Age of Sigmar/Tactics/Order/Fyreslayers: Difference between revisions

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{{Age of Sigmar Faction|Faction= Fyreslayers |Logo=Red Slayers.png|Alliance=Order|Motto=Half-Naked Dorfs.}}
{{Age of Sigmar Faction|Faction= Fyreslayers |Logo=Red Slayers.png|Alliance=Order|Motto=Half-Naked Axe Dorfs.}}
'''''Please note: Fyreslayers 2.0 had been released. Please feel free to add depth to the article!''''
{{stub}}


Want an army that is visibly different from your standard issue Dorfs and still much closer to their Old Norse origins? Well, these might be the army for you, mixing the best elements of forge-crazy, greedy and insane berserker-rage.
Want an army that is visibly different from your standard issue Dorfs and still much closer to their Old Norse origins? Well, these might be the army for you, mixing the best elements of forge-crazy, greedy and insane berserker-rage.
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'''Pros'''
'''Pros'''
*Half-naked dwarfs.
*Half-naked dwarfs.
*Half-naked red dwarfs.
*Half-naked dwarfs whose leaders ride dragons.
*New battletome mean a new piece of terrain and 3 <s>endless spells</s> magmic invocations.
*New battletome mean a new piece of terrain and 3 <s>endless spells</s> magmic invocations.
*Many charismatic heroes to use.
*Many charismatic heroes to use.
*Even being half-naked dwarfs, this is one of the most tankiest army in the game.
*Even being half-naked dwarfs, this is one of the tankiest armies in the game.
*Have many abilities to improve save.
*Have many abilities to improve save.
*Your Bravery Scores is pretty decent for a non death/chaos army.
*Your Bravery Scores is pretty decent for a non death/chaos army.
*Prayers, so no denying from your opponent.
*Prayers, so no denying from your opponent.
*Hearthguard Berzerkers.
*Hearthguard Berzerkers.
*Half-naked red dwarfs.


'''Cons'''
'''Cons'''
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{{AOSRulebooks|tome=Fyreslayers (2019)|points=[https://www.warhammer-community.com/wp-content/uploads/2019/07/e136e392.pdf Fyreslayers Errata]}}
{{AOSRulebooks|tome=Fyreslayers (2019)|points=[https://www.warhammer-community.com/wp-content/uploads/2019/07/e136e392.pdf Fyreslayers Errata]}}


==General tips on using half-naked raging dorfs==
Bael-Grimnir and Vostarg Warband Battalion’s are in the White Dwarf June 2019 Issue under Celestial Tome.
*Because they only wear a loincloth, some people think Fireslayers are kamikaze glass cannons, like the Slayers of old. That's not the case at all: in fact they wear armor, only it's in the shape of flesh-embedded runes of divine gold. The "core" units, Hearthguard Berzerkers <s>and Vulkite Berzerkers</s>, have innate saves-after-the-save, that also work against mortal wounds. With some Battlesmiths to improve your saves, most of your army should have a 4+ Save, and then the save-after-the-save. This means Fireslayers can be, in fact, arguably the best all-around protected army of the game: against things without Rend you have a combined protection equivalent to a 3+ or even 2+ Save, things with Rend are less effective against you than if you had a normal Save (a save-after-the-save actually becomes BETTER if your normal Save is diminished by Rend, minimizing its impact), and you also have protection against Mortal Wounds. All of this mitigates Fireslayer's works weaknesses (slowness, lack of magic and long-ranged units) and makes much more bearable those first turns of receiving shot after shot until you reach the enemy. Kill or maim your opponent's most dangerous ranged units/war machines with the Runesmiter + Auric Hearthguard combo in the first turn, and you're set!
 
==Allegiance Abilities==
 
===<span style="color:#FF8C00;">Ur-Gold Runes</span>===
At the beginning of your hero phase, you choose one of these bonuses and roll a D6. On a 1-5, you get the ''Basic'' version, on a 6 you also get the ''Enhanced'' version. Each can only be used once per battle and lasts until the start of your next hero phase.
 
However, the new Battletome teases that your heroes can also gain a new Heroic Action called '''Blaze of Glory''' which they can use to automatically enhance their runes for the round.


*Always remember every one of your Dorfs has a ranged attack, the throwing axe gimmick. It's weak and short-ranged, so it seems bad at first, but because you can shoot into combat, it makes your melee units even more awesome: the opposing unit will receive both the melee attacks of the first rank of your units and the throwing axes from EACH member of the unit!
#'''Rune of Fury:''' ''Basic'': Add 1 to hit rolls for melee weapons. ''Enhanced'': Add 1 to the Attack characteristics of your Fyreslayers melee weapons. Pretty useful when locked in combat, although the Rune of Awakened Steel is probably better. However, if you have already used it, or if you are locked in combat against armies that ignore rend, this rune is the way to go.
*With the new book, the army <s>can be</s> is a top-tier Army(Hearthguard Berzerkers), but we are really hero dependent and we do not have lots of tools to counter magic (1 artefact and 1 prayer), so a heavy shooting/magic army can snipe our heroes and then wipe out our weakened troops (Hearthguard Berzerkers without the 4+ FnP for example...), be aware of that.
#'''Rune of Searing Heat:''' ''Basic'': If you roll an unmodified 6 to wound, your weapons deal a mortal wound. ''Enhanced'': Roll a dice for each unit within 3" of a friendly Fyreslayers unit, on a 2+ that unit suffers 1 mortal wound. Not as good as neither the Rune of Fury nor the Rune of Awakened Steel. However, if you have already spent those two runes, this one can do the trick if you are still locked in combat. The enhanced effect it useful if you have a lot of units, but do not capitalize on its effect, as it is not that likely to happen.
#'''Rune of Awakened Steel:''' ''Basic'': Increase the Rend of your Fyreslayers units '''Melee''' weapons by -1. ''Enhanced'': Increase it by another -1. The best rune, use it the turn where you have the most units in combat.
#'''Rune of Fiery Determination:''' ''Basic'': Your units all gain 6++ Wards. ''Enhanced'': All your Fyreslayers Heroes gain a 5++ Ward, a pretty sizeable buff to their protection compared to their old version.
#'''Rune of Relentless Zeal:''' ''Basic'': Add 2 to the Movement of your Fyreslayer units. ''Enhanced'': Add 2 to their charge rolls too. AkA your first turn rune. Weaker than before, but still useful enough to give your Fyreslayers an oh-so-needed burst of movement.
#'''Rune of Farsight:''' ''Basic'': Add 1 to hit rolls for Throwing Axes. ''Enhanced'': Add 1 to wound rolls for Throwing Axes too. Taking into account how painfully terrible Throwing Axes are, this rune will not do much to solve it. Easily the worst rune out of the 6. If you get the enhanced version you may be able to deal some damage, but do not rely on it.


==Rulebooks==
===<span style="color:#FF8C00;">Fierce Counter-Attack</span>===
The ''Fyreslayers Battletome'' has all the Warscrolls
Fyreslayer command ability. At the start of the enemy combat phase pick one unit of Auric Hearthguard, Hearthguard Berzerkers or Vulkite Berzerkers within 3" of an enemy unit that made a charge move that turn and not within 3" of a unit that have not made a charge move that turn. The Strike-First effect applies to that unit. A unit cannot recieve this command more than once per battle. Basically the old Hermdar rule but now is usable regardless of Lodge chosen. Shame its only useable once per unit, but can be the bane of enemy chargers.
*This should be supplemented with the Fyreslayers ''Errata'' and ''Designers' Commentary'' from the [https://www.warhammer-community.com/faqs/ FAQs].  
*<s>Battations and Allegiance Abilities are in the ''General's handbook 2018''</s>.
*<s>Matched play points are in the ''General's handbook 2018''</s>.
*Everything is now in the new battletome.
*Alternatively up to date warscolls can be found in the ''WH AoS'' app. Warscrolls on the GW webstore match those in the Battletome.


As with all factions you'll want:
===<span style="color:#FF8C00;">Grimwrath Oaths</span>===
*The core rules are either [https://www.games-workshop.com/en-GB/Warhammer-Age-of-Sigmar-Rules downloadable] or in the ''Core Book''.
The old Grimwrath oaths, moved from a unit ability to a battle trait apparantly.
*Games taking place in a Realm need the Realm of Battle rules from the ''Core Book''.
*In you want to take advantage of realm specific artefacts you'll need the Artefacts Of The Realms section from the ''Malign Sorcery'' book.
*Matched play battleplans are split across the ''Core Book'' and  ''General's handbook 2018''.
*''All'' books should be supplemented with any updates from the [https://www.warhammer-community.com/faqs/ FAQs].
*Bael-Grimnir and Vostarg Warband Battalion’s are in the White Dwarf June 2019 Issue under Celestial Tome.


==Allegiance Abilities==
For each Grimwrath Berzerker in your army you pick one oath that applies to that unit until the end of the battle. You cannot have duplicate oaths. The oaths are as follows:
*If the Grimwrath Berzerker targets a Priest that does not have the Fyreslayer keyword, add 1 to hit rolls and wounds rolls made by this unit, additionally add 1 to the damage characterist of attacks that target that unit as well.
*Instead of picking 1 friendly Auric Hearthguard or Hearth Berzerkers unit on the battlefield to be the rentinue of a Auric Runefather or Auric Runeson, you can pick this Grimwrath Berzerker instead.
*Run and still charge later in the turn. Also reroll run rolls and charge rolls.
*Add 1 to hit and wound rolls for attacks made by this unit if it is within 12" of any friendly allied units.
*Grimwrath Berzerker has a ward of 6+. If within 3" of enemy unit its ward improves to 5+.
*Unmodified hit rolls of 6 for this unit cause 1 mortal wound in addition to any other damage.


