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===Leaders=== *[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-nomad-prince-en.pdf '''Nomad Prince:'''] Araloth as a generic character. In his original Legacy Warscroll, Araloth was a pretty meh guy all in all, but after switching Commands with the Glade Lords and getting a few buffs here and there, the Nomad Prince is actually a very powerful leader. Armed with a very powerful melee profile that's arguably better than a Vampire Lord's and an awesome shield on top, the Prince can hold his own in combat perfectly well and his Command is a godsend, as it lets you reroll 1s To Hit for Wanderers around him, not specifying melee or range. Therefore, the Prince feels at home wherever you put him. Advancing along with Glade Guard and Wildwood Rangers? Sure. Castling up with Eternal Guard and Sisters of the Watch? Sure. His hawk is unlikely to wound most models, but if you do wound something with it the model takes a -1 to hit penalty. For best results, use this on a monster with multiple scary attacks as an indirect way to boost your army's mediocre survivability. *[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-spellweaver-en.pdf '''Spellweaver:'''] At face value a very simple spellcaster. However, this model has a couple of tricks that can prove very useful. Has all the stats you would expect from such a unit ''(meh)'' so keep it out of combat at all costs. This unit does however come in handy to remedy those usually below average saves that the Wanderers all seem to have by throwing a ''Mystic Shield'' on key units. The unique spell, however, has quite a bit of potential allowing you to respawn D3 dead models from a unit as long as they are '''WANDERERS'''. Though if your Glade Guard are in a position to get hurt you are likely to lose more than three models a turn, so don't expect to recover all of your losses this way, however, it can be helpful for trying to keep unit numbers high to gain massed unit buffs. Most interestingly, however, is that the only criteria for this spell is '''WANDERER''' meaning that you can restore D3 models from any Wanderer unit such as Wild Riders. Yes, now we are getting somewhere. restoring a potential D3 Wild Riders or Sisters of the Thorn if you happen to have some can be quite a major inconvenience for your opponent. To cap it all off this Spellweaver also has the ability to automatically unbind one spell ''(within range)'' once per battle. A useful trick in the right circumstances. *[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-wayfinder-en.pdf '''Wayfinder:'''] Somewhat overshadowed by the Waywatcher, but still a fun Hero. Basically, he has a bow that's a bit weaker than the Waywatcher's, but with the ability to once per game fire 3D6 instead of 3 shots. This is, of course, best used to alpha strike something you really want down a peg. Remember, using it early is always better than the Wayfinder dying before you used it. Other than that, he's a shooty Hero. Good at range, shit in melee. **His inherent Command ability is a ranged version of the Warstrider's ability. Wanderer units within 18" of him can use his bravery stat, and in addition, whenever they roll a 1 on battleshock tests they may immediately make a free shooting attack. Which with the Wanderer/Order trait that lets you get a battleshock reroll means about 31% of the time. Which is pretty useful if you have Command points to burn. *[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-waywatcher-en.pdf '''Waywatcher:'''] Has the same name as the now retired troop choice subordinates. This guy is a great marksman by himself and is quite effective and whittling away at enemy Heroes. with a decent shooting statline, including rend the hit of which is improved if this guy stands still. His save isn't bad for an archer which will be improved while in cover, which consequently will debuff all hits made against him by 1. Now the defining trait of this guy is his ability to choose between which type of shots he fires Fast or Precise. Fast grants him twice the shots with 6+ To Hit generating additional shots (the standing-still bonus stacks on this and lets you generate new shots on 5+) while Precise doubles your shots' damage and 6+ To Wound grant you better Rend. All in all, the Waywatcher has a tool for every job so long as the job is done at range. **Don't forget about the Waywatcher's pretty cool command ability, '''See, But Do Not Be Seen''', which applies the Waywatcher's '''Invisible Hunter''' ability to ALL '''Wanderers''' within 18 inches of him, giving all affected units a buff that subtracts 1 from any hit rolls that enemies target them with. This is pretty fucking awesome. ** Fast Shots doesn't specify the newly generated shots cannot themselves generate further shots, making Fast a more effective option than Precise in literally every scenario, 6 dice hitting on 2s if he hasn't moved, generating extra attacks on as low as 4s (with a command trait), with those extra attacks able to generate additional extra attacks, he's able to stack up an absurd amount of shots surprisingly fast. *[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-waystrider-en.pdf '''Waystrider:'''] could be considered a "normal" commander choice as he benefits from a very well rounded stat profile. fast like an Aelf with a regularly standard stat wheel. Upon setup this guy gets to take a pot shot at your enemy's general providing they are within view and deal a mortal wound (On a roll of 5+) before you even hear the starting gun. The Starlight Greatblade makes him decently killy in combat with 3 attacks at 3+/3+/-1/D3 meaning he's almost as good as a Vampire Lord, THE gold standard for killy footsloggers. He also has a bow so he can add his own arrows to the swarm that you are likely to unleash during your shooting phase. If you are playing typical Wanderers which is to say 'Shoot alot' then its a good idea to keep this guy out the way and have him shoot along with the rest of your archers until the enemy come close and he can do his thing. However do not make the mistake of using him as a shooter first and melee Hero second. That's what Waywatcher and Wayfinder are for. THIS guy is your hand-to-hand expert, the bow is just proforma. Have some Wildwood Rangers around him and send them into the thick of it. **His command ability is fairly interesting. First of all any units within 18" take his bravery instead of theirs. On top of that if you should roll any 1s during your battleshock tests for these units they can immediately pile in and attack like its the combat phase. However this is simply not as good as the Wayfinder's ability. If you use mostly Eternal Guard and Wildwood Rangers then go for it, otherwise most of your army have better shooting attacks than melee and are less likely to benefit since they aren't going to want to be engaged.
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