Age of Sigmar/Tactics/Order/Daughters of Khaine
NOTE: This army will be updated soon with new units and rules.
Allegiance Abilities
Battle Traits
- Fanatical Faith: Daughters of Khaine can ignore wounds allocated to them on a 6+. Sweet.
- Blood Rites: The fantasy variant of "Power From Pain". Every turn your units get a brand new special rule that stacks for the rest of the game.
- Quickening Bloodlust: Reroll run rolls of 1.
- Headlong Fury: Reroll dice rolls of 1 when charging.
- Zealot's Rage: Rerolls 1s to hit. In addition, an Avatar of Khaine always counts as being animated.
- Slaughterer's Strength: Reroll 1s to wound.
- Unquenchable Fervour: Your units rerolls saves of 1, and do not need to take battleshock tests.
Warscrolls
The common keywords of these warscrolls are: ORDER, AELF and DAUGHTERS OF KHAINE.
Heroes
- Morathi, High Oracle of Khaine: After crawling out of the throat of Slaanesh, Morathi has done not bad for herself, she doesn't have much utility but exists mostly to cause carnage. As her most basic, she's a WIZARD with the ability to cast three spells per turn and unbind twice, adding +1 to her rolls and doubling the range of her spells. Her unique spell is Arnzipals Black Horror which basically smacks a unit with a random number mortal wounds. Her command ability allows her to pick two friendly DAUGHTERS OF KHAINEunits within 14" and let them make an immediate shooting attack (Wanderers are in envy) or allow them to pile in an make a melee attack. In close combat, she's a devil, throwing out a nine 3+/3+/-1/1 or D3 attacks between her Heartrender and her Bladed Wings (note she cannot fly though) all the while only imposing a -1 to hit when enemies attempt to swing back at her and she can only take a maximum of three wounds per turn FULL STOP so that it is impossible to take Morathi out in a single turn of combat, to be sure, she is a handful. There is one (rather inconsequential) downside; Morathi cannot be healed by any means. Though spells which heal are often quite rare in most armies, so it isn't a huge loss; you want Morathi to lose some wounds anyway because the best is yet to come.
- Morathi, the Shadow Queen: Morathi's true form, comes in the box along with the High Oracle version, since you aren't actually allowed to set up the Shadow Queen variant on the table at the start of the game. Instead you roll a dice at the start of each hero phase and if the number is equal to or less than the number of wounds Morathi has taken then replace the High Oracle model entirely with the Shadow Queen. The giant snake monster is a 12 wound beast that can Fly and has a lot more dangerous melee attacks and comes with a ranged attack, Heartrender alone has the capability to cause 18 points of damage in a single round of combat, but she also has her venomous tail and the serpents in her hair for more damage, all of which still hits and wounds on a 3+. Her ranged attack is also awesome, simply removing an enemy model if a dice roll beats their wounds characteristic, no ifs or buts... The Shadow Queen is still a spellcaster, albeit diminished by castin/unbinding only one spell per turn and she has lost her Sorceress Supreme and Enchanting Beauty rules. Either way, she is still a force to content with, especially as like her smaller version, she only takes a maximum of THREE wounds per turn, so short of weapons with cause instant death or remove her from play, it is practically impossible to take her out in anything less than for turns, added to the fact that the High Oracle version also has this rule you can guarantee that no matter what your enemy throws at you, Morathi will still be on the table in one form or another by turn five in EVERY game she is involved in.
- Cauldron of Blood: A centerpiece in every sense of the word. It draws the eye and is absolutely essential for turning an assortment of powerful units into a coherent army. It prays to make your units stronger, it has a Command that makes a unit killier, it unbinds spells to keep you safe from shenanigans and its aura projects a Save-after-the-save for the faction that gets stronger for Witch Aelves, because these ladies don't have Saves of their own. All in all, it's an essential part of your army, but not particularly smashy and not too fast. Also counts as Priest and Totem. Nice.
- Death Hag: The weirdest Priest in the game. The Death Hag has a meh melee weapon and a choice of either a strong additional weapon or a buff item that only targets either Witch Aelves or herself. Since Witch Aelves are pretty sucky, the knife it is. Then, like other Priests she prays, though her prayers are... weird. One is an incredibly unreliable way of tossing Mortal Wounds at your enemy and the other is a buff. That can only target her. Though to be fair, the buff is pretty good, increasing her meh knife's damage to D3, which will put the lady at 6 damage D3 attacks, enough to kill units on her own. In short, the lady is a glass cannon, but an entertaining glass cannon that helps you out in every Battleplan that grants Priests additional abilities.
