Age of Sigmar/Tactics/Edition 1.1/Soulblight: Difference between revisions

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===Troops===
===Troops===
*'''Blood Knights:''' Vampires on undead horses. Now ''these'' guys will be winning you best cavalry ever awards. They do a lot of damage, ridiculous amounts of it on the charge and they can regenerate lost wounds.
*'''Blood Knights:''' Vampires on undead horses. Now ''these'' guys will be winning you best cavalry ever awards. They do a lot of damage, ridiculous amounts of it on the charge and they can regenerate lost wounds, as well as bring 1 slain model back every hero phase with the banner.


*'''Fel Bats:''' These are odd. They have surprising staying power with 3 wounds each, but their damage output can generously be described as lacking. However, once an enemy model in their vicinity bite it, they double their attacks for the rest of the game, granting 6 attacks to each bat.
*'''Fel Bats:''' These are odd. They have surprising staying power with 3 wounds each, but their damage output can generously be described as lacking. However, once an enemy model in their vicinity bite it, they double their attacks for the rest of the game, granting 6 attacks to each bat.

Revision as of 20:21, 7 July 2016

Warscrolls

The common keywords of these warscrolls are: DEATH and SOULBLIGHT. Apart from Bat Swarms and Fel Bats all the units also have the VAMPIRE keyword.

Heroes

  • Vampire Lord: Unfortunately, your Vampire Lord isn't the unit-shredding dragon-outdamaging monster he used to be. Fortunately, he's still very decent. While most armies must choose between fighter and caster, your Vampire Lord does both. He's got a great melee profile, can cast a spell a turn and has a powerful Command Ability. And since he can heal wounds by killing stuff, you want him in the thick of it. Can also have wings or a nightmare to increase his movement, with the wings letting you fly while the nightmare grants you another melee weapon. Since the command ability grants an additional attack with each weapon of the affected unit, it's best to use this on models with few strong attacks or better yet on models with more than one weapon profile. If you want to be a real jerk, use the Lord's buff on a Necrosphinx, which turns into an absolute rape machine thanks to this. Using his command ability on a big unit of skeletons is also a great tactic to just drown the enemy with attacks. If you play carefully enough, 30 skeletons would be getting 4 attacks each (1 attack base, +2 attacks with a unit of 30, +1 from buff) with +1 to hit if they are near a lord
  • Vampire Lord on Zombie Dragon: Finally, finally the Zombie Dragon actually out-damages the Vampire riding it. It has a bunch of devastating attacks and what might be the meanest breath attack in the game, as it hits units of 6 or more models automatically and then Wounds on 2+. The Vampire, on the other hand, provides a bunch of healing to the Dragon and yet another powerful melee profile. Like all Vampires, he's a Wizard, but with a very gimmicky unique spell that will never see use. Trust me, it is far more worth it to give him Mystic Shield for that sweet 2+ save. His Command Ability is providing rerolls To Hit to a friendly Death unit.
  • Coven Throne: For when you really want to cherry-tap some shmucks. This thing pours out TWENTY-FIVE attacks in melee, but only one of them is actually powerful and can potentially make new generic Vampire Lords, but don't bet on it. They also allow you to reroll a single dice roll per game. Don't you dare forget that, it might help. It's also a wizard with a meh unique spell and its Command Ability lets you auto-win ties on the Initiative roll, which is potentially powerful. It's also ridiculously fast with a 14" flying movement.

Troops

  • Blood Knights: Vampires on undead horses. Now these guys will be winning you best cavalry ever awards. They do a lot of damage, ridiculous amounts of it on the charge and they can regenerate lost wounds, as well as bring 1 slain model back every hero phase with the banner.
  • Fel Bats: These are odd. They have surprising staying power with 3 wounds each, but their damage output can generously be described as lacking. However, once an enemy model in their vicinity bite it, they double their attacks for the rest of the game, granting 6 attacks to each bat.
  • Bat Swarms: They're swarms. Lot of attacks, awful Hit and Wound rolls. Their flavor heals all wounds if it inflicts a wound. But that's not why you take them. You take them because all enemy units within 12" of them take a -1 penalty To Hit in the shooting phase, which is fucking massive considering they have a 12" flying movement.
  • Vargheists: Like most 4-Wound models, Vargheists have to endure the obligatory comparison with Ogres. And they don't come up short, as they have a 12" Flying movement and -1 Rend on their weapons over Ogres. Unfortunately, unlike basically all Vampires, they can't heal lost wounds.

Battalions

Army Building

Allied Armies

External links

Rules are here