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===Troops=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-witch-aelves-en.pdf Witch Aelves]''': (BATTLELINE, Min:10, Max:30 100) The new battletome went and mixed it up a bit, giving Witch Aelves the Bladed Buckler rule which used to be unique to the Sisters of Slaughter. If you take the Buckler then they get a 5+ save (4+ within the blood shield aura) with any roll of a six causing an immediate mortal wound on the attacker. This and the ''Fanatical Faith'' allegiance ability has increased the Witch Aelves survivability somewhat. If you'd rather have them be more killy, you can swap the buckler for an extra sacrificial knife which grants them another attack, up to three per model, which makes them rather choppy for a cheap unit, this can be further upgraded thanks to the ''Frenzied Fervour'' rule which grants them a +1 bonus to wound whenever they are WHOLLY within 12" of DoK Hero in the combat phase, with each potentially throwing out 3 3+/3+/-/1 attacks per turn with rerolls depending on what turn it is, which isn't too terrible for a front-line unit. No matter what option you take they are still fragile though. Big units of 30 are currently staples of the tournament scene so make sure you take big unit so they can reach the enemy, though getting all 30 within 12" of a hero. **It's worth bearing in mind that if you took bucklers you should always take your save even if the enemy has a good rend value and your Witches actually have no hope of surviving. The save inflicts the mortal wound on a six after any rerolls but ''before modifiers'' such as rend or debuffs, thus you might get a free mortal wound or two on your opponent even though your ladies are caught in the headlights. **If you do the math, bucklers are better: slightly lower damage output (a difference of decimals even when counting stacks of bonuses to attacks) but they double your odds of surviving a hit, which will leave more witches on the table for more attacks and chances of mortal wounds; consider giving the buckler to all of your witches or at least most of them. **Combo well with the Melusai heros since they have a larger base and so have more wiggle room to get a full unit within range to use there Frenzied Fervour, same with the various heros on Cauldrons *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-sisters-slaughter-en.pdf Sisters of Slaughter]''': (BATTLELINE, Min:10, 135) The counterpart to the Witch Aelves took a different role with the recent update. They lost their bonus to saves in close combat and are just as fragile as Witch Aelves, who now share the Bladed Buckler rule. They can trade their shield in for the Sacrificial knife, which gives them an additional short ranged attack at the expense of some durability. Their unique special rule is that they can be chosen to pile in and fight up from up to 6" away rather than 3", which means they have a massive threat radius without even charging and can jump on to the enemy during his own Combat Phase. A good use of these ladies might be to hover around your own units and perform a counter-charge whenever one of your weaker units gets threatened, dog-piling on the enemy when he thought he had the advantage. Their long pile in means that they're also one of the only units in the game that can bypass the Idoneth Deepkin's Turn 3 combat priority or the weird Gloomspite Gitz Fanatic "Always Strikes First" ability. No longer recieve a horde bonus and are more expensive than Witch Aelves now. **Witch Aelves and Sisters of Slaughter are very similar units, the major differences are that Sister of Slaughter have 2 range on the whips and can pile in from six inches. Witch Aeleves meanwhile get an extra attack if there within 8 inches of a hero and are slightly cheaper. These factors mean that the sisters work better in big hoards since they can pile in farther and have some range on the whips, while Wtich Aeleves function in smaller groups so they can better fit within 8 inches of a hero for there Frenzied Fervour. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-morathi-blood-sisters-en.pdf Blood Sisters]''': (Optional BATTLELINE: Bloodwrack Medusa General, Min:5, Max:20 130). Your gorgon snake-chicks whose job is to be the army's elite melee anchor unit. Armed with Glaives and their Crystal Touch attacks, they can throw out a reliable amount of damage every turn. Glaives have three 3+/3+/-1/1 attacks at 2" range which would be decent before you consider rerolls from Blood Rites or further buffs from prayers. Sadly Crystal touch took a nerf and now activates at the end of combat and targets 1 enemy unit within 1". The main problem is that they cost quite a lot for only a few models, yes they have two-wounds each but they are still fragile with a 5+ save(unless you bring a cauldron, which you should) and even with Fanatical Faith they really don't have a ton of staying power (for example despite being an elite unit they are less durable than a Liberator or Chaos Warrior) so you will be feeling the loss of each one heavily. Keep them protected with the massive number of buffs you can pile onto them. Large units are also a must simply because of the MASSIVE discount they get in groups of 20. They still pack a punch, and with Morathi's new ability they can get +1 Attack, as well as +1 attack from the new Ironscale. They can also benefit from the ironscales command ability which lets them run and charge with a 2d6 Run move. