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==Warscrolls== ===Leaders=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Fyreslayers_WSCards_Auric_Runefather_on_Magmadroth_EN.pdf Auric Runefather on Magmadroth]:''' (270 pts) This count also as '''Behemoth'''.The big lizard with the big boss on top. The Runefather himself is already a beast in combat with his damage 3-axe that can break enemy weapons in order to '''permanently''' lower their Hit rolls and on top of that you get the Magmadroth. After the new Battletome, the fiery lizards have had a HUGE improvement: 14 Wounds (2 more than before) at a 4+ save, high movement, a strong melee profile (even stronger than before, thanks to an all-new Blazing Maw attack and an improved Latchkey Grandaxe attack), and an outrageous amount of Mortal Wounds. It can breathe fire which causes mortal wounds, swipe with its tail which causes mortal wounds and it can bleed fire on enemies (the Volcanic Blood ability has also seen a huge improvement) which, you guessed it, causes mortal wounds. Bear in mind that your enemy will try to take it down, fast. His Command Ability is don't take Battleshock tests wholly within 18". Overall, a strong general that can do a little bit of everything, and that is a beast of combat against both hordes and heroes. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Fyreslayers_WSCards_Auric_Runesmiter_Magmadroth_EN.pdf Auric Runesmiter on Magmadroth]:''' '''Priest'''. (250 pts) This count also as '''Behemoth'''. The Runesmiter on foot is a support hero, and his counterpart in Magmadroth is one as well. If you use them together, the Magmadroth becomes a sort of walking altar from which the Runesmiter can cast his blessings. His default one (take into account that, thanks to the new Battletome, you have a brand new list of prayers to choose from) lets a friendly Fyreslayer unit wholly within 12'' of this model (18'' if you chose the Forge Key instead of his other weapon) re-roll To Wound rolls at a 3+, and once per game, he can give friendly Fyreslayers units wholly within 12'' of himself +1 to their save rolls until the start of your next hero phase. **Putting an Auric Runesmiter in a Magmadroth used to be a waste of points, as they lost their Magmic Tunneling ability and they were not good enough to put solely into melee (remember, support hero); However, thanks to the tremendous improvements that Magmadroths have had, combined with a new set of prayers to choose from, the Auric Runesmiter on Magmadroth is now a perfectly viable option for most armies, specially at high-points matches: it is more durable than before, it hits harder, and it can give both offensive and defensive bonuses to your troops. Losing the Magmic Tunnelling ability might be a tough blow, but you also gain a LOT of things in return. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Fyreslayers_WSCards_Auric_Runeson_Magmadroth_EN.pdf Auric Runeson on Magmadroth]:''' (230 pts) This count also as '''Behemoth'''. An alternative stat-line for a Magmadroth rider. His Ancestral War-axe pales in comparison to the Runefather's weapon. However, his Wyrmslayer Javelin offers a stronger matchup against monsters, both in range and in melee, in contrast with his mount which is better geared towards hordes. His Command Ability allows a charging Magmadroth to do 1d6 mortal on a 2+ wounds to one unit after the charge has been completed. Also, their old ability to focus their rage on an enemy unit has been replaced by a new one which allows them to re-roll failed hit rolls if there are any other Auric Runesons without 6β of this model. ** There are several ways of evaluating this unit: on the one hand, one of his abilities requires you to include more Auric Runesons in your army, as well as having them pretty close from one another (which forces you to either have them both on foot, or on a Magmadroth). This might mess with your army composition, and you may miss on other units or battalions. It is also slightly weaker than the Auric Runefather at melee (albeit stronger at range), which makes you wonder why would you want to send a ranged, high-priority unit charging towards enemy forces. ** On the other had, it is a 240 points, 14 wounds, 4+ save, 12β movement unit that damages enemies in melee when they are hurt and can deal an insane amount of mortal Wounds. Their profile (or should we say, the Magmadroth's profile) is comparable to a Bloodthirster's, if not outright superior. In high-point matches, pick the Lofnir lodge, 3 Auric Runesons on Magmadroth, put them all nice and close, and send them charging against