Age of Sigmar/Tactics/Old/Death/Deathwalker: Difference between revisions
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The common keywords of these warscrolls are: '''DEATH''', '''ZOMBIE''' and '''DEADWALKERS'''. | The common keywords of these warscrolls are: '''DEATH''', '''ZOMBIE''' and '''DEADWALKERS'''. | ||
=== | ===Leaders=== | ||
Sure, yea, well... WE DON'T NEED THEM. WE'RE FUCKING ZOMBIES, WE JUST NEED BRAAAAAINS!!! | Sure, yea, well... WE DON'T NEED THEM. WE'RE FUCKING ZOMBIES, WE JUST NEED BRAAAAAINS!!! | ||
===Troops=== | ===Troops=== | ||
====Battleline==== | |||
*'''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 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". | *'''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 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". | ||
====Others==== | |||
*'''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. | *'''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. | ||
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==Army Building== | ==Army Building== | ||
' | ===1000pt.=== | ||
The army comp for this is pretty straightforward. Start with 1 units of 40 Zombies and add a Corpse Cart as centerpiece to buff the zombies (if you are going pure Deadwalker equip it with a Balefire Brazier to keep enemy wizards at bay) along with a unit of 15 Dire Wolves. This will make a total of 440pt., now double that and add a Necromancer or a Wight King. With 226€ and the impressive count of 113 models, you're done. | |||
At 113 models it's pretty sure you will outnumber the enemy, but here it comes the sweet surprise. Your enemy should choose a sudden death objective. | |||
#'''Assassinate''' is out of the games since there is no '''HERO''', '''WIZARD''', '''PRIEST''' or '''MONSTER''' | #'''Assassinate''' is out of the games since there is no '''HERO''', '''WIZARD''', '''PRIEST''' or '''MONSTER''', actually there is a hero, deep behind your zombie wall. | ||
#If he choose '''Blunt''' just name | #If he choose '''Blunt''' just name a zombie unit and smile at your +4 bonus to hit and +3 to wound rolls. | ||
#His only solution for '''Endure''' is RUN, but we will follow, slow and purposeful. | #His only solution for '''Endure''' is RUN, but we will follow, slow and purposeful. | ||
#With '''Seize Ground''' he have to come at you, but we already have lots of ways to resist 4 turns. | #With '''Seize Ground''' he have to come at you, but we already have lots of ways to resist 4 turns. | ||
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==Allied Armies== | ==Allied Armies== | ||
Better to not use any, since a hero here it's a weak point. There are a couple of choices to be made: if you're going to add a hero he must be kinda resistant and he should be able to buff the zombies adding some resistance. In the Death Grand Alliance the only model to fulfill that is the Wight King with Baleful Tomb Blade. Give him an Infernal Standard, deploy it next to the central Corpse Cart and enjoy your 6+ invulnerable save 18" bubble. If you want just to buff their attacks, the classic choice would be a Necromancer with his Vanhel's Danse Macabre spell (casting value 6, a '''SKELETON''', '''MORDANT''' or '''ZOMBIE''' unit within 18" pile in and attack twice in the next combat phase) or a Vampire Lord (same as the necromancer but it's 15" it applies to any '''DEATH''' unit and it's a command ability, so you can use that and then cast a Mystic Shield). | Better to not use any, since a hero here it's a weak point (actually with the new rules you're gonna need a leader...). There are a couple of choices to be made: if you're going to add a hero he must be kinda resistant and he should be able to buff the zombies adding some resistance. In the Death Grand Alliance the only model to fulfill that is the Wight King with Baleful Tomb Blade. Give him an Infernal Standard, deploy it next to the central Corpse Cart and enjoy your 6+ invulnerable save 18" bubble. If you want just to buff their attacks, the classic choice would be a Necromancer with his Vanhel's Danse Macabre spell (casting value 6, a '''SKELETON''', '''MORDANT''' or '''ZOMBIE''' unit within 18" pile in and attack twice in the next combat phase) or a Vampire Lord (same as the necromancer but it's 15" it applies to any '''DEATH''' unit and it's a command ability, so you can use that and then cast a Mystic Shield). | ||
==External links== | ==External links== | ||
[[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics]] | [[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics]] |
Revision as of 04:57, 28 June 2016
Ready to play a horde of brain eaters without any leader? This is the right place for you!
Warscrolls
The common keywords of these warscrolls are: DEATH, ZOMBIE and DEADWALKERS.
Leaders
Sure, yea, well... WE DON'T NEED THEM. WE'RE FUCKING ZOMBIES, WE JUST NEED BRAAAAAINS!!!
Troops
Battleline
- 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 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".
Others
- 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 (choose always the lash over the goad) 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 themdo NOT add a hero in your zombie army, it's probably one of the easiest way to lose!
Battalions
Army Building
1000pt.
The army comp for this is pretty straightforward. Start with 1 units of 40 Zombies and add a Corpse Cart as centerpiece to buff the zombies (if you are going pure Deadwalker equip it with a Balefire Brazier to keep enemy wizards at bay) along with a unit of 15 Dire Wolves. This will make a total of 440pt., now double that and add a Necromancer or a Wight King. With 226€ and the impressive count of 113 models, you're done.
At 113 models it's pretty sure you will outnumber the enemy, but here it comes the sweet surprise. Your enemy should choose a sudden death objective.
- Assassinate is out of the games since there is no HERO, WIZARD, PRIEST or MONSTER, actually there is a hero, deep behind your zombie wall.
- If he choose Blunt just name a zombie unit and smile at your +4 bonus to hit and +3 to wound rolls.
- His only solution for Endure is RUN, but we will follow, slow and purposeful.
- With Seize Ground he have to come at you, but we already have lots of ways to resist 4 turns.
Still, the zombies are pretty fragile so it's really easy to lose by minor victory. Essentially you should kill faster than your opponent, and with no save at all this could be pretty difficult. Start from the weakest and most killable enemy units to fill your lines and send the Dire Wolves to block the big guys until you are ready to face them.
Allied Armies
Better to not use any, since a hero here it's a weak point (actually with the new rules you're gonna need a leader...). There are a couple of choices to be made: if you're going to add a hero he must be kinda resistant and he should be able to buff the zombies adding some resistance. In the Death Grand Alliance the only model to fulfill that is the Wight King with Baleful Tomb Blade. Give him an Infernal Standard, deploy it next to the central Corpse Cart and enjoy your 6+ invulnerable save 18" bubble. If you want just to buff their attacks, the classic choice would be a Necromancer with his Vanhel's Danse Macabre spell (casting value 6, a SKELETON, MORDANT or ZOMBIE unit within 18" pile in and attack twice in the next combat phase) or a Vampire Lord (same as the necromancer but it's 15" it applies to any DEATH unit and it's a command ability, so you can use that and then cast a Mystic Shield).