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==Warscrolls== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===<span style="font-size:150%">{{color|red|Human}}</span>=== This encompasses the {{color|DeepPink|Collegiate Arcane}}, assorted wizards in dresses and magical scenery; one <span style="color:DarkRed;">Devoted of Sigmar</span> unit (Flagellants); and all <span style="color:Crimson;">Freeguild</span>, what remains of the Empire list. It turns out that thousands of years later, in a totally different place in time and space, men and women still dress in exactly the same silly feathered hats and pantaloons. The overall best army of the Cities and the one with more units. Heroes are good at support and being damage dealers, you have great blocks of specialized infantry, two fantastic units of shooters, and fast, hard-hitting cavalry. Their weak points are generally bad bravery, the fact that you can't move if you want many of your units to be optimized, and being quite frail against units with rend, because the average saves run around 5+/4+. They are at the center of tons of armies lists, being easily supported by others races. <div class="mw-collapsible-content"> <big>'''Leaders'''</big> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/7_BR_Kragnos_Warscroll_Galen_Ven_Denst_ENG_2021.pdf| Galen ven Denst]''' (Witch Hunter, Unique, 115p): The first of two heroes introduced in Shattered Realms: Kragnos. He's the more mobile of the two, being able to shoot and charge after fleeing, and the pistol gives a modest number of attacks and is especially dangerous for daemons and wizards. Unfortunately, he won't be able to aid the army, so he's best set as an ally considering he has no {{AOSKeyword|<City>}} keyword. At best, he can be used to shut down endless spells with any attack. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/6_BR_Kragnos_Warscroll_Dorelia_Ven_Denst_ENG_2021.pdf| Doralia ven Denst]''' (Witch Hunter, Unique, 115p): The sharpshooter of the lot, equipped with a crossbow that only fires once but has -2 rend and 2 damage (which doubles against daemons and wizards) that can also shut down endless spells. Fortunately, this crossbow can fire twice and hits on a 2+ if she stays stationary. As with her father Galen, she lacks {{AOSKeyword|<City>}} so she can't support allies, but she's perfectly fine hunkering down somewhere to snipe out enemies. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_freeguildgeneral_eng.pdf Freeguild General]''' ({{color|Crimson|Freeguild}}, 100p): An anchor for human lines, giving Freeguild +1 bravery and a CA that grants 3 units +1 hit & wound if they don't move or charge. Pop this on units that don't need to move like Handgunners and/or on Freeguild Guard so they hit hard during the opponent's turn. They are what make Human guns so much more dangerous, and makes stealing important objectives from Freeguild Guard w/Spears so much harder. Also, while being somewhat squishy with a 4+ save and 5 wounds, he can pull out some really good damage with his FUCKhuge sword, with a stat of 3 attacks at 3+/3+/-2/D3, also a extra mortal wounds on six to hit rolls. Not a character killer, no, but don't underestimate him. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_freeguildgeneralongriffon_eng.pdf Freeguild General on Griffon]'''({{color|Crimson|Freeguild}}, 320pts): A more capable use of the griffon (than with the Battlemage variant), though you are certainly paying for the cost (alternative take: it's only 20 pts more than the Battlemage on Griffon, and seeing as he's way less squishy and does more work, well worth it). Your loadout is actually quite flexible between the flurry of attacks from your sword, your few but deadly hammer hits, and the mid-point lance, followed by the option for either a shield to boost your save from 4+ to 3+ or leave it for +1 to run and charge rolls. Whatever you pick, your get a CA that still capitalizes on charging with a 12" aura of +1 to charge rolls and hit rolls so you can make the most of that charge. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_battlemage_eng.pdf Battlemage]''' ({{color|DeepPink|Collegiate Arcane}}, 110pts): Your go-to wizard, able to pick which Realm they specialized in which gives them: A unique spell and Casting bonus while in that realm (though currently, there are no official rules for playing in Azyr, so if you choose that spell, you'll never get the +1 to-cast). Despite how it initially looks, Azyr wizards are better against elite armies than horde ones, aim for the support, ideally the ones with the aura abilities, and know you're likely going to be hitting one or two elite squads around them. If you want something better against hordes, then you want Aqshy: fireball scales in damage with however many models are in the target unit so large squads with high saves are ideal. Ulgu wizards are a pretty good warning against anybody threatening a vulnerable squad and gives them at least a chance to run away, while Shyish wizards could be the thing you need to turn around a contested battle or wipe out a unit with Battleshock before they can break away. If you want a protective ability then you need to go with Hysh to drop -1 to hit for enemy units targeting a unit, which is very good since it works on everything, especially when you use it on something that can already take a beating like a unit of Phoenix Guard. Ghyran ends up being somewhat pointless, since if you want charge protection you'll be taking Cage of Thorns instead to halve their movement and deal Mortal Wounds, and even Chamon is better for that. Speaking of which, Chamon is pretty good if you're going missile-heavy and want to focus down something elite while avoiding combat with them. In general it's a must-have if you're up against Stormcast Eternals or Kharadron Overlords. Finally, Ghur is a great spell if you're going melee-focused or you want to abuse the easy charges you can get from the Living City or the tempest's eye command trait and artifact, who give +1 to charge and re-roll them automatically. