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==Allied Armies== *'''Stormcast Eternals''' With the Freeguild General's incredible buffs, you have pretty good anvils and shooting in your Battleline already so you do not strictly need things like Stormcasts Liberators and Judicators. While these units are obviously much better per model than Freeguild equivalents and don't require as much support from generals and characters. The point of allies is to find things that you are lacking, not what can give an alternative to what you already have (especially since allies don't count towards Battleline). Thus, if you want these guys, you want Paladins and Dracothian Guard. A couple Retributors can do you some good as this army is lacking in Mortal Wounds and the fact that Dracothian Guard are ridiculously powerful even without buffs makes a couple Concussors a great addition as well. As what these guys really need is fast moving, high damage options with versatility. Demigryph Knights are great but they got nothing on the Extremis Chamber. Vanguard-Hunters, Vanguard-Palladors and Vanguard-Raptors could also prove useful as a distraction while your army moves up the field. **However, if you're looking for a force multiplier the Stormcast possess a gem in the form of the Knight Azyros. The Azyros possess a fast, durable platform, the capability to pump out D3 wounds in an 8 inch bubble (D6 on Chaos because fuck 'em) and with the ability to give all your shooting attacks re-rolls of 1 against nearby enemies the Azyros will boost your gunline to unprecedented levels at an arguably criminal price. Keep your Azyros right behind your tarpit lines, giving out re-rolls and slapping out mortals when your lines eventually get swarmed, and you will aggravate your opponent to no end. *'''Ironweld Arsenal:''' This, right here. The best choice. It gives you most of your warmachines back including the mighty Steam Tank. *'''Collegiate Arcane:''' And this is also great as it gives you your Wizards back. Revel in the utter bullshit of the Celestial Hurricanum or give your Greatswords some Wildform. *'''Devoted of Sigmar''' This is where the Flagellants, the Warrior Priests, and the War Altar ended up. Want relentless mace-wielding lunatics that hurl themselves into enemy lines should they fail battleshock tests? Take these guys. ===Mercenary Companies=== *'''Blacksmoke Battery:''' Not a hot purchase in all honesty. Sure your cannons get +1 to their hit rolls if the target is within 12" of your Gyrocopter but your Handgunners with a Hurricanum or a few Helstorms will perform far better than this company. *'''Greyfyrd:''' For half-naked red dwarfs, they do a good job at beating down tougher units that your troops would have a rough time with. Just keep them close to your general though after the third turn or they'll waver faster than your foot soldiers. Hearthguard units and heroes riding Magmadroths are your best choices here. *'''Grugg Brothers:''' Remember when the Empire used to have these guys around in their armies? Now you can do it again but even better. *'''Gutstuffers:''' [[Ogryn|Ogryns]]. That's all you need to know. *'''Nimyard’s Rough-Riders:''' Although being able to deploy them near an edge of the table sounds good, the company is just a group of Pistoliers, Outriders, and a General on a horse minus the Stately Banner. Check the profiles above for the former two to see why taking this company is a bad idea. *'''Order of the Blood-Drenched Rose:''' Do you miss your old friend, the Knightly Orders? These guys will fill in the void for you but better. In fact, this is probably the best choice for your army above all other companies. *'''Rampagers:''' A horde of Marauders could provide a decent job at supporting your troops especially their Darkoath leaders but keep in mind that their bravery is just as low as they are. *'''Skroug’s Menagerie:''' A Chaos Gargant leading a pack of tough Chaos abominations. What could possibly go wrong? *'''Sons of the Lichemaster:''' Zombies and Skeletons seem chaffy at first glance, but then look at the special rules for this company. Then look at what they could bring. Pair these guys with a full unit of Handgunners, Greatswords, or Demigryphs and watch as they shred nearly every horde unit they come across with ease thanks to the countless attack and hit bonuses they get while being persistent as hell thanks to the Necromancer's healing touch. Clanrats will shit pellets. *'''Tenebrous Court:''' You can bring any Flesh-Eater unit but their Behemoths. Their Crypt Ghouls and Horrors pair along well with your Greatswords and Demigryph Knights, respectively. Note that once they go in, they have to fully commit and cannot pull out so pick your targets wisely. [[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics/Old]]
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