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===Troops=== All the troops, independently from their equipment can take throwing axes. Which you should always do since it gives you additional attacks at range without paying more for the unit!!! *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Fyreslayers_WSCards_Vulkite_Berzerker_EN.pdf Vulkite Berzerkers]:''' (160 pts, Battleline, min 10) Your standard ''Battleline'' unit. After their update they now have got two wounds and now have an ability that allows them to, once per battle, pile in and attack after being slain in the combat phase. this is ''huge''. if you're gonna be charged by a really powerful enemy unit, crack this to still get the full attacks of your Berzerkers. In addition, you can charge a powerful unit, fight, and ''then the models your enemies kill can fight again.'' This has to be activated at the beginning of the combat phase so don't forget it. In addition they hit on 3's for all their weapons (except their Fyresteel Throwing Axes, lol). Would be especially nice when combined with Runeson on Magmadroth's command ability to roll 3 dice and pick the best two. They come with several different load outs for the whole unit: **Bladed Slingshield and Handaxe or War-pick: the axes and picks are pretty similar, with the axes wounding better and the picks having Rend -1. The shields, on the other hand, grant you better saves and can cause mortal wounds on a charge, which is unreliable but has potential. Stats wise handaxes are better against 5+ and equal against 4+, but don't forget we have a prayer that give rerolls to wounds rolls, which makes the War-picks far superior, so good choice in a big buffed unit. **Two Handaxes: Unlike most units with these options, Vulkite Berzerkers with two weapons get two melee attacks but also gain another attack on the charge, making them a very dangerous unit but also a very exposed one with only their 5+ saves protecting them. **Overall, the Vulkite Berzerkers fulfill the role that they have to. While their losses suck, you can have a Flamekeeper on hand feeding off their deaths to boost your troops. Fury of the Deep largely streamlined their rules, but their price point got bumped back up to an uncomfortable 160/170 for the shields. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Fyreslayers_WSCards_Auric_Hearthguard_EN.pdf Auric Hearthguard]:''' (Battleline if a Priest is General) These are probably the best unit in the Fyreslayer list. The normal Dorfs have Irondrakes, who are almost universally acknowledged as one of the most powerful ranged units in the game. Auric Hearthguard are about as killy with their great big Magmapikes, which make them halfway decent in melee and utter murder at range, with 2 shots each at 4+/3+/-1/1, with a nat 6 to hit robbing the target of 1" of movement. Keep in mind now that most ranged units lose efficacy if they move or enemies are too close. Auric Hearthguard don't. They can charge right in and finish the job if their shots only almost killed something. **Fury of the Deep has done...things to these guys. Gone is their bodyguards rule and their special ammo now works on everything in exchange for now only triggering on a 6 to hit and losing the penalty to hit. The only real benefit these guys got is that they're just as expensive as before. Their role can now fully be dedicated to shooting. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Fyreslayers_WSCards_Hearthguard_Berzerkers_EN.pdf Hearthguard Berzerkers]:''' (135 pts, Battleline if an Auric Runefather is general, min 5) Hearthguard have a nifty ability to gain a 4++ when they are within 12" of a Fyreslayer hero, making these the elite bodyguards. In addition, Hearthguard come with two wounds and two attacks base on all their weapons along with 2" reach. Their Berzerker Broadaxe has better Rend and damage than the Flamestrike Poleaxe, but the Poleaxe has the potential to deal 2 Mortal Wounds on top of normal damage on 6's to hit. Poleaxes are better against 2+/3+ saves and marginally worse against 4+, where Broadaxes start overtaking them. Overall, a very powerful unit that surpasses Vulktite Berzerkers, while maybe lacking some of the reliability of Vulkites thanks to their better armour save in combat and ability to attack after perishing. The Hearthguard Berzerkers are there to smash through any enemy lines and tank enemy attacks with their extra save after the save. Always remember to keep a hero nearby at all times as they lose a lot of their survivability without it. ** Don't forget we have easy way to give 3+ save (Battlesmith + prayer), and even 2+ with the Runesmiter. Now take a unit of 10; with a 3+ (or 2+ for 1 turn) save and a 4+ FnP, they will not die easily, and they will hit like a truck in return: 2 attacks each 3+/3+/-1/2, with a range of 2", they can fight on 2 ranks... this is borderline nasty (without even including our runes, you know like rerolls hit roles of 1 or add -1 to Rend...). And you can even give them rerolls all failed wounds rolls, and making them attack twice in the combat phase with a Battalion (if anything survives the first wave to begin with). Vulkite and Auric are good, but Hearthguard Berzerkers are really, really, good. And oh, we can make them battlelines with a Runefather as general. **Fury of the Deep has largely kept these guys as-is aside from a price bump. Though the box will keep them locked as general units, they can become perfect hero bunkers in all circumstances, even if you bring in a Runefather. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Fyreslayers_WSCards_The_Chosen_Axes_EN.pdf Chosen Axes]:''' The Fyreslayer Shadespire Warband. Required to be taken with Fjul-Grimnir. For 40 points you get 3 Duardin, 1 with 2 4+, 3+ Rend-, 2 Damage Attack (rerolling to hits), 1 with 2 4+, 3+, Rend - 1 damage attack (also rerolling to hits) and 1 with 2, 4+, 3+, Rend -1, 1 Damage attacks. They also never take battleshock and get +1 to wound when within 3 of Fjul-Grimnir. Unfortunately, they only have a 5+ save and a 6+ FNP, and for only 3 wounds, that's not a lot. Given that they cost the same as 1/3rd of a unit of Vulkite Berzerkers, it's hard to justify taking them, and thus hard to justify Fjul-Grimnir. **At the very least, they make good kitbashing material, and if you can get your hands on a second set, you got yourself a new unit of Hearthguard Berzerkers.
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