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_battlemageongriffon_eng.pdf Battlemage on Griffon]''' ({{color|DeepPink|Collegiate Arcane}} 300pts): You get a flying Ghur wizard with a capable but quite squishy beast. The two-headed griffon can at least throw out some blows with its bite (Doubling hits for each 6 to hit) and claws (though those drop with damage). Your wizard, on the other hand, is more capable at shooting, with his special spells being Wildform (see above) and Amber Spear, a pretty effective beam of damage with few hang-ups. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_celestialhurricanum_eng.pdf Celestial Hurricanum with Celestial Battlemage]''' ({{color|DeepPink|Collegiate Arcane}} 280pts): Slapping a wizard onto this doesn't do much besides making a bigger target. What it does provide, though, is the absolutely sick Comet of Cassandora spell, now always able to deal damage, though it's best suited for slow, plodding fools (or just get a Metal/Chamon Wizard to slow them first and then smash 'em). *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_luminarkofhysh_eng.pdf Luminark of Hysh with White Battlemage]''' ({{color|DeepPink|Collegiate Arcane}} 270pts): The aura of protection makes putting a Hysh wizard less of a gamble, though you're still a visible target. You also get the Burning Gaze spell, which is the final word on eradicating mobs. <big>'''Battleline/Conditional Battleline'''</big> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_freeguildguard_eng.pdf Freeguild Guard]''' ({{color|Crimson|Freeguild}}, Battleline: 80/280pts, min 10, max 40): These guys are as good as ever. They lost the possibility of having shields with every other weapon and the militia equipment, gaining instead generally better equipment and ability. Halberds are quite terrifying now, with a 3+ for wound and -1 rend. Better save with shield and swords and a really nasty ability with the spear. Always take in large crowds and take the best weapon for the occasion. (Spears get in more attacks and charging them a nightmare, Sword & board grants durability, and halberds helps smake up tougher units when you can't have the numbers advantage) *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_freeguildcrossbowmen_eng.pdf Freeguild Crossbowmen]''' ({{color|Crimson|Freeguild}}, Battleline, 100pts, min 10, max 30): Your long-range shooting. Basically for having them at their best you have to don't move them and have 10+ models, as they gain +1 attack with their Crossbow. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_freeguildhandgunners_eng.pdf Freeguild Handgunners]''' ({{color|Crimson|Freeguild}}, Battleline, 100pts, min 10, max 30): Trade range for rending on their shots and Quantity for consistency. These guys get a nice nerfed, going from "terrifyingly op" to "nice normal shooter" [Wrong, there was no nerf - both +1 requirements were put into one rule granting a single extra +1 and they just got their base hit improved by 1 to a 4+: considering the unit size requirement for the bonus went down to 10, this is objectively a buff, making it easier to take MSU for long rifles while keeping +1's to hit]. Basically for having them at their best you have to don't move them and have 10+ models, as they gain +1 to with their guns, but their low range makes them not that dangerous and almost vulnerable to fast units. Now it's only their ability to shoot at charging units, use it wisely. The units' MARKSMAN can take a Repeater Handgun for more shot or Long Rifle which is a 30" D2 gun that ignores Look Out, Sir! for picking out weak support heroes. **The 3.0 Errata proved to be kind here, as they can still overwatch (or rather, use the Unleash Hell command without needing it issued or spending CP) on enemy enemies that finish a charge within 3" of them. A small bubble, but it's enough to discourage people from carelessly approaching your guns. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_freeguildgreatswords_eng.pdf Freeguild Greatswords]''' ({{color|Crimson|Freeguild}}, Conditional Battleline: {{color|Crimson|Freeguild}} General, 140/360pts, min 10, max 30): Elite infantry without question. Though with a rather weak 6 Bravery, you get some pretty effective weapons that deal mortal wounds on unmodified 6's to hit. They're especially effective as a retinue, as they'll get an additional +1 to hit for being in range of any {{AOSKeyword|Freeguild Hero}}. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_demigryphknights_eng.pdf Demigryph Knights]''' ({{color|Crimson|Freeguild}}, Conditional Battleline: {{color|Crimson|Freeguild}} General, 180pts, min 3, max 12): Tough guys with some good mobility. Though your loadout's either stuck between the lance's charge bonus or the all-rounder halberd, you always get your menacing mount's attacks for the chance to pop some mortal wounds. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_freeguildoutriders_eng.pdf Freeguild Outriders]''' ({{color|Crimson|Freeguild}}, Conditional Battleline: {{color|MediumBlue|Tempest's Eye}}, 100pts, min 5, max 20): Your mobile Gunners, able to Retreat and/or Run, and still shoot. Repeater Handgun can deal a lot of inaccurate shoots, especially if they're not near an enemy for D3+1 attacks. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_freeguildpistoliers_eng.pdf Freeguild Pistoliers]''' ({{color|Crimson|Freeguild}}, Conditional Battleline: {{color|MediumBlue|Tempest's Eye}}, 100pts, min 5, max 20): short-ranged guns, and can re-roll run and charge rolls. They do bring Rend and a lot of attacks, especially since they get to shoot again when they charge. With all this attacking, they are likely to deal many wounds before that target gets their swing. