Age of Sigmar/Tactics/Old/Destruction: Difference between revisions
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#'''Collar of Domination:''' At the start of the enemy movement phase, pick an enemy '''Monster''' within 3" and roll two dice. If the total is equal to or greater than the '''Monster's''' Bravery, it must retreat. | #'''Collar of Domination:''' At the start of the enemy movement phase, pick an enemy '''Monster''' within 3" and roll two dice. If the total is equal to or greater than the '''Monster's''' Bravery, it must retreat. | ||
#'''Battle Brew:''' once per battle during the hero phases, gain +1 or +2 to hit and wound rolls until your next hero phase. If you take +2, take D6 mortal wounds at the end of the turn you use it. | #'''Battle Brew:''' once per battle during the hero phases, gain +1 or +2 to hit and wound rolls until your next hero phase. If you take +2, take D6 mortal wounds at the end of the turn you use it. | ||
** Unfortunately there is the far more superior Ghyrstrike from the Realm of Life that gives you the +1 To Hit and To Wound for the entire game! With the added benefit of being usable with Allegiances. | |||
===StoneKlaw's Gutstompas=== | ===StoneKlaw's Gutstompas=== |
Revision as of 11:03, 16 September 2018
Allegiance Abilities
- Rampaging Destroyers: during the hero phase, Roll dice for your Destruction hero and general, add 2 for the general. On a 6 or more, a Destruction unit within 6" of the rolled for the model; it can immediately move 6" if more than 12" from the enemy, else pile in if within 3" of the enemy, else make a charge. If a unit is selected, it can't run for the rest of the turn
Command Traits
- Nothing Left Standing: In the hero phase, if your General is 6" of a terrain feature and 5 other Destruction models, the terrain no longer provide any cover.
- Might is Right: Add 1 to the wound rolls made fro the general's melee weapons.
- Wild Fury: Add 1 to the general's hit rolls if they suffered any wounds.
- Bellowing Tyrant: In the hero phase, a Destruction unit within 6" adds 1 to charge & run rolls, and uses the general's Bravery.
- Big and Brutish: Add 1 to general's Wounds.
- Ravager: Add 1 to the Rampaging Destroyer roll.
Artefacts of Destruction
- Hammerblade: select a melee weapon, Instead of attacking normally, roll a dice for each model(friend or foe) within 3". On a 5 or 6, the unit the model belongs to suffers a Mortal Wound.
- Battered Talisman: Ignore Mortal wounds on a roll of 5+.
- Rockeye: In a hero phase, pick an enemy unit within 12". Add 1 to hit rolls against the unit.
- Bellowing Blade: In the combat phase, you can re-roll one failed wound roll for every enemy Hero within 12"
- Collar of Domination: At the start of the enemy movement phase, pick an enemy Monster within 3" and roll two dice. If the total is equal to or greater than the Monster's Bravery, it must retreat.
- Battle Brew: once per battle during the hero phases, gain +1 or +2 to hit and wound rolls until your next hero phase. If you take +2, take D6 mortal wounds at the end of the turn you use it.
- Unfortunately there is the far more superior Ghyrstrike from the Realm of Life that gives you the +1 To Hit and To Wound for the entire game! With the added benefit of being usable with Allegiances.
StoneKlaw's Gutstompas
A Modification to the Destruction Grand Alliance that gives the following ability but restricts you to the following Factions: Greenskinz, Aleguzzlers, Bonesplitterz, Gitmob, Ironjawz, Moonclan, Spiderfang (You also cannot take any named characters)
- Insane Advice: After set up, Roll two d66 and choose one of the following strategems from either result rolled.
- 11-13: Chose any
- 14-16: Ambush: a unit can be redeployed anywhere on the battlefield 9" of an enemy
- 21-23: Feigned Retreat: any units can make a movement as if its the movement phase put must end its move further away from all enemy units.
- 24-26: Firestarter: Pick a terrain and no unit can finish a move in or on it. If an enemy unit starts in or on it and doesn't move out by the end of the enemy's first movement phase, it is slain.
- 31-33: Forced March: D3 units can make a non-run move as if its the movement phase.
- 34-36: Hatred: one of your units hates one of your opponent's units and they gain +1 to hit when attacking them.
- 41-43: Inspiring Speech: all your models have +1 bravery until one of them flees.
- 44-46: Night Attack: the maximum range of any attack is 12" for the first Battle round
- 51-53: Pre-emptive Attack: On a dice roll of 3+, you gain the first turn of the game regardless of other rules.
