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Thread: Age of Sigmar: Points and Handbooks

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    Titan in the Playground
     
    Lizardfolk

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    Jan 2008

    Default Re: Age of Sigmar: Points and Handbooks

    Guide to Dispossessed

    Spoiler: Allegiance Abilities
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    Battle Traits
    Stubborn: Dispossessed (Disp) get to auto-pass Battleshock 50% of the time. This is really strong. Especially combined with Clan Banners which say that even if you do fail, only half the number of models flee. The regular <Order> version of this is just a re-roll. <Disp> just get to auto-pass on a 1-3.

    Grudgebound: After set up is complete (i.e; After you've seen your opponent's entire army), pick a type of unit and all your <Disp> in your army get to re-roll 1s To Hit against every unit that fits that type, even if your General dies. Playing against Freeguild? Re-roll 1s To Hit against hordes. Playing against Seraphon? Re-roll 1s To Hit against <Monsters>. Playing against someone running all 6 Leaders and stacking buffs? Re-roll 1s To Hit against <Heroes>. This is an extremely strong Trait, mostly because you can tailor it to your opponent's army. Unfortunately, you have to have <Disp> Allegiance to get it...Which is almost certainly not worth it.

    Command Traits
    1. Pass Battleshock on 1-4, rather than 1-3. Solid.
    2. Your General gets +1 Wound. Since Warden Kings only have 5 Wounds...Taking them to 6 Wounds means they're less likely to be one-shotted by D6 Damage.
    3. Your General gets +1 To Wound against <Chaos> units. Tailor at will.
    4. Aura. Enemies don't get Cover bonuses against your units' attacks.
    5. After your General completes his Melee attacks. On a '6', he can pile in and attack a second time that phase.
    6. Once per game, switch your Grudge for the rest of the game. Hot damn. For the first two turns, target down something scary. By Turn 3, you can switch your Grudge to whatever your opponent has left. Extremely strong Trait.

    Artefacts of Power
    Heavy Metal Ingot; Just...No.
    Ancestral Pickaxe; Remove your <Hero> and a unit within 3" from the board. SUA (9"). This is the best thing you have.
    Teardrop of Grungi; Once per game deal D3 Mortal Wounds to someone you're basically in combat with. No thanks.
    Grudge Rune; Pick an enemy <Hero>, your army (including Allies?) re-rolls To Hit and Wound against that model.
    Piledriver Gauntlets; Instead of attacking in the combat phase, enemy models within 6" get -1 To Hit when they attack. Is that...For the rest of the game?
    Resounding Gromrilhorn; All of your <Disp> units get +2 Bravery until your next turn. This would be really good...If you didn't need it at all, and didn't have to pay the opportunity cost of not taking the Pickaxe.

    Hammerers are Battline.


    Spoiler: Leaders
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    Warden King: As Generals, they pretty much suck. Unfortunately, you don't have anything else. 4+rr Save is...Not great, and 5 Wounds is worse. If you don't move <Disp> units in 18" use his Bravery. Except <Disp> Allegiance armies should be auto-passing Battleshock and then not even caring if they fail anyway. If you don't have <Disp> Allegiance, and instead have <Order> Allegiance...Why do you have a Warden King as your General? His Command Ability, however, is pretty good. In your Hero Phase, pick an enemy unit in range. All <Disp> units in your army gain +1 To Wound against it. Very good. But, Warden Kings as Generals are pretty much terrible. But, we'll come back to them.

    Runelord: Since the Anvil of Doom sucks now. What else are you going to use to Unbind spells +2? Since the Runelord is a <Priest>, his 'spells' can't be Unbound, and he casts on a 2+, which is great. Give a <Disp> unit FNP (6+). Solid. Otherwise, give a <Disp> unit an additional -1 Rend on all of their weapons. Also very strong. There is no <Disp> army that you can make, where you aren't taking at least one Runelord, and at only 80 Points each, you can have loads of them...But, for the sake of being reasonable, you don't need more than 2 of them.

    Unforged: These are really good! ...Provided that they can make it into combat. A 6+ Save is really bad, and now that the Anvil of Doom sucks (that's twice, now) you can't even cast !Mystic Shield on them. Unforged have six attacks at 3+/3+/-1, re-roll 1s To Hit (which <Disp> already does, so send your Unforged after something that you haven't picked as your Grudge), and an Unforged gets +1 To Wound against models with more than 1 Wound. And an Unforged will roll <Chaos> units in Melee even harder. Again, reiterating that he only has a 6+ Save and it's a miracle (or your oppoonent is dumb and/or hasn't seen an Unforged before in Melee) if your Unforged makes it into combat. Don't take more than one. Probably don't even take one.


