Age of Sigmar/Tactics/Edition 1.1/Wanderers: Difference between revisions
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*'''Eternal Guard:'''The rank and file spearmen of the Wanderers?close but not quite. These guys are all about the defense. When on the attack they are basic foot troops with a less than encouraging armor save. However on the defence they can re roll saves of 1 (which is upgraded to 2 when they are in cover. most importantly however is the fortress of boughes ability which states that if used the unit cannot move (At all) they do however gain a +1 to there hits, wounds AND saves. These guys can be an absolute pain when used as a road block particularly if kept in cover | *'''Eternal Guard:'''The rank and file spearmen of the Wanderers?close but not quite. These guys are all about the defense. When on the attack they are basic foot troops with a less than encouraging armor save. However on the defence they can re roll saves of 1 (which is upgraded to 2 when they are in cover. most importantly however is the fortress of boughes ability which states that if used the unit cannot move (At all) they do however gain a +1 to there hits, wounds AND saves. These guys can be an absolute pain when used as a road block particularly if kept in cover | ||
*'''Wildwood Rangers:''' | *'''Wildwood Rangers:''' Now these guys are interesting. First of all the bad. like most Wanderer units there saves are poor and unfortunately they have no abilities to help with this so good idea to buff with a mysticshield or two if you want them to last more than a round. Now the good. These guys are very killy in combat. With 2 attacks with 2" range they can attack in two rows and will be hit and wounding on 3's with a -1 rend. only 1 damage but a group of these will happliy plow through any lightly armored troops in the first round. However if you really want these guys to shine point them towards a monster. What will this do? Nothing much accept turn there damage from 1 to D3 EACH!. that means that a group 10 of these guys have a wounding potential of 30 wounds. You want tactics? get them over to a monster however you can and watch them tear it a new one! | ||
==Battalions== | ==Battalions== |
Revision as of 06:38, 28 April 2016
Warscrolls
Heroes
- Nomad Prince:
- Spellweaver: At face value a very simple spellcaster. However this model has a couple of tricks that can proove very useful. Has all the stats you would expect from such a unit (Meh) so keep it out of combat at all costs. This unit does however come in handy to remedy those usually bellow average saves that the Wanderers all seem to have by throwing a mystic shield on key units.The unique spell however has quite a bit of potential allowing you to re spawn D3 dead models from a unit as long as they are wanderers. Now if your glage guard lets say are in a position to get hurt you are likely to lose more than 3 a turn so dont expect to recover your losses that way however it can be helpful for trying to keep unit numbers high to gain massed unit buffs. Most interestingly however is that the only criteria for this spell is "Wanderer" meaning that you can restore D3 models from any wanderer unit such as wild riders. Yes now we are getting somewhere. restoring a potential D3 wild riders or even warhawk riders if you happen to have some can be quite a major inconvinience for your opponent. To cap it all off this spell weaver also has the ability to auto unbind a spell (Within range) once per battle. A useful trick in the right circumstances.
- Wayfinder:
- Waywatcher:
- Waystrider: could be considered a "normal" commander choice as he benefits from a very well rounded stat profile. fast like an Aelf with a regularly standard stat wheel. Upon setup this guy gets to take a pot shot at you enemys general providing they are within view and deal a mortal wound (On a roll of 4) before you even hear the starting gun. The Starlight greatblade makes him decently killy in combat with 3A/3H/3W/-1R/Dd3 meaning he well equipped for most situations. He also has a bow so he can add hit own arrows to the swarm that you are likely to unleash during your hero phase.Finally is command ability is fairly interesting. First of all any units within 18" take his bravery instead of theres on top of that if you should roll any 1ns during your battleshock tests for these units they can immediately pile in and attack like its the combat phase!. If your playing typical Wanderers which is to say 'Shoot alot' then its a good idea to keep this guy out the way and have him shoot along with the rest of your archers. Only once it looks like close combat is likely to break out should move him up behind your troops so they can benefit from his aura. Ideally though keep him shooting and only bring him into combat if you really need some extra swinging power.
Troops
- Glade guard: At first glance the legendary archers of the Wood elves dont seem to have quite remembered how to fire a bow properly during there transition to AOS. However upon closer inspection these guys can still be deadly in the right quantitites and at the right time. First of all there stats are what you would expect from Aelf archers(No armor and crap in combat) however even at H4/W4 there shooting profile isent bad at all when you consder that these are the wanderers most basic troop choice. Field in group of more than 20 or 30 if you can manage it. This will start them off by giving them a + 1 to there hit rolls (As long as they are above 20). Also if you can buff them with any command abilities from either a Waywatcher of Wayfinder that will help to. Cover if possible. But chiefly if you are fielding a Old style gladelord on forest drake use its re roll of hits and wounds of 1 on them every time. Okay 30 arrow fired at the enemy should deal some pretty significant damage. Here is where it gets really good. Once per battle these guys can fire the Arcane bodkins these enchanted arrows change the rend of there shooting attacks from - to -3!!!. With a couple of groups or a large one you can realistically 1 hit KO anything off the board. pick your target well.
- Wild Riders:
- Sisters of the Watch:
- Sisters of the Thorn:
- Eternal Guard:The rank and file spearmen of the Wanderers?close but not quite. These guys are all about the defense. When on the attack they are basic foot troops with a less than encouraging armor save. However on the defence they can re roll saves of 1 (which is upgraded to 2 when they are in cover. most importantly however is the fortress of boughes ability which states that if used the unit cannot move (At all) they do however gain a +1 to there hits, wounds AND saves. These guys can be an absolute pain when used as a road block particularly if kept in cover
- Wildwood Rangers: Now these guys are interesting. First of all the bad. like most Wanderer units there saves are poor and unfortunately they have no abilities to help with this so good idea to buff with a mysticshield or two if you want them to last more than a round. Now the good. These guys are very killy in combat. With 2 attacks with 2" range they can attack in two rows and will be hit and wounding on 3's with a -1 rend. only 1 damage but a group of these will happliy plow through any lightly armored troops in the first round. However if you really want these guys to shine point them towards a monster. What will this do? Nothing much accept turn there damage from 1 to D3 EACH!. that means that a group 10 of these guys have a wounding potential of 30 wounds. You want tactics? get them over to a monster however you can and watch them tear it a new one!
Battalions
Waystone Pathfinders
Army Building
Allied Armies
External links
Rules are here