Troops
- Bloodwrack Medusae: Pretty damn good. Doesn't count as a Hero unfortunately, but that does mean you can use these ladies in units if you happen to have more than one. They are pretty scary in melee, being basically Trolls, but their real danger is at range, as they roll a D6 for every model in the target unit and every 5+ deals a Mortal Wound. Yikes. Use two of these ladies to more than halve those Saurus Guard, Greatswords, Bestigors etc.
- Witch Aelves: Meh at its finest. These ladies want to be fast, fragile and seriously devastating and just about every buff in this faction targets them. However, what you get is a unit with excessively fast 7" Move, good attacks that become damn good if you heap on the buffs and no saves whatsoever. Oh, and they also have a size bonus that pretty much tells you to play them in units of 20+, which sucks since their models are some of the most overpriced infantry GW ever produced, despite being quite good looking models, especially if you love orgies of blood. Oh, and Sisters of Slaughter are infinitely better.
- Sisters of Slaughter: What Witch Aelves wish they could be. The Sisters have one amazing trick to them, but to appreciate it, you need to understand how their rules interact. At first glace, they are awful thanks to their 6+ Save, but then you notice the rule saying that every 6+ on Saves has a 50% chance of dealing a Mortal Wound to the guy who punched them. Then, their other ability grants them +2 to Saves in melee. So they effectively have a 4+ Save in melee and still every passed Save could inflict damage. Get a Mystic Shield on these ladies and they become pointless to attack as your opponent will deal about as much damage to himself as he deals to them. Other than that, the ladies each have the same attacks as a Chaos Warrior, but only have 1 Wound each. In short, they're fragile at range, but incredible in melee.
- Bloodwrack Shrine:
Nope. Nothing to see here, move along. No, seriously, all the Bloodwrack Shrine does is grant your Medusa a more durable platform to sit on. The Aura of Agony is infinitely worse than the Cauldron's Aura of Protection too and it dishes out no buffs at all. Just play it as a Cauldron of Blood and play the Medusa on her own.While obviously you should get a Cauldron of Blood first, if you have a Bloodwrack Shrine too, it's only 20 points more than the Medusa on her own. It costs you 2 inches of movement but it more than doubles your wounds, gives you the Shrinekeepers attacks AND gives you the Aura of Agony for 20 points, so it's more than worth it.
- Doomfire Warlocks: The only males in the faction. These guys are actually incredible. They are excessively fast at 14" and though their attacks are meh, they are still great, as they're pretty tough, at least by the low standard of this faction and units of them are collectively Wizards. This makes them incredibly versatile already, letting you play small units to either shoot Mortal Wounds or buff your squishy ladies, but the really great part is their unique spell. First, it's casting value 5, so very easy to get off, then you get +1 to cast if the unit has 10+ models and then its a damage spell that scales to your unit size, topping at a flat 6 Mortal Wounds at 10+ models. Six. Mortal. Wounds. If your opponent sees that even once, he will focus your Warlocks down, but that's alright, since it means ignoring your Sisters of Slaughter and as soon as those ladies are in melee, your Warlocks are safe again.
Battalions
Bloodwrack Sisterhood
A Cauldron of Blood, a unit of Bloodwrack Medusae, a Death Hag, and 3-6 units choose between the following: Witch Aelves Doomfire Warlocks or Sisters of Slaughter.
During your hero phase roll a D6 for each battalion unit within 3" of an enemy unit and within 9" of the Cauldron of Blood. On a 6 that unit can immediately pile in and attack as if it were the combat phase. This does not stop them from piling in and attacking again later that turn.
Army Building
Start out with one box Sisters of Slaughter and two boxes Doomfire Warlocks. If you happen to have the Mistweaver Saih from Silver Tower, add her.
Then, add a second box Sisters of Slaughter and a third box Doomfire Warlocks. You now have twenty crazy murder ladies and fifteen crazy mounted murder mages and possibly a Wizard to keep them company.
Next, add a Cauldron of Blood, basing the Medusa and the second Death Hag on their own.
If you desperately want Witch Aelves, get thirty of them at once. That MIGHT be enough to get them into combat.
Allied Armies
External links
Rules are here
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-caludron-blood-en.pdf
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-witch-aelves-en.pdf
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-sisters-slaughter-en.pdf
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bloodwrack-shrine-en.pdf
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-doomfire-warlocks-en.pdf