    Spoiler: Battleline
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    Warriors: Due to poor wording on the rules, Duardin Warriors can take Two-Handed Weapons and Shields, giving you the best of both worlds, and the 'conversion' to do so, isn't even difficult. Shield Wall; If you don't Run or Charge (you can still Move) re-roll all Saves until your next turn. Cool. Additionaly, in your opponent's Combat phase, Warriors can re-roll 1s To Wound, or re-roll alll To Wounds if there are more than 20 models in the unit. Which there will be, because you have 40 of them, because then you get a discount making them extremely cost effective. You'll want at least one unit of 40 per 1000 Points.

    Longbeards: Longbeards are identical to Warriors, except pay 4 Points extra per model for +1 Save. Which isn't worth it at all. They have the same bad wording that allows for Two-Handed Weapons and Shields at the same time. They lose the ability to re-roll To Wound in your opponent's phase, for the opportunity cost to do other things, instead. Per turn, pick one until your next Hero phase;
    - <Disp> units within 8" get a 5+ Save against Battleshock, which is handy. You're passing half the time. With half the models fleeing if you fail, and of that half that does flee, a third of them will stick around.
    - <Disp> Heroes within the same range can use their Command Ability, even if they aren't your General. If you're running Allegiance, then a Warden King is going to be your General anyway. However, for every unit of Longbeards you bring along, you can have an extra Warden King bringing his army-wide +1 To Wound. <Disp> armies will end up running two or three 'Kings, because fluff is for nerds.
    - All <Disp> within ranged Re-roll 1s To Wound in the combat phase. Since this goes 'til your next hero phase, this will include your opponent's turn, and yours.
    Overall though, you aren't looking to take more than one or two units of Longbeards, and certainly not more than 10 per unit. They don't do as much damage as Warriors (in fact, oftentimes they'll do less), and the extra Save is barely worth the points. No. You're only interested in Longbeards because they bring a buff to your army, which they'll do whether you have 10, or 30. Meaning the extra 20 you might run are a complete waste of points, because even if your Longbeards get trounced, and there's only 1 model left. They'll still do the thing. Just spam Warriors.


    Spoiler: Other
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    Ironbreakers: Warriors that cost extra Points for +1 Save and ignore Rend -1. Their biggest problem is that unlike Warriors, they have Hand Weapons, and they don't have re-rolls To Wound. So while 160/10 is more cost effective than Irondrakes. Fact is, Warriors can have 20 models for every 10 Ironbreakers, so the extra attacks per model don't mean anything. Objectives are (usually) held by the unit with the most models, so Warriors win there, too. Just what are you paying for? Warriors are Battleline, so you're already taking them anyway...So, what? Ironbreakers are just more of the same, except actually worse? Hard pass.

    Hammerers: Battleline if Allegiance. Offensively, these guys are where it's at. With 3+/3+/-1 and two attacks each, at 180/10 these guys are actually more cost-efficient than even Warriors, and if you're hard into <Disp>, then they're Battleline, so what's not to like? You guessed it. Model count. You just can't go past a unit of 40 Warriors. Only then do you start taking the fun stuff. Like Hammerers. There's only 10 of 'em, and they only have one Wound each. Unlike other badly worded <Disp> units, Hammerers don't carry Shields, so can't Shield Wall, which means they only have a 4+ Save which just isn't great for 180/10.


    Spoiler: Ranged Units
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    None of them are Battleline. The reason that ranged units get their own section is to get your attention. You're Duardin. You have a 4" Move. Sometimes 8" if you Run (but then you can't Shield Wall). Your army will be made or broken by your ranged units, and whether or not they roll well during the game. That means that you pretty much have to take some, and because you're Duardin, you basically have a mono-build...So don't screw this up.

    Irondrakes: 200/10 is a lot. For that price tag, they need to be shooting twice a turn, and if they don't shoot twice per turn...They're bad. So hopefully your opponent will come to you. Additionally, Irondrakes ignore Rend -1. That's...Okay. But once your opponent starts attacking your Irondrakes with -2 weapons, you'll start to wonder strongly wonder why you're paying 20 Points per model. Irondrakes can't even take the 'Halve Battleshock' Banner. Basically, ignore for...

    Thunderers: At 120/10, they're much more cost effective than Irondrakes. Instead of being stationary the whole game, Thunderers are actually allowed to move around the board. Thunderers get +1 To Hit when there are more than 20 models in the unit (i.e; 240/20, or 360/30), which makes them way more cost effective that Irondrakes especially when you factor in the ability to move large, ranged units (i.e; Move to Objectives, and still keep firing). Thunderers can take the 'Halve Battleshock Damage' Banner, which Irondrakes can't. Additionally, Thunderers can take Shields, giving them the same Shield Wall ability as rest of your Disps. Since your Thunderers will rarely - if ever - be Running (shoot, idiot), your Shields work perfectly with what you want to be doing, anyway. At Rend -1, giving them a 6+rr Save, is actually more cost effective than Irondrakes with a 4+ Save, ignoring the Rend -1. Seriously though, whose idea was Irondrakes for 20 points a model?
    The only downside to Thunderers, is that if you go first, they're unlikely to do anything on Turn 1, as they aren't going to have range...

