paper. That’s the literal only nice thing I can say about them.

TP: Bad on paper; worse in practice. I honestly have no idea what you are paying so much for with these guys.

Specialist

Yan Warrior Monks [Specialist (Inf) Troop/Regiment]

Role within the army:

SK: pseudo hammer AND anvil?

SM: Hammer when needed and semi anvil chaff in a pinch.

TP: Berserkers

Value:

SK: Useful in specific builds. In a slower army these guys are cream of the crop. Succubi with TC1 and the only +SP command that allows charging is an awesome combo. Big fan of these units. The troops and regiments are identical in damage efficiency so they provide excellent value in either flavor.

SM: Giving them speed eliminates their biggest weakness, they’re slow. They won’t chew through high nerve hordes, but they skirmish well with similar type units.

TP: I like these guys and with the command to add speed to yan you have one of the potentially fastest berserker style units in the game. You’ll potentially catch someone out with the speed or force them to respect it.

Wildfangs [Specialist (Lrg Inf) Troop/Regiment]

Role within the army:

SK: Good™

SM: Warrior pack’s father

TP: Kind of all-arounders.

Value:

SK: Generally good as regiments. Troops are warrior packs but worse, ignore them. Regiments have the perfect blend of keywords and stats for their points and do exactly what it looks like they do. Wild charge d3 with the attack profile they have means opponents have to treat them like a 17 inch charge threat at all times instead of getting cheeky. While not as potent as Lionsnarl, these units dont require a mediocre character to hang out with and are good all game and take the thunder 1 command EXTREMELY well. I find every list I make has 1 sharp reg and 1 strong reg in it and I am never disappointed.

SM: Wildfang troops are fast, nimble chaff. That’s super valuable. Wildfang regiments, particularly with sharpness or strength, are a legit kill threat on most non-horde units. Remembering the commands, you can give them thunder +1 or brutal 2. Hitting on 4s is swingy and unreliable, but a nimble hammer skirting around chaff is deeply valuable.

TP: These guys are decent at a number of things. 24atk on 4s isn’t nothing. They are kinda fast, they are nimble, they have strider. Out of the box they are ok. Give them brew of sharpness/strength and they become a real threat. Nerve numbers are fairly beefy and with strider they can be hard to shift hanging out in a forest.

Lionsnarl Cavalry [Specialist (Lrg Cav) Regiment]

Role within the army:

SK: HAMNER

SM: hammed nerd

TP: They kill. They kill really really well. They kill things that are far away from them because they are really really fast.

Value:

SK: Situationally good (Ragebait). This unit is really good, one with Jboots is almost a requirement for every list. Beyond that, you are making your entire list and identity about being the lionsnarl guy and thats not a crime. Its just not for me and I end up saving points bringing wildfangs after the first lionsnarl instead and leave the beastmaster at home.

SM: At least one with jboo is a requirement in pretty much any list. More is a personal choice, but not bringing one feels silly.

TP: Take em. Put em on your list. At least 1, realistically more.

Support

Witch Cage [Support (Mon)]

Role within the army:

SK: TECH, Spellcaster?

SM: Tech piece, anti magic

TP: He turns off magic items. It’s funny but pricey.

Value:

SK: 1 is autotake. Playing a witch cage makes you a better person in real life. Use it until you understand what I’m saying and agree with me.

SM: Trentin will disagree with Sam and I. Trentin is wrong. Until you’ve experienced the joy of the witch cage you can’t understand it.

TP: Poo poo gimmick. Avoid

Shaoquan [Support (Mon)]

Role within the army:

SK: Pest

SM: Donkey Kong

TP: Seems to be an assassin type of unit. Tough to fit in most lists.

Value:

SK: Generally useful. The monkey makes back his points pretty quickly assuming the army has enough chaff for him to not be chaff. Enough attacks to demand respect from the opponent without breaking the bank

SM: Shaoquan is a lot like Donkey Kong 64. You smile a lot while playing, if you examine it too critically it’s kind of bad, eat banana.

