Age of Sigmar/Tactics/Order/Lumineth Realm-Lords: Difference between revisions

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===HQ===
===HQ===
*'''[[Teclis]]:'''
*'''[[Teclis]]:'''
*'''Light of [[Eltharion]]:'''
*'''[[Eltharion|Light of Eltharion]]:'''


===Battleline===
===Battleline===


{{Age_of_Sigmar_Tactics}}
{{Age_of_Sigmar_Tactics}}

Revision as of 15:44, 16 June 2020

AoS' High/Light A/elves. So far we have a few previews, including infantry, archers, cavalry, and certain nerd who reached Godhood in the End Times.

So far we've got greek inspired cavalry and phalanxes, weird archers, Hammerer Elves and a Battle Cattle.

Army Rules

Aetherquartz Reserve

This is your big army-wide resource, more akin to the Kharadron's Aethergold in application.

Every unit in your army has a single share of Aetherquartz. Once per phase, you can let one unit blow their reserves for one of the following powers below. However, using it has drawbacks: After using it, the unit suffers -1 to their Bravery for the rest of the game.

  • Heightened Senses: Triggered before the unit shoots or fights. The unit adds +1 to hit with any attacks they make for this phase.
  • Lightning Reactions: Up to two units can trigger this during a combat phase. These units can now fight one after the other for this phase, letting you break the turn order for some guaranteed hits.

Shining Company

Any Vanari units (Auralan Sentinels, Wardens, and Dawnriders) that is set up where a model is touching bases with two other models is automatically made a Shining Company, encouraging block-like tactics of old. Units in this fashion are harder to hit with a -1 to hit them., but they can't run or charge and they only get a pile-in distance of 1".

Unit Analyis

HQ

Battleline

Age of Sigmar Tactics Articles
General Tactics
Order
Chaos
Death
Destruction
Others