Age of Sigmar/Tactics/Edition 1.1/Wanderers

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These guys are the elf part of the old Wood Elf range, the dryads and treemen becoming their own army as the Sylvaneth. They now also include the Sisters of Averlorn for some reason, now re-branded as Sisters of the Watch.

Warscrolls

Common keywords in these warscrolls are ORDER, AELF, and WANDERER.

Leaders

  • Nomad Prince: Araloth as a generic character. In his original Legacy Warscroll, Araloth was a pretty meh guy all in all, but after switching Commands with the Glade Lords and getting a few buffs here and there, the Nomad Prince is actually a very powerful leader. Armed with a very powerful melee profile that's almost as good as a Vampire Lord's and an awesome shield on top, the Prince can hold his own in combat perfectly well and his Command is a godsend, as it lets you reroll 1s To Hit for Wanderers around him, not specifying melee or range. Therefore, the Prince feels at home wherever you put him. Advancing along with Glade Guard and Wildwood Rangers? Sure. Castling up with Eternal Guard and Sisters of the Watch? Sure.
  • Spellweaver: At face value a very simple spellcaster. However this model has a couple of tricks that can proove very useful. Has all the stats you would expect from such a unit (Meh) so keep it out of combat at all costs. This unit does however come in handy to remedy those usually bellow average saves that the Wanderers all seem to have by throwing a mystic shield on key units.The unique spell however has quite a bit of potential allowing you to re spawn D3 dead models from a unit as long as they are wanderers. Now if your glage guard lets say are in a position to get hurt you are likely to lose more than 3 a turn so dont expect to recover your losses that way however it can be helpful for trying to keep unit numbers high to gain massed unit buffs. Most interestingly however is that the only criteria for this spell is "Wanderer" meaning that you can restore D3 models from any wanderer unit such as wild riders. Yes now we are getting somewhere. restoring a potential D3 wild riders or even warhawk riders if you happen to have some can be quite a major inconvenience for your opponent. To cap it all off this spell weaver also has the ability to auto unbind a spell (Within range) once per battle. A useful trick in the right circumstances. Keep in mind though, that as of Grand Alliance: Order, the Spellweaver can't be mounted anymore, so have fun keeping up with your cavalry to revive them HOWEVER, this only unless your playing in competitions that forbid it. You are still allowed to use the older warscrolls that allow you to mount your Spell weaver on a horse.
  • Wayfinder: Somewhat overshadowed by the Waywatcher, but still a fun Hero. Basically he has a bow that's a bit weaker than the Waywatcher's, but with the ability to once per game fire 3D6 instead of 3 shots. This is of course best used to alpha strike something you really want down a peg. Remember, using it early is always better than the Wayfinder dying before you used it. Other than that, he's a shooty Hero. Good at range, shit in melee and with a ranged version of the Waystrider's Command.
  • Waywatcher: Has the same name as the now retired (although entirely useable) troop choice subordinates. This guy is a great marksman by himself and is quite effective and whittling away at enemy Heroes. with a decent shooting statline, including rend the hit of which is improved if this guy stands still. His save isn't bad for an archer which will be improved while in cover, which consequently will debuff all hits made against him by 1. Now the defining trait of this guy is his ability to choose between which type of shots he fires Fast or Precise. Fast grants him twice the shots with 6+ To Hit generating additional shots (the standing-still bonus stacks on this and lets you generate new shots on 5+) while Precise doubles your shots' damage and 6+ To Wound grant you better Rend. All in all, the Waywatcher has a tool for every job so long as the job is done at range.
  • Waystrider: could be considered a "normal" commander choice as he benefits from a very well rounded stat profile. fast like an Aelf with a regularly standard stat wheel. Upon setup this guy gets to take a pot shot at you enemys general providing they are within view and deal a mortal wound (On a roll of 5+) before you even hear the starting gun. The Starlight greatblade makes him decently killy in combat with 3 attacks at 3+/3+/-1/D3 meaning he's almost as good as a Vampire Lord, THE gold standard for killy footsloggers. He also has a bow so he can add his own arrows to the swarm that you are likely to unleash during your shooting phase. Finally is command ability is fairly interesting. First of all any units within 18" take his bravery instead of theirs. On top of that if you should roll any 1ns during your battleshock tests for these units they can immediately pile in and attack like its the combat phase!. If your playing typical Wanderers which is to say 'Shoot alot' then its a good idea to keep this guy out the way and have him shoot along with the rest of your archers. Do not make the mistake of using him as a shooter first and melee Hero second. That's what Waywatcher and Wayfinder are for. THIS guy is your hand-to-hand expert and the bow is pro forma. Have some Wildwood Rangers around him and send them into the thick of it.

