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===Troops=== *[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-glade-guard-en.pdf '''Glade Guard:'''] ''Counts as BATTLELINE.'' At first glance the legendary archers of the Wood Elves don't seem to have quite remembered how to fire a bow properly during their transition to AOS. They are more or less Pink Horrors with better range but worse armor, having only one shot at 4+/4+/-/1 with a bonus To Hit at 20+ models but only if they're not in melee. Considering the basic tenor for aelves has been to get rid of all the mass infantry to make them look more elite, these guys stick out like a sore thumb. Is there value to them, though? Why of course there is, as they make amazing alpha strikers. Once per game, they can shoot special arrows with a Rend of -3. Yikes. It's not uncommon for a big enough unit of these guys to wipe the enemy General off the board turn 1. Of course, this MUST be done as soon as possible obviously because otherwise your opponent will decimate them before they can mow down anything. After that, every volley of shots they get off is just a bonus. Additionally, unlike Sisters of the Watch, Glade Guard gain no bonuses for standing still, so you can comfortably make use of their 6" Move and still shoot at full efficiency-. Couple this with the your ability to phase on and off the table from the edges there is almost no where that you can reach with your bows, and a 20-30 strong unit appearing out of nowhere to gun down an important gunline or frag an enemy general before ghosting away is nothing to scuff at. Also note that while not keeping up with the standard of quality over quantity that defines Aelfs these guys are still better than average archers especially when making full use of their buffs and synergy. *[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-eternal-guard-en.pdf '''Eternal Guard:'''] ''Count as BATTLELINE if your army has the WANDERERS allegiance.'' The rank and file spearmen of the Wanderers? Close but not quite. These guys are all about the defense. When on the attack they are basic foot troops with a less than encouraging armor save and melee weapon. However on the defense they can reroll saves of 1s (which is upgraded to 1s and 2s when they are in cover). Most importantly however is the Fortress of Boughs ability which states that if used the unit cannot move (At all) they do however gain a +1 to their hit, wound AND save rolls. These guys can be an absolute pain when used as a road block particularly if kept in cover and become easily one of the best anvils of any Aelf faction. And they also have 2" range on their weapons so they can comfortably attack in two rows while your opponent struggles to find ways to kill them. Keep them away from Mortal Wounds though. *[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-sisters-of-the-watch-en.pdf '''Sisters of the Watch:'''] ''Counts as BATTLELINE if your army has the WANDERER allegiance and your general is a Waywatcher.'' The ladies with the flaming bows are now Wanderers? Well okay. They REPLACE Waywatchers? Not okay. But survivable, as rules-wise, they fit incredibly well into the Wanderers. In fact, Sisters of the Watch are pretty much married to Eternal Guard. Sisters get to shoot twice if they did not move, Eternal Guard get tougher and stronger if they did not move and Age of Sigmar lets you shoot into combat. Do the math these two units were made for eachother. **Don't forget that the High Sister already fires two shots with her bow, doubling to four if she doesn't move. **Also of considerable note is that Sisters of the Watch are one of the few units that have access to any kind of overwatch fire when an enemy charges at them. Once per turn if an enemy unit finishes its charge move within 1/2" of the Sisters then they immediately take a free round of shooting without penalty. This is also subject to most aura bonuses which do not state a phase such as the one which comes from the Nomad Prince, though they cannot use their Quicksilver Shot to fire twice, since it does explicitly say in the Shooting Phase only. Either way, charging a full squad of Sisters without somehow neutering them first is a surefire way for your opponent to lose models. *[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-wildwood-rangers-en.pdf '''Wildwood Rangers:'''] ''Counts as BATTLELINE if your army has the WANDERER allegiance and your general is a Wayfinder.'' Now these guys are amazing. Like lots of Elite infantry (Saurus Guard, Stormvermin, Hammerers) they have two attacks at 3+/3+/-1/1 each and with a 2" range they can cheerfully fight in two rows. Unlike most such elite infantry they don't have shields to improve their saves (Wood Elves, go figure) but instead their damage becomes D3 when attacking monsters. Hoo boy. Yes, your opponent will try to kill them as soon as possible before they can tear his favorite monster a dozen new assholes, but if he doesn't succeed, they sure can do that. Do not rely on these guys as they are fragile, but do use them and use them against the stuff they like to kill (basically any and all high-save infantry and big monsters crashing down the board). *[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-wild-riders-en.pdf '''Wild Riders:'''] Very fast, smashy cavalry, but not as much oomph as you'd hope. Actually kind of a disappointment to be honest as they have tons of attacks, but tons of meh attacks. Their spears don't even get damage boosts on the charge (though unlike other cavalry, they always swing their spears twice). Their one redeeming quality is their ability to run and charge in the same turn, which is something you want this unit to do as they are actually not bad on the charge and are actually pretty fast in getting in your opponents face, though don't start thinking these guys can wreck anything on the charge (they can't) but can make some effective harassers to tie up enemy shooting to prevent your army from getting decimated from enemy shooting (your guys DO NOT like getting hit). And thanks to your ability to deploy along board edges it will be just that much easier to get stuck in. **The faq has given them an elven shield to reroll saves of 1, but at the cost of 2β movement. While definitely a trade off, being Wanderers your guys allegiance abilities allow you to compensate for the lack of movement but what is lacking from this army is durability. While only a small re-roll, anything that can help melee cavalry in defense should not be dismissed out of hand. *[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-sisters-of-the-thorn-en.pdf '''Sisters of the Thorn:'''] These ladies have the works. High Move? Check. Lots of attacks? Check, though they're meh attacks so don't go getting ideas. 9" Javelins with a -1 Rend for even more attacks? Check. This combination of melee + range probably makes them better value than Wild Riders as they can at least make up for their poor combat skills with shooting; but that's not all they do. The unit has the '''WIZARD''' keyword and together they can collectively cast and unbind one spell per turn, adding +1 to the roll if the unit numbers more than 10 models ''(max size 20)'' so it pays dividends to have a lot of these ladies to keep the spell boost up. They have an amazing unique spell which allows a unit to re-rolled failed saves until the next hero phase, and in addition if the protected unit rolls a 6 to save in the combat phase it returns 1 mortal wound to its attacker, which is pretty awesome. There are few to no reasons to ever use Wild Riders instead. Unless of course the reason is cost, as these ladies can get mighty expensive when taken in bulk and Wild Riders are almost half the cost while being better in combat. If all you want is combat cavalry save the points, but a fast-moving spellcaster in your army is never something to underestimate. Especailly with the changes to casting and unbinding (a fast moving wizard squad combined with the new 30' range unbind can be essential to shutting down enemy wizards). **Interestingly, their spell can target any friendly unit. Doesn't need the '''WANDERERS''' keyword. Worth knowing if you're using allies or doing a Grand Alliance Order army.
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