Age of Sigmar/Tactics/Old/Order/Swifthawk Agents: Difference between revisions
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Another faction made out of the old High Elf line. Having battleline units, these guys can be fielded a stand-alone army in matched play. They can also be used as allies to any Order army, bringing great ranged support and mobility. | Another faction made out of the old High Elf line. Having battleline units, these guys can be fielded a stand-alone army in matched play. They can also be used as allies to any Order army, bringing great ranged support and mobility. | ||
Currently, and thanks to Spire of Dawn (the NOT!Island of Blood box) they are the second biggest aelf faction. | |||
==Warscrolls== | ==Warscrolls== | ||
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===Leaders=== | ===Leaders=== | ||
*'''Skywarden:''' A melee Skycutter. As crazy fast as the normal version, but without any shooting, and better defense (4+ instead of 5+ in the Shooting phase, and you reroll all failed saves, just great). You can choose to make it more killy in melee with a Zephyr Trident, or more support-y with a Swifthawk Pendant. Always choose the latter. With the Pendant you gain the '''TOTEM''' keyword and add 1 to all wound rolls for all '''SWIFTHAWK AGENTS''' models within 16". Remember how chariots (flying or not) and particularly Skycutters, first put themselves in a good position, then charge at the right combat at the right time? Well, these guys do that, but also make better the units at that combat. Or you can just get them close to your units to make them more killy, using your great mobility, whithout ever putting yourself at risk. If I have to say that this is very good, then you haven´t paid any attention. Finally, make the Skywarden your General, and your '''SWIFTHAWK AGENTS''' flying units can run and charge the same turn. Which will probably make them reach any combat they want any time they want, letting you make a very good and fun "flyng circus" army, something like a turbo-boosted chariot army. Just makes you want to try, doesn't it? | *'''Skywarden:''' A melee Skycutter. As crazy fast as the normal version, but without any shooting, and better defense (4+ instead of 5+ in the Shooting phase, and you reroll all failed saves, just great). You can choose to make it more killy in melee with a Zephyr Trident, or more support-y with a Swifthawk Pendant. Always choose the latter. With the Pendant you gain the '''TOTEM''' keyword and add 1 to all wound rolls for all '''SWIFTHAWK AGENTS''' models within 16". Remember how chariots (flying or not) and particularly Skycutters, first put themselves in a good position, then charge at the right combat at the right time? Well, these guys do that, but also make better the units at that combat. Or you can just get them close to your units to make them more killy, using your great mobility, whithout ever putting yourself at risk. If I have to say that this is very good, then you haven´t paid any attention. Finally, make the Skywarden your General, and your '''SWIFTHAWK AGENTS''' flying units can run and charge the same turn. Which will probably make them reach any combat they want any time they want, letting you make a very good and fun "flyng circus" army, something like a turbo-boosted chariot army. Just makes you want to try, doesn't it? | ||
*""Highwarden"" He's a guy riding a gryphon. 10 wounds and a 4+ save make him an A-Ok choice for tanking a bit. | |||
===Troops=== | ===Troops=== | ||
*"Spireguard" ''Counts as Battleline if you army has the SWIFTHAWK AGENTS allegiance.'' the old spearmen/lothern seaguard are back baby. | |||
*'''Shadow Warriors:''' ''Counts as Battleline if you army has the SWIFTHAWK AGENTS allegiance.'' One of the best 1 wound unit in the game. They deal 0,33 ranged damages per model that became 0,44 damages if they are in cover and more than 6" away from enemy units. In close combat you can count on 0,66 melee damages per model. Also they can move 12" after set-up. Add a Skywarden in the mix to create hilarious amounts of accuracy, exactly 0,44 ranged damages or 0,59 damages if they are in cover and more than 6" away from enemy units and 0,88 melee damages per model. | *'''Shadow Warriors:''' ''Counts as Battleline if you army has the SWIFTHAWK AGENTS allegiance.'' One of the best 1 wound unit in the game. They deal 0,33 ranged damages per model that became 0,44 damages if they are in cover and more than 6" away from enemy units. In close combat you can count on 0,66 melee damages per model. Also they can move 12" after set-up. Add a Skywarden in the mix to create hilarious amounts of accuracy, exactly 0,44 ranged damages or 0,59 damages if they are in cover and more than 6" away from enemy units and 0,88 melee damages per model. | ||
Revision as of 17:02, 5 January 2017
Another faction made out of the old High Elf line. Having battleline units, these guys can be fielded a stand-alone army in matched play. They can also be used as allies to any Order army, bringing great ranged support and mobility.
