Editing
Age of Sigmar/Tactics/Old/Order/Wanderers
(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!
===<span style="color:#01bbe3;">Battle Traits</span>=== Armies with the '''WANDERERS''' allegiance have the following abilities: *'''Defiant Hunters:''' You may reroll battleshock tests for '''WANDERER''' units. This is literally the '''ORDER''' allegiance ability repackaged in a way that only works on Wanderer units. Your best abilities are the next two: *'''Realm Wanderers:''' at the start of your movement phase, one of your '''WANDERER''' units that are within 6" of a table edge can be removed from the table and be set up at anywhere wholly within 6" of the same table edge that is more than 9" from the enemy. This counts as their movement. CORE RULES Designers’ Commentary, July 2019: '''(Very important)''' ''Q: Some abilities allow you to remove a unit from the battlefield and set it up again, and say that this ‘counts as their move for the movement phase’ (or words to that effect). Do these units count as having made a move for the purposes of any other rules or abilities? A: No, it simply restricts them from making a move later on.'' **When used correctly, this ability will have your opponent howling with neckbeard rage at his inability to corner and overwhelm your units. You can comfortably hug the board edges with your ranged units and take him out at your leisure knowing that if he approaches too close you can simply redeploy somewhere else and continue raining arrows on him. If used on the wide board edges ''(or in conjunction with the Stalker of the Hidden Paths trait)'' you can even outflank your enemy and strike him in the vulnerable rear if he leaves himself open. **As of the 2018 Compendium Realm Wanderers has been Restricted to being used once per turn, nerfing Arrow spams and Keep away tactics. A way around this would be to bring max size units, you will have a harder time giving the hero support ***Waystone Pathfinders Battalion is still valid so you still can do first turn flanking, but latter relocation will be harder *'''Melt Away:''' Any '''WANDERER''' unit can [[Ultramarines|shoot in same turn it retreats]]. **This ability goes some way in making up for the overall poor melee quality of your ranged units. Don't do well in combat? Just back off and keep shooting, possibly even kiting enemies into better positions for yourself to shoot or countercharge them. Sisters of the Thorn and Glade Guard will thank you for this.
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