The Farrow are a dirty reviled species that most other races are hard pressed to get rid of. But that’s half the fun in playing them. They represent this in their rules as well as in their fluff, with access to armor buffs to their heavies as well as being about to prolong the longevity of their units with Tough and Go to Ground. As an overview of the race I’ll be touching up on all the currently released models, and addendum this as more models come out in the future.
Currently the only way to play the Farrow is through the Thornfall Alliance, which is in No Quarter 31 pg. 56 - 57.
In my tactics I’m making the assumption that you are familiar with models spells/abilities and will focus on situation usefulness and tactics.
Lord Carver, BMMD, Esq III
With Batten Down the Hatches, he and his battlegroup are at the lowest Arm 20. Mobility gives him and his battlegroup +2 Spd and Pathfinder. You’re going to be tempted to just go all out and rush down the opponent. This is generally a risky bet, as most armies have a way to deal out massive damage if needed, and being Def 10 on the War Hogs and Def 13 on Carver will get you into trouble. He is a lead from the middle caster. Willing to go out and take care of some models with his spray or charge to free up his Warbeats / Units. Try to refrain from getting to greedy or over reliant on Arm 20 to save you. Carver’s problem is in Fury management. Also with only Fury 6 his beasts will generally run hot on Feat turn. So be wary of were you place them. If push comes to shove Carver can go out and generally hurt their caster and with Spd 8 Mat 7 P+S 15 it’s likely as well. Quagmire seems to be either something cast early and you play the risk game of being Arm 20 and no Fury to Transfer or Casted against prime targets after you’re already in the scrum and you no longer really need Mobility to get to your targets.
Stats are decent, with Carver he’s Spd 7 Arm 20. Which are rather respectable stats better than some other factions heavy jacks; though missing the boxes. The thing I don’t like about him is his gun, pow 13 for pow 7 blast damage can on average kill arm 13 troopers; only one shot kinda hurts. So far I’ve used him as a charge blocker to keep my War Hogs from getting torn to bits. Arm 20 ( with Carver ) takes a decent amount of damage to take out; so generally it’ll have to be melee. Which also hopefully will mean the opponent will block his own charge lane or need to Trample to the War Hog. Most Heavies can’t kill arm 21 ( with Carver ) without the Charge + Initial Attacks. Dual open fists give some tossing options which is kind of neat to throw one of their models to knock down a crucial target to give your Hog’s a guaranteed chance to kill most targets because if he can hit most opponents can’t take multiple high Pow attacks that the Hog can dish out. Also a Slam can achieve the same effect as a Double Handed Throw if you can get the angle to pull it off.
This guy is a monster, Spd 4 is slow but with Mobility to mitigate it not really a problem. Having 3 base attacks is very good and a Critical Knock down is great. I personally Boost to hit on the Gore attack, hoping for a critical which will generally mean you are going to thrash your target. Aggression Dial is very powerful but he doesn’t have that many boxes and rolling 3 damage to the wrong aspect at the wrong time can ruin your momentum so don’t get zealous. His animus is very interesting, basically it stacks with Overtake from Carver’s Feat. Granting a total of an additional 2” if you kill your Charge Target. This gives you a very large vector for attacks. 4” ( Base Speed ) + 2” ( Mobility ) + 3” ( Additional Charge Movement ) + 1” ( Massacre ) + 1” ( Overtake ) + .5” ( Non-Reach ) = 11.5” of threat. The stipulation of course is that you kill your Charge Target and that your charge target has to be an Enemy Model to get those extra abilities to go off. Costing 2 Fury is the downside of the Animus on the other hand, though it is only effectively 1 Fury since it allows you to charge for free, and granting you another attack pays for it self in the end but this means you are wasting your extra charge dice against something that you can almost guarantee will die. But in the end if you need the extra 2” wheres the room to complain.
Farrow Bone Grinders
Grinders are cheap, Arcane Bolt is a decent spell to cast offensively especially in a faction that in general lacks Magical Weapons. The +1 to hit for each model in 1” is good but makes them prime targets for AoE’s; which is bad. Bone Magic is this factions way of reliving the caster of the responsibility; note this ability just specifies friendly destroyed Warbeasts so they may have some uses with Lesser Warlock Beasts; Brine is an exception since his Animus is Self. The problem with Bone Magic is that it requires one of your Warbeasts to already be dead. So until they are kind of just hanging around shooting 1 Ranged Attack a turn. Craft Talisman is kind of neat but since the spells you’ll want to be casting are range Control at least with Carver.
The bread and butter unit of the Farrow, with Carver they gain CRA which is a boon for them. They have a multitude of abilities to keep themselves alive with Tough and Go to Ground. And have a high threshold for putting out damage with Hod Wild. Though they will die in droves to a stiff breeze without Tough or Go to Ground. One tactic is to pray Hog Wild do some CRA’s then move and Go to Ground or Run out of the range of their counter attack. Remember this unit is here to take the brunt of the Alpha Strike, then move around with Hog Wild and Charges to free up lanes for your biggin’s to do the really heavy lifting. Do no underestimate Rat 7 Pow 14 shots they can end a fair amount of casters. Also being able to give themselves Pathfinder is a strong ability in a pinch when you need to get to a point or charge partially through terrain.