Age of Sigmar/Tactics/Old/Chaos
The savage warriors you all know and love in the Age of Sigmar setting, come to spill blood in the name of the Chaos Gods
Allegiance Abilities
Unpredictable Destruction: Roll a dice when you choose a Chaos unit to fight in the Combat Phase; if it is within 12" of your general (or within 3" of another HERO from your army). If the result is a six or more, then that unit gains +1 to all hit rolls for that phase.
Command Traits
- Dark Avenger: All friendly CHAOS units within 10" of the general gain +1 to hit against ORDER units.
- Spiteful Destroyer: The general's melee attacks are at +1 to wound.
- Cunning Deceiver: All enemy attack rolls are at -1 to hit in the first battle round.
- There is no range on this ability, and it does not specify what target...
- Lord of War: No, not that kind of "Lord of War". Choose a friendly CHAOS unit within 3" and roll a dice. On a 4+ that unit gains +1 to hit until the next hero phase.
- Terrifying Presence: Enemy units are at -1 Bravery while within 3" of this general.
- Great Destroyer: At +1 to the result of Unpredictable Destruction rolls while within 12" of the general.
Artefacts of Chaos
- Daemon Weapon: Pick a melee weapon belonging to the model, when that weapon rolls a 6+ to wound it will inflict a mortal wound in addition to any damage it would normally do.
- Chaos Runeblade: You get +1 attack for one of the model's close combat weapons.
- Beguiling Gem: Once per battle you can pick one model within 3" in the Combat Phase, they are at -1 to hit for the rest of the phase.
- Chaos Talisman: You get a 6+ save against Mortal Wounds, gaining a +1 to the save if it was inflicted by an ORDER model.
- Favour of the Gods: Model gets +1 Wound
- Crown of Conquest: Friendly CHAOS units do not have to take battleshock tests while they are within 6" of the bearer. Simple & effective, especially for mixed Skaven armies which live or die by battleshock.
Fist of the Everchosen
A modified Chaos Grand Alliance that Gains the following ability but are restricted to the following Keywords: Everchosen, Slaves to Darkness, Khorn, Tzeench, Monsters of Chaos
- Failure is not an Option: while within 6" of a Hero units gain +2 bravery and re-roll failed charges.
Factions
Everchosen
Slaves to Darkness
Blades of Khorne / Khorne Bloodbound
Maggotkin of Nurgle / Nurgle Rotbringers
Disciples of Tzeentch
Hosts of Slaanesh
Beasts Of Chaos
Old, retconned stuff
Read: out of production models, but still valid for play due to points being in GHB (as of 2019).
Formations
- Overlords of Chaos: Archie takes his new giant daemon-thing and rides with a Gaunt Summoner and his Varanguard. When right next to the Summoner during a Hero Phase, the summoner can roll, leading to either you or the other guy going first next combat phase instead of having to roll it. Furthermore, he can designate a unit within 20" (or more if the Summoner's on the field) to be killed, making Varanguard re-roll hits and wounds.
- Bloodmarked Warband: A Mortal Khorne Hero takes 8 Mortal Khorne units, meaning you can pick anything you want If any units have 8 models at the start, they re-roll wound rolls of 1 for the turn, and if the hero ever dies. The Hero takes a big charge here, as he can give distant allies an extra attack with melee weapons if he kills an enemy model and if he dies, another non-hero model replaces him and gains an attack for his melee weapons.
- Plaguetouched Warband: A Mortal Nurgle Hero takes 7 Mortal Nurgle units. Any units with 7 models at the start gain an ability to inflict a Mortal Wound to any enemy that wounds them with a 6+, while the leaders of these units (if they have one) inflict a Mortal Wound on any shmucks within b2b on a 4+. To make things even worse, enemies have to suffer -1 to hit these bastards thanks to the flies!
- Fatesworn Warband: A Mortal Tzeentch Hero takes 9 Mortal Tzeentch units. Any units with 9 models at the start gain a 6+ Invulnerable save. Everyone in the formation gains a minimum of -1 Rending on their weapons (So now everything wrecks light armor) while all Heroes can fire Arcane Bolt even if they aren't a wizard (while actual wizards get to fire it twice).
- Pleasurebound Warband: A Mortal Slaanesh Hero takes 6 Mortal Slaanesh units. Ant units with 6 models at the start gain +2 Bravery. If any of your guys die in combat, then the rest of the band gets +3" on their pile-in moves.
- Archaon's Grand Host: The Overlords of Chaos can now add 4 formations of any combination from the God-aligned Warbands. Archie gains the ability to summon Daemons on a 5+ every Hero Phase and, once per game, command everyone within 10" to pile in and strike at once. The issue here is that this shit is insanely expensive, and not that much more useful than just employing them separately.
- Godsworn Champions of Ruin: A Daemon Prince, Lord of Chaos or Sorcerer Lord (either on foot or on a Manticore) takes 3 to 8 units between Warriors, Chosen, Knights, Exalted Heroes, Sorcerer Lords and Sp-those things. One unit from the formation can pile-in and attack in the Hero phase, if it's within 3" of Hero or Monster.
- Godswrath Warband: A Lord on Manticore takes 10+ units between Warriors, Chosen, Knights, Chariots and Gorebeast Chariots, plus any number of Warshrines. In each Hero Phase you can roll a number if dices equal to the number of units from the formation within 24" from the Warshrine, and for every 6+ you basically get an Arcane Bolt on an unit that can be seen from the Warshrine. Note that an unit can't be hit twice in the same turn by this unit, meaning that if there are no more enemy units in the line of sight and still have some Bolts to throw, you must wound your own units.
- Ruinbringer Warband: A Lord on Daemonic Mount takes 5+ units between Knights, Marauder Horsemen, Chariots and Gorebeast Chariots. Once per game, every unit in the formation can charge during Hero Phase dealing d3 mortal wounds on enemy units reached (d6 if 10+ models are touching the unit).
- Blightguard: A Lord of Plagues and a Rotbringers Sorcerer take 4 units of Putrid Blightkings. Everyone can reroll every 1 to wound and gets a permanent version of Bloab Rotspawned's flies.
Army Building
The Slaves to Darkness start collecting is a great buy, even if you intent to build a mono god force. IF you want to start a bloodbound force, see if anyone wants to split the AoS starter box. Some sites even have it super cheap because the game didn't take off in their area. Also, a Bloodbound Start Collecting box is good too.
External links
Rules are here [1]
Age of Sigmar Tactics Articles | ||
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General Tactics | ||
Order | ||
Chaos | ||
Death | ||
Destruction | ||
Others |