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Tutorial Priority Targets

Also out of curiousity, how much of a threat is Tzeentch summoning? At 10 points minimum they seem to have too steep a cost for their summoning to be anywhere near as threatening as ours (with the exception of lesser Horrors being summoned due to greater Horrors being killed). Succesfully having 10 spells cast per turn seems rare, even if both armies are fairly heavy on wizards seeing as most wizards only have 1 spellcast & even wizard heavy armies rarely have more than 3 or 4 wizards in em. We can easily get a summon or two in per turn. They seem like they'd most likely need at least two turns for a single summon unless their opponent is so nice to be cooperative.
Their summoning isn't as strong as ours, but their units are stronger. Which kinda makes up for it. Most Tzeentch armies you will encounter at an event will be a change host. They normally bring 2-4 endless spells. In my experience (unless they play against Seraphon or another army which doesn't cast :D) they will probably be able to summon something on their first turn if they go second. And then roughly every 1.5 turns after that, depending on turn sequence, if not every turn.
 
Thank you so much for this! This will be such an invaluable resource that players new and old can come back to check time and time again!

The Freeguild Hand gunners hyperlink to the Frost Phoenix. Played Freeguild over the bank holiday and the hand gunners were definitely nasty, hitting and wounding on 2’s if stayed still, although I played around their range/move with my Bastilladon and LoSaT’d the beast Into a corner in range of his general and killed it from 20” away. Meaning they had to move if they wanted to shoot the Basty losing yet another buff.
 
Thank you so much for this! This will be such an invaluable resource that players new and old can come back to check time and time again!

The Freeguild Hand gunners hyperlink to the Frost Phoenix. Played Freeguild over the bank holiday and the hand gunners were definitely nasty, hitting and wounding on 2’s if stayed still, although I played around their range/move with my Bastilladon and LoSaT’d the beast Into a corner in range of his general and killed it from 20” away. Meaning they had to move if they wanted to shoot the Basty losing yet another buff.

Glad you are excited for this thread. I hope it is as useful as you an I anticipate. Also thanks for the heads up about the Handgunners link.

It sounds like you played around your opponent's units and their placement beautifully.
 
Verminlord Corrupter links to - AKHELIAN MORRSARR GUARD

Glad you are excited for this thread. I hope it is as useful as you an I anticipate. Also thanks for the heads up about the Handgunners link.

It sounds like you played around your opponent's units and their placement beautifully.

Without a doubt! It’s already been invaluable as it’s exactly the kind of thing I need as a ‘new to AoS player’. I foresee this being something I repeatedly visit prior to games until I become more familiar with the various factions and further still with ones I’ve not played in a while.
 
I’ve been having a good time reading through all of you justifications! Just a quick note but with the Plagues Monk’s attacks, what with them being from two different weapons surely charging would leave them with 5 attacks each, and then adding the prayer would take it to 7?
 
I’ve been having a good time reading through all of you justifications! Just a quick note but with the Plagues Monk’s attacks, what with them being from two different weapons surely charging would leave them with 5 attacks each, and then adding the prayer would take it to 7?
Good catch. That was a slip on my end.
 
I see Arkhan is on the list, do we have any way to say snipe him down?
 
Fyreslayers:



    • Hearthguard Berserkers
    • Battlesmith
    • Auric Runemaster/Runesmiter
Hearthguard Berserker:
Hearthguard are one of the most resilient and damaging units in the game. Their base stats are impressive. Duty Unto Death provies them with a 6+ save after save. This increases to a 4+ when they are within range of a supporting hero. If these units aren't dealt with swiftly they will be nearly impossible to remove from objectives.

Battlesmith:
This unit has a moderate state line. However, its real potency emanates from the Icon of Grimnir which allows the Battlesmith to choose one nearby friendly Fyreslayers unit to add +1 to their save roll until its next hero phase.

Auric Runemaster/Runesmiter:
Both the Runemaster and Runesmiter have respectable stats. The Runesmiter has the futher ability to deepstrike units of Fyreslayers 9" away from enemy units with its Magmic Tunneling ability. This is something that has to be countered via movement and deployment and not through targeting.

