Age of Sigmar/Tactics/Old/Order/Scourge Privateers
Warscrolls
The common keywords of these warscrolls are: ORDER, AELF and SCOURGE PRIVATEERS.
Leaders
- Black Ark Fleetmaster: The first thing you notice is that the Fleetmaster, like most Aelf Heroes, is not a powerhouse. He has five attacks, all with Damage 1, which is not too scary. He is also not too tough, even with his cloak. What he does, however, is to buff your other stuff to high heaven by giving one of your Privateer units rerolls To Hit, not specifying melee or range. Think of him mainly as a cheap tax, as he's infinitely worse than anything else in this faction, but necessary to make the faction work.
Troops
Battleline
- Black Ark Corsairs: Your crazy corsairs come in two basic flavors: Knife and Crossbow or Knife and Sword. No matter which you pick, they always come stock with a 5+ save that rerolls 1s against shooting and they gain +1 To Hit in melee only if their unit size is 20 or up. Thanks to this, most would agree that the sword is superior to the puny 9" crossbows even though they get two shots each, but that is not quite justified. Simply put, you need both. At best you want a big 30+ unit of Knife'n'Sword, fanned out wide as a dragnet to contain incoming charges and then you deploy one or two minimum size squads with crossbows behind them. Remember, you are allowed to shoot into combat, so nothing is stopping your crossbow-Corsairs from pincushioning the shmucks caught in melee by the sword-wielders. Just remember, BIG melee units, SMALL ranged units, because their unit-size-bonus helps the melee guys more.
Others
- Scourgerunner Chariots: The first thing you will notice about these chariots is that they are comparatively harmless in melee; getting no charge bonuses and having only a bunch of meh attacks. That's because they're not really chariots. They're highly mobile platforms loaded with lots of ranged weapons that can also charge if necessary. Thanks to their comparatively high ranges of 16" and 18", combined with their rapid 12" movement, these things are what you use as fire support, as swift war machine hunters and to use hit and run tactics. For the Realm Reavers Battalion, a unit of at least 3 is advised. Otherwise, just run them each solo as the leaders gain +1 To Hit and if they're run solo, each one can be a leader of his own imaginary posse.
Behemoth
- Kharibdyss: Wound-per-Wound the Kharibdyss is by far the strongest unit in this list, with a bunch of terrifying attacks, potential for healing and a nice Bravery-lowering skill to make more chumps run away screaming once it tears into them. It is also slightly faster than your Corsairs, though comparatively slow for a monster, so it can still be out-maneuvered if you aren't careful. Wound-per-Wound, the Kharibdyss is also the most efficient target for the Fleetmasters' At them, you Curs Command. Unfortunately, since Corsairs tend to be fielded in units of more than 12, they are still the most logical choice for the Command ability. On the other hand, the Kharibdyss is already plenty scary without it.
Battalions
Realm Reavers
Found in the Grand Alliance: Order book. min. 620pt., max. 1420pt.
A Black Ark Fleetmaster, 2 Black Ark Corsairs units, an unit of Scourgerunner Chariots and a Kharibdiss.
Feared Taskmaster: In your hero phase a battalion unit within 8" of the Fleetmaster can do one of the following; move as if it were the movement phase (not run), shoot as if it were the shooting phase, charge as if it were the charge phase, or if there are any enemy units within 3" pile in and attack as if were the combat phase.
Capture That Beast!: Re-roll wound rolls of 1 against Monsters.
Army Building
1000 pt.
Start off with two boxes of Corsairs and a Fleetmaster. This gives you the minimum core tax of 240pt. upon which to build.
At 1000pt. the Realm Reavers battalion could be like this: a Black Ark Fleetmaster, 2x20 Black Ark Corsairs units, an unit with 2 Scourgerunner Chariot and a Kharibdiss; this leave 80pt. with which adding 2 more Fleetmasters.
2000 pt.
At 2000 points, you can run two Realm Reavers battalions, with one extra chariot. We want to keep the chariots separate because every unit has a 'leader' unit, making solo units stronger than multiple model units in this case. One big block of 40 corsairs with bows is going to be devastating if you can keep your melee blocks in front of them, though you can still have them rush into combat if you're feeling ballsy. And since the Realm Reavers battalions make you a shittier Kunnin' Rukk, you are gonna be able to maul fools. Don't forget to take Artefacts on ALL of your heros.
Leaders
- Black Ark Fleetmaster (40)
- General
- Black Ark Fleetmaster (40)
- Black Ark Fleetmaster (40)
Battleline
- 40 x Black Ark Corsairs (400)
- Vicious Blade & Repeater Handbow
- 10 x Black Ark Corsairs (100)
- Vicious Blade & Wicked Cutlass
- 40 x Black Ark Corsairs (400)
- Vicious Blade & Wicked Cutlass
- 10 x Black Ark Corsairs (100)
- Vicious Blade & Repeater Handbow
Units
- 1 x Scourgerunner Chariots (100)
- 1 x Scourgerunner Chariots (100)
- 1 x Scourgerunner Chariots (100)
Behemoths
- Kharibdyss (200)
- Kharibdyss (200)
Battalions
- Realm Reavers (80)
- Realm Reavers (80)
Total: 1980/2000
2500 pt.
Allied Armies
If you want to add something to this list, some more Chariots and a Sorceress for some magic support can help out greatly. If you want to stick to the water theme, you may want to add either some River Trolls or go for broke and add a Forgeworld Merwyrm, which goes terrifyingly well with the overall motif.
- Darkling Covens: Magic and foot soldirs
- Daughters of Khane: Magic, Deepstiking harassers, and Mourder Aelves.
- Idoneth Deepkin: exspensive but fast Fish Cavaly that can flank when using a Soulscryer
- Order Serpentis: Lizard Cav, a Hydra & a dragon
- Shadowblades:
- Stormcast Eternals: hefter Troops and longer range Shooting
Age of Sigmar Tactics Articles | ||
---|---|---|
General Tactics | ||
Order | ||
Chaos | ||
Death | ||
Destruction | ||
Others |