Age of Sigmar/Tactics/Old/Mercenary Companies

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Introduced in the 2019 General’s Handbook, the Mercenary Companies are 10 unaligned groups that can be included in your army regardless of Grand Alliance or Faction. You wanna have some Free Guild army supported by Deathrattle? Maybe an Everchosen legion accompanied by some Ironweld firepower? Maybe you just want to add some Chaos monsters to your Ironjawz army. All of this is possible with Mercenary Companies!

Basic Rules

  • You can only choose 1 of the 10 Companies for your army.
  • For every 4 units in your normal army, you may include 1 Mercenary unit. In matched play they use your ally points allocation instead as well.
  • Mercenary units still cost the same points as the basic models.
  • No Mercenary unit can be your General.
  • You can include a Warscroll Battalion of Mercenary units, but they must all be from that Company.
  • Each Company comes with an additional rule that makes them unique compared to their stock counterparts.
  • Disruptive Presence-A side effect of having a third party join the fight. You do not receive the initial command point on your first Hero Phase. This can be extremely detrimental to some armies or an easy work around for others.

The Greyfyrd Lodge

Pragmatic Fyreslayers that actually decide to live up to their lore by selling their axes to any and all buyers...as long as they have the ur-gold of course. You can choose any Fyreslayers unit (except Auric Runefathers) to represent this group.

  • Fulfill One’s Oaths- Add +1 to hit rolls for melee weapons when targeting an enemy unit that charged in the same turn. At the start of the 3rd battleround, subtract -1 from the Fyreslayers’ Bravery if they are NOT wholly within 18’’ of your General.

The Tenebrous Court

A Flesh-Eater Court that for one reason or another decide to fight alongside the mortals. They can be comprised of any number FEC units, except for Royal Terrorghiest and Royal Zombie Dragon.

  • Frightful Allies- Add +1 to hit rolls if that unit has charged in the same turn. However, no unit in this Mercenary Company can retreat.

The Sons of the Lichemaster

Motivated by a legacy of death and the promise of fresh corpses, this Company must contain at least 1 Necromancer. He can then be supported by up to 3 units of Zombies/Skeleton Warriors (any combination) and 1 Corpse Cart with Unholy Lodestone.

  • Power of the Lichemaster- Add +1 to the Attacks of any Zombies or Skeleton Warriors unit wholly within 18’’ of the Necromancer.

Order of the Blood-Drenched Rose

Cavalry vampires who don’t like serving Nagash. Can you blame them? It must include at least 1 unit of Blood Knights (a maximum of 3) and can be joined by a Vampire Lord on Nightmare Steed.

  • Unreasoning Bloodlust- This Mercenary Company does not have to take Battleshock tests.

The Grugg Brothers

A bickering belligerent family of Aleguzzler Gargants. Includes up to 3 of these beasts.

  • Sibling Rivalry- Reroll hit rolls of 1 if the unit is within 6’’ of another Mercenary unit. Alternatively, you can reroll all failed hit rolls if they are within 6’’ of 2 Mercenary units (though not in Matched Play).

Nimyard’s Rough Riders

Otto Nimyard is a dishonored Free Guild General who has taken his loyal cavaliers in the quest to strike it rich. The group must contain at least 1 unit of Freeguild Pistoliers (maximum of 3), and can be supported by 1 unit of Freeguild Outriders and a Freeguild General on Warhorse(No Stately War Banner).

  • Eyes and Ears- Deepstrike Mercenary edition. At the end of first Movement Phase, set up the Company wholly within 6’’ of the table edge but also 9’’ away from enemy units.

The Blacksmoke Battery

Dour duardin gunners who specialize in heavy weapons. Must include at least 1 unit of Cannons or Organ Guns (maximum of 3 in any combination). Can be supported by a Cogsmith and either a Gyrocopter or Gyrobomber.

  • The Spotter- Artillery Spotting in a neo-fantasy setting because why not? If the group contains a Gyrocopter/bomber, add +1 to hit rolls for the Cannons/Organ Guns as long as the copter is within 12’’ of their target.

The Rampagers

Outcasts from the Darkoath tribes dedicated to mindless slaughter. 1 to 3 units of Chaos Marauders that maybe joined by either a Darkoath Chieften or Darkoath Warqueen.

  • On the Rampage- All Mercanary units get to move d6’’ after initial deployment.

Skroug’s Menagerie

An oddly intelligent Chaos Gargant who leads a petting zoo of various warped monsters and beasts. Must include 1 Chaos Gargant, who can be followed by up to 3 units of Chaos Spawn, Warhounds, and/or Furies in any combination.

  • Lord and Master- Skroug can use At The Double, Inspiring Presence, and Forward to Victory command abilities, but only on his own units.

The Gutstuffers

The Firebelly ogor called Ashur leads a team of Maneaters in the name of fine dining. Must include 1 Firebelly and 1 unit of Maneaters (maximum of 3).

  • Hungry Beyond Reason- You can reroll failed charge rolls for this group, however, if they are able to charge, then they MUST do so.

Best way to use them

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