Age of Sigmar/Tactics/Old/Order/Scourge Privateers

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Why play Scourge Privateers

  • Pro:

They be Pirates.

  • cons:

They also be elves.

Rulebooks

There isn't currently a Battletome for Scourge Privateers.

  • The Grand Alliance Order book has all the Warscrolls and Battalions.
  • This should be supplemented with the Grand Alliance Order Errata and Designers' Commentary from the FAQs.
  • Matched play points are in the General's Handbook 2018.
  • Alternatively up to date Warscrolls can be found in the WH AoS app.

As with all factions, you'll want:

  • The core rules are either downloadable or in the Core Book.
  • Games taking place in a Realm need the Realm of Battle rules from the Core Book.
  • In you want to take advantage of realm specific artifacts you'll need the Artefacts Of The Realms section from the Malign Sorcery book.
  • Matched play battleplans are split across the Core Book and General's handbook 2018.
  • All books should be supplemented with any updates from the FAQs.

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. The second is that he is one of the cheapest heroes in the game. What his main purpose 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 40+ unit of Knife'n'Sword, fanned out wide as a dragnet to contain incoming charges with a second rank with hand crossbows behind them. The crossbows can be in the same unit, allowing you to to get the +1 hit bonus in melee, while using their ranged attacks from the rear ranks during your shooting phase. The corsairs also cause an additional enemy model lost to battleshock on 6+s for each enemy model fleeing.
  • 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 200pt. upon which to build.

At 1000pt. the Realm Reavers battalion could be like this: a Black Ark Fleetmaster, 2x20 Black Ark Corsairs units, a unit with 2 Scourgerunner Chariot and a Kharibdiss; this leave 260pt. with which adding Allies like a Cogsmith and a Cannon from the Blacksmoke Battery.

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 heroes.

Leaders

  • Black Ark Fleetmaster (40)

- General

  • Black Ark Fleetmaster (40)
  • Black Ark Fleetmaster (40)
  • Black Ark Fleetmaster (40)

Battleline

  • 40 x Black Ark Corsairs (240)

- Vicious Blade & Repeater Handbow

  • 10 x Black Ark Corsairs (80)

- Vicious Blade & Wicked Cutlass

  • 40 x Black Ark Corsairs (240)

- Vicious Blade & Wicked Cutlass

  • 10 x Black Ark Corsairs (80)

- Vicious Blade & Repeater Handbow

  • 3 x Scourgerunner Chariots (210)
  • 2 x Scourgerunner Chariots (160)
  • 1 x Scourgerunner Chariots (80)

Behemoths

  • Kharibdyss (150)
  • Kharibdyss (150)
  • Kharibdyss (150)

Battalions

  • Realm Reavers (150)
  • Realm Reavers (150)

Total: 2000/2000

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.

  • Darkling Covens: Magic and foot soldiers.
  • Daughters of Khane: Magic, Deepstiking harassers, and Murder Aelves.
  • Idoneth Deepkin: Expensive but fast Fish Cavalry that can flank when using a Soulscryer.
  • Order Serpentis: Lizard Cavalry, a Hydra & a dragon.
  • Shadowblades: Their Dark Riders can supplement our Kharibdyss' and Corsairs' morale abilities by adding d6 to 1s on enemy battleshock rolls, and their Assassins can help our Corsairs fight enemy characters.
  • Stormcast Eternals: Heftier Troops and longer range Shooting.

Mercenary Companies

  • Blacksmoke Battery:
  • Greyfyrd:
  • Grugg Brothers: Buying
  • Gutstuffers: They can re-roll charge rolls but they are forced to charge at the closest enemy unit within 12". It's your call if you want to use this company.
  • Nimyard’s Rough-Riders:
  • Order of the Blood-Drenched Rose: Heavy Calvarly
  • Rampagers:
  • Skroug’s Menagerie: a thimatic choice as the Privateers are known to capture and sell Chaotic Beasts to other order factions.
  • Sons of the Lichemaster: regenerating chaff with a wizard.
  • Tenebrous Court:
Age of Sigmar Tactics Articles
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