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-morathi-blood-stalkers-en.pdf Blood Stalkers]''': (Optional BATTLELINE: Bloodwrack Medusa General, Min:5, Max:20 140) Not Longer terrible! In the shadow and pain box blood stalkers have had an upgrade. Now back to 140pts, they have 2 shots each at a 3+/3+/-1/1 with unmodified 6's still causing a mortal wound. This means a unit of 5 can pump out 10 shots now. Added with the changes to Morathri, this means they can also shoot in the hero phase for a command point. So a unit of 20 could do 80 shots a turn! They still have their 24" range and movement 8, with 2 basic attacks in combat. These can now make a solid backbone of a low drop force as you can alpha strike your biggest threat turn one. Worth looking into. Can no longer re roll hit's with blood rites, but are now battleline. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-khinerai-lifetakers-en.pdf Khinerai Lifetakers]''': (Min:5, Max:20 80pts) One of the new Khinerai Harpy units. Lifetakers behave pretty much like flying Witch Aelves. With a pair of average attacks and a version of the Bladed Buckler called the Heartpiercer Shield, which is essentially the same thing; granting them a 5+ save that causes mortal wounds to attackers on six. Strictly speaking they are worse in close combat than Witch Aelves, but they can FLY for one, as well as bein able to Deep Strike onto the battlefield anywhere more than 9" from the enemy. The real draw with Lifetakers over other similar units is that they gain +1 damage whenever they charge into combat and can also fall back from combat '''after''' they have completed all of their attacks on a die roll of 4+, so you can escape during an enemy turn and just charge them again on your own. Get enough of these together and they'll be taking anything down. :* In the new meeting engagement format, these ladies are golden. At 14" movement and a smaller board size in meeting engagement, you are better off deploying them at the edge of the board with a Hag queen. Buffed with Witch Brew and Catechism of Murder, a small unit of 5 will rip any light unit of 10 to shreds. Battleshock will finish the job and you even have a 50/50 chance of backing off to capture the nearby objective. Since they are just 1 wound per model, it works to your advantage when counting wounds to compete for victory points in meeting engagement. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-khinerai-heartrenders-en.pdf Khinerai Heartrenders]''': (Min:5, 95pts) The other of your two new Khinerai Harpy units. The Heartrender variant are your ranged specialists who can fling their barbed javelins up to 12" doing decent 3+/3+/-1/1 damage; although that's only one attack each. While this is actually pretty decent when you compare them to a similar unit like Prosecutors with Stormcall Javelins, Lifetakers come with even more special rules that make them useful. Firstly, they can Deep Strike, arriving anywhere on the table more than 9" from the enemy when you feel like, which is still happily within their shooting range, which also has their Rend characteristic boosed to -2 for that alpha strike attack. Allowing you to genuinely strategise with where to put them and what they can hurt. They can also shoot after running and fall back after shooting on a die roll of 4+, meaning that although 12" is quite a short range for a ranged weapon you have a chance of darting in and out an inevitable counter-charge when the enemy gets annoyed with you. They also have the Heartpiercer Shield which makes them more resilient though admittedly you don't want this unit in melee because they do so much better as a harassing unit. ** At 90 points, it's not hard to get your points back for this unit in ways other than simply killing something outright. Drop two Draichi Ganeth Slaughter Troupe 5-Harpy units in your opponents back field and pepper a hiding hero with your Javelins until you can aggro one of his units to come take care of you. Note: Be mindful of your surroundings and don't drop into a bunch of gun lines... but if you do, they'll spend a turn shooting two 80 point units