Slann
Lord Agragax of Lunaxoatl
Eleventh Spawning
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Before I being, thanks very much to @Crowsfoot for pointing me to where I could put this thread as the army lists thread is purely for Seraphon.
As you probably all know, I’ve been researching Fyreslayers for as long as Fjul-Grimnir has been growing his beard, and have come up with this friendly tournament army list, hoping that it is competitively strong enough to win some games and yet not too OP:
Allegiance: Fyreslayers
Leaders
General: Auric Runefather on Magmadroth - Exemplar of the Ancestor, Ancestor Rune
Auric Runesmiter - Forge Key, Igneous Plate
Auric Runeson - Ancestral Waraxe, Meteoric Axe
Auric Runemaster - Ash-Plume sigil
Battlesmith - Obsidian Coronet
Grimwrath Berzerker - Volcanic Rune
Battleline
10 Vulkite Berzerkers - Pairs of Handaxes
10 Vulkite Berzerkers - Pairs of Handaxes
10 Vulkite Berzerkers - Pairs of Handaxes
10 Hearthguard Berzerkers - Broadaxes
Additional units
10 Auric Hearthguard
Allies: Dispossessed
10 Quarrellers - Clan Banner
10 Thunderers - Clan Banner
20 Warriors - Clan Banner
Battalions
Lords of the Lodge
Warrior Kinband
Total: 2000 on the nose
Leaders: 6/6
Battlelines: 4/3 (Hearthguard Berzerkers are Battleline with Runefather General)
Behemoths: 1/4
Allies: 400/400
Wounds: 130
This army is designed to be the ultimate melee army. I plan to set up all my units except the Quarrellers and Thunderers around the Runefather (All the Vulkites on one flank and the Hearthguard Berzerkers and Warriors on the other with the Battlesmith and Runemaster on the inside near the Runefather and the Grimwrath and Runeson close to the front and in the thick of it when the melee begins) so they benefit from his command ability and command trait, and also to prevent flying units sweeping around behind to engage my Runefather in melee in an attempt to knock wounds off him, while having a tiny space between my units at the front to allow my Runefather to fight in melee - maximising the damage output and minimising enemy damage to him in return. The Quarrellers and Thunderers will stay back to provide some much-needed missile support and the Runesmiter and the Hearthguard will be kept off the board, as a Runesmiter on foot can deep strike himself and any one unit onto the board anywhere within 9” of enemy models, which will be useful in trying to knock wounds off Death Star characters early on in the game or for supporting my melee line if they come up against something that is somehow beating them in combat. My army is virtually immune to Battleshock as the Fyreslayers units don’t take Battleshock tests if they are within 12” of the Runefather (which all except the Auric Hearthguard will) and the Dispossessed units halve the number of models that run away with Battleshock with their Clan Banners, augmenting their already high Bravery. The Runemaster will be great against Sylvaneth because he can make their Wyldwoods dangerous for them and also against Stormcast as he will be able to force the opponent to virtually sacrifice one of his units (as Stormcast have all elite units). The Hearthguard Berzerkers will be able to attack twice as long as they are near the Runefather, Runemaster or Battlesmith (which they will) and the Vulkites will be able to throw their throwing axes twice as long as they are near the Runeson (which they will hopefully) and will be able to pile in additional D3” inches as long as they are near another Vulkite unit (which they will as they will be all on the same flank).
I will also get a bonus to my dice roll for one turn to see who goes first from Lords of the Lodge which is great if I want to get a double turn to use two of my army runes (one that allows me to add 4 to my movement and the other to add 8 to my throwing axe range).
For 1500 points I can remove one Vulkite unit and the Warrior Kinband Battalion and halve the size of the Hearthguard, Hearthguard Berzerkers and Dwarf Warriors to give me 1510 points (Don’t know if that’s legal or not as it’s just over).
Hope you AoS players like my army idea and let me know what you think!
As you probably all know, I’ve been researching Fyreslayers for as long as Fjul-Grimnir has been growing his beard, and have come up with this friendly tournament army list, hoping that it is competitively strong enough to win some games and yet not too OP:
Allegiance: Fyreslayers
Leaders
General: Auric Runefather on Magmadroth - Exemplar of the Ancestor, Ancestor Rune
Auric Runesmiter - Forge Key, Igneous Plate
Auric Runeson - Ancestral Waraxe, Meteoric Axe
Auric Runemaster - Ash-Plume sigil
Battlesmith - Obsidian Coronet
Grimwrath Berzerker - Volcanic Rune
Battleline
10 Vulkite Berzerkers - Pairs of Handaxes
10 Vulkite Berzerkers - Pairs of Handaxes
10 Vulkite Berzerkers - Pairs of Handaxes
10 Hearthguard Berzerkers - Broadaxes
Additional units
10 Auric Hearthguard
Allies: Dispossessed
10 Quarrellers - Clan Banner
10 Thunderers - Clan Banner
20 Warriors - Clan Banner
Battalions
Lords of the Lodge
Warrior Kinband
Total: 2000 on the nose
Leaders: 6/6
Battlelines: 4/3 (Hearthguard Berzerkers are Battleline with Runefather General)
Behemoths: 1/4
Allies: 400/400
Wounds: 130
This army is designed to be the ultimate melee army. I plan to set up all my units except the Quarrellers and Thunderers around the Runefather (All the Vulkites on one flank and the Hearthguard Berzerkers and Warriors on the other with the Battlesmith and Runemaster on the inside near the Runefather and the Grimwrath and Runeson close to the front and in the thick of it when the melee begins) so they benefit from his command ability and command trait, and also to prevent flying units sweeping around behind to engage my Runefather in melee in an attempt to knock wounds off him, while having a tiny space between my units at the front to allow my Runefather to fight in melee - maximising the damage output and minimising enemy damage to him in return. The Quarrellers and Thunderers will stay back to provide some much-needed missile support and the Runesmiter and the Hearthguard will be kept off the board, as a Runesmiter on foot can deep strike himself and any one unit onto the board anywhere within 9” of enemy models, which will be useful in trying to knock wounds off Death Star characters early on in the game or for supporting my melee line if they come up against something that is somehow beating them in combat. My army is virtually immune to Battleshock as the Fyreslayers units don’t take Battleshock tests if they are within 12” of the Runefather (which all except the Auric Hearthguard will) and the Dispossessed units halve the number of models that run away with Battleshock with their Clan Banners, augmenting their already high Bravery. The Runemaster will be great against Sylvaneth because he can make their Wyldwoods dangerous for them and also against Stormcast as he will be able to force the opponent to virtually sacrifice one of his units (as Stormcast have all elite units). The Hearthguard Berzerkers will be able to attack twice as long as they are near the Runefather, Runemaster or Battlesmith (which they will) and the Vulkites will be able to throw their throwing axes twice as long as they are near the Runeson (which they will hopefully) and will be able to pile in additional D3” inches as long as they are near another Vulkite unit (which they will as they will be all on the same flank).
I will also get a bonus to my dice roll for one turn to see who goes first from Lords of the Lodge which is great if I want to get a double turn to use two of my army runes (one that allows me to add 4 to my movement and the other to add 8 to my throwing axe range).
For 1500 points I can remove one Vulkite unit and the Warrior Kinband Battalion and halve the size of the Hearthguard, Hearthguard Berzerkers and Dwarf Warriors to give me 1510 points (Don’t know if that’s legal or not as it’s just over).
Hope you AoS players like my army idea and let me know what you think!