Troops

  • Glade Guard: Counts as BATTLELINE. At first glance the legendary archers of the Wood Elves don't seem to have quite remembered how to fire a bow properly during their transition to AOS. They are more or less Pink Horrors with better range but worse armor, having only one shot at 4+/4+/-/1 with a bonus To Hit at 20+ models but only if they're not in melee. Considering the basic tenor for aelves has been to get rid of all the mass infantry to make them look more elite, these guys stick out like a sore thumb. Is there value to them, though? Why of course there is, as they make amazing alpha strikers. Once per game, they can shoot special arrows with a Rend of -3. Yikes. It's not uncommon for a big enough unit of these guys to wipe the enemy General off the board turn 1. Of course, this MUST be done as soon as possible obviously because otherwise your opponent will decimate them before they can mow down anything. After that, every volley of shots they get off is just a bonus. Additionally, unlike Sisters of the Watch, Glade Guard gain no bonuses for standing still, so you can comfortably make use of their 6" Move and still shoot at full efficiency-. Also note that while not keeping up with the standard of quality over quantity that defines Aelfs these guys are still better than average archers especially when making full use of their buffs and synergy.
  • Sisters of the Watch: Counts as BATTLELINE if your army has the WANDERER allegiance and your general is a Waywatcher. The ladies with the flaming bows are now Wanderers? Well okay. They REPLACE Waywatchers? Not okay. But survivable, as rules-wise, they fit incredibly well into the Wanderers. In fact, Sisters of the Watch are pretty much married to Eternal Guard. Sisters get to shoot twice if they did not move, Eternal Guard get tougher and stronger if they did not move and Age of Sigmar lets you shoot into combat. Do the math.
  • Wildwood Rangers: Counts as BATTLELINE if your army has the WANDERER allegiance and your general is a Wayfinder. Now these guys are amazing. Like lots of Elite infantry (Saurus Guard, Stormvermin, Hammerers) they have two attacks at 3+/3+/-1/1 each and with a 2" range they can cheerfully fight in two rows. Unlike most such elite infantry they don't have shields to improve their saves (Wood Elves, go figure) but instead their damage becomes D3 when attacking monsters. Hoo boy. Yes, your opponent will try to kill them as soon as possible before they can tear his favorite monster a dozen new assholes, but if he doesn't succeed, they sure can do that. Do not rely on these guys as they are fragile, but do use them and use them against the stuff they like to kill.
  • Wild Riders: Very fast, smashy cavalry, but not as much oomph as you'd hope. Actually kind of a disappointment to be honest as they have tons of attacks, but tons of meh attacks. Their spears don't even get damage boosts on the charge (though unlike other cavalry, they always swing their spears twice).
  • Sisters of the Thorn: These ladies have the works. High Move? Check. Lots of attacks? Check, though they're meh attacks. 9" Javelins for even more attacks? Check. Can collectively cast one spell per unit per turn and have an amazing unique spell? Check. There are few to no reasons to ever use Wild Riders instead.
  • Eternal Guard:The rank and file spearmen of the Wanderers? Close but not quite. These guys are all about the defense. When on the attack they are basic foot troops with a less than encouraging armor save and melee weapon. However on the defense they can reroll saves of 1s (which is upgraded to 1s and 2s when they are in cover. most importantly however is the Fortress of Boughs ability which states that if used the unit cannot move (At all) they do however gain a +1 to their hit, wound AND save rolls. These guys can be an absolute pain when used as a road block particularly if kept in cover. And they also have 2" range on their weapons so they can comfortably attack in two rows while your opponent struggles to find ways to kill them. Keep them away from Mortal Wounds though.

Battalions

Waystone Pathfinders

Found in the Grand Alliance: Order book.

Army Building

If you want a strong chaff, take a unit of (x6) Warhawk Riders. 240 points for a unit that has 24 wounds total. Then throw in a Spellweaver and use the healing spec on the Warhawks. Unlike most spells with spell with raise a number of d6 "models". While using this spell on Eternal guard 1-6 back a turn is nice but is only 1-6 wounds. If used on Warhawks you're getting 1-6 back or 4-20 wounds. Watch out for their week bravery though.

Allied Armies

External links

  • Rules are here [1]