TP: Honestly not very good which is really sad because Kung-fu Ape is amazing. Punch Monkey is amazing!

Gokluu [2] [Support (Ti)]

Role within the army:

SK: Dragon

SM: Flanker

TP: He’s a dragon. Use him to threaten flanks and project force.

Value:

SK: Bad. This unit is a comical let down in every way and is slightly different from other units in similar role but worse at all the things those units are usually good at (fly, inspire, command, breath attack, strider, etc)

SM: The vision is that you put one or two on a flank and they win that flank. In reality, non flying speed 10 doesn’t win flanks against better players. So you’re spending 500 points and $150 for 2 Gokluu so they can lose a flank while looking nice. There’s also a weird anti-synergy where the Gokluu is self-inspiring but also rallying. You’re unlikely to get full value out of both at the same time.

TP: Dragons aren’t great and he’s a non-flying dragon that still costs like he flies. Only self-inspires. It’s a no from me dawg.

Hwathca [2] [Support (War Eng)]

Role within the army:

SK: War engine

SM: Gun

TP: War engine that honestly I don’t see why you take it over Khon-Bukhan.

Value:

SK: Situationally useful. The first 2 war engines you take should always be Khon-Bukhan mortars but if you need a 3rd and arent doing 2 battalions, its nice to have some shattering on a WE with 4 attacks. Not the worst thing.

SM: Shattering on a war engine is fun, but the mortar is better.

TP: Khon-Bukhan does it better.

Khon-Bukhan Mortar [2] [Support (War Eng)]

Role within the army:

SK: War Engine

SM: GUN

TP: War engine, blow up your enemies from faraway because it’s indirect.

Value:

SK: Situationally auto-take. If you want shots, there is no better way to spend 190 points than on 2 of these. I’d argue this is the best war engine in the game.

SM: One of the best war engines in the entire game. D3+2 hits go brrrrrr.

TP: Top tier war engine. D3+2 is phenomenal and can get elite with the Siegemaster.

Conclusions

How good the army is within the game: compared to other armies

SK: Melee Xirkaali has a shocking gulf between how fun they are to play and how good they actually are. They fall on the lower end of mid-tier armies and would likely be unplayable if they didn’t have some of the best commands in the game. That being said, I truly think a tuned chakram horde list would not only be a threat to win a GT, but I would be scared to see it at masters.

SM: Pure melee, alpha style Xirkaali is FUN. It’s also BAD. Kings is balanced enough and better generals win often enough that there’s certainly play there, but if you want an alpha army there are much better options. Like I said before, I believe so strongly in the Chakram horde shooting core with fast flanks that I would bring it to US Masters if I had time to get it all painted before then. That list is very good.

TP: Overall it feels to me like the army is missing some key pieces. They don’t have any real high nerve decent defense hordes to hold something for you. They are decently fast and can run a decent gunline but they do it worse than other armies IMHO.

Build archetypes or styles possible within the army: MSU, shooting, alpha, etc

SK: Lionsnarl spam, Chakram spam, and pseudo alpha lists with mostly sp7 and strider all are viable and cohesive ways to play the army. I don’t think the MSU-ey piles of warrior monks and brotherhood is a valid avenue as the commands don’t synergize with being bald.

SM: Most lists fit into two categories: alpha or gunline. Like Sam said, they kind of have the units for MSU but they don’t have proper support for MSU gameplay.

TP: Alpha or gunline seem the only viable options.

Highest placing GT lists:

John Green 6th in battle at Bugeater (40 Players)

Matriarch, Yan Lieutenant, 6 Spearwarden regiments, 2 Gokluus, 2 Wildfang troops

James 4th at Clash of Asia (16 players)

Khulan Kaiju-Slayer, Beastmaster, Siegemaster(inspiring talisman), 3 Brotherhood regiments, 1 brotherhood horde, 1 chakram horde, 1 spearwarden regiment, 3 lionsnarl regiments(Haste, elite, slashy), Witch Cage