Age of Sigmar/Tactics/Old/Death: Difference between revisions

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===Command traits===
===Command traits===
1) +1 to the Deathless Minions roll.
1) +1 to the Deathless Minions roll within 10" of your General.


2) +1 to hit roll of your general if he's in cover.
2) +1 to hit roll of your general if he's in cover, (doesn't work on Monsters, mind.)


3) Pick an unit within 3" of your general. If 2D6 is minor or equal to their Bravery, they suffer D3 mortal wounds.
3) Pick an unit within 3" of your general. If 2D6 is minor or equal to their Bravery, they suffer D3 mortal wounds.
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4) Turn your general in a wizard or add +1 to casting and unbinding roll if he's already a wizard.
4) Turn your general in a wizard or add +1 to casting and unbinding roll if he's already a wizard.


5) If after an attack your general has inflicted less than D6 wounds, he attack again.
5) After your General attacks, roll a D6. If the result is less than the Wounds he caused this turn, he ''immediately'' attacks again.


6) Double fleeing enemy models for units within 10" of your general.
6) Double fleeing enemy models for units within 10" of your general.

Revision as of 10:10, 3 November 2016

This page is for the ones who was to mix things up inside the Death Grand Alliance voting themselves to DEATH allegiance. For the different subsection and allegiance tactics go here:

Allegiance bonuses

If you have DEATH allegiance you have some additional bonus:

Battle trait

Deathless Minions: an extra save at 6+ for every wound or mortal wound inflicted on DEATH units within 10" of your general or one of your HEROES.

Command traits

1) +1 to the Deathless Minions roll within 10" of your General.

2) +1 to hit roll of your general if he's in cover, (doesn't work on Monsters, mind.)

3) Pick an unit within 3" of your general. If 2D6 is minor or equal to their Bravery, they suffer D3 mortal wounds.

4) Turn your general in a wizard or add +1 to casting and unbinding roll if he's already a wizard.

5) After your General attacks, roll a D6. If the result is less than the Wounds he caused this turn, he immediately attacks again.

6) Double fleeing enemy models for units within 10" of your general.

Artefacts of death

1) -1 from hit roles within 3" of Hero, doesn't effect Death.

2) One use only. Remove model and set up <12" away, but no within 3" of an enemy.

3) One use only. Hero can case to summon Death spell in addition to normal spells. Activates automatically and cannot be dispelled.

4) One use only. Enemy unit with 12" suffers wounds equal to current battle round. Cannot target Death units.

5) Effects 1 weapon belonging to Hero. Regenerates 1 wound to Hero or unit within 6" when enemy model is slayed with chosen weapon.

6) One use only. Revives killed Hero, who can be placed anywhere on board not closer then 12" to an enemy. Restored with D3 wounds.

Warscrolls

The common keywords of these warscrolls is DEATH.

Leaders

Troops

Battleline

Without more allegiance you have to use just the basic.

  • Zombies: 60pt. Zombies are awful. Really fucking awful. But they also have the most potential in the entire game. They start out with a single attack at 6+/6+/-/1 but get better the more you have. If you add a bunch of buffs, you can turn that to a 2+/3+/-/1 easily. So yeah, the Zombie Rape Train relies more on support than anything else, but gets you quite a lot of mileage. Zombies can also infect the guys they kill and two Zombie units can actually combine in order to get to greater numbers, which grants them better To Hit and To Wound rolls. Standard bearers make D6 models return every hero phase and musicians make sure that you can always charge under 6".
  • Skeleton Warriors: 80pt.
  • Crypt Ghouls: 100pt. Not too shabby, all things considered. They get two attacks each with a third if the unit's big enough and they have a 6+ save, which may sound bad but is actually pretty good because that means unlike, say, Zombies, Ghouls can actually make use of cover and Mystic Shield. If you want to capitalize on Ghouls, just remember to bring some Crypt Ghast Courtiers to keep your units nice and big and remember that all in all, the save-after-the-save buff of the Terrorgheist-Ghoul King is probably better than a simple Mystic Shield at keeping your Ghouls on the board longer.

Others

Battalions

Army Building

1000pt.

2000pt.

2500pt.

External links