Editing
Age of Sigmar/Tactics/Old/Chaos/Skaven/Clans Skryre
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Troops=== ====Battlelines==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-stormfiends-en.pdf Stormfiends]:''' Want to win games? Give 3 of them Warpfire Projectors, any unit in 8" will suffer a MINIMUM of 6 Mortal Wounds, with no Hit or Wound rolls, a straight up Character killer. This unit has a ton of different equipment to choose from. The melee weapon options include the Doomflayer Gauntlets (hitting on a 2+ in the turn they've charged), Shock Gauntlets (every attack becomes d6 attacks if you rolled a 6 to hit) and Grinderfists (basically they're their own Warpgrinders), and the former two also come with an extra Wound for each model. Missile weapons instead offer stuff like Ratling Cannons, Windlaunchers (same +1 to hit and "can shoot at units they can't see" as Globadiers) or Warpfire Gauntlets (take a guess). Powerful and versatile, think deeply what role you want them to play in your army. Down to 290 points in the new edition, same all around awesome. **Before someone else comes along: No, you cannot use Sparks to double Mortal Wounds done by Warpfire Gauntlets. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-skryre-acolytes-en.pdf Poisoned Wind Globadiers/Skryre Acolytes]:''' Get +1 to hit when shooting against units with 10+ models. Can also shoot against stuff they can't see like the Poisoned Wind Mortar dudes. So, put them behind your combat units to keep them safe and get in range (9"), and throw crystal balls of death to highly armoured units (they got -2 Rend). Do that and you´re golden. ====Weapon Teams==== Except for the Warplock Jezzails, These are cheap single model units with a strong weapon that can be overcharged with a chance of the model hurting itself (Unless the D3 Mortal Wounds kill it, it still gets an attack when it fails to overcharge). They can die quickly once your opponent focuses on them or with bad overcharges but this can be circumvented by simply bringing backups. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-doomflayer-en.pdf Doom-Flayer Weapon Team]:''' Can overpower before attacking. You roll a dice: on a 2+ you attack but dealing d6 wounds instead of d3. Also gets +1 to hit rolls when charging. Not very good: too slow for using him like a Chariot, and will probably die if it doesn't attack first. Still, you can use him and his -2 Rend to support your basic infantry against highly armoured units. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ratling-gun-weapon-team-en.pdf Ratling Gun Weapon Team]:''' The same, but this time the wounds it inflicts if the overpower is successful are 4d6 rather than the regular 2d6. Also gets +1 to hit when shooting at units within 9". Very good; his relatively low range makes it risky, but it spouts a lot of good shots. By the way, note that each "misfire" of each Skyre Weapon Team is different (read them all!), but all of them hilarious: for the Ratling Gun, the crew trap themselves in the mechanisms and get turned to mincemeat. *'''Warpfire Thrower Weapon Team:''' Like Ikit's Gauntlet, but with the usual overpower mechanic that allows it to deal d6 mortal wounds instead of d3. Slow and fragile (everyone will shoot at them), but if you put them in your centre, leaving a gap between your infantry units, you can support them when they enter close combat with the enemy; just position yourself and incinerate the enemy units already in combat with yours. Combos well with these guys: *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-warp-grinder-weapon-team-en.pdf Warp-Ginder Weapon Team]:''' As before, it starts underground with a whole other unit. In any Movement phase, you can roll a dice and on a 3+ the unit and the Warp-Grinder are placed anywhere on the field within 9" from any enemy unit. Very strategic and useful, if you use it well, though it's still kind of random. *'''Poisoned Wind Mortar Weapon Team:''' a single shot rend -2 Mortar. Instead of overpowering, they try to throw the orb farther away increasing the maximum shooting range from 22" to 30", but the mechanic is the same. You also get +1 to hit against units with 10+ models and it always deals 6 wounds against units with 20+ models and shoots against units that the mortar can't see but are in the range. Put them behind your lines and massacre big hordes; sometimes they're meh, sometimes they're great. **What isn't great, is that you're either converting these guys or scouring the internet for em. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-warplock-jezzails-en.pdf Warplock Jezzails]:''' Skaven Sniper. If they don't move they get 4+ saves against enemy shooting attacks and also reroll 1's to hit as long as there are no enemies within 3". A 6 to hit will also deals Mortal Wounds. Can be good against armour, but they're (again) pretty random. If nothing else, they got great range.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information