Age of Sigmar/Tactics/Old/Warscrolls Compendium/Exiles: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
|||
| Line 3: | Line 3: | ||
Rules are here [http://www.games-workshop.com/resources/PDF/AoS_Compendiums/warhammer-aos-dark-elves-en.pdf] | Rules are here [http://www.games-workshop.com/resources/PDF/AoS_Compendiums/warhammer-aos-dark-elves-en.pdf] | ||
[[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics]] | [[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics]] | ||
NOTE: Now the "Exiles" faction has been divided into various sub-factions, and only the "Dark Elves" have the Exiles keyword. This means that, unless you play with the old warscrolls, it's no longer possible to make a Dark Elves army with sinergy for all its units. You'll have to center your army around one of the sub-factions, of use various or them operating autonomously from each other. Hopefully each sub-faction will be extended and given more support in the future. But, as said, unless you go for the older warscrolls, a truly sinergetic Dark Elves army no longer seems possible. | |||
=== Dark Elves === | === Dark Elves === | ||
; Malekith, The Witch King: '''Absolute Power''': If Malekith the Witch King uses this ability, '''Exiles''' units from your army do not need to take battleshock tests if they are within 20" of him in the battleshock phase. | ; Malekith, The Witch King: Fast, very resilent and powerful in combat. He's a two spells/unbind a turn Wizard, and with his unique spell he heals himself. Couple that with his "halve wounds suffered" ability, and he can wreak a lot of havoc while being nigh-unkillable. His Command Ability is '''Absolute Power''': If Malekith the Witch King uses this ability, '''Exiles''' units from your army do not need to take battleshock tests if they are within 20" of him in the battleshock phase. Even if you use the old warscrolls is not a very strong ability, because Exiles have a lot of Bravery, but it can be useful. All in all, one of the single most powerful models of the game, and a great addition to any army. | ||
; Malus Darkblade: His Command Ability is '''The Tyrant of Hag Graef''': If Malus Darkblade uses this ability, then until your next hero phase you can re-roll battleshock tests for '''Exiles''' units from your army that are within 14" of him in the battleshock phase. Pretty weak, but he also can double his Warpsword attacks, at the cost of dealing D3 mortal wounds to a friendly unit within 2". That gives you 9 attacks total, and he's tough enough (4+ Save, 6 wounds) to go solo if need be. All of that, with his 10" Move, give you a very good Hero for hunting war machines/wizards/shooty units/support units, or make him lead a unit of cavalry. He's merely a powerful Cavalry Hero, but that's good enough. | |||
; Dreadlord: His Command Ability is '''Cruel Tyrant''': If a Dreadlord uses this ability, select an '''Exiles''' unit within 14". Until your next hero phase you can re-roll all failed wound rolls for that unit in the combat phase. If you use the old Warscrolls, or just agree with your opponent to give all "World-That-Was-Dark-Elves" the Exiles keyword, he's very good and has some nice combos. He's also pretty survivable if you give him a shield, and makes your other Exiles skip Battleshock if some unit failed the test close to him. If you're playing with the Exiles keyword, he's one of the better Generals around, otherwise he's only a decent combat Hero. | |||
; | ; Dreadlord on Cold One: His Command Ability is '''Single-minded Hunting Beasts''': If a Dreadlord on a Cold One uses this ability, select a unit of '''Cold One Knights''' or '''Cold One Chariots''' within 14". Until your next hero phase you can re-roll any of the dice when determining that unit’s charge distance and add 1 to wound rolls for that unit’s Ferocious Jaws. Pretty much all that has been said of the Dreadlord applies to him, but he's specialized in Cavalry armies, and even in these he's no powerhorse. Unless you use A LOT of Cold Ones/Drakespawn Knights, pass. | ||
; | ; Lokhir Fellheart: His Command Ability is '''Take Them Alive!''': If Lokhir Fellheart uses this ability, those under his command redouble their efforts to take prisoners until your next hero phase. Until then, roll a dice each time an enemy model flees whilst within 6" of Lokhir Fellheart, a '''Black Ark Fleetmaster''' or unit of '''Black Ark Corsairs''' from your army; on a 4 or more another model flees from that unit, captured by Lokhir’s Corsairs and destined for the slave pits. That can be useful in the right army, but there's much better Command Abilities out there. He also heals one wound a turn, is well protected and can pile in over other units to kill Heros, but he's not powerful enough in melee to be truly threatening. Overall pretty unfocused and mediocre, sorry. | ||