rather than your 300 point blobs of Witch's and Sister's. Anyways, if you get something to bite, let them charge you, then fly/run/retreat out of there ''towards'' your opponents now-isolated Hero and decide where to go from there. ** Heartrenders can also serve as line backers, able to move and support your units where needed. Use this when faced against armies that put out more damage than they can handle, sitting them behind your hordes of Witches/Sisters to take the brunt of your opponents abuse and chucking Javelins at them then moving into combat to mop up whatever is left. **Arena of Shades shifted quite a bit of the heartrenders, least of all being that their shields are now a permanent addition, providing a 5+ save but losing the counterattack and hiking up their costs a bit. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-doomfire-warlocks-en.pdf Doomfire Warlocks]''': (Min:5 140pts) The only males in the faction that you'll see on the tabletop. These guys are actually incredible. They are excessively fast at 14" and they now come with two-shot crossbows they are still great, as they're pretty tough and units of them are collectively Wizards. This makes them incredibly versatile already, letting you play small units to either shoot Mortal Wounds or buff your squishy ladies, but the really great part is their unique spell. First, it's casting value 6, so very easy to get off, then you get +1 to cast if the unit has 5+ models and then its a damage spell that scales to your unit size, topping at a flat 6 Mortal Wounds at 10+ models. Six. Mortal. Wounds. If your opponent sees that even once, he will focus your Warlocks down, but that's alright, since it means ignoring your Sisters of Slaughter and as soon as those ladies are in melee, your Warlocks are safe again. :*Another way to use them is to ignore their trademark spell and see them as a mobile buff support unit. Most time than not DOK tends to be a single directed steam roller which not many units to sit back and cap objectives. This is where The warlocks comes in, they are fast enough to cap and tough enough to stick a little longer vs smaller opposing units compared to using harpies for the similar role esp if they are within range to the blood shield! To top it off their insane 14" movement allows you to position your warlocks in such a way what they can be outside the 30" dispel radius from your opponent and still in range to buff your own units - So use them like the fluff - males whom are only useful as support units to empower our witches and cap objectives so the killing can be done by the girls of khaine.. I mean morathi... **[[Eldar |Even though they are Cavalry, there are multiple ways of being able to Teleport them into the face of your opponent on Turn 1]]. Taking a Shadow Patrol with two units of 10 Warlocks and a General with the Khailebron Command Trait can do just this. [[Rape |That is 6 Mortal Wounds plus 40 4+/4+/-/1 Crossbow shots, and whatever spells you loaded onto the second unit hitting your opponent at once]].* **Actually worth considering now since a 5 man unit gets +1 to casting now. Keep them out of range of ranged units and pump out those mortal wounds **Arena of Shades upped the ante as ALL their weapons improved their wound rolls. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Khainite_Shadowstalkers_ENG.pdf Khainite Shadowstalkers]''': (Min:9, Max:18, 100 points). Your Warcry Warband put into the main game. Unlike most Warcry Warbands however, it's actually pretty decent in Age of Sigmar. It has semi-decent damage output (a 6 inch range shooting attack that hits on 4s and wounds on 3s with no rend, 6s to hit are mortal wounds, and 2 4+, 3+ 1 damage melee attacks per model) with the main event being the unit champion (3, 3+, 3+, rend -1, D3 damage attacks). Enemies also have -1 to hit them in melee (making them tougher than they look), but none of that is why you take them. No, you take them because they can teleport around the battlefield at will. Even after being set up, they can bounce to any point on the field outside of 9 inches of the enemy, with no requirements (no CP, no magic, not even being in combat can stop them). The sheer level of mind games this lets you play with your opponent makes them worth taking right off the bat; Attacking isolated heroes, slipping past enemy lines to get at war machines, hopping onto abandoned objectives, all of it is incredibly easy for the Shadowstalkers and your opponent will have to account for all of it. And even if they do and you can't slip past enemy lines, you can still deploy them as a normal, if fragile, melee unit. Definitely worth a look, especially if you're rocking Khailebron (where they're at their most thematically appropriate).
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