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===<span style="font-size:150%">{{color|RebeccaPurple|Aelf}}</span>=== This encompasses the various Elves you have available to you, mostly comprised of old Dark Elf models. Included within are the {{color|DarkViolet|Darkling Covens}}, Aelven sorceresses (and occasional sorcerer) that didn't agree with the rules of the Eldritch Council and went to do their own thing. There is the {{color|MediumVioletRed|Phoenix Temple}}, a group of silent warriors who are some of the hardest to kill in the entire game. There is the {{color|MediumTurquoise|Order Serpentis}}, aelves who have a hardon for anything with scales, as well as the {{color|Indigo|Shadowblades}}, the setting's non-furry sneaky assassin bois, and finally there are the {{color|Fuchsia|Scourge Privateers}}, your pirates and monster hunters, as well as the {{color|MediumSeaGreen|Wanderers}}, the non-squatted remnants of the Wood Elves. <div class="mw-collapsible-content"> <big>'''Leaders'''</big> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_sorceress_eng.pdf Sorceress]''' ({{color|DarkViolet|Darkling Coven}}, 90pts): Your Coven leaders and non-collage wizard. They do a lot of things, for a magic side like Sacrificing another Darkling(Ideally the cheaper ones) to gain +2 to cast and know a damage spell that also lowers the enemy's hits by 1. When Paired with other casting buffs, they can reliably cast High-level spells and not be worried that your opponent will unbind your linchpins. Their Command ability lets one Darkling Run, Shoot, and/or charge, allowing a footslogger to cover more ground. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_sorceressonblackdragon_eng.pdf Sorceress on Black Dragon]''' ({{color|DarkViolet|Darkling Coven}}, 300pts): Sorceress + Dragon + another weapon + different spell + another command ability. Not a true fighter like Dreadlords, but can clear skaven hoards with Noxious Breath and Bladewind. Also, have a decent CA Inspire Hatred which rerolls wounds of 1 for a Darkling Coven unit. They are also a decent target for Command Underlings with their 14" move so they can grab objectives and be close enough to decimate a unit. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_anointed_eng.pdf Anointed]''' ({{color|MediumVioletRed|Phoenix Temple}}, 100pts): Same brutal save as Phoenix Guard, cheap way to make them not take Battleshock tests, unbinds one spell or endless spell per turn like a wizard and is decent at combat. He has a command ability that allows PHOENIX TEMPLE units wholly within 12" inches to re-roll failed wound rolls, making him an excellent force multiplier since your army only knows how to get stuck in to close combat. Unless you really need to fill out Hero slots in your army, or you explicitly want to be able to unbind enemy spells then your first choice should always be to take an Anointed on a Phoenix of one form or another. If you have the GW model for the Anointed then you will have a Phoenix anyway, since they both came in the same box. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_flamespyrephoenix_eng.pdf Anointed on Flamespyre Phoenix]''' ({{color|MediumVioletRed|Phoenix Temple}}, 300pts): Providing an Anointed grants the Phoenix a fully consistent set of strong melee attacks and the badass Command Ability. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_frostheartphoenix_eng.pdf Anointed on Frostheart Phoenix]''' ({{color|MediumVioletRed|Phoenix Temple}}, 320pts): There's a second perk to putting an Anointed to this phoenix besides the simple wedding of a dead 'ard hero and a defensive bird - a 4+ FNP. This can be taken against Mortal Wounds as well, so you can definitely match up against the Flamespyre in terms of durability, though it's far from infinite and you will need to watch your health. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_dreadlordonblackdragon_eng.pdf Dreadlord on Black Dragon]''' ({{color|MediumTurquoise|Order Serpentis}}, 300pts): A heartless elf mounted on an (as always) very fast and powerful Dragon, and he's no slouch in combat himself. You can give him paired weapons or lance to deal more damage, or a crossbow to be shooty, but usually, the best option is the shield to make him live longer and use his Command Ability again and again. Because he gives all Order Serpentis unit wholly within 18" +1 to wound rolls, which can be awesome, especially combined with his great mobility. He's an awesome hero, no matter how you use him. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_assassin_eng.pdf Assassin]''' ({{color|Indigo|Shadowblades}}, 80pts): Assassin are Assassins, Cheap killers that are placed in reserve, and then they jump out of any Cities unit with 1 wound and 5+ models (no Calvary but from Flanknig, vangarding, or unconventionally fast units). A strong fighter with 6 attacks and deals d3 mortal wounds if they roll a 6 to wound. Giving him Artifacts to help kill bigger things better, provide deepstriking support or Mobility to get to the next kill. