Age of Sigmar/Tactics/Old/Destruction

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Allegiance Abilities

From the Core Book 2018. Available to any army taking Destruction allegiance (instead of a faction).

Battletrait

  • 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

Your General gets to pick on of the following:

  1. 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.
  2. Might is Right: Add 1 to the wound rolls made fro the general's melee weapons.
  3. Wild Fury: Add 1 to the general's hit rolls if they suffered any wounds.
  4. Bellowing Tyrant: In the hero phase, a Destruction unit within 6" adds 1 to charge & run rolls, and uses the general's Bravery.
  5. Big and Brutish: Add 1 to general's Wounds.
  6. Ravager: Add an additional 1 to the Rampaging Destroyer roll.

Artefacts of Destruction

A hero gets to pick on of the following:

  1. 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.
  2. Battered Talisman: Ignore Mortal wounds on a roll of 5+.
  3. Rockeye: In a hero phase, pick an enemy unit within 12". Add 1 to hit rolls against the unit by this model
  4. Bellowing Blade: In the combat phase, you can re-roll one failed wound roll for every enemy Hero within 12"
  5. 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.
  6. 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 (but who cares about them right? For the WAAAAAAGH!)

Factions

Orruks

Ogors

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

Fimir

  • FIMIRACH NOBLE: Ce guerrier doit être votre général pour éventuellement avoir les guerrier comme ligne,il faut utlisé sa capacité de commandement pour fiabiliser les charges, ce qui permet, combiner au trait de bataille de la destruction, de corrigé le défaut de vitesse des fimirs,jouez en deux avec, pour un,le trait de général: destructeur et pour l'autre l'artefact collier de domination ou rockeye suivant les situations. Jouez ce héro avec des mages de la destruction(grand shaman orruk ou cavoïde shaman), pour améliorer le trait de bataille.THE FUCK IS THAT EVEN?
  • FIMIR WARRIORS: similar to orgers if that traded wounds for reliance, -1 to hit, save against mortal wound, minor healing. Also, have weapons with -2 rend. An elite troop option for a destruction army.

Monsters

Battleline

With Destruction alliance you don't get much choice:

  • Savage Orruks
  • Orruks
  • Shootas
  • Stabbas
  • Ogors

Army Building

Age of Sigmar Tactics Articles
General Tactics
Order
Chaos
Death
Destruction
Others