Currently, and thanks to Spire of Dawn (the NOT!Island of Blood box) they are the second biggest aelf faction.
Warscrolls
The common keywords of these warscrolls are: ORDER, AELF and SWIFTHAWK AGENTS.
Leaders
- Skywarden: A melee Skycutter. As crazy fast as the normal version, but without any shooting, and better defense (4+ instead of 5+ in the Shooting phase, and you reroll all failed saves, just great). You can choose to make it more killy in melee with a Zephyr Trident, or more support-y with a Swifthawk Pendant. Always choose the latter. With the Pendant you gain the TOTEM keyword and add 1 to all wound rolls for all SWIFTHAWK AGENTS models within 16". Remember how chariots (flying or not) and particularly Skycutters, first put themselves in a good position, then charge at the right combat at the right time? Well, these guys do that, but also make better the units at that combat. Or you can just get them close to your units to make them more killy, using your great mobility, whithout ever putting yourself at risk. If I have to say that this is very good, then you haven´t paid any attention. Finally, make the Skywarden your General, and your SWIFTHAWK AGENTS flying units can run and charge the same turn. Which will probably make them reach any combat they want any time they want, letting you make a very good and fun "flyng circus" army, something like a turbo-boosted chariot army. Just makes you want to try, doesn't it?
- ""Highwarden"" He's a guy riding a gryphon. 10 wounds and a 4+ save make him an A-Ok choice for tanking a bit.
Troops
- "Spireguard" Counts as Battleline if you army has the SWIFTHAWK AGENTS allegiance. the old spearmen/lothern seaguard are back baby.
- Shadow Warriors: Counts as Battleline if you army has the SWIFTHAWK AGENTS allegiance. One of the best 1 wound unit in the game. They deal 0,33 ranged damages per model that became 0,44 damages if they are in cover and more than 6" away from enemy units. In close combat you can count on 0,66 melee damages per model. Also they can move 12" after set-up. Add a Skywarden in the mix to create hilarious amounts of accuracy, exactly 0,44 ranged damages or 0,59 damages if they are in cover and more than 6" away from enemy units and 0,88 melee damages per model.
- Skycutters: Dude, these things are fast. Sonic the Hedgehog-fast. 16" flying Move, double-dice run, after which they can still shoot. Decent toughness (8 wounds, 5+ save, reroll 1s, and also 2s in the Shoothing phase), not much in the way of melee attacks, but still decent ones. Can take either 3 bows or one Bolt thrower, which is too hit-or-miss with only 1 attack, unless you take more than one model in the unit. Did I mention these things are fast? Awesome at board control: they can get anywhere with their enormous mobility, be a thorn in the side of your opponent while shooting his more vulnerable things (or charge them, nothing is safe from these guys), then charge and add their attacks to that crucial battle just at the right time. Do yourself a favor and take them to beautifully support the rest of your army. A SWIFTHAWK AGENTS HERO 16" close to them halve the number of models fleeing after a failed battleshock test.
- Chariots: Very fragile, only 5 Wounds and 5+ save. Runs always 6", but then you can't shot its two bows, so only do this to position yourself in the first turn, or in dire situations. Also they have double pile in (6"), so you can put them in all kind of weird formations and all of them will still reach the enemy, useful if you know how to take advantage of it. They reroll wound dices the turn they charge, but still they won't do much damage. In summary, very mobile and adaptable, but weak-ass. Use them to block enemy units line of sight/charge, shoot things then charge something already engaged, or kill weak things (wizards or lone supporting models). Not a bad unit, but very much outclassed by Skycutters.
Battalions
No Battalions currently exist for this faction.
Army Building
2 Skywarden (one close to the Shadow Warrior to boost them and your general with the Skycutters), a unit of 2 Skycutters to dominate and control the field, 2 units of 10 Shadow Warriors and a units of 3 Chariots are just what you need to destroy any equivalent army.
Allied Armies
External links
Rules are here
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-skycutter-en.pdf
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-shadow-warriors-en.pdf
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-swifthawk-chariots-en.pdf