===<span style="color:#FF8C00;">Ur-Gold Runes</span>===
===<span style="color:#FF8C00;">Blaze of Fury</span>===
At the beginning of your hero phase, you choose one of these bonuses and roll a D6. On a 1-5, you get the [[basic]] version, on a 6 you also get the [[enhanced]] version. Each can only be used once per battle and lasts until the start of your next hero phase.
Heroic Action. At the start of your hero phase you can carry out this heroic action with a friendly Fyreslayer Hero instead of the usual ones. Pick one Fyreslayer Hero, until the end of your turn, the enhanced effect of ur-gold rune that is activated this hero phase applies to this Hero regardless of the activation roll. You cannot carry out this heroic action with the same hero more than once per battle. Must choose a different hero each turn.
#'''Rune of Fury:''' [[Basic]]: Reroll hit rolls of 1 for your Fyreslayers. [[Enhanced]]: Add 1 to the Attack characteristics of your Fyreslayers melee weapons. Pretty useful when locked in combat, although the Rune of Awakened Steel is probably better. However, if you have already used it, or if you are locked in combat against armies that ignore rend, this rune is the way to go.
#'''Rune of Searing Heat:''' [[Basic]]: If you roll an unmodified 6 to wound, your weapons get +1 Damage. [[Enhanced]]: Roll a dice for each unit within 3 inches of a friendly Fyreslayers unit, on a 2+ that unit suffers 1 mortal wound. Not as good as neither the Rune of Fury nor the Rune of Awakened Steel. However, if you have already spend those two runes, this one can do the trick if you are still locked in combat. The enhanced effect it useful if you have a lot of units, but do not capitalize on its effect, as it is not that likely to happen.
#'''Rune of Awakened Steel:''' [[Basic]]: Increase the Rend of your Fyreslayers units '''Melee''' weapons by -1. [[Enhanced]]: Increase it by another -1. The best rune, use it the turn where you have the most units in combat.
#'''Rune of Fiery Determination:''' [[Basic]]: Add 1 to the bravery of all your units. [[Enhanced]]: All your Fyreslayers units are immune to Battleshock. Useful if you know that you are going to lose a lot of Dorfs, or against armies that profit on Battleshock tests, such as Nighthaunt.
#'''Rune of Relentless Zeal:''' [[Basic]]: Add 2 to the Movement of your Fyreslayer units. [[Enhanced]]: Add 2 to their charge rolls too. AkA your first turn rune. Weaker than before, but still useful enough to give your Fyreslayers an oh-so-needed burst of movement.
#'''Rune of Farsight:''' [[Basic]]: Add 1 to hit rolls for Throwing Axes. [[Enhanced]]: Add 1 to wound rolls for Throwing Axes too. Taking into account how painfully terrible Trowing Axes are, this rune will not do much to solve it. Easily the worst rune out of the 6. If you get the enhanced version you may be able to deal some damage, but do not rely on it.  


==Command Traits==
==Command Traits==
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#'''Fury of the Fyreslayers:''' Friendly Fyreslayer units wholly within 18 add 1 to charge rolls. Useful for making your army get into combat more easily.  
#'''Fury of the Fyreslayers:''' Friendly Fyreslayer units wholly within 18 add 1 to charge rolls. Useful for making your army get into combat more easily.  
#'''Exemplar of the Ancestors:''' Friendly Fyreslayer units wholly within 12 of the general don't take Battleshock tests. Especially useful against armies that capitalize on Battleshock tests, such as Nighthaunt, or if you plan to run a horde-like army with a lot of minis.
#'''Spirit of Grimnir:''' If the general is on the battlefield, the enhanced effect occurs on a roll of 5+ instead of a 6. Most likely the best one, you have a much better chance of getting the bonus effect and it is more likely to occur more than once per game.
#'''Spirit of Grimnir:''' If the general is on the battlefield, the enhanced effect occurs on a roll of 5+ instead of a 6. Most likely the best one, you have a much better chance of getting the bonus effect and it is more likely to occur more than once per game.
#'''Blood of the Berserker:''' Once per battle, in the combat phase, the general can pile in and attack a second time immediately after attacking. Good on a buffed up Auric Runefather on Magmadroth or Grimwrath Berzerker, but the "once per battle" part limits it slightly.  
#'''Blood of the Berserker:''' Once per battle, in the combat phase, the general can pile in and attack a second time immediately after attacking. Good on a buffed up Auric Runefather on Magmadroth, but the "once per battle" part limits it slightly.  
#'''Iron Will of the Guardian:''' Add one to the save rolls for attacks that target this general. Incredibly useful for a General in Magmadroth. Combine with the Coal-hearth Ancient trait, and you will have a naught un-killable general.  
#'''Leader of the Duardrazhal:''' While your general is on the battlefield Duardin allied units are treated as if they have the Fyreslayers keyword when applying Ur-gold Runes effects. Essentially what you take if your going heavy allies.
#'''Destroyer of Foes:''' Add 1 to damage characteristic of General’s melee weapons. Good for something on a Magmadroth, but there probably are better options.


*<span style="color:#FF8C00;">'''Magmic Empowerments:'''</SPAN> RUNEMASTERS and RUNESMITHERS only.
*<span style="color:#FF8C00;">'''Magmic Empowerments:'''</SPAN> FYRESLAYERS PRIEST only.
 
#'''Ash-Beard:''' The General knows 2 prayers from the table instead of 1. Useful for giving your Priests more options, and even better since the FAQ as Priests can cast multiple prayers per turn.
#'''Fyremantle:''' Subtract 1 from hit rolls from enemy units while they are 3 inches from the general. A pretty good one: ranged attacks that take place at 3 inches of your general will also have -1 to hit, and attacks that do not target your general will also have a -1 to hit. One of the best one, especially brutal on an Auric Runesmiter on Magmadroth.
#'''Avatar of Vulcatrix:''' If your general is slain and you do not have a Molten Infernoth on the battlefield you can add a Molten Infernoth within 6" of where the general was slain and immediately apply its Burning Tide ability. If there is already a Molten Inferntoh on the table remove the general and apply the Burning Tide ability from the generals position after removing him. Can be interesting, but dependent of you having that incantation. Also dependent if you feel one is worth losing your general over.
#'''Oathslayer:''' Add 1 to the bravery characteristic of Duardin units while wholly within 18 inches. Not bad depending on your army composition, but there are probably better options.
#'''Ash-Beard:''' The General knows 2 prayers from the table instead of 1. Useful for giving your Priests more options, <s> but it may be slightly limited due to the fact that each Priest can only cast one prayer per turn. </s> Check the FAQ, you can cast all the prayers you know!
#'''Fyresteel Weaponsmith:''' Add 1 to the Generals weapons' rend characteristic. Pretty useless for Priests on foot, since you do not want your support units in melee. <s>More relevant for an Auric Runesmiter on Magmadroth, as the beast will have all its attacks improved.</s> Scratch the last part, most if not all Command Traits and Artefacts do not affect mounts.  
#'''Master Priest:''' Once per battle, if the general is on the battlefield, you can activate an Ur Gold rune that has already been used. Difficult to evaluate: in certain situations, this Command Trait could singlehandedly win you the match (activating the Rune of Awakened Steel twice per game is extremely good, let alone getting the enhanced effect at least once), but other times, it might not be that relevant. Still, worth considering.
#'''Master Priest:''' Once per battle, if the general is on the battlefield, you can activate an Ur Gold rune that has already been used. Difficult to evaluate: in certain situations, this Command Trait could singlehandedly win you the match (activating the Rune of Awakened Steel twice per game is extremely good, let alone getting the enhanced effect at least once), but other times, it might not be that relevant. Still, worth considering.


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*<span style="color:#FF8C00;">'''Heirlooms of the Lodge'''</SPAN>. RUNEFATHER and RUNESON only.
*<span style="color:#FF8C00;">'''Heirlooms of the Lodge'''</SPAN>. RUNEFATHER and RUNESON only.
#'''Magnetized Runes:''' Add 2 to charge rolls for the bearer. Good for ensuring that your Heroes get in the thick of combat, but there probably are more efficient ones.
#'''Magnetized Runes:''' Add 2 to charge rolls for the bearer. Good for ensuring that your Heroes get in the thick of combat, but there probably are more efficient ones.
#'''Draught of Magmalt Ale:''' Once per battle, the bearer can double the attacks of all the melee weapons they are armed with. Combine with Blood of the Berserker and you will have a combat phase that your enemies will never forget. However, tread carefully, as it can only be used once.
#'''Master Rune of Unbreakable Resolve:''' Once per battle the general counts as having a 3+ ward save for an entire phase. Shame it doesn't last until the end of the turn but can be a lifesaver in a large brawl if your general is outnumbered.
#'''Drakeslayer:''' Once per battle, the bearer can use this instead of their fyresteel throwing axe. If you do, pick a monster in 8 inches and roll a dice, on a 6 the monster suffers 3d6 wounds. No, just no. Way too unreliable for a once per battle trick.
#'''The Fiery Ring:''' Once per battle in your shooting phase you can pick one enemy within 6" and on a 2+ that unit suffers d6 mortal wounds.
#'''Obsidian Glowhelm:''' Roll a dice at the start of your Hero phase, on a 4+ you gain a command point. Rather good due to the fact that Fyreslayers have pretty good Command Abilities.
#'''Axe of Grimnir:''' One of the bearers melee weapons get to add one to their rend and damage characteristic. Effective and easy to remember, an all around good artefact.  
#'''Shimmering Blade:''' Pick one weapon and add 1 to its rend characteristic. And if the unmodified hit roll is a 6, add 1 to the damage of that attack. Not bad, but there may be better options.  
#'''Axe of Grimnir:''' Re-roll hit rolls for attacks made by the bearer. Put it on your Auric something on Magmadroth and enjoy the melee carnage.
 