; | ; Hellebron: Her Command Ability is '''Orgy of Slaughter''': If Hellebron uses this ability, pick an '''Exiles''' unit within 14”. That unit is gripped by a bloody frenzy and can be chosen to pile in and attack twice that turn instead of only once. That is undoubtly the single most powerful Command Ability Dark Elves have to offer; her loss is probably the most serious blow Dark Elves have suffered with the sub-factions sundering, and the absence of the Exiles keyword. If you use her, remember she's pretty vulnerable, so don't risk her in combat. Even if you don't give all your army the Exiles keyword she can be brutal, if only by making Malekith or Shades attack twice a turn. | ||
; | ; Beastmaster on Manticore: Weak for a Monster both in offence and defence, his mobility is his only good stat. He's nothing special, use him if you like him, but he'll never do anything particularly useful. That's it. | ||
; | ; Dark elves harpies: Weak and with horribly low Bravery (3), but very very fast. Use them to hunt weak and isolated models, but remember that the weakest shooting will make them flee in droves. | ||
; | ; Master with Battle Standard: He lets you reroll 1's to Wound for Exiles within 8", or 16" if he plants the Standard. That's a weeeeak ability for a Standard-Bearer, sorry. He can also kill your general and gain his Command Ability, but that will rarely be useful. Overall disappointing. | ||
; | ; Morathi: A 2 spells/unbound Wizard, with an improved Arcane Bolt as unique spell. She gets +1 to cast, and -1 to hit rolls for the opponent in combat. The best thing about her is her huge 16" Move, and with her 4+ Save and -1 to hit penalty, if you use Mystic Shield on herself she can tarpit thing without Rend. Great as a suppport Wizard, she makes a good name of herself. | ||
; | ; Reaper Bolt Thrower: Artillery with decent Range and lots of hits, but each one deals low Damage at low Rend. Very useful against hordes, not so much against Heros/Monsters/elite units. Wound rolls of 6+ inflicts double damage, so it comboes with Dreadlord. A useful unit, if you play to its strenghts. | ||
; | ; Shadowblade: An improved Assassin, that is truly a nightmare against Heros. He'll kill every one of them, except those at full wounds with very high Saves, and he even explodes if he dies! Hugely useful, he's very good at what he does, use him. | ||
; | ; Sorceress on Cold One: A Cavalry Sorceress, with perhpas the worst unique spell of the game, usually weaker than Arcane Bolt. But she can kill a nearby friendly model to get +2 to cast, and she gets better mobility and Save than normal Sorceress, so she can be very useful. Just ignore her spell. | ||
; Shades: | ; Shades: Shooty ninjas with very bad Save, but it gets great if they're in cover. And to do just that, you can set them up anywhere on the battlefield at the start of the game! They only get 16" range, but each shoots two times, but the best thing about is that they also get two decent melee attacks each. Park them in cover, shoot enemy units to death, and them let them come at you: with 4 effective attacks in combat(you also shoot when you're in combat, remember), they can be really dangerous. Even if the only availble cover it's too far away from the enemy they're still good, because they create a "kill zone" where the opponent knows his units can't linger (they'll get shoot to death by a very difficult to remove unit), letting you dictate the enemy movement. Great unit, be smart with scenery placement(if you're not doing it at random) when using them. | ||
=== Darkling Covens === | === Darkling Covens === | ||
Revision as of 15:29, 17 April 2016
Your Dark Elves in the Age of Sigmar rules, who you play because you're a resident of /d/
Rules are here [1]
NOTE: Now the "Exiles" faction has been divided into various sub-factions, and only the "Dark Elves" have the Exiles keyword. This means that, unless you play with the old warscrolls, it's no longer possible to make a Dark Elves army with sinergy for all its units. You'll have to center your army around one of the sub-factions, of use various or them operating autonomously from each other. Hopefully each sub-faction will be extended and given more support in the future. But, as said, unless you go for the older warscrolls, a truly sinergetic Dark Elves army no longer seems possible.
