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==Allied Armies== In pitched battle games, you can generally take about 20% of your points allowance in certain allies without screwing up your allegiance abilities. WANDERERS can take the following allies with no penalty: *'''Eldritch Council:''' Makes for an interesting choice that gives you a few options from a mixture of units that go well with any army. A Loremaster can buff your heroes into the stratosphere with Hand of Glory, while an Archmage on Dragon can outright dispel enemy buffs while providing a beatstick model that Wanderers don't have access to. A regular Archmage does provide you some protection, but your own Spellweavers are probably going to keep your numbers up more reliably, so measure up whether you need it. Swordmasters are ranged resistant and are more aggressive than Eternal Guard, but are decent for charging up the middle and creating an anchor point while you outflank with everyone else, but you are probably better off with Phoenix Guard if boots on the ground is all you want; use Eldritch Council for more variety in casters rather than looking for more squads. *'''Lion Rangers:''' Not a lot here. Lion Rangers themselves are like ''slightly'' inferior Eldritch Swordmasters, so you'll probably want to look there instead. The Chariot is not much to shout out about either unfortunately, as on the charge it only does 12 attacks; while that seems like a lot for one model, you'll probably get more return per point by taking Rangers or the same value of some other form of heavy infantry. *'''Idoneth Deepkin:''' *'''Order Draconis:''' Unless you are outflanking, Dragon Blades are better than Wild Riders, plain and simple; they're better protected, do more damage on the charge, can charge more reliably with a Hornblower, ''all for the same cost''. The might not be as brave as Wild Riders, but if you take a Dragon Lord that becomes a non-issue, as well as providing you a big meaty beatstick that Wanderers simply cannot get on their own. Problem is that most likely ate your allies allowance so you're not bringing much else. *'''Phoenix Temple:''' A very good ally for Wanderers; Phoenix Guard cost twice as much as Eternal Guard, but are twice as killy even when not in cover, giving you a decent melee unit that can actually move. They are also incredibly tanky, which is something that Wanderers can struggle with. Having a Frostheart Phoenix in your army also helps with protection thanks to the Blizzard Aura, coupled with some decent synergy with your spellcasters which will buff the save of the Phoenix as well, it's a win/win. *'''Stormcast Eternals:''' Realistically, these are probably the best choice to take, mostly due to [[Space Marines|GW favouritism]] since they keep get new releases that allow them to do a huge range of things. It's basically a pick-and-choose free for all where you can get some great units with a lot of punch to fill in a blank that Wanderers cannot otherwise fill. Paladins do fantastically as melee beatsticks whether you need to tie up hordes or knock out high value characters/monsters, just choose the weapon that fills your niche. You can also get tough fast-moving cavalry options for smashing face while not being so fragile as yours, or one of a huge selection of characters, the world is your oyster. *'''Swifthawk Agents:''' A faction that does most of the things you can do anyway, but does melee slightly better. But unless you need something to go directly up the middle of the board, you're probably not helped or hindered by taking Swifthawk Agents, they generally mesh well enough with Wanderer's playstyle but don't have access to the Allegiance abilities, so you might get caught out if you try to use them the same way. *'''Sylvaneth:''' It would be one of the fluffiest of combinations, except the lore states the Wanderers are persona non grata by Alarielle due to chickening out and abandoning the Sylvaenth during the Age of Chaos (though you could just say these are elves who stayed in the fight, as elves still live in Ghyran). Unfortunately Sylvaneth tends to do better on its own using their own allegiance abilities, or when they are served by Wanderers rather than the other way around. All of the best units that you really want are going to eat your allies allowance so it becomes impossible to take very much. Good if you only need a massive beaststick like a Treeman or Kurnous Hunters to balance out your army's fragility, but you'll be paying a lot for very little. You'll also never see Alarielle in your Wanderer's army unless you are playing MASSIVE games. ===Mercenary Companies=== *'''Blacksmoke Battery:''' *'''Greyfyrd:''' *'''Grugg Brothers:''' *'''Gutstuffers:''' *'''Nimyard’s Rough-Riders:''' *'''Order of the Blood-Drenched Rose:''' *'''Rampagers:''' *'''Skroug’s Menagerie:''' *'''Sons of the Lichemaster:''' *'''Tenebrous Court:''' [[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics/Old]]
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