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_flagellants_eng.pdf Flagellants]''' ({{color|DarkRed|Devoted of Sigmar}}, Conditional Battleline: Human General, 80/280pts, min 10, max 40): That cheap unit that likes dying. Also, they keep devoted of Sigmar keyword, so you CAN ally warrior priest to power them and intentionally kill them with endless spells for more attacks. A perfect fit for The Phoenicium Battleines. <big>'''Behemoths'''</big> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_celestialhurricanum_eng.pdf Celestial Hurricanum]''' ({{color|DeepPink|Collegiate Arcane}} 220pts): This is purely made to support your forces, provided its own killer shooting and auras for supporting your entire army. Your men will love the +1 to hit while within range of it, though that requires that they protect it to ensure the range, while Wizards of any realm can benefit with a +1 to all casting from it. In all cases, keep it away from any means of battle. Also, it's weapon is one of the best mortal wounds dealers in the game, being capable of doing a best 3D3 mortal wounds on any target, basically killing any less hero stupid enough to get too close. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_luminarkofhysh_eng.pdf Luminark of Hysh]''' ({{color|DeepPink|Collegiate Arcane}}, 210pts): The more protective of the giant casty-engines. This one's got auras of wound-negating (range limited by damage) and grants nearby wizards +1 to unbind. While the Hurricanom operates its weapon based on a burst of shots, this one fires a singular laser beam of doom, its effectiveness restrained only by damage. A stupidly good combination with flagellants, giving you the possibility of kill them (extra attacks) and give them a (weak-but-better-then-nothing) defense. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===<span style="font-size:150%">{{color|SteelBlue|Duardin}}</span>=== This encompasses the {{color|SteelBlue|Dispossessed}}, or Dwarfs if you're still holding a grudge and are rather grumpy about it. Do remember that any conditional Battleline that requires a Duardin general (such as Irondrakes, or any others GW might change in the future) will also be met if your General is a Cogsmith, despite them not being Dispossessed, this also works for Kharadron generals when hailing from Tempest's Eye. Heavy infantry with a really high survival rate, dispossessed are hard as a rock, hits like trucks and have a pair of gromril balls. They are really good at war of attrition, being generally invulnerable against battleshock, with a save roll generally over the average of others races and don't really needs wizards thanks to their runelords. Unfortunately, they are slow, can't use magic in anyway, with just one (fucking wonderful yes, but still one) shooting unit and with a really high points (and money) cost for units. Except to be easily outnumber by others armies. Gain great support by faster units, artillery and mages. <div class="mw-collapsible-content"> <big>'''Leaders'''</big> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_wardenking_eng.pdf Warden King]''' ({{color|SteelBlue|Dispossessed}}, 110pts): A Powerful Lynchpin for the DISPOSSESSED bunker as he can grant a Battleshock immunity aura for not moving, and a CA that let's him pick an enemy unit within 18" of him. Any DISPOSSESSED unit attacking the selected enemy in melee get +1 attack. When paired with other Allegiance abilities he makes Ironbreakers and Hammerers a force to be reckoned with. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_runelord_eng.pdf Runelord]:''' ({{color|SteelBlue|Dispossessed}}, 90pts): One of the best Anti magic Heros in the game, worth taking even if you don't have other DUARDIN. They can unbind magic and have a +2 when they make the roll. They also support with a two different prayers that either give a DISPOSSESSED within 16" a 6+ Ward or give their weapons -1 more rend. Put a luminark together with this guy and stack on FNP against mortal wounds! <big>'''Battleline/Conditional Battleline'''</big> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_longbeards_eng.pdf Longbeards]''' ({{color|SteelBlue|Dispossessed}}, Battleline, 110/270pts, min 10, max 30): The old grumblers are back... And they are even more unsatisfied! They support other Duarden with their complaints. Unfortunately, shields aren't that overpower now, and you can't get shields and big weapons anymore. Better weapons or better defense are up to you, but their ability to being incredibly annoying is even more powerful. You can decide to give 1 plus bravery to dispossessed units (for when you expect to be on the receiving end of a devastating charge and you aren't in range of a Warden King's battleshock immunity bubble), make dispossessed units (wholly within 12") re-roll wounds rolls of 1 and with the last one you can even try to DISPEL ONE ENDLESS SPELL IN THE HERO PHASE! That's right, even mindless spells can't stand the continuous grumbling of this guys. Good to mix in one with other dispossessed units for their support. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_ironbreakers_eng.pdf Ironbreakers]''' ({{color|SteelBlue|Dispossessed}}, Battleline, 130/330pts, min 10, max 30): They get twice as many swings, their saves are one better then Longbeards. These are your Smachy anvils. They never ever fucking die and can dish out surprising amounts of hurt. Wound-per-Wound, they leave most infantry in the dust. Their leader can also opt to swap out his ax and shield for a pistol and bomb or a brace of pistols. Remember: These dorfs can beat the enemy with their anvillyness, but you also have Strong hammers from other factions. Worth noting that the pistol and bomb combination provides 4 attacks instead of 3, two of which rend and hit at range, and the ability to dish out d3 nigh-guaranteed mortal wounds per game. All at the expense of losing 1 to hit on your Mailed Fist attacks. Food for thought. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_irondrakes_eng.pdf Irondrakes]''' ({{color|SteelBlue|Dispossessed}}, Conditional Battleline: {{color|SteelBlue|Duardin}} General, 150pts, min 10, max 30): If Ironbreakers are anvil and tongs, Irondrakes are the hammers. Any unit held in place by Ironbreakers (or any dorf infantry, for that matter) is already dead and only too stupid to realize it if you have Irondrakes nearby. Why? They get a pretty good missile weapon, being pretty much exactly a Judicator with Bow, only with 16" range. If there's no enemy within 3" and they didn't move, they add get 1+ Attack more shooting! So, wound per wound, they shoot four times as well as Judicators. Yikes. Their champion can take a Trollhammer Torpedo, which has better Rend and deals D3 damage (D6 if the target's a monster), and now you can fire that twice, so it's a no brainer to use it. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_hammerers_eng.pdf Hammerers]''' ({{color|SteelBlue|Dispossessed}}, Conditional Battleline: {{color|SteelBlue|Dispossessed}} General, 140/360, min 10, max 30): There is nothing subtle about Hammerers and you wouldn't want them any other way. They swing a big Hammer, which has two swings at 3+/3+/-1/1, a rather nice profile that inflicts additional Mortal wounds on unmodified wound rolls of 6, they have a 4+ save and don't take Battleshock if there's a Dorf Hero whooly within 12". Have a Runelord put their -1 Rend ability on them, with your Warden King's +1 attack.. and you have a single unit doing 30 hits at a 3+/3+/-2/1 with chances for mortal wounds. You can hammer down most foes with them. Consider the following: If you really want to be an asshole to your opponent, try running these guys in Tempest's Eye as a block of 30 under a Warden King with Aether Guard Captain as his warlord trait and Zephyrite Banner as his artifact. Top it off with a Runelord, a set of Longbeards, a Celestial Hurricanum with Aura of Glory and a baytlemage coming from ghur. You now have 1 wound infantry clocking 360 points that for the first turn move 7", run d6+4", charge 2d6+4" rerolling, is covered under a 3+ save thanks to Alert and Forewarned that craps out 4 attacks per head at 2+/3+ reroll 1/-2/1. A full strength unit is burying a target in 121 swings averaging 20 mortal wounds as icing on the cake. We're talking enough mortal wounds to send Nagash right back to the grave, nevermind the other 121 swings. For days when you want to settle the entire Dammaz Kron in one sitting. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===<span style="font-size:150%">{{color|SlateGray|Ironweld Arsenal}}</span>=== A bunch of Human and Duardin engineers came together and compared notes. This encompasses your artillery, tanks, and helicopters. The mechanized forces of the order, ironweld arsenal is a stand-alone group of war machines and hero, ranging from artillery support to unstoppable tanks. This faction isn't a jolly, but more of a list of units that can be filled and complete other armies (gyrocopters for dispossessed, artillery for everyone who lacks long-range units while the steam tank can simply fit everywhere without being an annoyance). <div class="mw-collapsible-content"> <big>'''Leaders'''</big> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_steamtank_eng.pdf Steam Tank with Commander]''' ({{color|SlateGray|Ironweld Arsenal}}, 230pts): The key to Steam Tank battleline and smashing that max behemoth limit (as per core FAQ Dec 2019, battleline units do not count towards behemoth limits). Adding him onto the heaving tank gives you two nice guns and a decidedly shite melee weapon. He's also has his own internal source of healing without a Cogsmith, magic or being from a Ironweld synergistic city. His CA lets you mark a single target so all your nearby tankbros can blast the shit outta that target a little faster. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_cogsmith_eng.pdf Cogsmith]''' ({{color|SlateGray|Ironweld Arsenal}}, 60pts): The poor man's HQ. Don’t let that fool you though; this guy is arguably more useful than the Steam Tank Commander. While always equipped with some pistols he can slap within melee, the rest of his loadout is what impacts his usefulness. Taking the Grudge-Raker gives him a shotgun, while dropping it adds +1 to his melee attacks, while the Cog Axe gives him a bundle of attacks or a +1 to hit with the shooting. In any case, he lacks a Command Ability, instead of using the Hero Phase to let heal a nearby {{AOSKeyword|Ironweld Arsenal War Machine}}, indeed your only way to preserve those precious steamtanks. <big>'''Battleline/Conditional Battleline'''</big> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_steamtank_eng.pdf Steam Tank]:''' ({{color|SlateGray|Ironweld Arsenal}}, Behemoth or Conditional Battleline: {{color|SlateGray|Steam Tank}} General, 195pts): This incredible beast got a nerf but is still scarier for your enemy, especially now that you can have it as a BATTLELINE! basically an artillery platform with a weapon for every situation can deal with crowds and lesser monsters alike (just don't send it against Archaon please. You'll make Sigmar cry). The mobility is quite problematic, being a roll of dice impacted by damage, but this can be fixed with his ability, "More Pressure!" - roll 2d6 and if the result is less than the tank's current wounds, add 2 to both the attacks of the steam gun and movement. But, if you fail the roll you get D3 wounds. Always take a Lord Ordinator, a Celestial Hurricanum or the Commander for making their attacks more powerful. (the steam tank is resembling the old empire quality: fine against everything, but good against nothing.) <big>'''Artillery'''</big> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_helstormrocketbattery_eng.pdf Helstorm Rocket Battery]''' ({{color|SlateGray|Ironweld Arsenal}}, 130pts): Got a devastating nerf (someone would call it "make units more balanced" and they are probably right but still...). The damage of the missiles now d3 instead of d6. For the rest, they are better than before, with the ability to re-roll hits rolls of one with an engineer close. Get 4 of them with the battalion, a lord ordinator and see your adversary get desperate because you are killing everything he has from 36" of distance (39" for Greywater Fastness). *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_helblastervolleygun_eng.pdf Helblaster Volley Gun]''' ({{color|SlateGray|Ironweld Arsenal}}, 120pts): Let's get this straight, this artillery is practically useless compared to the rocket batteries. Basically, you can decide to roll 1, 2 or 3d6 for the attacks made by this weapon, but when you roll 2 dice or more and you get a double, the machine would jam, don't shoot and get one mortal wound. Yeah, that's