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_blackarkfleetmaster_eng.pdf Black Ark Fleetmaster]''' ({{color|Fuchsia|Scourge Privateers}}, 60pts): One of the cheapest heroes in-game. They are ok fighters but their true Power is their Command Ability At Them, You Curs!, which gives a Scourge Privateers unit +1 attacks on all their melee weapons (and Privateers have a lot of weapons). *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_nomadprince_eng.pdf Nomad Prince]''' ({{color|MediumSeaGreen|Wanderer}}, 120pts): Another support hero for their faction, with a falcon that causes an enemy hero to be worse at magic and hitting things and a command aura ability that grants Wanderers +1 to hit. Mounted are too fast but your foot units will be near for the buff. <big>'''Battleline/Conditional Battleline'''</big> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_dreadspears_eng.pdf Dreadspears]''' ({{color|DarkViolet|Darkling Coven}}, Battleline, 90/320pts, min 10, max 40): Rank and file Aelfs with 2" spears. Taken in units of 10+ they gain +1 to hit which pairs well with their 2" reach. They also gain -1 rend if they roll an unmodified 6 to hit. They have the least stipulations on them, so feel free to use a Sorceress to get a 40 Aelf blob that runs and changes 3d6 + 8". *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_bleakswords_eng.pdf Bleakswords]'''' ({{color|DarkViolet|Darkling Coven}}, Battleline, 90/320pts, min 10, max 40): The Swordsmen version of Dreadspears, Shorter reach but inflict 2 hits on an unmodified 6 to hit instead of rending, better in smaller sizes while dealing with hordes. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_darkshards_eng.pdf Darkshards]''' ({{color|DarkViolet|Darkling Coven}}, Battleline, 100pts, min 10, max 40): Aelf Crossbow, Shooting 2 shot at 16". They get the standard Darkling Coven +1 to hit when they have 10+ models. They have a shorter range and have less synergy then Freeguild Crossbow but are more mobile and don't need to give up mobility for firepower. Want cost-effective and mobile dakka for your CoS? These are ya bois. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_blackguard_eng.pdf Black Guard]''' ({{color|DarkViolet|Darkling Coven}}, Conditional Battleline: {{color|DarkViolet|Darkling Coven}} General, 140pts, min 10, max 30): Elite Bodyguards SpearMen, with 2 attacks hitting and wounding on 3+ with rend -1. Gain +1 to hit when near a Darkling Coven hero. Taken for Quality over Quantity. They could be seen as 20pts cheaper Phoenix Guard that trade their revered durability so they could cover more ground with a CP. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_executioners_eng.pdf Executioners]'''' ({{color|DarkViolet|Darkling Coven}}, Conditional Battleline: {{color|DarkViolet|Darkling Coven}} General, 130/300pts, min 10, max 30): Elite Swordsmen, 2 attacks hitting and wounding on 3+, with unmodified hit rolls of 6 dealing a mortal wound instead of normal damage. With their recent points drop for taking a max-sized squad, it's both viable and outright filth to target 30 of these boys with a Sorceress' CA. 61 attacks that can run and charge 3D6+8" that does straight MW on a 6? See that Stardrake? Now you don't. (Take them with Har Kuron and have a Priest put their specific prayer on them for an extra attack on top of the MW on a 6, if you feel like playing the ultimate asshole.) *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_phoenixguard_eng.pdf Phoenix Guard]''' ({{color|MediumVioletRed|Phoenix Temple}}, Conditional Battleline: {{color|MediumVioletRed|Phoenix Temple}} General, 160/420pts, min 10, max 30): Elves that have been revealed how and when will they die, so if today is not the day they don't have a reason to flee, and if today is the day they don't have a reason to flee. That makes them so serious they don't talk, EVER. This right here is, wound-per-wound, one of the most powerful (if not the most) infantry of the game: 4+ save, 7 Bravery, and ridiculously good halberds, with the range of a spear (2"), the wounding power and rend of a hammer (3+), the number of attacks of paired hand weapons (2), and all at 3+ to hit, because the Phoenix Guard is also frickin' skillful. But the thing that makes them broken is their save-after-the-save of 4+ against wounds/mortal wounds. So, against things without Rend, they will suffer 1/4 of the wounds the enemy manages to inflict upon them. And this secondary save is a "ward", meaning Rend doesn't do a thing to it, so even against the most powerful Monsters or Heroes, they'll only take half damage. Also, while the Guard remains wholly within 12" of a Phoenix Guard hero they don't even have to take battleshock tests. To sum it all, they hit like a truck, they're gods on the defense, they win any attrition fights, and they laugh at shooting/artillery/magic. They'll excel at whatever task you use them for: holding the line, spearheading the offense, killing Monster/Heroes, protecting vulnerable areas, they do it all. The ultimate all-rounders. Their only real drawback is they are relatively expensive compared to some other battleline options in the book but this is more than made up for by their inherent awesomeness. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_drakespawnknights_eng.pdf Drakespawn Knights]''' ({{color|MediumTurquoise|Order Serpentis}}, Conditional Battleline: {{color|MediumTurquoise|Order Serpentis}} General, 130pt, min 5, max 20): Your Scaly Aelf M:10" Calvary with a 3+Sv. They can act as a Tarpit on mobile legs while still delivering DPS. Their mounts fight better than horses, and lances' rend and Damage increase to 2 when they charge. They are ideal if going for a Cavalry rush build that will hold on to the objectives. Points drop in FAQ, at the loss of a hoard discount. The ability to deepstrike in and move d6" to improve the charge in Misthåvn is great for taking out key targets like Karadron Ironclads. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_drakespawnchariots_eng.pdf Drakespawn Chariot]''' ({{color|MediumTurquoise|Order Serpentis}}, Conditional Battleline: {{color|MediumTurquoise|Order Serpentis}} General, 80/210pt, min 1, max 3): The dinosaur chariot. Not as impressive at fighting as Knights but when they finish a charge, they will often deal d3 mortal to one unit within 1", Ideally picking on monsters and those melees that are too close to the bubble wrap. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_warhydra_eng.pdf War Hydra]''' ({{color|MediumTurquoise|Order Serpentis}}, Conditional Battleline: {{color|MediumPurple|Anvilgard/Har Kuron}}, 170pts): A more Ranged Balance Version of the Kharibdyss, with 9" firebreathing and granted the d3 regeneration rather than having to eat someone in melee. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_darkriders_eng.pdf Dark Riders]''' ({{color|Indigo|Shadowblades}}, Conditional Battleline: {{color|Indigo|Shadowblades}} General, 110/260pts, min 5, max 20): Aelf Fast Skirmish cavalry, 14" Movement, with Repeater crossbows and spears. enemies subtract -1 bravery when 12" of a Rider. Makes the quick objective grabbers and provide supporting damage to your damage dealers like Griffins to scare off more enemy models *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_shadowwarriors_eng.pdf Shadow Warriors]''' ({{color|Indigo|Shadowblades}}, Conditional Battleline: {{color|Indigo|Shadowblades}} General, 110pts, min 10, max 30): Stealth archers and ok fighters, they can Deepstrike. Put them near the enemy's terrain and shoot up their wizards and Warmachines. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_blackarkcorsairs_eng.pdf Black Ark Corsairs]''' ({{color|Fuchsia|Scourge Privateers}}, Conditional Battleline: {{color|Fuchsia|Scourge Privateers}} General, 80/280pts, min 10, max 40): Hoards of pirates, resistant to arrows, more accurate when taken in hoards. They can be taken with a crossbow or a secondary weapon but you want the weapon if you have a Fleetmaster too double their attacks to four. Crossbows may get uses when in smaller numbers when a Fleetmaster is not around. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_scourgerunnerchariots_eng.pdf Scourgerunner Chariot]:''' ({{color|Fuchsia|Scourge Privateers}}, Conditional Battleline: {{color|Fuchsia|Scourge Privateers}} General, 60/150pts, min 1, max 3): A mobile harpoon launcher with some Crossbow. The harpoon can hurt some monsters with unmodified hit rolls of 6s dealing d3 mortal wounds. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_kharibdyss_eng.pdf Kharibdyss]''' ({{color|Fuchsia|Scourge Privateers}}, Conditional Battleline: {{color|MediumPurple|Anvilgard/Har Kuron}}, 170pts): Wound-per-Wound the Kharibdyss is by far one of the strongest units in this list, with a bunch of terrifying attacks, the potential self-healing, and Bravery-lowering skill to make more chumps run away screaming once it tears into them. It is also slightly faster than your Corsairs, though comparatively slow for a monster, so it can still be out-maneuvered if you aren't careful. Wound-per-Wound, the Kharibdyss is also the most efficient target for the Fleetmasters' At them, you Curs Command. Unfortunately, since Corsairs tend to be fielded in units of more than 12, they are still the most logical choice for the Command ability. On the other hand, the Kharibdyss is already plenty scary without it. Also, damage degrades its abilities noticeably quicker than you might expect. Note that a block of 20 corsairs has more wounds, does more damage and gets significantly more benefit from Fleetmaster buff. Kharibdyss is more survivable with better save and heals, so pick your poison. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_eternalguard_eng.pdf Eternal Guard]''' ({{color|MediumSeaGreen|Wanderer}}, Battleline, 130/330pts, min 10, max 30): More Elite Spearmen than DARKLING COVEN Dread Spears costing 40 more points, having 7 Bravery, two attacks, and gain +1 to hit, +1 to wound and +1 to Sv rolls if they don't move. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_wildwoodrangers_eng.pdf Wildwood Rangers]''' ({{color|MediumSeaGreen|Wanderer}}, Conditional Battleline: {{color|MediumSeaGreen|Wanderer}} General, 130pts, min 10, max 30): Rangers hunt monster with their 2 attack axes that deal 2 damage against them. Find a way to move them close and then hack a dragon to pieces. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_sistersofthethorn_eng.pdf Sisters of the Thorn]''' ({{color|MediumSeaGreen|Wanderer}}, Conditional Battleline: {{color|MediumSeaGreen|Wanderer}} General, 130/520pts, min 5, max 20): A Wizard conclave riding Stags. They have attacks and Javelins but you take them as relatively cheap mobile wizards that cast spells at point-blank. As long as they have at least two models they can cast Arcane Bolt, Mystic Shield, and a spell that grants a Wanderer unit cover and reflects 6s to saves during melee as mortal wounds, but more importantly is getting a pick from their City's lore and Endless Spells. For Example, Anvilguard's Vitrioc Spray is a short-range spell that removes the target's saves. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_sistersofthewatch_eng.pdf Sisters of the Watch]''' ({{color|MediumSeaGreen|Wanderer}}, Conditional Battleline: {{color|MediumSeaGreen|Wanderer}} General, 160pts, min 10, max 30): What's left of the Wood elf Archers, Getting 1+ attacks when they don't move, can fire overwatch when charge, and deal Additional Mortal wounds on Unmodified 6s to wound. you have cheaper Sources of Arrows, but the Mortal wounds could get past some high armour units. **As with the Handgunners, these sisters can also Unleash Hell upon an enemy that charges someone within 3" of them without spending CP, which is a bit inconvenient if they're camping away from other units. This might make them useful for protecting war machines though. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_wildriders_eng.pdf Wild Riders]''' ({{color|MediumSeaGreen|Wanderer}}, Conditional Battleline: {{color|MediumSeaGreen|Wanderer}} General, 130pts, min 5, max 20): Your Fast Aelf Cavalry, with Riders getting 2 spear attacks that deal -2 rend and 2 damage when they charge. More offensive than defensive than Drakespawn Knights. Became battleline in the FAQ. <big>'''Behemoths'''</big> Do note that some of your Behemoths are conditionally also a Battleline. If this is the case they will be listed above under the Conditional Battleline section instead of this section. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_flamespyrephoenix_eng.pdf Flamespyre Phoenix]:''' ({{color|MediumVioletRed|Phoenix Temple}}, 200pts) An annoying bird that comes back to life once per game. It's discounted when not ridden by an Anointed but you trade your 4+ save after save for this. It is what you are looking for, the Flamespyre won't disappoint all the while turning enemies to ashes and potentially coming back to life again for more punishment. The Attuned to Magic ability extends his survival by adding +1 to saves when a spell is successfully cast and not unbound within 12", this buff lasts until the players next hero phase. The rules state that this ability can never add more than 1 to the saves so while not as powerful as it once was, it's now happens every time a spell is cast rather than requiring a dice roll. The Flamespyre's real trick is not only during combat but also when it moves, since its Wall of Fire ability inflicts mortal wounds simply by flying over other units; If this bird has taken less than three wounds then we are talking about a napalm spray of consistent 5 Mortal Wounds moving 16" each turn, but decreasing as the Phoenix gets more wounds. If you are lucky, If/when a Flamespyre Phoenix first dies, you roll a dice, on a 4+ the bird comes back with ALL its wounds. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_frostheartphoenix_eng.pdf Frostheart Phoenix]''' ({{color|MediumVioletRed|Phoenix Temple}}, 220pts): While stripped of all the flash and style of the Flamespyre, the Frostheart does have a much more singular purpose: Protection. While it still has the Attuned to Magic ability to boost wizards, its only power now is a Blizzard Aura that forces enemies to take -1 to wound when within range. It has a second ability, but it's only used when carrying your Anointed. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%">
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