*<span style="color:#FF8C00;">'''Artifacts of Wrath and Doom'''</SPAN>. GRIMWRATH BERZERKERS and DOOMSEEKERS only.
#'''Beastslayer:''' Pick one weapon, when targeting a Monster 1 hit roll counts as 2. Make your horde-slayers into Monster-slayers. Powerful depending on your enemy's army composition.
#'''Bracers of Ember-iron:''' Add 1 to save rolls. Nice and simple. With a little bit of preparation (Battlesmith, Prayer of Ash, etc.) you can give your Berzerker a neat  2+ save.
#'''Rune of Blazing Fury:''' Once per battle, at the start of the combat phase, you can re-roll hit and wounds for the bearer. Very good for a once per game trick, and specially useful for Grimwrath Berzerkers and Doomseekers, as they will, most likely, attack twice per combat phase.  


*<span style="color:#FF8C00;">'''Artefacts of the Forge-Temple'''</SPAN>. RUNEMASTER and RUNESMITER only.
*<span style="color:#FF8C00;">'''Artefacts of the Forge-Temple'''</SPAN>. PRIEST only.
#'''Salamander Cloak:''' Negate a wound or mortal wound on a 5+. Make your support heroes harder to kill, thus increasing the bonuses that they will provide throughout the match. Pretty good.
#'''Salamander Cloak:''' Negate a wound or mortal wound on a 5+. Make your support heroes harder to kill, thus increasing the bonuses that they will provide throughout the match. Great on a Runesmiter on Magmadroth.
#'''Ash-cloud Rune:''' Unbind 2 spells a turn. If you think you are facing wizards, you will need this since you have nothing that can unbind spells without an artifact.
#'''Ash-cloud Rune:''' Once per battle at the start of enemy hero phase units wholly within 12" of the bearer are not visible to enemy units attempting to cast a spell.
#'''Volatile Braizer:''' You can summon 2 Magmic Invocations a turn. Make your summoning more efficient! Combines nicely with a Battleforge.
#'''Volatile Braizer:''' You can reroll attempts to summon an invocation. Also the range of the prayer is doubled.
#'''Ancestor Helm:''' If an enemy fails a battleshock test within 12 inches of the bearer, add d3 to how many models flee. Meh. Depending of your opponent's army, it can be very hard to pull off. There are better options.  
#'''Droth-helm:''' Add 1 to hit rolls for the claws and horns attack for friendly Magmadroths wholly within 12 inches of the bearer. Good for an Auric Runesmiter on Magmadroth in a Magmadroth-centered list.  
#'''Emberstone Rune:''' Add 1 to the invocation rolls made for the bearer. Probably even better than the Volatile Braizer, ensuring that you will have a HUGE change of having, at least, a Magmic Invocation per Turn.  
#'''Droth-helm:''' Re-roll hit rolls for the claws and horns attack for friendly Magmadroths within 6 inches of the bearer. Good for an Auric Runesmiter on Magmadroth in a Magmadroth-centered list.  


*<span style="color:#FF8C00;">'''Icons of Grimnir'''</SPAN>. BATTLESMITHS only.
*<span style="color:#FF8C00;">'''Relics of the Fyrd'''</SPAN>. Fyreslayers Hero only.
#'''Icon of the Ancestors:''' The Icon of Grimnir and None Shall Defile the Icon rules increase their range to 18 inches. Amazing. Pick it when you do not face non-magic centered armies.
#'''Draught of Magmalt Ale:''' Once per battle the bearer can double the attacks characteristics of their melee weapons.
#'''Icon of Grimnir's Condemnation:''' The bearer can unbind 1 spell a turn. Also, if the bearer unbinds a spell, roll a dice. On a 2+ the caster suffers 1 mortal wound. The mortal wounds are nice, but it pales in comparison to the Nulsidian Icon.  
#'''Nulsidian Icon:''' Battlesmith Only. Each time a friendly Fyreslayer unit wholly with 12" of your Battlesmith is affected by a spell or endless spell on a 4+ ignore the effect of that spell or endless spell.
#'''The Nulsidian Icon:''' Each time a friendly Fyreslayers unit wholly within 12 inches of the bearer is effected by a spell or endless spell, you can roll a dice. On a 4+ ignore the effects. Superior to the Icon of Grimnir's Condemnation ability as it is not limited by once a turn, and a 4+ is a huge percentage.  
#'''The Daemon Slayer:''' Pick one of the Bearers melee weapons. Ward rolls cannot be made for wounds or mortal wounds caused by attacks from that weapon.


===Magmadroth Traits===
===Mount Traits===
MAGMADROTHS only. Only one of your magmadroths can take one of these. For every battalion, you can assign one of these traits to another magmadroth.
MAGMADROTHS only. Only one of your magmadroths can take one of these. Plus additional ones can be taken with appropriate battalion.
#'''Cinder-crest Youngblood:''' When you use this model’s Lashing Tail ability, subtract 1 from the dice roll that determines if the target unit suffers D3 mortal wounds. If this model made a charge move in the same turn, subtract 2 from the dice roll instead. Good for aggressive Magmadroths that like to be in the thick of battle.
#'''Flame-scale Youngblood:''' If you carry out the Stomp monstrous Rampage with this unit, add 3 additional mortal wounds to the roll result. max d3+3 mortal wounds is not bad at all really.
#'''Flame-scale Youngblood:''' After this model has made a charge move, pick 1 enemy unit within 1" of this model and roll a number of dice equal to the charge roll for that charge move. For each 6, that enemy unit suffers 1 mortal wound. Quite inconsistent, and even the best outcome (12 inches charge) is not that devastating (on average, 2 mortal wounds). There are better options.
#'''Lava-tongue Adult:''' When determining the attacks characteristic of this units Roaring Fyresteam, an attacks characteristic of less than 5 is treated as 5.
#'''Fire-claw Adult:''' If the unmodified wound roll for an attack made with this mount’s melee weapons is 6, that attack has a Rend characteristic of -3. Useful against tankier armies.
#'''Coal-heart Ancient:''' Worsen the damage characteristic of melee weapons that target this unit (to a minimum of 1).
#'''Lava-tongue Adult:''' When you use this model’s Roaring Fyrestream ability, subtract 1 from the dice roll that determines if the target unit suffers mortal wounds. If this model is wholly within your territory or within 6" of an objective, subtract 2 from the dice roll instead. A pretty defensive one. Worth considering if you know that you will have to defend some of your territories.  
#'''Coal-heart Ancient:''' Worsen the Rend characteristic of melee weapons that target this model by 1, to a minimum of 0. The best one. Keeping your Magmadroth alive for longer is the best way of increasing its damage output.
#'''Ash-horn Ancient:''' You can re-roll save rolls of 1 for attacks that target this model and friendly MAGMADROTHS within 6" of this model. A must pick if you plan on including several Magmadroths. If not, pass.