right. This means that you would NEVER have more attacks than 15 (6+5+4) and many other results are blocked! Compared this piece of junk to the helstorm (only 10 points more care) and you can easily understand what is the right choice to do. ** for ten points less a celestar ballista can easily fit the role that this rusty piece of iron should fit, close-range fire suppression, thanks to many heroes that can give a plus 1 to hit rolls, without the risk of jamming, have the best results blocked and with better rend and save. They will eat your Stormcast allowance. <big>'''Other Units'''</big> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_gyrobombers_eng.pdf Gyrobomber]''' ({{color|SlateGray|Ironweld Arsenal}}, 80/210pts, min 1, max 3): Dedicated Flying bombers. You can pick an enemy unit that this unit passes over, for each gyrobomber that flew over that enemy, deal D3 mortal wounds on a 2+ roll. with running and not dying, you can make about 3 bombing runs before the end of the game. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_gyrocopters_eng.pdf Gyrocopter]''' ({{color|SlateGray|Ironweld Arsenal}}, 70/180pts, min 1, max 3): Smaller, faster Gyrobomber with a better gun. They can only drop one bomb per game but are better at shooting. You have a pick of a normal Brimstone Gun or the short-range Steam Gun which can clear blocks. The Brimstone Gun will on average do the same damage as the Gyrobomber's Clattergun with a shorter range, but you'll probably be keeping fairly close anyway so you can drop your bombs. When taken with Greywater Fastness the 11" steam gun on top of the 16" inch move is an incredibly effective massed infantry clearer. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===<span style="font-size:150%">{{color|RebeccaPurple|Aelf}}</span>=== This encompasses the various Elves you have available to you, mostly comprised of old Dark Elf models. Included within are the {{color|DarkViolet|Darkling Covens}}, Aelven sorceresses (and occasional sorcerer) that didn't agree with the rules of the Eldritch Council and went to do their own thing. There is the {{color|MediumVioletRed|Phoenix Temple}}, a group of silent warriors who are some of the hardest to kill in the entire game. There is the {{color|MediumTurquoise|Order Serpentis}}, aelves who have a hardon for anything with scales, as well as the {{color|Indigo|Shadowblades}}, the setting's non-furry sneaky assassin bois, and finally there are the {{color|Fuchsia|Scourge Privateers}}, your pirates and monster hunters, as well as the {{color|MediumSeaGreen|Wanderers}}, the non-squatted remnants of the Wood Elves. <div class="mw-collapsible-content"> <big>'''Leaders'''</big> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_sorceress_eng.pdf Sorceress]''' ({{color|DarkViolet|Darkling Coven}}, 90pts): Your Coven leaders and non-collage wizard. They do a lot of things, for a magic side like Sacrificing another Darkling(Ideally the cheaper ones) to gain +2 to cast and know a damage spell that also lowers the enemy's hits by 1. When Paired with other casting buffs, they can reliably cast High-level spells and not be worried that your opponent will unbind your linchpins. Their Command ability lets one Darkling Run, Shoot, and/or charge, allowing a footslogger to cover more ground. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_sorceressonblackdragon_eng.pdf Sorceress on Black Dragon]''' ({{color|DarkViolet|Darkling Coven}}, 300pts): Sorceress + Dragon + another weapon + different spell + another command ability. Not a true fighter like Dreadlords, but can clear skaven hoards with Noxious Breath and Bladewind. Also, have a decent CA Inspire Hatred which rerolls wounds of 1 for a Darkling Coven unit. They are also a decent target for Command Underlings with their 14" move so they can grab objectives and be close enough to decimate a unit. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_anointed_eng.pdf Anointed]''' ({{color|MediumVioletRed|Phoenix Temple}}, 100pts): Same brutal save as Phoenix Guard, cheap way to make them not take Battleshock tests, unbinds one spell or endless spell per turn like a wizard and is decent at combat. He has a command ability that allows PHOENIX TEMPLE units wholly within 12" inches to re-roll failed wound rolls, making him an excellent force multiplier since your army only knows how to get stuck in to close combat. Unless you really need to fill out Hero slots in your army, or you explicitly want to be able to unbind enemy spells then your first choice should always be to take an Anointed on a Phoenix of one form or another. If you have the GW model for the Anointed then you will have a Phoenix anyway, since they both came in the same box. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_flamespyrephoenix_eng.pdf Anointed on Flamespyre Phoenix]''' ({{color|MediumVioletRed|Phoenix Temple}}, 300pts): Providing an Anointed grants the Phoenix a fully consistent set of strong melee attacks and the badass Command Ability. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_frostheartphoenix_eng.pdf Anointed on Frostheart Phoenix]''' ({{color|MediumVioletRed|Phoenix Temple}}, 320pts): There's a second perk to putting an Anointed to this phoenix besides the simple wedding of a dead 'ard hero and a defensive bird - a 4+ FNP. This can be taken against Mortal Wounds as well, so you can definitely match up against the Flamespyre in terms of durability, though it's far from infinite and you will need to watch your health. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_dreadlordonblackdragon_eng.pdf Dreadlord on Black Dragon]''' ({{color|MediumTurquoise|Order Serpentis}}, 300pts): A heartless elf mounted on an (as always) very fast and powerful Dragon, and he's no slouch in combat himself. You can give him paired weapons or lance to deal more damage, or a crossbow to be shooty, but usually, the best option is the shield to make him live longer and use his Command Ability again and again. Because he gives all Order Serpentis unit wholly within 18" +1 to wound rolls, which can be awesome, especially combined with his great mobility. He's an awesome hero, no matter how you use him. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_assassin_eng.pdf Assassin]''' ({{color|Indigo|Shadowblades}}, 80pts): Assassin are Assassins, Cheap killers that are placed in reserve, and then they jump out of any Cities unit with 1 wound and 5+ models (no Calvary but from Flanknig, vangarding, or unconventionally fast units). A strong fighter with 6 attacks and deals d3 mortal wounds if they roll a 6 to wound. Giving him Artifacts to help kill bigger things better, provide deepstriking support or Mobility to get to the next kill. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_blackarkfleetmaster_eng.pdf Black Ark Fleetmaster]''' ({{color|Fuchsia|Scourge Privateers}}, 60pts): One of the cheapest heroes in-game. They are ok fighters but their true Power is their Command Ability At Them, You Curs!, which gives a Scourge Privateers unit +1 attacks on all their melee weapons (and Privateers have a lot of weapons). *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_nomadprince_eng.pdf Nomad Prince]''' ({{color|MediumSeaGreen|Wanderer}}, 120pts): Another support hero for their faction, with a falcon that causes an enemy hero to be worse at magic and hitting things and a command aura ability that grants Wanderers +1 to hit. Mounted are too fast but your foot units will be near for the buff. <big>'''Battleline/Conditional Battleline'''</big> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_dreadspears_eng.pdf Dreadspears]''' ({{color|DarkViolet|Darkling Coven}}, Battleline, 90/320pts, min 10, max 40): Rank and file Aelfs with 2" spears. Taken in units of 10+ they gain +1 to hit which pairs well with their 2" reach. They also gain -1 rend if they roll an unmodified 6 to hit. They have the least stipulations on them, so feel free to use a Sorceress to get a 40 Aelf blob that runs and changes 3d6 + 8". *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_bleakswords_eng.pdf Bleakswords]'''' ({{color|DarkViolet|Darkling Coven}}, Battleline, 90/320pts, min 10, max 40): The Swordsmen version of Dreadspears, Shorter reach but inflict 2 hits on an unmodified 6 to hit instead of rending, better in smaller sizes while dealing with hordes. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_darkshards_eng.pdf Darkshards]''' ({{color|DarkViolet|Darkling Coven}}, Battleline, 100pts, min 10, max 40): Aelf Crossbow, Shooting 2 shot at 16". They get the standard Darkling Coven +1 to hit when they have 10+ models. They have a shorter range and have less synergy then Freeguild Crossbow but are more mobile and don't need to give up mobility for firepower. Want cost-effective and mobile dakka for your CoS? These are ya bois. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_blackguard_eng.pdf Black Guard]''' ({{color|DarkViolet|Darkling Coven}}, Conditional Battleline: {{color|DarkViolet|Darkling Coven}} General, 140pts, min 10, max 30): Elite Bodyguards SpearMen, with 2 attacks hitting and wounding on 3+ with rend -1. Gain +1 to hit when near a Darkling Coven hero. Taken for Quality over Quantity. They could be seen as 20pts cheaper Phoenix Guard that trade their revered durability so they could cover more ground with a CP. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_executioners_eng.pdf Executioners]'''' ({{color|DarkViolet|Darkling Coven}}, Conditional Battleline: {{color|DarkViolet|Darkling Coven}} General, 130/300pts, min 10, max 30): Elite Swordsmen, 2 attacks hitting and wounding on 3+, with unmodified hit rolls of 6 dealing a mortal wound instead of normal damage. With their recent points drop for taking a max-sized squad, it's both viable and outright filth to target 30 of these boys with a Sorceress' CA. 61 attacks that can run and charge 3D6+8" that does straight MW on a 6? See that Stardrake? Now you don't. (Take them with Har Kuron and have a Priest put their specific prayer on them for an extra attack on top of the MW on a 6, if you feel like playing the ultimate asshole.) *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_phoenixguard_eng.pdf Phoenix Guard]''' ({{color|MediumVioletRed|Phoenix Temple}}, Conditional Battleline: {{color|MediumVioletRed|Phoenix Temple}} General, 160/420pts, min 10, max 30): Elves that have been revealed how and when will they die, so if today is not the day they don't have a reason to flee, and if today is the day they don't have a reason to flee. That makes them so serious they don't talk, EVER. This right here is, wound-per-wound, one of the most powerful (if not the most) infantry of the game: 4+ save, 7 Bravery, and ridiculously good halberds, with the range of a spear (2"), the wounding power and rend of a hammer (3+), the number of attacks of paired hand weapons (2), and all at 3+ to hit, because the Phoenix Guard is also frickin' skillful. But the thing that makes them broken is their save-after-the-save of 4+ against wounds/mortal wounds. So, against things without Rend, they will suffer 1/4 of the wounds the enemy manages to inflict upon them. And this secondary save is a "ward", meaning Rend doesn't do a thing to it, so even against the most powerful Monsters or Heroes, they'll only take half damage. Also, while the Guard remains wholly within 12" of a Phoenix Guard hero they don't even have to take battleshock tests. To sum it all, they hit like a truck, they're gods on the defense, they win any attrition fights, and they laugh at shooting/artillery/magic. They'll excel at whatever task you use them for: holding the line, spearheading the offense, killing Monster/Heroes, protecting vulnerable areas, they do it all. The ultimate all-rounders. Their only real drawback is they are relatively expensive compared to some other battleline options in the book but this is more than made up for by their inherent awesomeness. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_drakespawnknights_eng.pdf Drakespawn Knights]''' ({{color|MediumTurquoise|Order Serpentis}}, Conditional Battleline: {{color|MediumTurquoise|Order Serpentis}} General, 130pt, min 5, max 20): Your Scaly Aelf M:10" Calvary with a 3+Sv. They can act as a Tarpit on mobile legs while still delivering DPS. Their mounts fight better than horses, and lances' rend and Damage increase to 2 when they charge. They are ideal if going for a Cavalry rush build that will hold on to the objectives. Points drop in FAQ, at the loss of a hoard discount. The ability to deepstrike in and move d6" to improve the charge in Misthåvn is great for taking out key targets like Karadron Ironclads. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_drakespawnchariots_eng.pdf Drakespawn Chariot]''' ({{color|MediumTurquoise|Order Serpentis}}, Conditional Battleline: {{color|MediumTurquoise|Order Serpentis}} General, 80/210pt, min 1, max 3): The dinosaur chariot. Not as impressive at fighting as Knights but when they finish a charge, they will often deal d3 mortal to one unit within 1", Ideally picking on monsters and those melees that are too close to the bubble wrap. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_warhydra_eng.pdf War Hydra]''' ({{color|MediumTurquoise|Order Serpentis}}, Conditional Battleline: {{color|MediumPurple|Anvilgard/Har Kuron}}, 170pts): A more Ranged Balance Version of the Kharibdyss, with 9" firebreathing and granted the d3 regeneration rather than having to eat someone in melee. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_darkriders_eng.pdf Dark Riders]''' ({{color|Indigo|Shadowblades}}, Conditional Battleline: {{color|Indigo|Shadowblades}} General, 110/260pts, min 5, max 20): Aelf Fast Skirmish cavalry, 14" Movement, with Repeater crossbows and spears. enemies subtract -1 bravery when 12" of a Rider. Makes the quick objective grabbers and provide supporting damage to your damage dealers like Griffins to scare off more enemy models *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_shadowwarriors_eng.pdf Shadow Warriors]''' ({{color|Indigo|Shadowblades}}, Conditional Battleline: {{color|Indigo|Shadowblades}} General, 110pts, min 10, max 30): Stealth archers and ok fighters, they can Deepstrike. Put them near the enemy's terrain and shoot up their wizards and Warmachines. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_blackarkcorsairs_eng.pdf Black Ark Corsairs]''' ({{color|Fuchsia|Scourge Privateers}}, Conditional Battleline: {{color|Fuchsia|Scourge Privateers}} General, 80/280pts, min 10, max 40): Hoards of pirates, resistant to arrows, more accurate when taken in hoards. They can be taken with a crossbow or a secondary weapon but you want the weapon if you have a Fleetmaster too double their attacks to four. Crossbows may get uses when in smaller numbers when a Fleetmaster is not around. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_scourgerunnerchariots_eng.pdf Scourgerunner Chariot]:''' ({{color|Fuchsia|Scourge Privateers}}, Conditional Battleline: {{color|Fuchsia|Scourge Privateers}} General, 60/150pts, min 1, max 3): A mobile harpoon launcher with some Crossbow. The harpoon can hurt some monsters with unmodified hit rolls of 6s dealing d3 mortal wounds. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_kharibdyss_eng.pdf Kharibdyss]''' ({{color|Fuchsia|Scourge Privateers}}, Conditional Battleline: {{color|MediumPurple|Anvilgard/Har Kuron}}, 170pts): Wound-per-Wound the Kharibdyss is by far one of the strongest units in this list, with a bunch of terrifying attacks, the potential self-healing, and 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. Also, damage degrades its abilities noticeably quicker than you might expect. Note that a block of 20 corsairs has more wounds, does more damage and gets significantly more benefit from Fleetmaster buff. Kharibdyss is more survivable with better save and heals, so pick your poison. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_eternalguard_eng.pdf Eternal Guard]''' ({{color|MediumSeaGreen|Wanderer}}, Battleline, 130/330pts, min 10, max 30): More Elite Spearmen than DARKLING COVEN Dread Spears costing 40 more points, having 7 Bravery, two attacks, and gain +1 to hit, +1 to wound and +1 to Sv rolls if they don't move. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_wildwoodrangers_eng.pdf Wildwood Rangers]''' ({{color|MediumSeaGreen|Wanderer}}, Conditional Battleline: {{color|MediumSeaGreen|Wanderer}} General, 130pts, min 10, max 30): Rangers hunt monster with their 2 attack axes that deal 2 damage against them. Find a way to move them close and then hack a dragon to pieces. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_sistersofthethorn_eng.pdf Sisters of the Thorn]''' ({{color|MediumSeaGreen|Wanderer}}, Conditional Battleline: {{color|MediumSeaGreen|Wanderer}} General, 130/520pts, min 5, max 20): A Wizard conclave riding Stags. They have attacks and Javelins but you take them as relatively cheap mobile wizards that cast spells at point-blank. As long as they have at least two models they can cast Arcane Bolt, Mystic Shield, and a spell that grants a Wanderer unit cover and reflects 6s to saves during melee as mortal wounds, but more importantly is getting a pick from their City's lore and Endless Spells. For Example, Anvilguard's Vitrioc Spray is a short-range spell that removes the target's saves. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_sistersofthewatch_eng.pdf Sisters of the Watch]''' ({{color|MediumSeaGreen|Wanderer}}, Conditional Battleline: {{color|MediumSeaGreen|Wanderer}} General, 160pts, min 10, max 30): What's left of the Wood elf Archers, Getting 1+ attacks when they don't move, can fire overwatch when charge, and deal Additional Mortal wounds on Unmodified 6s to wound. you have cheaper Sources of Arrows, but the Mortal wounds could get past some high armour units. **As with the Handgunners, these sisters can also Unleash Hell upon an enemy that charges someone within 3" of them without spending CP, which is a bit inconvenient if they're camping away from other units. This might make them useful for protecting war machines though. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_wildriders_eng.pdf Wild Riders]''' ({{color|MediumSeaGreen|Wanderer}}, Conditional Battleline: {{color|MediumSeaGreen|Wanderer}} General, 130pts, min 5, max 20): Your Fast Aelf Cavalry, with Riders getting 2 spear attacks that deal -2 rend and 2 damage when they charge. More offensive than defensive than Drakespawn Knights. Became battleline in the FAQ. <big>'''Behemoths'''</big> Do note that some of your Behemoths are conditionally also a Battleline. If this is the case they will be listed above under the Conditional Battleline section instead of this section. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_flamespyrephoenix_eng.pdf Flamespyre Phoenix]:''' ({{color|MediumVioletRed|Phoenix Temple}}, 200pts) An annoying bird that comes back to life once per game. It's discounted when not ridden by an Anointed but you trade your 4+ save after save for this. It is what you are looking for, the Flamespyre won't disappoint all the while turning enemies to ashes and potentially coming back to life again for more punishment. The Attuned to Magic ability extends his survival by adding +1 to saves when a spell is successfully cast and not unbound within 12", this buff lasts until the players next hero phase. The rules state that this ability can never add more than 1 to the saves so while not as powerful as it once was, it's now happens every time a spell is cast rather than requiring a dice roll. The Flamespyre's real trick is not only during combat but also when it moves, since its Wall of Fire ability inflicts mortal wounds simply by flying over other units; If this bird has taken less than three wounds then we are talking about a napalm spray of consistent 5 Mortal Wounds moving 16" each turn, but decreasing as the Phoenix gets more wounds. If you are lucky, If/when a Flamespyre Phoenix first dies, you roll a dice, on a 4+ the bird comes back with ALL its wounds. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_frostheartphoenix_eng.pdf Frostheart Phoenix]''' ({{color|MediumVioletRed|Phoenix Temple}}, 220pts): While stripped of all the flash and style of the Flamespyre, the Frostheart does have a much more singular purpose: Protection. While it still has the Attuned to Magic ability to boost wizards, its only power now is a Blizzard Aura that forces enemies to take -1 to wound when within range. It has a second ability, but it's only used when carrying your Anointed. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===<span style="font-size:150%">{{color|grey|Heroes of Ulfenkarn}}</span>=== For all twenty of you that managed to grab a box of Cursed City, you can run the heroes in a Cities army. Except the elf, she's apparently a [[Sylvaneth|tree in disguise.]] You get five new named human heroes and a random Ogor to add some more spice to your army. But it comes with a big limitation: since all these guys are from grand ol' Ulfenkarn, they can't gain any city traits (But at least don't mess with your other units abilities). Combined with the usual limitations of named characters not getting artifacts or command traits, these guys are gonna be exactly what they say on the tin. No fancy tricks, just take or leave. <div class="mw-collapsible-content"> *'''Brutogg Corpse-Eater''' (Ulfenkarn, 120pts) A Ogor merc that for some reason prefers the taste of rotting flesh to fresh human. His main point is being a tank, with 7 wounds a 4+ save he's chunkier than any of your heroes without a dragon or war machine. Add on top healing d3 wounds if he eats something in close combat, d6 if it was {{AOSKeyword|DEATH}}. Guess ghosts are nutritious? His three weapons have enough bite he can chomp through most normal infantry enough to heal and stay in the battle. Just don't send him against gargant or something. *'''Captain Emelda Braskov''' (Ulfenkarn, 110pts) The old captain of the Ulfenkarn army before <s>big daddy vamps</s> Radukar took over and replaced her with a bloodsucker. She's a normal human with a 3+ save and a big shiny sword, Dawnbreaker, 3/3+/3+/-2/d3 that explodes on 6's to hit with mortals. She also has an fearless bubble, but its only on when she is engaging melee, and its not like Cities doesn't have a lot of ways to ignore bravery tests. *'''Cleona Zeitengale''' (Ulfenkarn, 100pts) Finally a priest that isn't continually going on about dwarven craftsmanship if you don't want to bring a dwarf into your dark aelf army. She gets 1 chant a turn and knows two prayers that are both answered on 4+. On heals a friendly model d6, a real good heal for heroes and monsters. The other lets her ask god nicely to chuck a comet at a point giving mortals to units within 3" on die rolls, 4+ 1 MW, 6 gets d3. And now with the generic prayers, she is quite versatile and can be a good fit in different lists. *'''Glaurio ven Alten III'''(Ulfenkarn, 100pts) A noble duelist bent on revenge. Despite the gun, this gun needs to get into melee. Said gun goes straight to mortal wounds within 3", and melee attacks have a -1 to hit against him and if they roll a 1 to hit he slaps them back with another mortal wound. Anything going up against him can easily gank themselves with bad rolls. His sword does d3 damage so he can spike high, but with only three attacks it won't be the most consistent thing. *'''Jelsen Darrock''' (Ulfenkarn, 100pts) An actual vampire hunter from the vampire hunting game. His gun earns the name Judgement for a reason. If it hits, roll a die; if its less than double the wound characteristic it deals a mortal wound, but if you roll double the wounds characteritic, you just straight up kill a model. Guarenteed kills 1 wound models (well 1/6 chance a ward can do something), 50/50 it kills 2 wound models, and even a good 1/6 chance to instantly kill a 3 wound model, no damage needed. Also has exploding wooden stakes that deal a mortal at the end of the fight phase on a 3+, 2+ against {{AOSKeyword|DEATH}} units. *'''Octren Glimscry''' (Ulfenkarn, 110pts) A death mage armed only with a -1 rend wizard staff and 6+ ward. His spell deals d3 mortals and cuts the target's movement by 1". Octren is hit hardest by the {{AOSKeyword|ULFENKARN}} restriction, since the city spells are locked to specific keyword, so he is stuck with the generic spells. You might just as well run him with the vampires as a Necromancer, he looks the part. </div></div>
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