    Quarrellers: *Sigh*. Quarrellers are...Bad. They give up their Rend -1, for 4" extra range on their guns. This means that on Turn 1, with their Duardin 4" Move, they can actually make up the 24" distance between set up areas. Unfortunately, their slightly useful Turn 1, also turns into so much worse for the rest of the game. Their unit ability, is actually the worst of both Irondrakes and Thunderers; They have to have 20+ models in the unit, and they're not allowed to move, and for doing so they get to shoot twice. But it doesn't matter because Thunderers with 20+ models in the unit costs the same and hits on 3+/3+/-1 (and can move). 4+/4+/- just isn't as good, even if you have twice the attacks.


    Spoiler: Allies
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    Did I mention that without good ranged units, your Dispossessed army will fall apart?
    Additionally, Disps don't deal consistent Mortal Wounds. Any Mortal Wounds that Disps can dish out, only happen once per battle, and therefore can't be relied upon.
    Remember, you can always take anything you want, and run <Order> Allegiance instead. No-one is stopping you. Allies are only for when you want to keep your <Disp> Allegiance abilities.

    Fyreslayers
    Auric Runesmiter & Auric Hearthguard (180); Use the Tunneling ability and SUA (9"), and then unload your Rockbolts. Fits into 1000 Points, and since Miners suck now because they ruin your <Disp> Allegiance, this is what you've got. In 2000 Points you can just end up taking more Hearthguard.

    Auric Runesmiter & Auric Runeson on Magmadroth (320); Fits in 2000 Points. Whatever you're doing with Fyreslayers, you're doing it with the Runesmiter a Tunnel. When you build the Magmadroth, you have the option of putting a Runesmiter on it. Except a Runesmither on Magmadroth doesn't give a Tunnel. So you're putting that dude on foot. So who goes on top? Well, Runefathers are garbage and Runesons are excellent. It all works out. "P.S; Here's a Magmadroth." never gets old.

    Ironweld Arsenal
    Cannon (180); It has <Duardin> Crew. But it doesn't have <Disp> Crew, and it's the latter that matters. In 1000 Points, you don't have room for an <Engineer> in your Allies selections, and in 2000 Points, with x2 Cannons, you still don't have room for an <Engineer>. Because you aren't <Disp>, you don't benefit from the Allegiance abilities, and 180 Points for something with only two attacks, that'll miss half the time? Ugh. Cannons are so bad, now. Ditto for a Helbaster Rocket Battery

    Organ Gun & Gunmaster (200); It totally obliterates your Duardin theme, but it's viable, and that's what matters. Volley Gun is way worse and less reliable.

    Steam Tank (280); *Cue Angry Guitar Solo*. You can't bring it in low point games. Which is really frustrating, because Ironweld Arsenal is essentially an 'Ally Faction' as it has no Battleline. Meanwhile a whole bunch of armies can include Behemoths because their list is actually self-contained. Unlike Dispossessed, which isn't.

    Gyrocopters (80, ea.); They're not Artillery, so you can take as many as you want. The Brimstone Gun or the Steam Gun is good, depending on what your meta is like, and unlike the Gyrobombers, their primary purpose isn't to fly over units, putting themselves into your opponent's backline and then dying immediately. Well, they can do that, but it's not what you take them for. The ability to take two of them means more threats on the board, so your opponent doesn't see your single Artillery piece and say "I shoot that." 4 Wounds isn't great. But they move 14" and fly, with ranged guns. Isn't that everything that Duardin want except doing Mortal Wounds? Which it then does once a game using Bombs? Oh...it is. Okay then.

    Kharadron Overlords
    Everything good that's Kharadron, requires massive investment in <Kharadon> buffs and Allegiance abilities. Next.

    Stormcast Eternals
    Lord-Celestant (100); Chucks out (reasonably) consistent Mortal Wounds for the same cost as a Battlemage casting Arcane Bolt (which you can't have) every turn.
    Lord-Relictor (80); Chucks out consistent Mortal Wounds for less points.
    Knight-Azyros (80); 80 Points. For real.
    Gryph-Houd (40); Imagine if two Gyrocopters together was only 160?

    Judticators and Gryph-Houd (200); Yep.
    Last edited by Cheesegear; 2017-09-23 at 08:59 AM.
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