- 54-56: Redeploy: you can redeploy one of your units.
- 61-63: Regicide: if the general is slain, subtract 1 bravery from all enemy units.
- 64-66: Reinforcements: During the Hero phase, set up a destroyed unit wholly within 6" of a table edge in your territory that is 9" away from an enemy. this counts as their movement.
Factions
Orruks
Greenskinz
Ironjawz
Bonesplitterz
Ogors
Beastclaw Raiders
Gutbusters
Firebellies
- Firebelly: It's this guy and nothing else. Spits fire, which means D3 mortal wounds on a 4+ roll. His spell puts him on fire, so until the next Hero phase every enemy unit will suffers D3 mortal wounds on a 4+ roll after each Combat phase. His melee attacks are good too.
Maneaters
- Maneaters: Ogor people with good melee attacks and also can get good shooting attacks. At the beginning of the game you have to choose if you want each unit to reroll every 1 to hit in melee, reroll every 1 to hit when shooting, run and charge in the same turn or get immunity to Battleshock tests.
Grots
Gitmob Grots
Spiderfang Grots
Moonclan Grots
Aleguzzler Gargants
- Aleguzzler Gargant: For 170pt. he can instant kill a model before attacking if you roll on a D6 a number that is double or more than that model's wounds. When you roll a double on a charge (or when he dies) you and your opponent throw a dice to decide the direction he will fall and every unit that would be squished by putting the model on it's side suffers D3 mortal wounds. If he is dead he just dies, if he was charging he just rises up again and doesn't charge.
- BONEGRINDER GARGANT:
Battalion
- Sons of Behemat: Found in The Realmgate Wars: Godbeasts. 5 Giants. One of the Giants must be the Gargant-King, he gains the HERO keyword. When you attack with the Gargant-King's Massive Club, you always use the maximum number of attacks possible. You can also re-roll failed hit rolls for a model from this formation who's attacking an enemy unit outside its territory.
Troggoth
Games Workshop really liked the idea of Warriors of Chaos being able to make an army of big, stupid, stinking trolls so now they're back with a big saggy tit old troggoth to lead them. Yay?
Heroes
- Troll Hag (Forgeworld): Your Hero, your Wizard, your Monster and your money sink. These old flabby ladies are an incredible addition to your growing band of Trolls. They have a massive amount of Wounds, a good save and even stronger regen than your average Troggoth. While they are not so hot in melee comparatively, they barf five times the damage the normal Troggoths do and with higher range. Seeing as their barfing is a high-Rend, high-damage attack, this makes the lady absolutely terrifying, as does her spell, which is a reverse Mystic Shield that lowers enemy Saves even further and heaps on another To Hit penalty. Sure, casting value 8, but Sigmar save the poor saps you cast this on. And finally, the lady has a chance of dealing damage to you if you try to go around all the To Hit penalties and just shoot her ass with magic. A great addition to any Troggoth horde, whether you play them with other stuff or not.
Troops
All Troggoths have the same basic stats, with only slight differences between them. They all have their vomit, which is a low-ranged but devastating shooting attack with high Rend. Other than that, they're basically Ogors with Rend on their weapons but lower Bravery. Decent Move, four Wounds apiece, Regeneration and one additional ability depending on their type.
- Fellwater Troggoths: These stink so bloody awful that enemies take a To Hit-penalty when attacking them in melee. Now this sounds good already, but is actually incredible, as it means all those abilities that activate on 6+ To Hit cannot trigger against them unless the opponent has a To Hit buff to compensate.
- Rockgut Troggoths: The first thing you will notice about these is that their special ability sucks compared to the others. Disregard magic on 6+? Really? Not really as good as a To Hit-penalty, is it? But then you notice that they have a better Save of 4+ to make up for it. Now that's much better as it makes them pretty tough at all ranges.
- Sourbreath Troggoths: Their special rule is both funny and useful, as they are literally too dumb to die, so they have a 4+ save-after-the-save that unfortunately only works when your Troggoth is on its last Wound. Combine with the regeneration and it gets pretty tough to get these things to stay dead.
FIMIR
- FIMIRACH NOBLE
- FIMIR WARRIORS
The Rest
- BASILISK
- DREAD MAW
- INCARNATE ELEMENTAL OF BEASTS
- INCARNATE ELEMENTAL OF FIRE
- MAGMA DRAGON
- MERWYRM
Battalions
Army Building
External links
Age of Sigmar Tactics Articles | ||
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General Tactics | ||
Order | ||
Chaos | ||
Death | ||
Destruction | ||
Others |