the enemy. Enjoy the bloodbath. *'''Auric Flamekeeper:''' The new Fyreslayers hero for Fury of the Deep is a more support-minded hero, though he carries a hefty axe with 3+/3+/-1/2. His special ability is a counter that grows for each slain Fyreslayer within 12", and once your counter reaches 6 you can grant a temporary buff for a unit of Auric Hearthguard, Hearthguard Berzerkers, or Vulkite Berzerkers: a 6++, the ability for a model to fight before dying, an instant charge, or a +1 boost to the damage of all weapons. ** While making use of the fallen is something to consider, especially for an army as limited in movement and defense as yours, but the issue with this is the very limited pool of units you can throw those buffs on for the combat phase. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Fyreslayers_WSCards_Auric_Runefather_EN.pdf Auric Runefather]:''' (100 pts) Aside from not having a Magmadroth, the Auric Runefather exchanges his utility-minded Command Ability for a more offensive one that allows friendly Fyreslayer units wholly within 12β to add 1 to their charge rolls until the end of the charge phase. He is far from good at ranged combat, as Fyresteel Throwing Axes are way worse than before the new Battletome, but his melee profile is tremendous (3β, 3 attacks, 3+, 3+, -1 rend, 3 damage. Wow) and he can break enemy Heroes' weapons '''permanently''' at the end of the combat phase. Overall the Auric Runefather is a pretty good melee unit, and specially proficient at dealing with enemy heroes, but his lack of any kind of proper ranged attack, combined with his limited mobility might make it difficult to get the best of him. Still, a good Hero for 100 points. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Fyreslayers_WSCards_Auric_Runesmiter_EN.pdf Auric Runesmiter]:''' '''Priest'''. (120 pts) This guy is probably better on foot, as he has a really mean special rule that basically allows him and another Fyreslayer unit to deep strike at least 9" away from the enemy, which is unfortunately slightly too far to use your Fyresteel Throwing Axes that turn. All he sacrifices for this awesome trick is the whole "once per game he can give friendly Fyreslayer units wholly within 12β +1 to their save rolls" thing (as well as the FREAKING Magmadroth). Other than that, it is the same model: you still have access to Prayers, and you have to choose between a Runic Iron (another melee profile) or a Forge Key (his Runic Empowerment ability now activates at 18β). The Auric Runesmiter is not a strong melee combatant, but it does not matter: you want him behind your troops, either teleporting them, buffing them, or summoning Magmic Invocations. **If you think Fyreslayers are too weak and limited because they don't have any Wizards, artillery, long-range shooters and whatnot, just take a Auric Runesmiter and twenty Auric Hearthguard. The first turn, emerge from a tunnel 18" to that unit you think is unfair, then shoot 40 blasts of lava at it, and watch how it melts. Now, which is the unfair army? Remember to position well both the Guard and the Runesmiter: if your opponent can't kill all of the Guard in his turn, then in yours you can give them re-roll to Wound with the Runesmiter (or any other prayer of your choosing), and watch them maim something again! Vulkite Berzerkers also work well with the Auric Runesmiter, because with their musician they add 1 to charge rolls, which is still good. Riskier than just using Auric Hearthguard, yes, but they are cheaper and much less squishy in great numbers. ** invocations now also lets your Auric Runemaster drop a lava dragon on the enemy likey when they are the most bunched up. ** Another bit of fun: the Magmic tunnelling ability just says Fyreslayers, so if you want, you can deepstrike a Magmadroth. while it might not be the best option, it can certainly be fun and act as a distraction carnifex. plus, the look on your opponent's face when a magmadroth shows up on their side of the board is hilarious. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Fyreslayers_WSCards_Auric_Runeson_EN.pdf Auric Runeson]:''' (100 pts) As it says on the tin, it's a Runeson without the Magmadroth. This also means that you really should not give this version the Javelin, because he doesn't have the Magmadroth's melee to fall back to. May be worth taking a pair and bubblewrapping them with Hearthguard Berserkers - the Runesons will get to re-roll To Hits rolls from being within 6" of each other, the Hearthguard will get a 4+ ignore wounds which you opponent will need to remove both of your runesons to get rid of, and the Hearthguard are excellent targets for the Runeson's command ability, which has been updated to give a friendly Fyreslayers unit wholly within 12" +1 to wound. So more general choppiness for everyone in both shooting and combat. **it is difficult to find a place for Auric Runesons on foot, as they require certain point investment in order to function properly. If you have 100 points to spare and you would like to include a Fyreslayer Hero, it probably is a better idea to include a Grimwrath Berzerker or an Auric Runefather; However, it high-point lists, a pair of Auric Runesons could function as a melee/support unit, charging into combat alongside a hard-hitting and/or durable friendly unit and buffing their attacks, just like the previous example showed. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Fyreslayers_WSCards_Grimwrath_Berzerker_EN.pdf Grimwrath Berzerker]:''' (100 pts) This guy wants to be right in the middle of your opponent's army. With 6 wounds, a 4+ save, and a 6+ to ignore wounds and mortal wounds (improved to a 5+ if there are enemy units within 3β of this model), the Berzerker won't yield easily. He hits like a truck, and he can potentially pile in and attack a second time in each combat phase on a 2+. Finally, to top it all off, when he's killed, he can immediately pile in and attack again. For 100 points, you can let loose one of these maniacs across enemy lines, and watch the Berzerker cut through infantry as if they were made of butter. However, he is rather slow, so you might have to spend several turns trying to get him into combat. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Fyreslayers_WSCards_Auric_Runemaster_EN.pdf Auric Runemaster]:''' '''Priest'''. (120 pts) Talk about a glow up. The Auric Runemaster went from being the laughing stock of the Fyreslayer army, to a viable option worth considering in a myriad of lists. First of all, his ability that gave a benefit yo your opponent has been reworked. Now, during your hero phase, the Runemaster has a chance to find Ur-Gold on any nearby enemy unit, granting a re-roll of 1s to Wound rolls against the unit for the rest of the battle, and also a re-roll of 1s to Hit rolls if you are lucky. It is quite feasible to get at least one re-roll per match (and this ability no longer benefits your opponent). Secondly, he can learn one prayer from the brand new list of blessings, and he still conserves his old terrain-related ability, which hurts people hugging it, and turns it into Deadly scenery for a turn (although the range has been reduced from 20β to 18β, and it only happens on a 3+). it is quite useful given GW is encouraging people to stand around their pieces. Finally, he also has one brand new melee weapon profile which, even though it is not something to brag about, it certainly is way better that before (2 melee weapon profiles are better than 1), making it more viable at melee combat, should the need arise. ** Due to the fact that the Auric Runemaster is tougher (more wound and better save) than an Auric Runesmiter, he could be considered as the backline Priest of the army: the Runemaster is meant to be relatively close to both your units and the enemy troops in order to make use of his Ur-Gold ability, as well as to jump to combat if required (his melee profile is slightly better than the Auric Runesmiter's). ** If the Runemaster is your general, you get Battleline Auric Hearthguard, which combined with the Auric Runesmiter, can bring nasty ranged surprise to your opponents. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Fyreslayers_WSCards_Battlesmith_EN.pdf Battlesmith]:''' '''Totem'''. (140 pts) Must have in any list. In terms of killyness, the Battlesmith is not your best unit (although he can still pack some punch in melee combat), but that's okay because he's a support Hero and support he does. Now he gives to all units wholly within 12" +1 save, which is awesome. With the inherent save-after-the-save that some of your units get, you'll actually be one of the best-protected armies of the game! Other Standard Bearers have to be immobile for their ability to work, but the Battlesmith only makes you unable to retreat, a very minor drawback. When he dies, all Fyreslayers wholly within 12" can decide not to move away and protect his banner, meaning they have to stand still but get to reroll all To Hit and To Wound rolls for melee attacks. