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

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===Troops===
===Troops===
*'''Zombies:'''
*'''Zombies:''' 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 two attacks apiece at 2+/3+/-/1 that can pile in and attack twice. 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.


*'''Dire Wolves:'''
*'''Dire Wolves:''' They're like normal wolves, but they're dire. With most units of the vampire counts, the tenor has been that their strength is in numbers and that one-on-one they lose out to most other similar units. Not so with Dire Wolves. These are what Chaos Warhounds wish they could be. In a game that loathes tarpits and chaff, these guys are the best there is. They have high movement, two wounds each and a 5+ save that can be increased by being close to a Corpse Cart. They can roadblock anything slower than them and take forever to kill and have just enough attacks that people don't want them to strike first.


*'''Corpse Cart:'''
*'''Corpse Cart:''' On its own, the Corpse Cart is awful. They have a bad save and a bunch of weak attacks and a choice of +1 to casting rolls for Death Wizards or -1 to casting rolls for enemy Wizards. What they do however, is turn Zombies into the unholy rape train that they are by adding +1 to their Hit rolls and making it easier for your Necromancers to summon more of them.


==Battalions==
==Battalions==

Revision as of 17:22, 22 April 2016

Warscrolls

Heroes

Troops

  • Zombies: 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 two attacks apiece at 2+/3+/-/1 that can pile in and attack twice. 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.
  • Dire Wolves: They're like normal wolves, but they're dire. With most units of the vampire counts, the tenor has been that their strength is in numbers and that one-on-one they lose out to most other similar units. Not so with Dire Wolves. These are what Chaos Warhounds wish they could be. In a game that loathes tarpits and chaff, these guys are the best there is. They have high movement, two wounds each and a 5+ save that can be increased by being close to a Corpse Cart. They can roadblock anything slower than them and take forever to kill and have just enough attacks that people don't want them to strike first.
  • Corpse Cart: On its own, the Corpse Cart is awful. They have a bad save and a bunch of weak attacks and a choice of +1 to casting rolls for Death Wizards or -1 to casting rolls for enemy Wizards. What they do however, is turn Zombies into the unholy rape train that they are by adding +1 to their Hit rolls and making it easier for your Necromancers to summon more of them.

Battalions

Army Building

Allied Armies

External links

Rules are here