==Prayers==
==Prayers==
Each PRIEST in a Fyreslayer list can pick one of those. Each prayer can only be chanted once per turn.
Each PRIEST in a Fyreslayer list can pick one of those. Each prayer can only be chanted once per turn.
#'''Molten Infusion:''' 3+ to be answered, pick a magmic invocation within 12" of the priest, do not make a temperamental nature roll for that invocation. Not bad, but you are sacrificing some useful prayers.
#'''Wrath of Vulcatrix:''' 3+ to be answered, pick a friendly Magmadroth unit with range, until the start of you r next hero phase use the top row on that units damage table. Can work wonders on a beefed up Runelord on Magmadroth to help blend up whatevers within range.
#'''Searing Heat:''' 3+ to be answered, pick an enemy unit within 18" of the priest, it gets -1 to hit until your next hero phase. If you have multiple Priests, pick it. If you have only one Priest, there are better options.  
#'''Prayer of Ash:''' 4+ to be answered, a friendly unit wholly within 18" of the priest gets -1 to wounds for rolls for attacks that target that unit.
#'''Prayer of Ash:''' 4+ to be answered, a friendly unit wholly within 18' of the priest gets +1 save until your next hero phase. By far our best prayer, always try to put the priest within 18" of the forge to have it on 3+. Note that this doesn't require the FYRESLAYERS keyword so you can apply it to an allied unit.
#'''Ember Storm:''' 3+ to be answered, a friendly unit of Vulkite Berzerkers or Hearthguard Berzerkers wholly within 18" of this priest can run and charge. More mobility is always good, but once again, there are better options. If you have multiple Priests and an infantry-centered list, pick it. If not, picking Prayer of Ash first would probably be a good idea.
#'''Ember Storm:''' 3+ to be answered, a friendly unit of Vulkite Berzerkers or Hearthguard Berzerkers wholly within 18" of this priest can run and charge. More mobility is always good, but once again, there are better options. If you have multiple Priests and an infantry-centered list, pick it. If not, picking Prayer of Ash first would probably be a good idea.
#'''Prayer of Grimnir's Fury:''' 3+ to be answered, a friendly hero not mounted on a magmadroth within 12" of this priest and 3" of an enemy unit can pile in and attack with all its melee weapons. Weirdly this does not specify Fyreslayer hero despite the magmadroth stipulation. Have fun with allies (Gotrek, a  Celestant-Prime, etc) or your Grimwrath Berzerker.
#'''Prayer of Grimnir's Fury:''' 3+ to be answered, a friendly hero not mounted on a magmadroth within 12" of this priest and 3" of an enemy unit can pile in and attack with all its melee weapons. Weirdly this does not specify Fyreslayer hero despite the magmadroth stipulation. Have fun with allies (Gotrek, a  Celestant-Prime, etc) or your Grimwrath Berzerker.
#'''Gilded Claws:''' 3+ to be answered, pick a friendly magmadroth within 12" of this priest. You can reroll wound rolls for attacks made with that unit's claws and horns until the start of your next hero phase. Very strong for Madmadroth-centered lists and/or Lofnir lodge lists.


===Magmic Invocations===
===Magmic Invocations===
Just like Khorne's legions, these take the place of faction-specific Endless Spells, cast by Fyreslayer Priests instead of wizards. Also like the Endless Judgments of Khorne, these have a random chance of vanishing <s>each turn</s> at the end of each Round.
Just like Khorne's legions, these take the place of faction-specific Endless Spells, cast by Fyreslayer Priests instead of wizards. Also like the Endless Judgments of Khorne, these have a random chance of vanishing <s>each turn</s> at the end of each Round.


*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Fyreslayers_WSCards_Magmic_Invocation_Zharrgron_Flame_Spitter_EN.pdf Zharrgon Flame-Spitter] (3+):''' You summon a setpiece that acts as anti-horde artillery. During the Shooting Phase, one Priest within 6" can fire at a unit 24" away and roll 12d6, dealing Mortal Wounds on 6's. The reason this is anti-horde? If the unit carries over 10 models, the rolls all get +1, while a unit with over 20 models adds +2 to the rolls. If you smell anything, that's probably all the charred flesh you just cooked from that mob of goblins.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Fyreslayers_WSCards_Magmic_Invocation_Zharrgron_Flame_Spitter_EN.pdf Zharrgon Flame-Spitter] (3+):''' You summon a setpiece that acts as anti-horde artillery. During the Shooting Phase, one Priest within 6" can fire at a unit 24" away and roll 12d6, dealing Mortal Wounds on 6's. The reason this is anti-horde? If the unit carries over 10 models, the rolls all get +1, while a unit with over 20 models adds +2 to the rolls. If the controlling player rolls 4 or more unmodified 6's with the 12 dice after the mortal wounds have been allocated this invocation is removed from play. Since it says unmodified, it seems to encourage you to attack larger hordes. As you can spike more 4+ rolls before it gets removed. And as bad as 4 or more sounds statisically ou will probably only roll 2-3 6's on 12 dice, so its actually safer than it sounds.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Fyreslayers_WSCards_Magmic_Invocation_Runic_Fyrewall_EN.pdf Runic Fyrewall] (3+):''' You get a small piece of cover that can block line of sight with an added benefit of letting Fyreslayers wholly within 12" re-roll save rolls of 1. Magmadroths can also run over these walls without issue. Walls are always good at also controlling the movements of the opponent, making it harder for them to run on foot to objectives.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Fyreslayers_WSCards_Magmic_Invocation_Runic_Fyrewall_EN.pdf Runic Fyrewall] (3+):''' You get a small piece of cover that models cannot move across or through unless they have the Magmadroth keyword or can fly. In additon at the start of each phase the commanding player can pick 1 Fyreslayer unit wholly within 12" of this invocation to draw on its power. You roll a dice, on a 1-5 this unit gains a 6+ ward until the end of the phase. On a roll of 6 that unit gets 4+ ward until end of phase and this invocation is removed from play.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Fyreslayers_WSCards_Magmic_Invocation_Molten_Infernoth_EN.pdf Molten Infernoth] (3+):''' You can bring another monster to your side. It has a rather meh movement of 2d6", but it rolls 12d6 for ''every'' unit within 3" after it moves, scoring mortal wounds on a 6. Fyreslayers are not only immune to this blast, but are also encouraged to follow it by adding +1 to Bravery for any unit entirely within 18".
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Fyreslayers_WSCards_Magmic_Invocation_Molten_Infernoth_EN.pdf Molten Infernoth] (4+):''' You can bring another monster to your side. It has a rather meh movement of 2d6", but it rolls 12d6 for ''every'' unit within 3" after it moves, scoring mortal wounds on a 6. If the movement roll for this invocation is a double, it will cause d3 mortal wounds for each 6 that is rolled instead of 1. However at the end of the phase this invocation is removed from play. This unit has no effect on Fyreslayers units.


==Lodges==
==Lodges==


While we only have four lodges, each is quite good in their own way and offer alot of tactical variety in their own right. While most dorf players use Hermdar for the objectif control, Vostarg can be really good to compensate one of our greatest weekness, speed. The others two definitely have their strengths, but not to consider for competitive; if at all possible, you should know what sort of game you're going to be playing before you choose a lodge as their abilities will strongly impact your playstyle.
Four lodges and greatly reduced in what they bring from previous addtions. Like similiar battletomes it grants you an ability and some open up battleline options. Have to pick one before game begins so here are your options.


'''Vostarg'''
<span style="color:#FF8C00;">'''Vostarg'''</SPAN>
*''Ability'': +1 Charge Rolls, In movement phase in first battle round Run 6”
*'''Fearsome Surge''': Add 1 to hit rolls and wound rolls for attacks made with melee weapons by friendly Vostarg Vulkite Berzerkers that made a charge move.
*''Command Ability'': Start of combat phase +1 to hit rolls of Vostarg Hero and friendly VKB and HGB wholly within 12” (once per phase)
*''Additional Battleline'': none
*''Command Trait'': Wholly within 12” can run and charge in same turn.
*''Artifact of Power'': improve rend by 1 and on unmodified 6 plus one dmg to one melee weapon
** Reducing the greatest weakness of the army (speed) is really good, but most player actually go for Hermdar because of the command ability and the Warlord trait. Still a very good lodge.


'''Greyfyrd'''
<span style="color:#FF8C00;">'''Greyfyrd'''</SPAN>
*''Ability'': 2 additional heroes get an artifact
*'''Spoils of Victory''': Add 1 to the wounds characterist of Greyfyrd Heroes that do not have a mount. In addition 2 additional artifacts can be given to 2 Greyfyrd Heroes that do not have a mount. So essentially you get free extra artafacts and your unmounted heroes are tankier.
*''Command Ability'': In Combat phase when a Greyfyrd hero is picked to fight, other non magmadroth heroes that are within 3” can fight immediately afterwards before your opponent gets to pick a unit to fight. Any model that attacks this way cant attack again without some other ability of spell letting them attack more than once.
*''Additional Battleline'': none
*''Command Trait'': +1 attack to melee weapons when 5+ enemy models within 3” of general
*''Artifact of Power'': +2 wounds
**Herohammer Lodge! With one Battalion, 4 guys can have an artifact (one being the Lodge specific).


'''Hermdar'''
<span style="color:#FF8C00;">'''Hermdar'''</SPAN>
*''Ability'': Hermdar units wholly within 12” of objective do not take battle shock test
*'''Seize by Force''': If a friendly Hermdar unit wholly in enemy territory or wholly within 12" of an objective than half the number of models that flee in battleshock.
*''Command Ability'': start of combat phase pick one friendly VKB or HGB unit wholly within 12” of Hermdar hero, the unit fights at start of the combat phase before other players
*''Additional Battleline'': Auric Hearthguard are unlocked as battleline
*''Command Trait'': -1 wound rolls for attack against general and units wholly within 12”
*''Artifact of Power'': pick a weapon, re-roll wound rolls that target enemy heroes if unmodified hit is 6 then 1 MW in addition to normal dmg
**Most Used Lodge, because with the command ability and the warlord trait you just have an even more resilient HGB blob that can almost always fight first, and even fight two time in a raw with the Lord of the Lodge bataillon.


