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==Artefacts of Albion== Your standard mix of some meh items that are mostly situational and others that are blatantly powerful. *'''Gai Dearg, The Sun Spear''': Magic Weapon, 100pts. The big 100 point item is a Spear that grants +1 Strength and hits automatically (both bonuses apply in close combat and in shooting). On top of this, it can be thrown 8" and is quick to fire with the hit being resolved like a Bolt Thrower. **Though expensive, due to the availability of Ward Saves through Woad Paint and the spell Light of Battle buffing Ward saves means that if managed correctly, the Warleader armed with it will not be completely defenseless. *'''Fragarach, The Answerer''': Magic Weapon, 75pts. Ignores Armour saves, and for every Wound caused, the enemy model has to pass a toughness test or suffer an additional Wound (the way it is worded implies these keep generating additional tests). In addition, the wielder may cast Wind Blast as a Bound Spell at Power Level 3+. The ignores armour effect alone would cost 50pts in the BRB (which is admittedly over cost given how prevalent Ward Saves are in 8th), so for an additional 25pts, you get the ability to cause additional wounds and cast a Bound Spell that can easily be used to troll the enemy. **This still leaves a Warleader with 25pts to spend, so grab a Talisman of Protection to give a 6+ Ward save (along with Woad Paint which can combine to give 5+). *'''White Hilt''': Magic Weapon, 30pts. A Great Weapon with Flaming Attacks and rerolls failed To Wound rolls against models with Toughness 5 or more. Situational and can sometimes be counterproductive given how common 2+ Ward Saves against Flaming Attacks are. For Monster hunting, The Whetstone of Tudwal Tudglyd and the Banner of the Sun King are better. But it is still fairly cheap and leaves room to buy extra protection. **This weapon is only better against a small group of things that are T5+ and are Flammable such as Wood Elf Treekin and Treemen. Only bring if you know you are facing these sorts of units. *'''The Ear of Beauty''' Magic Armour, 50pts. A Shield that grants a 4+ Parry Save that also grants the bearer an additional immediate attack for every save the wielder makes in Close Combat (Not just successful Parry Saves). Combine with an Ogre Blade and Woad Paint for extra troll as your Warleader spits out consistently high numbers of Str 6 attacks in combat. Be afraid of any opponents who see this combination coming and simply take him down with shooting attacks. *'''The Triskele''': Talisman. 50pts. Druid or Truthsayer only. A must-have and fluffy option that grants the Truthsayer a 5+ Ward save and Magic Resistance (2) while not being a unique item, so you can have as many as you want. This item costs only 5pts more than a Talisman of Preservation. Combine with Woad Paint or Light of Battle if you are worried about not having a 4+ Ward Save. *'''Staff of Light''': Arcane Item, 40pts. +1 to Dispel attempts and +1 to all attempts to channel Dispel Dice. This on an Lv4 Truthsayer will take its toll on the enemies casting phase, especially against low-level Wizards. This item would work well with the Triskele's protection as having the Staff of Light. You are painting a bigger target than usual on the wizard's head. *'''Cauldron of Rebirth''': Enchanted Item, 75pts. The bearer's unit regenerates D3 Wounds worth of models at the start of your magic phase but restored models can not bestow their Leadership onto the unit. This item is over-costed with the only way it will make its money back is in a large unit of high points models such as Hearthguard, Sword Maidens, Neophytes, Warriors of Danu, and Horse Warriors. It also has the drawback of taking most of a Lord's magic allowance. **Combine with Gift of Life and Regrowth for a never-ending tarpit. *'''The Chariot of Morgan Mwynfawr''': Enchanted Item, 60pts. A model equipped with this can transform it into a Chariot with Fly at the start of any of his turn with the ability to turn back at the beginning of another turn. This is at the cost of joining other units. As a regular Chariot costs 50pts, this may be worth it if you intend to bring a Warleader on a Chariot and don't intend to kit him out with much. The main drawback is that it eats into your magic items allowance but given the ease of acquiring Ward Saves through other means in this army, this is not as big of a drawback as it would be elsewhere. Still mostly a skip. *'''The Whetstone of Tudwal Tudglyd''': Enchanted Item, 50pts. The bearer gains Multiple Wounds (D6) to his melee attacks which do not apply to Magical Weapons. Overall it can be pretty useful but is arguably expensive, and where the Whetstone is an Enchanted Item, it cheats you out of many potential combos. **A Great Weapon is a good weapon for a monster-hunting Chieftain with the Whetstone. **One fascinating combo is to have the bearer camp out in the same unit as the Banner of the Sun King to allow the Whetstones carrier to wound anything on at least a 4+. Send him against high toughness Monsters and Characters ***Alternate opinion: This combo does not need the Whetstone as a large enough unit of Tribal Warriors could drown most monsters in attacks, with the only drawback being that it may take slightly longer. *'''Banner of the Sun King''': Magic Standard, 60pts. All models in a unit with this banner will always wound on at least a 3+ in close combat by itself is good and will result in anything big and lacking armour simply melting away. But the standard comes with the additional ability to grant D3 to combat resolution helping to overcome the weakness of War Fury by breaking the enemy quickly. Virtually a must-have item.
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