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Fyreslayers_WSCards_Doomseeker_EN.pdf Doomseeker]:''' (100 pts) Basically, he's an alternative to Grimwrath Berzerkers, and at a glance, it seems that the Doomseeker is the inferior of the two: they have the same saves, but the Doomseeker has one less wound, one less bravery, Rend -1 instead of Rend -2, and lack of any form of FNP... Ouch. His gimmick is that he gets stronger the more he gets damaged, and he has two more total attacks, which makes him quite effective at killing weak foes. His Battle Fury, Oathbound, never fails, but only works on one enemy. Overall, way less tankier that the Berzerker, but when wounded, his damage potential is higher. With the new Grand Fyrd, pick up him and a Grimwrath Berzerker, and just go to town. If he's not in melee killing things and getting wounded, he's worthless. So, what's the verdict? if you only have space for one of them in your army, pick the Berzerker. If you can take two, toss him in. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Fyreslayers_WSCards_Fjul-Grimnir_EN.pdf Fjul-Grimnir]:''' (200 pts) The leader of the Chosen Axes from Shadespire. Required to be taken together and thus should be considered together. On his own, he's basically a Runefather with no throwing axes (same weapon, same abilities). Unlike the Runefather, if he's within 3 of his Chosen Axes, he has 5+ FNP save. Unfortunately, his Chosen Axes are ludicrously easy to delete and will thus almost never be worth the points to take them and Fjul over just a normal Runefather and some more Vulkite's. Pass. *'''Bael-Grimnir on Flamespitter:''' (300 Pts) This count also as '''Behemoth'''. New named character from the June 2019 issue of [[White Dwarf]], which uses the Auric Runefather on Magmadroth model. Must be '''VOSTARG''' Lodge. Statwise the only difference between this and the vanilla Runefather is an additional melee attack with the Grandaxe, but going on he can break enemy weapons on a 5+ rather than on a 6, can negate wounds (mortal or not) on a 6 roll and the Magmadroth's Fyrestream gets a +6" range if it didn't move that turn. His command ability takes a friendly '''VOSTARG HERO''' within 12" and makes it istantly pileup and attack on a 4+ roll (can't be used twice on the same Hero in the same turn) ===Troops=== All the troops, independently from their equipment can take throwing axes. Which you should always do since it gives you additional attacks at range without paying more for the unit!!! *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Fyreslayers_WSCards_Vulkite_Berzerker_EN.pdf Vulkite Berzerkers]:''' (160 pts, Battleline, min 10) Your standard ''Battleline'' unit. After their update they now have got two wounds and now have an ability that allows them to, once per battle, pile in and attack after being slain in the combat phase. this is ''huge''. if you're gonna be charged by a really powerful enemy unit, crack this to still get the full attacks of your Berzerkers. In addition, you can charge a powerful unit, fight, and ''then the models your enemies kill can fight again.'' This has to be activated at the beginning of the combat phase so don't forget it. In addition they hit on 3's for all their weapons (except their Fyresteel Throwing Axes, lol). Would be especially nice when combined with Runeson on Magmadroth's command ability to roll 3 dice and pick the best two. They come with several different load outs for the whole unit: **Bladed Slingshield and Handaxe or War-pick: the axes and picks are pretty similar, with the axes wounding better and the picks having Rend -1. The shields, on the other hand, grant you better saves and can cause mortal wounds on a charge, which is unreliable but has potential. Stats wise handaxes are better against 5+ and equal against 4+, but don't forget we have a prayer that give rerolls to wounds rolls, which makes the War-picks far superior, so good choice in a big buffed unit. **Two Handaxes: Unlike most units with these options, Vulkite Berzerkers with two weapons get two melee attacks but also gain another attack on the charge, making them a very dangerous unit but also a very exposed one with only their 5+ saves protecting them. **Overall, the Vulkite Berzerkers fulfill the role that they have to. While their losses suck, you can have a Flamekeeper on hand feeding off their deaths to boost your troops. Fury of the Deep largely streamlined their rules, but their price point got bumped back up to an uncomfortable 160/170 for the shields. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Fyreslayers_WSCards_Auric_Hearthguard_EN.pdf Auric Hearthguard]:''' (Battleline if a Priest is General) These are probably the best unit in the Fyreslayer list. The normal Dorfs have Irondrakes, who are almost universally acknowledged as one of the most powerful ranged units in the game. Auric Hearthguard are about as killy with their great big Magmapikes, which make them halfway decent in melee and utter murder at range, with 2 shots each at 4+/3+/-1/1, with a nat 6 to hit robbing the target of 1" of movement. Keep in mind now that most ranged units lose efficacy if they move or enemies are too close. Auric Hearthguard don't. They can charge right in and finish the job if their shots only almost killed something. **Fury of the Deep has done...things to these guys. Gone is their bodyguards rule and their special ammo now works on everything in exchange for now only triggering on a 6 to hit and losing the penalty to hit. The only real benefit these guys got is that they're just as expensive as before. Their role can now fully be dedicated to shooting. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Fyreslayers_WSCards_Hearthguard_Berzerkers_EN.pdf Hearthguard Berzerkers]:''' (135 pts, Battleline if an Auric Runefather is general, min 5) Hearthguard have a nifty ability to gain a 4++ when they are within 12" of a Fyreslayer hero, making these the elite bodyguards. In addition, Hearthguard come with two wounds and two attacks base on all their weapons along with 2" reach. Their Berzerker Broadaxe has better Rend and damage than the Flamestrike Poleaxe, but the Poleaxe has the potential to deal 2 Mortal Wounds on top of normal damage on 6's to hit. Poleaxes are better against 2+/3+ saves and marginally worse against 4+, where Broadaxes start overtaking them. Overall, a very powerful unit that surpasses Vulktite Berzerkers, while maybe lacking some of the reliability of Vulkites thanks to their better armour save in combat and ability to attack after perishing. The Hearthguard Berzerkers are there to smash through any enemy lines and tank enemy attacks with their extra save after the save. Always remember to keep a hero nearby at all times as they lose a lot of their survivability without it. ** Don't forget we have easy way to give 3+ save (Battlesmith + prayer), and even 2+ with the Runesmiter. Now take a unit of 10; with a 3+ (or 2+ for 1 turn) save and a 4+ FnP, they will not die easily, and they will hit like a truck in return: 2 attacks each 3+/3+/-1/2, with a range of 2", they can fight on 2 ranks... this is borderline nasty (without even including our runes, you know like rerolls hit roles of 1 or add -1 to Rend...). And you can even give them rerolls all failed wounds rolls, and making them attack twice in the combat phase with a Battalion (if anything survives the first wave to begin with). Vulkite and Auric are good, but Hearthguard Berzerkers are really, really, good. And oh, we can make them battlelines with a Runefather as general. **Fury of the Deep has largely kept these guys as-is aside from a price bump. Though the box will keep them locked as general units, they can become perfect hero bunkers in all circumstances, even if you bring in a Runefather. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Fyreslayers_WSCards_The_Chosen_Axes_EN.pdf Chosen Axes]:''' The Fyreslayer Shadespire Warband. Required to be taken with Fjul-Grimnir. For 40 points you get 3 Duardin, 1 with 2 4+, 3+ Rend-, 2 Damage Attack (rerolling to hits), 1 with 2 4+, 3+, Rend - 1 damage attack (also rerolling to hits) and 1 with 2, 4+, 3+, Rend -1, 1 Damage attacks. They also never take battleshock and get +1 to wound when within 3 of Fjul-Grimnir. Unfortunately, they only have a 5+ save and a 6+ FNP, and for only 3 wounds, that's not a lot. Given that they cost the same as 1/3rd of a unit of Vulkite Berzerkers, it's hard to justify taking them, and thus hard to justify Fjul-Grimnir. **At the very least, they make good kitbashing material, and if you can get your hands on a second set, you got yourself a new unit of Hearthguard Berzerkers. ===Terrain=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Fyreslayers_WSCards_Magmic_Battleforge_EN.pdf Magmic Battleforge]:''' As is the case with AoS, each army must now have a free piece of terrain with benefits exclusive to their faction, so what do the naked berserker-dorfs get? For starters, a Priest within 6" of it can invoke its powers and either let any Fyreslayers Priest within 18" add +1 to their prayers or spend the forge's power to let all Fyreslayers on the field get a 6+ ward until the next hero phase once per battle. If you do this you can no longer use it to get +1 to their chanting rolls making this thing essentially useless for the rest of the game beyond battle tactics shenanigans, etc.
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