'''Lofnir'''
<span style="color:#FF8C00;">'''Lofnir'''</SPAN>
*''Ability'': All MAGMADROTHS get a trait, you can include 1 more Behemoth in your pitched-battle army if they are all MAGMADROTHS.
*'''Venerators of Vulcatrix''': Add 2 to the wounds characteristic of friendly Lofnir Magmadroth units. Also, up to 3 Lofnir Magmadroth units can be given mount traits (must be different traits from eachother) instead of just one.
*''Command Ability'': choose enemy unit within 12” of friendly Lofnir Priest until end of phase +1 hit and +1 wound for attacks made by friendly magmapikes (unit only picked once per phase)
*''Additional Battleline'': Auric Runeson on Magmadroth are unlocked as battleline
*''Command Trait'': +1 charge rolls for magmadroth within 12” of general
*''Artifact of Power'': roll dice every time allocate a wound or MW on 6+ it’s negated
**Do you like Magmadroths? Of course you do, thats why you choose this Lodge! the best way to keep your Magmadroths alive is to take more of them.


==Warscrolls==
==Warscrolls==


===Leaders===
===Leaders===
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Fyreslayers_WSCards_Auric_Runefather_on_Magmadroth_EN.pdf Auric Runefather on Magmadroth]:''' (280 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_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'''. (260 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.  
*'''[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.
**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]:''' (240 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 6” of this model.  
*'''[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 6” 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.
** 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, 12” 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.
** On the other had, it is a 240 points, 14 wounds, 4+ save, 12” 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.


*'''[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 12” 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 (3”, 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.  
*'''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 12” 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 (3”, 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 12” +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 18”). 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.  
*'''[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 12” +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 18”). 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.  
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*'''[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 3” 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_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 3” 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.  
** Take note that both the Grimwrath and the Doomseeker are NOT Leaders so you can take them without worrying of running out of Leader slots.


*'''[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 20” to 18”, 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.  
*'''[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 20” to 18”, 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.  
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*'''[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_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.   
** Take note that both the Grimwrath and the Doomseeker are NOT Leaders so you can take them without worrying of running out of Leader slots.


*'''[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.
*'''[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.
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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!!!
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]:''' (140 pts, min 10, max 30) 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 powerfull enemy unit, crack this to still get the full attacks of your Berzerkers. In addtion, you can charge a powerful unit, fight, and ''then the models your enemies kill can fight again.'' This has to be activated at the begining of the combat phase so don't forget it. In addition they now hit on 3's for all their weapons (except their Fyresteel Throwing Axes, lol) so overall they arguably lost some durability, as they lost their  Save-after-the-Save (though arguable, as they have two wounds now), but gained a large increase in damage output. One in five models can have a Horn of Grimnir which adds 1 to charge rolls. 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:
*'''[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 in melee when they have not charged AND can cause mortal wounds on a charge, which is unreliable, but potentially powerful. 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.
**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 to reroll all failed To Hit rolls, not just 1s, so these make your Dorfs much killier outright.
**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.
** If you're planning on a minimum unit of Vulkites, take the shields to have a better chance at surviving combat. Also, don't forget that they have a suicide ability but it is only once per game. So you better be sure you use it wisely and not to waste it on combats you know you'll win.
**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.
**Other philosophy is Shields for 20+ man units to tank objectives while 10 man units have dual axes for better damage output.
**Overall, the Vulkite Berzerkers fulfill the role that they have to: <s>even though they are a little bit expensive at 160 points (as they have a watered down version of the No Respite ability of the Khornate Blood Warriors, and there is no point discount for having a lot of them)</s> much better at 140 pts with the last FAQ, their superior damage output (rending attacks and mortal wounds on the charge) and overall army synergies (several ways of improving both their damage and survivability) put them exactly where they should be.


*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Fyreslayers_WSCards_Auric_Hearthguard_EN.pdf Auric Hearthguard]:''' 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, Keep in mind now that most ranged units lose efficacy if they move or enemies are too close. Auric Hearthguard doesn't. They can charge right in and finish the job if their shots only almost killed something. And in addition, they can use their shots to trap enemy monsters in magma, halving their movement and lowering their Hit rolls.
*'''[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.
**Totally disagree, with their 4+ to hit they are one of the last unit that do not hit on 3+ in the army, for the same price you can have Hearthguard Berzerkers that have a 4+ FnP, hit on 3+ and have flat 2 damage. They are a good support (especially against monsters where they gain a nasty +1 damage) and they can protect heroes (intercept wounds on 4+) but they will struggle to hit enemy heroes with the -1 to hit from Look Out Sire!, <s>you have no way of making them battlelines</s> (Wrong, Runemaster as General), they do not benefit from some of our runes that affect only melee weapons and they will die fast in close combat.
**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]:''' (120 pts, min 5, 400 pts, max 20) Per the new Battletome, Hearthguard Berzerkers may have arguably seen the biggest improvement out of the whole book. Hearthguard have a nifty ability to ignore wounds and mortals wounds on 6's, and this is increased to 4's when they are within 10" of another Fyreslayer hero. 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 powerfull 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 surviability without it.
*'''[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 (Battlemith + prayer), and even 2+ with the Runesmiter. Now take a unit of 20 (they have the horde reduction cost, unlike Vulkites...); 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 2d, 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.
** 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.
** New FAQ put the unit size limit from 30 to 20, but because we still have the horde reduction cost it remain our best unit, and it is even better in certain matchup to play 2 unit of 20 rather than one unit of 30 for the map control
**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.
**If facing an army that can make you reroll 6 to hit (nurggle, ossiarch...), do not take poleaxes they become absolute garbage compare to broadaxes.


*'''[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.
*'''[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.
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===Terrain===
===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 re-roll any 1s on their save rolls in exchange for it being useless afterward.I̶n̶ ̶t̶r̶u̶t̶h̶,̶ ̶y̶o̶u̶ ̶m̶i̶g̶h̶t̶ ̶b̶e̶ ̶k̶e̶e̶n̶ ̶t̶o̶ ̶s̶k̶i̶p̶ ̶t̶h̶i̶s̶ ̶u̶n̶l̶e̶s̶s̶ ̶y̶o̶u̶ ̶p̶l̶a̶n̶ ̶o̶n̶ ̶g̶o̶i̶n̶g̶ ̶h̶e̶a̶v̶y̶ ̶w̶i̶t̶h̶ ̶y̶o̶u̶r̶ ̶R̶u̶n̶e̶p̶r̶i̶e̶s̶t̶s̶,̶ ̶a̶s̶ ̶t̶h̶i̶s̶ ̶g̶i̶v̶e̶s̶ ̶n̶o̶ ̶b̶e̶n̶e̶f̶i̶t̶ ̶t̶o̶ ̶t̶h̶e̶ ̶r̶e̶s̶t̶ ̶o̶f̶ ̶y̶o̶u̶r̶ ̶a̶r̶m̶y̶ ̶o̶u̶t̶s̶i̶d̶e̶ ̶o̶f̶ ̶a̶ ̶s̶i̶n̶g̶l̶e̶-̶u̶s̶e̶ ̶i̶t̶e̶m̶ . it's free and gives benefits. the only reason to not take it is if you don't have the model.
*'''[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.


==Battalions==
==Battalions==
Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and doodads are going to be likely added to the faction rules as default.


===Hajkarl's Sons of Fortune (Start Collecting)===
===Hajkarl's Sons of Fortune (Start Collecting)===
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*Use this with the Hermdar Lodge, and you have a HGB unit that can fight first with the command ability (even during your opponent turn), and if it is your turn you can then fight again as it is your turn to choose a unit and your HGB can fight twice.
*Use this with the Hermdar Lodge, and you have a HGB unit that can fight first with the command ability (even during your opponent turn), and if it is your turn you can then fight again as it is your turn to choose a unit and your HGB can fight twice.
*Not as OP with the drop of the HGB max size unit from 30 to 20, but still really good.
*Not as OP with the drop of the HGB max size unit from 30 to 20, but still really good.
*Alternative opinion: the max size reduction was actually a buff, letting you take more manageable units of raging naked men.


===Warrior Kinband===
===Warrior Kinband===
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For heroes you <b><u>need</u></b> a battlesmith, the grimwrath berserker is also a good unit but again not a must have, same for the doomseeker.
For heroes you <b><u>need</u></b> a battlesmith, the grimwrath berserker is also a good unit but again not a must have, same for the doomseeker.


The Runmaster is not really good by himself but you need it for the Lord of the Lodge batallion so good to have one.
The Runemaster is not really good by himself but you need it for the Lord of the Lodge batallion so good to have one.
 
==Tactics==
 
===General tips on using half-naked raging dorfs===
*Because they only wear a loincloth, some people think Fireslayers are kamikaze glass cannons, like the Slayers of old. That's not the case at all: in fact they wear armor, only it's in the shape of flesh-embedded runes of divine gold. The "core" units, Hearthguard Berzerkers <s>and Vulkite Berzerkers</s>, have innate saves-after-the-save, that also work against mortal wounds. With some Battlesmiths to improve your saves, most of your army should have a 4+ Save, and then the save-after-the-save. This means Fireslayers can be, in fact, arguably the best all-around protected army of the game: against things without Rend you have a combined protection equivalent to a 3+ or even 2+ Save, things with Rend are less effective against you than if you had a normal Save (a save-after-the-save actually becomes BETTER if your normal Save is diminished by Rend, minimizing its impact), and you also have protection against Mortal Wounds. All of this mitigates Fireslayer's works weaknesses (slowness, lack of magic and long-ranged units) and makes much more bearable those first turns of receiving shot after shot until you reach the enemy. Kill or maim your opponent's most dangerous ranged units/war machines with the Runesmiter + Auric Hearthguard combo in the first turn, and you're set!
 
