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.}} | ||
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. |
Revision as of 00:42, 2 May 2022
Grand Alliance Order
Fyreslayers |
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?
Pros
- Half-naked dwarfs.
- New battletome mean a new piece of terrain and 3
endless spellsmagmic 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.
- Half-naked red dwarfs.
- Half-naked dwarfs whose leaders ride dragons.
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
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
Ur-Gold Runes
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.
- 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.
- 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.
Fierce Counter-Attack
Fyreslayer command ability. At the start of the enemy hero 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
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
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
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.
- 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.
- 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, but the "once per battle" part limits it slightly.
- 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.
- 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.
- 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.
- 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:
- Heirlooms of the Lodge. 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.
- 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.
- 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.
- 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.
- 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: 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 reroll attempts to summon an invocation. Also the range of the prayer is doubled.
- 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.
- Draught of Magmalt Ale: Once per battle the bearer can double the attacks characteristics of their melee weapons.
- 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 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
MAGMADROTHS only. Only one of your magmadroths can take one of these. Plus additional ones can be taken with appropriate battalion.
- 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.
- Lava-tongue Adult: When determining the attacks characteristic of this units Roaring Fyresteam, an attacks characteristic of less than 5 is treated as 5.
- Coal-heart Ancient: Worsen the damage characteristic of melee weapons that target this unit (to a minimum of 1).
Prayers
Each PRIEST in a Fyreslayer list can pick one of those. Each prayer can only be chanted once per turn.
- 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.
- 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.
- 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.
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 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
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
Leaders
- 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
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
- 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
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)
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
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
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
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
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
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
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
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
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
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
First things to buy
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
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
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 beis 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
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
- 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.
Age of Sigmar Tactics Articles | ||
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