Age of Sigmar/Tactics/Old/Order
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THE PEOPLES OF ORDER
The Mortal Realms belong to us.
We are the people created by the true gods of the realms, reborn from the people of a forsaken and dead world, we rose and populated the lands given to us. But Chaos cannot leave the good and faithful alone and tried to enslave, kill and destroy everything we dearly built, almost driving us to anihilation. They failed, as we hid or sought refuge in Azyr and waited for our chance to take back what is rightfully ours and the lands we once lived on.
Then Sigmar, lord of the heavens launched his warriors and we followed them, claiming the realms in their wake and pushing off the enemy from the realms, be they tainted chaos creatures, deathless servants of an undying god or the savage and uncivilized tribes. But the fight is long and the enemies many, so we have to band together and show them that no more we will be slaves or prey of anyone, not in these worlds nor in any other.
The End Times and the Age of Chaos is over. Now is our time.
FIGHT...TOGETHER!! FOR THE ALLIANCE THE ORDER!
Why play Grand Alliance: Order?
One word: versatility. Order is the Grand Alliance with the most variety of factions out there and the most diversity of units. They have a lot of options on all categories: light infantry, cavalry, artillery, monsters, range… So basically if you have a concrete playstile, Order will have the perfect tools for you.
There are several “races” among Order, but a few are self contained in their factions. The three that extend on several are:
- Humans: humans are the “horde” race of Order with a bit of Jack-of-All. They’re numerous, comparatively squishy and greatly versatile but not the best in any field. The synergy for them is vital, both within their factions and outside, which they can change from rather pathetic to really dangerous if you play right, with Stormcast reaching even to game breakers.
- Duardin: Dorfs, that’s it. Slow, hard as nails, really good in range and several of them really strong in melee. If you want to have it at your pace and fight where and when you want, look no further. However they’re not many guys and the lack of speed in almost all of them may prove a disadvantage.
- Aelves: The “Elite” choice. Let’s hope that you know what you’re doing here, because their units usually are expensive, very strong, fast, hard, complicated, quirky, or a combination of those; usually in some flavor of elite infantry/cavalry/monster. However, well used and knowing who does best what and not, along with throwing them where they can use their talents, Aelves of all origins can be frightening. But do not lose too many, that doesn’t sit well in them.
Alleigance: Order
In Matched play, playing Order has its perks. Not only has access to Command and Battle Traits, but also to the artifacts. And ALL FREE.
- Challenging Avengers (Battle Trait): All friendly ORDER units reroll battleshock tests. This is great for all units with low Bravery (and Order has a few) for this makes them more durable, specially with standards, hero shenanigans and other things. Sometimes you will not use them, but to form a strong and tough battle line, this trait is wonderful.
Command Traits
Only your general has this, but you can choose what is cheesiest/fluffiest/Your dudes-est or roll. Beware that if you have to choose a new general for wharever reason, you have to roll.
- 1/ Strategic Genius: On a 5+, your general can use a two different Command abilities, or use Inspiring presence twice. Situational, but useful. The ability of use two command abilities or the Inspiring Presence twice can save lives, or make softened units to hold the line a little more when needed. However, the 5+ roll hurts a lot.
- 2/ Inspiring: Friendly ORDER units at 6" doesn't roll battleshock. If you expect heavy casualties this trait is great, as it doesn't makes a potentially bad situation worse. But be wary of becoming a DISTRACTION CARNIFEX.
- 3/ Reckless: Reroll charge of the general. If you have a melee powerhouse of a general (and Order has a few candidates), go ahead.
- 4/ Tenacious: +1 wound. Nice, but don’t get overconfident. A squishy wizard is still a squishy wizard with 5 or 6 wounds.
- 5/ Legendary Fighter: +1 attack to a chosen melee weapon each combat phase. Depending of the hero, this can be shit or awesome.
- 6/ Defense Master: Ignore wound and mortal wounds on 6+. Somewhat disappointing, but an additional save is always nice, save for Phoenix Temple which is useless.
Artifacts
Factions
- Stormcast Eternals: The posterboys. These guys have almost everything you can ask for. Melee infantry, both elite and line? Paladins and Liberators. Heavy cavalry? Dacothian guard. Monsters? Sell your soul for the Stardrake. Range? Some heroes, as well the Judicators have it good. They’re a great choice for what you feel that your army is lacking. However take into account that they are expensive in $$.
- Spotlight: While not bad, in an unified order army, the basic Stormcast toops are outclassed by other factions. However, their elite troops, the Paladins and Dracothian guard are superb, even on their own. If you need something dead, call for them, point them to something you want dead and bring popcorn.
- Free Guilds: Cheap, massed infantry, with a bit of cavalry thrown in. While not close to skavens, grots or others, the Free Guilds thrive in numbers.
- Spotlight: Their basic infantry, but specially Handgunners are incredible and Battleline to boot, making them a great choice to a rear guard for and army while the heavy hitters like Paladins or Order Draconis/Serpentis cavalries go ahead. Be aware that to make the most out of them requires having a Freeguild General leading the whole army.
- Kharadron Overlords: Steampuk flying dorfs, what's not to like?
- Spotlight: While their infantry is pretty meh on their own and the Grundsot Thunderers are good, that's not what comes to mind with them. The Sky vesels are what you want. All of them are reasonabnly fast and pack a lot of dakka, specially the Arkanaut Ironclad. So if you feel like adding air superiority, look no further. Also, an Ironclad Magic Shield-ed to Save 2+?!
Army Building
If you want to build a unified ORDER army, take into account that you have NO allegiance save ORDER, and it means that if a unit isn’t battleline by default, they won’t become one. However these units have rules or combos with heroes or other units from their own faction, so is usually a good idea to cover the requierements of battleline with the same faction. Factions who have battleline units are:
- Darkling Covens
- Daughters of Khaine
- Dispossessed
- Free Peoples
- Fyreslayers
- Kharadron Overlords
- Seraphon
- Stormcast Eternals
- Swifthawk Agents
- Sylvaneth
- Wanderers
Be wary however, as many of the units may seem redundant and the sheer volume can be overwhelming. But many pledge temselves to a certain playstyle that can be expanded and their weaknesses covered by other factions. Once the core is settled, choosing the right expansion is key. Bring a Hero and his minions to ensure that you make the most of them and synergize reasonably well with what you already have.
But let's be honest, if you choose Order over particular factions is because you like many Order miniatures and doesn't want to commit to a particular one. So be careful and enjoy.