*Always remember every one of your Dorfs has a ranged attack, the throwing axe gimmick. It's weak and short-ranged, so it seems bad at first, but because you can shoot into combat, it makes your melee units even more awesome: the opposing unit will receive both the melee attacks of the first rank of your units and the throwing axes from EACH member of the unit!
*With the new book, the army <s>can be</s> is a top-tier Army(Hearthguard Berzerkers), but we are really hero dependent and we do not have lots of tools to counter magic (1 artefact and 1 prayer), so a heavy shooting/magic army can snipe our heroes and then wipe out our weakened troops (Hearthguard Berzerkers without the 4+ FnP for example...), be aware of that.


===Basic strategies of Fyreslayers===
===Basic strategies of Fyreslayers===
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And by now I hope you have noticed an important detail that comes up often, <b>HEROES</b>. Without them your unstopable HGB unit just become a 5+/6++ unit that is not worth the points, your LotL battalion is useless and you don't have access to prayer and magmic invocation.
And by now I hope you have noticed an important detail that comes up often, <b>HEROES</b>. Without them your unstopable HGB unit just become a 5+/6++ unit that is not worth the points, your LotL battalion is useless and you don't have access to prayer and magmic invocation.


Heroes are the keys to a Fyreslayer army, and your opponent know it!
Heroes are the keys to a Fyreslayer army, and your opponent knows it!


So you have to protect them, especially from shooting and magic (beware of armies like skaven, ossiarch...). Use the terrain, runic firewall, auric hearthguard or place them on magmadroth whatever but <b> do not let them die</b>.
So you have to protect them, especially from shooting and magic (beware of armies like skaven, ossiarch...). Use the terrain, runic firewall, auric hearthguard or place them on magmadroth whatever but <b> do not let them die</b>.


==Allied Armies==
==Allied Armies==
* '''Dispossessed:''' <s>Average guns and</s> decent armor at a slightly lower price, but no benefit from the army rules, use only for fun play.
* '''Dispossessed:''' Decent armor at a slightly lower price, but no benefit from the army rules, use only for fun play.
* '''Ironweld Arsenal:''' The big guns. Helstorm Rocket Batteries,<s> Dorf arties</s>, and the Steam Tank are excellent picks.  
* '''Ironweld Arsenal:''' The big guns. Helstorm Rocket Batteries and the Steam Tank are excellent picks.  
* '''Kharadron Overlords:''' Steampowered guns. Offers flying ironclad ships and Thunderers with thick armor.
* '''Kharadron Overlords:''' Steampowered guns. Offers flying ironclad ships and Thunderers with thick armor.
* '''Stormcast Eternals:''' Offers a wide variety of powerful units alongside your already powerful units including wizards and cavalry. If you are facing heavy magic armies, a Knight-Incantor is really good
* '''Stormcast Eternals:''' Offers a wide variety of powerful units alongside your already powerful units including wizards and cavalry. If you are facing heavy magic armies, a Knight-Incantor is really good.
 
*'''Bundo Whalebiter''': A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls.
===Mercenary Companies===
Ignoring the inception of mercenaries hiring other mercenaries, there are a few options.
*'''Blacksmoke Battery:''' Unless you want the hit bonus for your cannons just take them as regular allies.
*'''Greyfyrd:''' I mean you ''can'' do it, '''''but why'''''?
*'''Grugg Brothers:'''
*'''Gutstuffers:'''
*'''Nimyard’s Rough-Riders:'''
*'''Order of the Blood-Drenched Rose:'''
*'''Rampagers:'''
*'''Skroug’s Menagerie:'''
*'''Sons of the Lichemaster:'''
*'''Tenebrous Court:'''


{{Age_of_Sigmar_Tactics}}
{{Age_of_Sigmar_Tactics}}

Latest revision as of 22:22, 19 June 2023

Grand Alliance Order

Fyreslayers

Half-Naked Axe Dorfs.

Lore
Tactics
General Tactics

Want an army that is visibly different from your standard issue Dorfs and still much closer to their Old Norse origins? Well, these might be the army for you, mixing the best elements of forge-crazy, greedy and insane berserker-rage.

Why play Fyreslayers?[edit]

Pros

  • Half-naked dwarfs.
  • Half-naked red dwarfs.
  • Half-naked dwarfs whose leaders ride dragons.
  • New battletome mean a new piece of terrain and 3 endless spells magmic invocations.
  • Many charismatic heroes to use.
  • Even being half-naked dwarfs, this is one of the tankiest armies in the game.
  • Have many abilities to improve save.
  • Your Bravery Scores is pretty decent for a non death/chaos army.
  • Prayers, so no denying from your opponent.
  • Hearthguard Berzerkers.

Cons

  • Expensive army.
  • Half-naked red dwarfs are cool, but you might be tired of it after painting the same colors for 60-80 models.
  • We have a lot of heroes, but only 3 units, which mean it can be complicated to use different strategies.
  • No magic (but we have tools to defend ourselves against it).
  • Heroes dependent army, be careful with heavy shooting/magic list that will try to snipe them.

Rulebooks[edit]

Faction rules and abilities: Battletome Fyreslayers (2019)


Latest Matched play points: Fyreslayers Errata

Core rules: here

Matched play rules, battleplans and expansions: General's Handbook 2022-23 Season 2, plus the battleplans from the Core Book.

Supplement all the above with any Errata and Designers' Commentary from the FAQs.

Bael-Grimnir and Vostarg Warband Battalion’s are in the White Dwarf June 2019 Issue under Celestial Tome.

Allegiance Abilities[edit]

Ur-Gold Runes[edit]

At the beginning of your hero phase, you choose one of these bonuses and roll a D6. On a 1-5, you get the Basic version, on a 6 you also get the Enhanced version. Each can only be used once per battle and lasts until the start of your next hero phase.

However, the new Battletome teases that your heroes can also gain a new Heroic Action called Blaze of Glory which they can use to automatically enhance their runes for the round.

  1. Rune of Fury: Basic: Add 1 to hit rolls for melee weapons. Enhanced: Add 1 to the Attack characteristics of your Fyreslayers melee weapons. Pretty useful when locked in combat, although the Rune of Awakened Steel is probably better. However, if you have already used it, or if you are locked in combat against armies that ignore rend, this rune is the way to go.
  2. Rune of Searing Heat: Basic: If you roll an unmodified 6 to wound, your weapons deal a mortal wound. Enhanced: Roll a dice for each unit within 3" of a friendly Fyreslayers unit, on a 2+ that unit suffers 1 mortal wound. Not as good as neither the Rune of Fury nor the Rune of Awakened Steel. However, if you have already spent those two runes, this one can do the trick if you are still locked in combat. The enhanced effect it useful if you have a lot of units, but do not capitalize on its effect, as it is not that likely to happen.
  3. Rune of Awakened Steel: Basic: Increase the Rend of your Fyreslayers units Melee weapons by -1. Enhanced: Increase it by another -1. The best rune, use it the turn where you have the most units in combat.
  4. Rune of Fiery Determination: Basic: Your units all gain 6++ Wards. Enhanced: All your Fyreslayers Heroes gain a 5++ Ward, a pretty sizeable buff to their protection compared to their old version.
  5. Rune of Relentless Zeal: Basic: Add 2 to the Movement of your Fyreslayer units. Enhanced: Add 2 to their charge rolls too. AkA your first turn rune. Weaker than before, but still useful enough to give your Fyreslayers an oh-so-needed burst of movement.
  6. Rune of Farsight: Basic: Add 1 to hit rolls for Throwing Axes. Enhanced: Add 1 to wound rolls for Throwing Axes too. Taking into account how painfully terrible Throwing Axes are, this rune will not do much to solve it. Easily the worst rune out of the 6. If you get the enhanced version you may be able to deal some damage, but do not rely on it.

Fierce Counter-Attack[edit]

Fyreslayer command ability. At the start of the enemy combat phase pick one unit of Auric Hearthguard, Hearthguard Berzerkers or Vulkite Berzerkers within 3" of an enemy unit that made a charge move that turn and not within 3" of a unit that have not made a charge move that turn. The Strike-First effect applies to that unit. A unit cannot recieve this command more than once per battle. Basically the old Hermdar rule but now is usable regardless of Lodge chosen. Shame its only useable once per unit, but can be the bane of enemy chargers.

Grimwrath Oaths[edit]

The old Grimwrath oaths, moved from a unit ability to a battle trait apparantly.

For each Grimwrath Berzerker in your army you pick one oath that applies to that unit until the end of the battle. You cannot have duplicate oaths. The oaths are as follows:

  • If the Grimwrath Berzerker targets a Priest that does not have the Fyreslayer keyword, add 1 to hit rolls and wounds rolls made by this unit, additionally add 1 to the damage characterist of attacks that target that unit as well.
  • Instead of picking 1 friendly Auric Hearthguard or Hearth Berzerkers unit on the battlefield to be the rentinue of a Auric Runefather or Auric Runeson, you can pick this Grimwrath Berzerker instead.
  • Run and still charge later in the turn. Also reroll run rolls and charge rolls.
  • Add 1 to hit and wound rolls for attacks made by this unit if it is within 12" of any friendly allied units.
  • Grimwrath Berzerker has a ward of 6+. If within 3" of enemy unit its ward improves to 5+.
  • Unmodified hit rolls of 6 for this unit cause 1 mortal wound in addition to any other damage.