Dark Elves
- Malekith, The Witch King
- Fast, very resilent and powerful in combat. He's a two spells/unbind a turn Wizard, and with his unique spell he heals himself. Couple that with his "halve wounds suffered" ability, and he can wreak a lot of havoc while being nigh-unkillable. His Command Ability is Absolute Power: If Malekith the Witch King uses this ability, Exiles units from your army do not need to take battleshock tests if they are within 20" of him in the battleshock phase. Even if you use the old warscrolls is not a very strong ability, because Exiles have a lot of Bravery, but it can be useful. All in all, one of the single most powerful models of the game, and a great addition to any army.
- Malus Darkblade
- His Command Ability is The Tyrant of Hag Graef: If Malus Darkblade uses this ability, then until your next hero phase you can re-roll battleshock tests for Exiles units from your army that are within 14" of him in the battleshock phase. Pretty weak, but he also can double his Warpsword attacks, at the cost of dealing D3 mortal wounds to a friendly unit within 2". That gives you 9 attacks total, and he's tough enough (4+ Save, 6 wounds) to go solo if need be. All of that, with his 10" Move, give you a very good Hero for hunting war machines/wizards/shooty units/support units, or make him lead a unit of cavalry. He's merely a powerful Cavalry Hero, but that's good enough.
- Dreadlord
- His Command Ability is Cruel Tyrant: If a Dreadlord uses this ability, select an Exiles unit within 14". Until your next hero phase you can re-roll all failed wound rolls for that unit in the combat phase. If you use the old Warscrolls, or just agree with your opponent to give all "World-That-Was-Dark-Elves" the Exiles keyword, he's very good and has some nice combos. He's also pretty survivable if you give him a shield, and makes your other Exiles skip Battleshock if some unit failed the test close to him. If you're playing with the Exiles keyword, he's one of the better Generals around, otherwise he's only a decent combat Hero.
- Dreadlord on Cold One
- His Command Ability is Single-minded Hunting Beasts: If a Dreadlord on a Cold One uses this ability, select a unit of Cold One Knights or Cold One Chariots within 14". Until your next hero phase you can re-roll any of the dice when determining that unit’s charge distance and add 1 to wound rolls for that unit’s Ferocious Jaws. Pretty much all that has been said of the Dreadlord applies to him, but he's specialized in Cavalry armies, and even in these he's no powerhorse. Unless you use A LOT of Cold Ones/Drakespawn Knights, pass.
- Lokhir Fellheart
- His Command Ability is Take Them Alive!: If Lokhir Fellheart uses this ability, those under his command redouble their efforts to take prisoners until your next hero phase. Until then, roll a dice each time an enemy model flees whilst within 6" of Lokhir Fellheart, a Black Ark Fleetmaster or unit of Black Ark Corsairs from your army; on a 4 or more another model flees from that unit, captured by Lokhir’s Corsairs and destined for the slave pits. That can be useful in the right army, but there's much better Command Abilities out there. He also heals one wound a turn, is well protected and can pile in over other units to kill Heros, but he's not powerful enough in melee to be truly threatening. Overall pretty unfocused and mediocre, sorry.
- Hellebron
- Her Command Ability is Orgy of Slaughter: If Hellebron uses this ability, pick an Exiles unit within 14”. That unit is gripped by a bloody frenzy and can be chosen to pile in and attack twice that turn instead of only once. That is undoubtly the single most powerful Command Ability Dark Elves have to offer; her loss is probably the most serious blow Dark Elves have suffered with the sub-factions sundering, and the absence of the Exiles keyword. If you use her, remember she's pretty vulnerable, so don't risk her in combat. Even if you don't give all your army the Exiles keyword she can be brutal, if only by making Malekith or Shades attack twice a turn.