The reason both of these priest are such high priorities is due to the prayers available to them through the Fyreslayers Allegiance abilities. Prayer of Ash allows one of the units to add +1 to the saves of a Fyreslayers unit until their next herophse. Ember storm enables them to allow a unit of Vulkite Berzerkers or HEARTHGUARD Berserkers to run and charge until the next hero phase.

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Hearthguard are INSANE! 2 wounds 5 models 120 points (and a free 5 models at max size!). 2 attacks each with either a poleaxe or broad-axe (Spoiler alert ALWAYS GO POLEAXE) and a whatever 8" throwing axe. both weapons are 2" 3+/3+, the broad is -1 rend 2 damage and the pole is -0/1, but causes TWO (2!!!!) mortal wounds on a 6 to hit AND CONTINUES the attack sequence. they have a 5 up save that become a 3+ with a prayer and a battlesmith... I only have ~1k of FS but I have 10 HB ready to go and they win games on their own. I cant tell you how many times I've deep struck them with the Smiter on foot (the one on mount doesn't have the deep strike rule) next to the one blob or one key unit and decimated them, causing a turn 1 or two rage quit. honestly I wont play them in casual 1k games against people I like, because they are that demoralizing. especially with the 2" range on the attacks... you can get two rows of flailing braizers of DOOM!
 
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I see Arkhan is on the list, do we have any way to say snipe him down?
We don't have any easy time reaching him unless the opponent leaves an opening. He is also more important to kill than Skeletons or other death units. It is why in the disclaimer I mention that despite the list, you should go for what is achievable. The goal is also to make a list that is useful to non-Seraphon players. It has been over a week since I have found time to continue work on the project. I need to back at it!
 
My guess is would a bastiladon work against him or maybe a carnosaur rush? His spell game is on point but his Melee is lacking in multiple regards.
 
Ironjawz:
  • Warchanter
  • Maw Krusha
  • Mega Boss

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Why is the Warchanter the top priority? From the warscroll all I can see it does is give reroll 1’s to hit for 1 unit in combat per turn which doesn’t seem absurd. Is there something I am missing from allegiance/battalion abilities or is it just because it’s an easy one to get rid of first before starting on other things?

Also if the particular army has many Brutes would you recommend focusing the Megaboss before the Mawcrusher or is the extra range on the Waaagh Command ability just that much more potent from the Crusher?
 
Why is the Warchanter the top priority? From the warscroll all I can see it does is give reroll 1’s to hit for 1 unit in combat per turn which doesn’t seem absurd. Is there something I am missing from allegiance/battalion abilities or is it just because it’s an easy one to get rid of first before starting on other things?

Also if the particular army has many Brutes would you recommend focusing the Megaboss before the Mawcrusher or is the extra range on the Waaagh Command ability just that much more potent from the Crusher?
he doesn't give rerolls he gives plus 1 to hit witch is a very strong buff for ij
 
Oh damn! :confused: Clearly I can’t read when I’m tired. That is indeed a lot better than just rerolling 1’s. Although my question still stands as the other 2 give an extra attack with their command ability.
they stack so you can get 2-3 of them and make your ard boyz auto hit. hit is iron jaws weaknes now that they arnt slow any more a unit that removes this weaknes is very good
 
Why is the Warchanter the top priority? From the warscroll all I can see it does is give reroll 1’s to hit for 1 unit in combat per turn which doesn’t seem absurd. Is there something I am missing from allegiance/battalion abilities or is it just because it’s an easy one to get rid of first before starting on other things?

Also if the particular army has many Brutes would you recommend focusing the Megaboss before the Mawcrusher or is the extra range on the Waaagh Command ability just that much more potent from the Crusher?
In addition to all the comments already explaing that he gives +1 to hit rolls, he is also squishy and easy to kill. Megaboss would be higher priorities if they were less resilient. You also want to kill any hero that IJ have equiped with an Aetherquartz Brooch, as their Waagh can become insane.
 
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