Blaze of Fury[edit]

Heroic Action. At the start of your hero phase you can carry out this heroic action with a friendly Fyreslayer Hero instead of the usual ones. Pick one Fyreslayer Hero, until the end of your turn, the enhanced effect of ur-gold rune that is activated this hero phase applies to this Hero regardless of the activation roll. You cannot carry out this heroic action with the same hero more than once per battle. Must choose a different hero each turn.

Command Traits[edit]

2 tables, one for Father and Son, one for Master and Smiter. You can't pick any of these if you choose a Lodge since they already include a command trait for your general.

  • Inheritance of Grimnir: RUNEFATHERS and RUNESONS only.
  1. Fury of the Fyreslayers: Friendly Fyreslayer units wholly within 18 add 1 to charge rolls. Useful for making your army get into combat more easily.
  2. Spirit of Grimnir: If the general is on the battlefield, the enhanced effect occurs on a roll of 5+ instead of a 6. Most likely the best one, you have a much better chance of getting the bonus effect and it is more likely to occur more than once per game.
  3. Blood of the Berserker: Once per battle, in the combat phase, the general can pile in and attack a second time immediately after attacking. Good on a buffed up Auric Runefather on Magmadroth, but the "once per battle" part limits it slightly.
  4. Leader of the Duardrazhal: While your general is on the battlefield Duardin allied units are treated as if they have the Fyreslayers keyword when applying Ur-gold Runes effects. Essentially what you take if your going heavy allies.
  • Magmic Empowerments: FYRESLAYERS PRIEST only.
  1. Ash-Beard: The General knows 2 prayers from the table instead of 1. Useful for giving your Priests more options, and even better since the FAQ as Priests can cast multiple prayers per turn.
  2. Avatar of Vulcatrix: If your general is slain and you do not have a Molten Infernoth on the battlefield you can add a Molten Infernoth within 6" of where the general was slain and immediately apply its Burning Tide ability. If there is already a Molten Inferntoh on the table remove the general and apply the Burning Tide ability from the generals position after removing him. Can be interesting, but dependent of you having that incantation. Also dependent if you feel one is worth losing your general over.
  3. Master Priest: Once per battle, if the general is on the battlefield, you can activate an Ur Gold rune that has already been used. Difficult to evaluate: in certain situations, this Command Trait could singlehandedly win you the match (activating the Rune of Awakened Steel twice per game is extremely good, let alone getting the enhanced effect at least once), but other times, it might not be that relevant. Still, worth considering.

Fyreslayer Artefacts:[edit]

  • Heirlooms of the Lodge. RUNEFATHER and RUNESON only.
  1. Magnetized Runes: Add 2 to charge rolls for the bearer. Good for ensuring that your Heroes get in the thick of combat, but there probably are more efficient ones.
  2. Master Rune of Unbreakable Resolve: Once per battle the general counts as having a 3+ ward save for an entire phase. Shame it doesn't last until the end of the turn but can be a lifesaver in a large brawl if your general is outnumbered.
  3. The Fiery Ring: Once per battle in your shooting phase you can pick one enemy within 6" and on a 2+ that unit suffers d6 mortal wounds.
  4. Axe of Grimnir: One of the bearers melee weapons get to add one to their rend and damage characteristic. Effective and easy to remember, an all around good artefact.
  • Artefacts of the Forge-Temple. PRIEST only.
  1. Salamander Cloak: Negate a wound or mortal wound on a 5+. Make your support heroes harder to kill, thus increasing the bonuses that they will provide throughout the match. Great on a Runesmiter on Magmadroth.
  2. Ash-cloud Rune: Once per battle at the start of enemy hero phase units wholly within 12" of the bearer are not visible to enemy units attempting to cast a spell.
  3. Volatile Braizer: You can reroll attempts to summon an invocation. Also the range of the prayer is doubled.
  4. Droth-helm: Add 1 to hit rolls for the claws and horns attack for friendly Magmadroths wholly within 12 inches of the bearer. Good for an Auric Runesmiter on Magmadroth in a Magmadroth-centered list.
  • Relics of the Fyrd. Fyreslayers Hero only.
  1. Draught of Magmalt Ale: Once per battle the bearer can double the attacks characteristics of their melee weapons.
  2. Nulsidian Icon: Battlesmith Only. Each time a friendly Fyreslayer unit wholly with 12" of your Battlesmith is affected by a spell or endless spell on a 4+ ignore the effect of that spell or endless spell.
  3. The Daemon Slayer: Pick one of the Bearers melee weapons. Ward rolls cannot be made for wounds or mortal wounds caused by attacks from that weapon.

Mount Traits[edit]

MAGMADROTHS only. Only one of your magmadroths can take one of these. Plus additional ones can be taken with appropriate battalion.

  1. Flame-scale Youngblood: If you carry out the Stomp monstrous Rampage with this unit, add 3 additional mortal wounds to the roll result. max d3+3 mortal wounds is not bad at all really.
  2. Lava-tongue Adult: When determining the attacks characteristic of this units Roaring Fyresteam, an attacks characteristic of less than 5 is treated as 5.
  3. Coal-heart Ancient: Worsen the damage characteristic of melee weapons that target this unit (to a minimum of 1).

Prayers[edit]

Each PRIEST in a Fyreslayer list can pick one of those. Each prayer can only be chanted once per turn.

  1. Wrath of Vulcatrix: 3+ to be answered, pick a friendly Magmadroth unit with range, until the start of you r next hero phase use the top row on that units damage table. Can work wonders on a beefed up Runelord on Magmadroth to help blend up whatevers within range.
  2. Prayer of Ash: 4+ to be answered, a friendly unit wholly within 18" of the priest gets -1 to wounds for rolls for attacks that target that unit.
  3. Ember Storm: 3+ to be answered, a friendly unit of Vulkite Berzerkers or Hearthguard Berzerkers wholly within 18" of this priest can run and charge. More mobility is always good, but once again, there are better options. If you have multiple Priests and an infantry-centered list, pick it. If not, picking Prayer of Ash first would probably be a good idea.
  4. Prayer of Grimnir's Fury: 3+ to be answered, a friendly hero not mounted on a magmadroth within 12" of this priest and 3" of an enemy unit can pile in and attack with all its melee weapons. Weirdly this does not specify Fyreslayer hero despite the magmadroth stipulation. Have fun with allies (Gotrek, a Celestant-Prime, etc) or your Grimwrath Berzerker.

Magmic Invocations[edit]

Just like Khorne's legions, these take the place of faction-specific Endless Spells, cast by Fyreslayer Priests instead of wizards. Also like the Endless Judgments of Khorne, these have a random chance of vanishing each turn at the end of each Round.

  • Zharrgon Flame-Spitter (3+): You summon a setpiece that acts as anti-horde artillery. During the Shooting Phase, one Priest within 6" can fire at a unit 24" away and roll 12d6, dealing Mortal Wounds on 6's. The reason this is anti-horde? If the unit carries over 10 models, the rolls all get +1, while a unit with over 20 models adds +2 to the rolls. If the controlling player rolls 4 or more unmodified 6's with the 12 dice after the mortal wounds have been allocated this invocation is removed from play. Since it says unmodified, it seems to encourage you to attack larger hordes. As you can spike more 4+ rolls before it gets removed. And as bad as 4 or more sounds statisically ou will probably only roll 2-3 6's on 12 dice, so its actually safer than it sounds.
  • Runic Fyrewall (3+): You get a small piece of cover that models cannot move across or through unless they have the Magmadroth keyword or can fly. In additon at the start of each phase the commanding player can pick 1 Fyreslayer unit wholly within 12" of this invocation to draw on its power. You roll a dice, on a 1-5 this unit gains a 6+ ward until the end of the phase. On a roll of 6 that unit gets 4+ ward until end of phase and this invocation is removed from play.
  • Molten Infernoth (4+): You can bring another monster to your side. It has a rather meh movement of 2d6", but it rolls 12d6 for every unit within 3" after it moves, scoring mortal wounds on a 6. If the movement roll for this invocation is a double, it will cause d3 mortal wounds for each 6 that is rolled instead of 1. However at the end of the phase this invocation is removed from play. This unit has no effect on Fyreslayers units.

Lodges[edit]

Four lodges and greatly reduced in what they bring from previous addtions. Like similiar battletomes it grants you an ability and some open up battleline options. Have to pick one before game begins so here are your options.

Vostarg

  • Fearsome Surge: Add 1 to hit rolls and wound rolls for attacks made with melee weapons by friendly Vostarg Vulkite Berzerkers that made a charge move.
  • Additional Battleline: none

Greyfyrd

  • Spoils of Victory: Add 1 to the wounds characterist of Greyfyrd Heroes that do not have a mount. In addition 2 additional artifacts can be given to 2 Greyfyrd Heroes that do not have a mount. So essentially you get free extra artafacts and your unmounted heroes are tankier.
  • Additional Battleline: none

Hermdar

  • Seize by Force: If a friendly Hermdar unit wholly in enemy territory or wholly within 12" of an objective than half the number of models that flee in battleshock.
  • Additional Battleline: Auric Hearthguard are unlocked as battleline

Lofnir

  • Venerators of Vulcatrix: Add 2 to the wounds characteristic of friendly Lofnir Magmadroth units. Also, up to 3 Lofnir Magmadroth units can be given mount traits (must be different traits from eachother) instead of just one.
  • Additional Battleline: Auric Runeson on Magmadroth are unlocked as battleline

Warscrolls[edit]

Leaders[edit]

  • 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.
  • 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.
  • 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 6” 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, 12” 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.
  • 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 12” 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 (3”, 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.
  • 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 12” +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 18”). 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.
  • 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.
  • 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 3” 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.
  • 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 20” to 18”, 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.
  • 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.
  • 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.
  • 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[edit]

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!!!

