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===Special Units=== '''This is where the real meat of the army is: a nice mixture of brutal hammer units and some surprisingly alright anvils in an army with the average defensive consistency of wet tissue paper.''' * '''Hearthguard: ''' Bodyguards, and the first infantry you'd want at the core of your army. For more than double the price of Warband dudes, you get Light Armour, Stubborn, an extra point of WS, S, I, and Ld. Option to get Great Weapons to hit at S6 in the first round of combat (the most crucial round for Albion units anyway). These badasses hold the line but will be a tempting target for enemy missile fire * '''Swordmaidens: ''' Same price as Hearthguard, but with some trades. We trade Lt Armour, a Shield for a Great Weapon, and a Strength point for Woad Paint and Devastating Charge. They're a glass cannon with 2 Greatsword attacks, each on the charge but reasonably costly. * '''Druid Neophytes: ''' Imagine if you took a caster unit, chopped it up, and spread it into a unit. That's what the Druid Neophytes are, and then some. They're treated as a Level 2 Life wizard with Awakening of the Wood and Shield of Thorns (somewhat situational damage spells but not bad) and get an extra +1 to cast (to a maximum of +3) for every five models in the unit. They're also Skirmishers for some protection from missile weapons. The best-case use is as power dice generators for your Soothsayers, while casting their mediocre spell to trigger LIFEBLOOM and heal monsters and characters. * '''Hunters: ''' At 8 pts per model, they are your standard Special archer unit with BS4 on the unit with the Champion having BS5. They can swap their javelins for bows for 1 point, kind of meh (but they are Scouts if you wanted to get up in someone's face and pepper them with BS4 Javelins). But the exciting option is that for 3pts each, they can take War Hawks. Each Hawk provides an additional S3 shooting attack with infinite range and hits if the target fails a WS test. Hunters are your Warmachine killer unit as Warmachine automatically fails WS tests the Hawks hit automatically. If you are against a Warmachine-heavy army, take multiple units of 5-10 Hunters with only the Hawk upgrade, this makes your Monsters and Monstrous infantry more viable. * '''Warriors of Danu: ''' The most blatant of the many blatant Slaine rip-offs, "blessed" warriors who shapeshift into monstrous forms when in battle. Mathias forced them pass a Ld test to spasm, but it was not so good, so now always in hulk form. They act like mini-half giants. They come with Great Weapons, at S7, they will murder most high-T foes. Half-giants, Swordmaidens, and Hearthguard can also fill the elite great weapon role, so these guys mostly just come down to personal preference: The in-between man of more numerous can-openers and the expensive fast wall that are half-giants. They tend to perform a bit better against bigger stuff thanks to having a potential S7 and can hit at I3 even with the -2 bonus, but they cost a little more per model. * '''Half Giants:''' Monstrous Infantry with War Fury and Fear. 34 points a model, 3 models a rank. With shields, they can carry Polearms or Great Weapons with their 5 Strength, making them great can openers against stuff like Dwarf heavy infantry or Chaos Warriors, and can buy Woad Paint. **These suckers are tough beasts, basically, Ogres fighting for Albion, but with access to Woad Paint. Good vanilla, and better with serious point investment. A solid brick of these fellas can squash a decent amount of stuff. Just watch out for their crappy defenses with only a shield and option Woad Paint to speak of. Use them as you would any other Monstrous Infantry Unit. For models, use Ogre Kingdoms infantry with a Celtic flair. They're the right size, fit the role with minor additions, or use Mierce models. * '''Pixie Swarms: ''' At 40pts each, these swarms are incredibly underpriced. They have a Ward save(5+), 10 wounds, Initiative 5, and Leadership 8. But their main attraction is their Befuddling Glamour special rule which forces all enemy units within 12" and line of sight to make a Leadership test at the start of their turn or be forced to move straight towards the Pixies as if they failed a Stupidity test. Use them in the center of your army to disrupt the enemies' front-line units to allow your main forces flank charges. They have several downsides. The first is that they are only T1, but as long as you keep them away from Magic and avoid bad combats, they should be fine. The 2nd downside is that their Glamour rule does not work on any unit that is Immune to Psychology, so against certain armies, they lose a lot of their usefulness. The final downside is that their ability won't come into effect too often as the enemy will usually be within their general's Inspiring Presence, so you should never rely on it working, but the threat of it working can force your opponent to be more cautious just in case. You could use spirit Hostsd to represent some especially angry Pixies. * '''Fenbeasts: ''' 38pts each and require you to take at least 1 Caster to bring. These guys in the lore are the signature unit of Albion, and they are... alright. Each has W4 S5 T5 A3, Fear, Regeneration, Unbreakable, and Unstable. They have Stupidity, but their LD of 8 will help with that. They benefit from the Lore of the Truthsayers Signature Spell, allowing them to recover D3 Wounds. You can also purchase one of four upgrades for the unit: +1 Attack (never a bad thing), +1 Strength in a turn in which a Life spell was cast within 12" (Druid Neophytes always have Life spells even if you take other lores on characters), reroll Regeneration saves of 1 (making them obnoxious to try and remove without flaming attacks), or -1 WS/BS to enemy attacks against them (situational compared to the boosted Regeneration). Assuming they don't explode from Instability, these fat fucks are pretty obnoxious to try and kill with an obscene toughness of 5 and FOUR wounds each, making Ogres everywhere both jealous and hateful towards you: they have a pretty sucky WS of 3, though, so beware of anything that can put a modifier on your hit rolls. 38pts per model means you can have them in pretty reasonable numbers *'''Viridian Lords:''' Elite Skirmisher melee infantry Mossmen, Regeneration, Flammable, and Unstable/Unbreakable, so try not to lose combat, or they might detonate. They have WS5 S4 T4 I4 A2 and LD9. They have 2 Hand Weapons or can swap to a Great Weapon for 2 points to whack some heavier troops. You can also replenish the unit for a small investment of magic dice with the signature spell of the Truthsayer lore, which is funnily enough one of the better uses of said spell. Dryads could represent the 2 Hand Weapons option for models, or perhaps Tree Revenants. * '''Centaurs:''' Order allied Centigors with War Fury to fit many Fast Cavalry profiles. And in addition to whatever weapon you gave them, they can also buy either Javelin or Throwing Axes to chuck out some more pain on the charge or harass enemies with Armour Piercing (1) on the Javelins or S5 on the axes (but crappy range but better on charge). Pretty good for menacing skirmishers, missile troops, or war machines and surprisingly hard-hitting because these furry fuckers are S4 base and can take Great Weapons, but that's a little wasteful considering their I4: Spears might be a better pick for S5 I5 on the charge to surprise someone. Centigors from the Beastmen army or Mantic Centaurs are excellent for the model.
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