Age of Sigmar/Tactics/Edition 1.1/The Clans Pestilens

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Everyone's favourite rat-men, just slightly more ill and covered in suppurating infections, here to kill man-things and stab eachother in the back in the Age of Sigmar.

Warscrolls

Heroes

  • Verminlord Corruptor: Of the Verminlords, the Corruptor is by far the worst in melee, but makes up for it by being able to cast twice like the Warpseer. His unique spell is somewhat meh, being basically the Grey Seer's Vermintide but with a chance of jumping from unit to unit. His command ability gives an extra attack to every model in a Skaven unit within 18", which makes your Plague Monks even deadlier and more importantly, targets Skaven in general, so no matter how you mix your Skaven, he helps all of them. But remember very well that he is no powerhouse, 10 attacks and rerolls To Hit notwithstanding.
  • Plague Priest with Warpstone-Tipped Staff: Your standard Pestilens hero. He has the same single 4+/3+/-1/D3 melee knock that any other support hero gets, but with an extra attack on the charge because Pestilens. His prayer are great too, giving either a bonus To Wound for an enemy unit or tossing out the same Breath Attack the Sigmarine Dracoth gets. His Censer makes all wizards (except NURGLE WIZARDS) closer than 6" subtract 1 from casting rolls.
  • Plague Priest with Plague Censer: Same prayers and profile as above, included the extra attack on the charge. The weapon this time is 2 attack 4+/3+/-1/1 which, with all the modifier to the hit and wound rolls used in this game is definitely more convenient. His Plague Tome makes you re-roll once for battle all failed wound rolls to a target unit within 13".
  • Plague Furnace: It's a Plague Priest on a huge censer-thing. The movement is dealt the same way as the one from the Screaming Bell seen above, while also being able to wound surrounding units in several ways. The Plague Priest on it gets different prayers, boosting Pestilens units either by giving them the same effects as the Death Frenzy spell or by allowing them to reroll wounds. It also gives +1 Bravery to every Pestilens unit within 5". It's a centerpiece. It will pack a punch thanks to the Censer, but it needs Plague Monks to push it around and pushing stuff around and not charging is something Plague Monks with their awful survivability really don't like to do. On the other hand, the Monks do very much like those tasty tasty buffs.

Troops

  • Plague Monks: Your basic Pestilens troop, their main shtick is that they can have two different sets of equipment for the unit, two different sets of equipment for the champion, two different standards and two different musicians, giving you tons of flexibility - in theory. You can arm them with two foetid blades (an average of 0,75 damages per model or 1,12 when they charge) or with one foetid blade and a woe-stave (an average of 0,66 damages per model or 0,91 when they charge). This difference is compensated by the extra range of the woe-stave, so is basically the same when you have a big unit to cover for the second rank attacks. Another use of the Woe Stave is that it counts as a separate melee weapon, so buffs that add 1 attack to every weapon are doubly effective on units with Stave (a unit of 20 with blade/stave in two ranks makes, unsupported, 50 attacks on the charge, and 80 with the one-more-attack-for-each-weapon buff, think about that). Their leader make the unit better at wounding enemies (reroll 1 to wound) or damage the units around, though both are one use only abilities. The Standards can either inflict mortal wounds while they attack or when they die and the musicians can either give you a chance for better Rend or slow enemy charges. No matter which one you pick, they are extremely fragile with no save whatsoever (meaning even Mystic Shield can't protect them) but deal impressive damage if they make it to combat. FAQ from GW states that you can have more than one kind of standard or musician in a unit and they still have standard weapons unless specifically stated otherwise.
    • If, instead of wanting them to be extra killy, you want them to survive, use the command ability of Thanquol to give them a 5+ invulnerable save. Preetty good, specially taking into account that everyone shoots them with all they have the moment they saw them.
  • Plague Censer Bearer: Get an extra attack when charging, deal a mortal wound to every non-Nurgle unit within 3" on a 4+ and can reroll hits and Battleshocks if they're within 13" from a Plague Monk unit. Basically, Censer Bearers on their own are nigh useless, but with proper support, they are even deadlier wound-per-wound than Plague Monks.
  • Plagueclaw Catapult: It's an indirect firing war machine. You know those. They have nice range and can stand waaay back. Just don't shoot it at other Nurgle units and they do just fine. Brutal against big hordes, lame against Monster/Heroes.

Battalions

Pestilent Clawback:

A Plague Furnace, a Plague Priest and 3 units of Plague Monks. Everyone in the formation deals double wounds on a 6 to wound, and also you can take a scenery that is within 13" from at least two units from the formation as the unit's nest: units from the formation automatically pass Battleshock tests inside it, while other non-Nurgle units have to roll a dice if they begin the turn in that terrain: on a 2+ they're save, otherwise they suffer d3 mortal wounds.

Bringers of the Rotsmog:

A Verminlord Corruptor, a Plague Furnace and a Baleful Realmgate

Congregation of Flith:

A Plague Furnace and 2 or more units of Plague Monks.

Foulrain Congregation:

A Plague Priest and 3 Plagueglaws.

Plaguesmog Congregation:

A Plague Furnace and 2 or more units of Plague Censer Bearers.

Virulent Procession:

A Verminlord Corruptor and 2 or more Congregations of Flith.

Army Building

Allied Armies

Nurgle Rotbringers and Daemons of Nurgle are definitely the first choice, since almost all the abilities of this army that cause area damage do not affect NURGLE models.

External links

Rules are here [1]