  • 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.
  • 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.
  • 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.
  • 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[edit]

  • 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.

Battalions[edit]

Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and doodads are going to be likely added to the faction rules as default.

Hajkarl's Sons of Fortune (Start Collecting)[edit]

An Auric Runefather on Magmadroth, an Auric Runesmiter, an Auric Runeson and a unit of Vulkite Berzerkers.

Once per Battle, Move the units of the battalion 4" closer to a selected enemy during the hero phase. Only units starting more than 3" away from the target can move. All units must end their move closer to the target.

Lords of the Lodge[edit]

Found in the Fyreslayers Battletome Min cost: 620 pts (Battalion: 140 pts) An Auric Runefather or an Auric Runefather on Magmadroth, an Auric Runemaster, a Battlesmith and a unit of Hearthguard Berzerkers.

The Hearthguard Berzerkers in the Battalion can pile in and attack twice in each combat phase as long as they're wholly within 12" of any Hero from the Battalion. Absolute murder, this is the best Warscroll battalion we have. Hearthguard berzerkers are our best unit as it is, and letting them fight twice is just ungodly, especially if you're taking a large unit. the bonus command point and artifact are just icing on the cake.

  • Use this with the Hermdar Lodge, and you have a HGB unit that can fight first with the command ability (even during your opponent turn), and if it is your turn you can then fight again as it is your turn to choose a unit and your HGB can fight twice.
  • Not as OP with the drop of the HGB max size unit from 30 to 20, but still really good.
  • Alternative opinion: the max size reduction was actually a buff, letting you take more manageable units of raging naked men.

Warrior Kinband[edit]

Found in the Fyreslayers Battletome. Min cost: 660 pts (Battalion: 140 pts) An Auric Runeson or an Auric Runeson on Magmadroth and 3 units of Vulkite Berzerkers.

The Vulkite Berzerkers in this Battalion use their Berserk Fury a second time if they are wholly within 12" of this Battalion's Auric Runeson when they do so.

Forge Brethren[edit]

Found in the Fyreslayers Battletome. Min cost: 640 pts (Battalion: 160 pts) An Auric Runesmiter or an Auric Runesmiter on Magmadroth and 3 units of Auric Hearthguard.

At the start of the enemy hero phase, you can pick 1 friendly unit wholly within 18" of any units of AURIC HEARTHGUARD from this battalion. If you do so, add 1 to save rolls for attacks that target that unit until the start of your next hero phase.

Much more powerful than you would think. Working in the ennemy hero phase mean that even if your opponent have the first turn, you already have this buff active. If your opponent have a double turn, you can active this TWICE, making a single unit extremely hard to kill or two units more resilient. There isn't a lot of abilities working like this, make it count !

Grand Fyrd[edit]

Found in the Fyreslayers Battletome. Min cost: 2640 pts (Battalion: 60 pts) A Lords of the Lodge battalion, 2 Warrior Kinband battalions, and a Forge Brethren battalion. Doomseeker and Grimwrath optional

When you roll to activate an Ur-Gold rune, it has the enhanced effect on a 5+, not just a six.

Arngard's Berzerker Fyrd[edit]

A Grimwrath Berzerker, a Battlesmith, and 3 units of Vulkite Berzerkers. From The Realmgate Wars - Balance of Power, narrative or open play only.

Lords of Vostarg[edit]

Found in the June 2019 issue of White Dwarf. Min cost:680 Bael-Grimnir on Flamespitter, 1 VOSTARG Auric Runemaster, 1 VOSTARG Battlesmith and a unit of VOSTARG Hearthguard Berzerkers.

Once per battle round, a HERO from this battalion can use a command ability for free.

Vostarg Warrior Kinband[edit]

Found in the June 2019 issue of White Dwarf. Min cost:580 A VOSTARG Auric Runeson and 3 units of Vulkite Berzerkers.

All the Vulkite Berzerkers from the battalion get an extra attack when WHOLLY within 12" from the Runeson.

Vostarg Forge Brethren[edit]

Found in the June 2019 issue of White Dwarf. Min cost:480 An Auric Runesmiter (Dhurgan) and 3 units of Auric Hearthguard.

If there is at least a unit of Auric Hearthguards within 12" from Dhurgan when he uses the Magmic Prayer of Runic Empowerment, the ability goes on a 2+.

The Grand Fyrd of Furios Peak[edit]

Found in the June 2019 issue of White Dwarf. Min cost: 2420 Max cost: 2520 A Lords of Vostarg Battalion, 2 Vostarg Warrior Kinband Battalions, a Vostarg Forge Brethren Batallion, a Grimwrath Berzerker (Arngard) and 0-1 Doomseekers.

Every unit gets +1 to hit rolls in melee, and can also reroll every 1 to hit in melee when against CHAOS units.

Army Building[edit]

First things to buy[edit]

One or two start collecting and at least four boxes of HGB to have the unit of 20 HGB, a runesmiter on foot and one on a magmadroth, and a runefather on a foot and one on a magmadroth.

Of course the forge is really important (obviously because it's free so no reason to not take it), and the magmic invocations are good but not a most have to begin with.

For heroes you need a battlesmith, the grimwrath berserker is also a good unit but again not a must have, same for the doomseeker.

The Runemaster is not really good by himself but you need it for the Lord of the Lodge batallion so good to have one.

Tactics[edit]

General tips on using half-naked raging dorfs[edit]

  • Because they only wear a loincloth, some people think Fireslayers are kamikaze glass cannons, like the Slayers of old. That's not the case at all: in fact they wear armor, only it's in the shape of flesh-embedded runes of divine gold. The "core" units, Hearthguard Berzerkers and Vulkite Berzerkers, have innate saves-after-the-save, that also work against mortal wounds. With some Battlesmiths to improve your saves, most of your army should have a 4+ Save, and then the save-after-the-save. This means Fireslayers can be, in fact, arguably the best all-around protected army of the game: against things without Rend you have a combined protection equivalent to a 3+ or even 2+ Save, things with Rend are less effective against you than if you had a normal Save (a save-after-the-save actually becomes BETTER if your normal Save is diminished by Rend, minimizing its impact), and you also have protection against Mortal Wounds. All of this mitigates Fireslayer's works weaknesses (slowness, lack of magic and long-ranged units) and makes much more bearable those first turns of receiving shot after shot until you reach the enemy. Kill or maim your opponent's most dangerous ranged units/war machines with the Runesmiter + Auric Hearthguard combo in the first turn, and you're set!
  • Always remember every one of your Dorfs has a ranged attack, the throwing axe gimmick. It's weak and short-ranged, so it seems bad at first, but because you can shoot into combat, it makes your melee units even more awesome: the opposing unit will receive both the melee attacks of the first rank of your units and the throwing axes from EACH member of the unit!
  • With the new book, the army can be is a top-tier Army(Hearthguard Berzerkers), but we are really hero dependent and we do not have lots of tools to counter magic (1 artefact and 1 prayer), so a heavy shooting/magic army can snipe our heroes and then wipe out our weakened troops (Hearthguard Berzerkers without the 4+ FnP for example...), be aware of that.

Basic strategies of Fyreslayers[edit]

HGB is our best unit, bescause it's really tanky with a hero nearby, and can do a lot of damage to anything in the game.

Use your priest to give +1 save (prayer of ash) to the unit that are going to take a lot of attacks, and place your battlesmith in a position where is banner can give +1 save to as many units as possible. Be careful with objectives, your dawi are strong but not fast so even if you have an unstopable unit of buffed HGB that control the center this is useless if your opponent can take the rest of the table and avoid your deathstar.

And by now I hope you have noticed an important detail that comes up often, HEROES. Without them your unstopable HGB unit just become a 5+/6++ unit that is not worth the points, your LotL battalion is useless and you don't have access to prayer and magmic invocation.

Heroes are the keys to a Fyreslayer army, and your opponent knows it!

So you have to protect them, especially from shooting and magic (beware of armies like skaven, ossiarch...). Use the terrain, runic firewall, auric hearthguard or place them on magmadroth whatever but do not let them die.

Allied Armies[edit]

  • Dispossessed: Decent armor at a slightly lower price, but no benefit from the army rules, use only for fun play.
  • Ironweld Arsenal: The big guns. Helstorm Rocket Batteries and the Steam Tank are excellent picks.
  • Kharadron Overlords: Steampowered guns. Offers flying ironclad ships and Thunderers with thick armor.
  • Stormcast Eternals: Offers a wide variety of powerful units alongside your already powerful units including wizards and cavalry. If you are facing heavy magic armies, a Knight-Incantor is really good.
  • Bundo Whalebiter: A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls.


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