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===<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%">
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