- Beastmaster on Manticore
- Weak for a Monster both in offence and defence, his mobility is his only good stat. He's nothing special, use him if you like him, but he'll never do anything particularly useful. That's it.
- Dark elves harpies
- Weak and with horribly low Bravery (3), but very very fast. Use them to hunt weak and isolated models, but remember that the weakest shooting will make them flee in droves.
- Master with Battle Standard
- He lets you reroll 1's to Wound for Exiles within 8", or 16" if he plants the Standard. That's a weeeeak ability for a Standard-Bearer, sorry. He can also kill your general and gain his Command Ability, but that will rarely be useful. Overall disappointing.
- Morathi
- A 2 spells/unbound Wizard, with an improved Arcane Bolt as unique spell. She gets +1 to cast, and -1 to hit rolls for the opponent in combat. The best thing about her is her huge 16" Move, and with her 4+ Save and -1 to hit penalty, if you use Mystic Shield on herself she can tarpit thing without Rend. Great as a suppport Wizard, she makes a good name of herself.
- Reaper Bolt Thrower
- Artillery with decent Range and lots of hits, but each one deals low Damage at low Rend. Very useful against hordes, not so much against Heros/Monsters/elite units. Wound rolls of 6+ inflicts double damage, so it comboes with Dreadlord. A useful unit, if you play to its strenghts.
- Shadowblade
- An improved Assassin, that is truly a nightmare against Heros. He'll kill every one of them, except those at full wounds with very high Saves, and he even explodes if he dies! Hugely useful, he's very good at what he does, use him.
- Sorceress on Cold One
- A Cavalry Sorceress, with perhpas the worst unique spell of the game, usually weaker than Arcane Bolt. But she can kill a nearby friendly model to get +2 to cast, and she gets better mobility and Save than normal Sorceress, so she can be very useful. Just ignore her spell.
- Shades
- Shooty ninjas with very bad Save, but it gets great if they're in cover. And to do just that, you can set them up anywhere on the battlefield at the start of the game! They only get 16" range, but each shoots two times, but the best thing about is that they also get two decent melee attacks each. Park them in cover, shoot enemy units to death, and them let them come at you: with 4 effective attacks in combat(you also shoot when you're in combat, remember), they can be really dangerous. Even if the only availble cover it's too far away from the enemy they're still good, because they create a "kill zone" where the opponent knows his units can't linger (they'll get shoot to death by a very difficult to remove unit), letting you dictate the enemy movement. Great unit, be smart with scenery placement(if you're not doing it at random) when using them.
Darkling Covens
- Dreadspears
- Bleakswords
- Darkshards
- Executioners
- Black Guard
- Sorceress
- Sorceress on Black Dragon
Daughters of Khaine
- Witch Aelves
- Sisters of Slaughter
- Death Hag
- Cauldron of Blood
- Bloodwrack Shrine
- Bloodwrack Medusae
- Doomfire Warlocks
Order Serpentis
- Drakespawn Knights
- Drakespawn Chariots
- War Hydra
- Dreadlord on Black Dragon
- Do Not Disappoint Me: If a Dreadlord on Black Dragon uses this ability, pick an Exiles unit from your army within 12". You can re-roll hit rolls of 1 for that unit until your next hero phase. Furthermore, before that unit takes a battleshock test, roll four dice. If the total result is greater than the distance in inches between that unit and the Dreadlord, it does not need to take the battleshock test.
Scourge Privateers
- Black Ark Fleetmaster
- At Them, You Curs!: If a Black Ark Fleetmaster uses this ability, pick one Exiles unit within 14". Until your next hero phase you can re-roll failed hit rolls of 1 for that unit. If you picked a unit of Black Ark Corsairs, you can reroll failed hit rolls of 1 or 2 for that unit instead.
- Black Ark Corsairs
- Scourgerunner Chariots
- Kharibdyss
Shadowblades
- Assassin
- Dark Riders