Age of Sigmar/Tactics/Order/Fyreslayers
Please note: GHB 2.0 will be released on the 26th of August, this is based only in what Warhammer-Community.com has leaked so far. Please feel free to add depth to the article once we get the full release.
For your new half-naked Dorfs in the Age of Sigmar setting.
Want an army that is visibly different from your standard issue Dorfs and still much closer to their Old Norse origins? Well, these might be the army for you, mixing the best elements of forge-crazy, greedy and insane berserker-rage.
- 1 General tips on using half-naked raging dorfs
- 2 Rulebooks
- 3 Allegiance
- 4 Warscrolls
- 5 Battalions
- 6 Army Building
- 7 Allied Armies
- 8 External links
General tips on using half-naked raging dorfs
- Because they only wear a loincloth, some people think Fireslayers are kamikaze glass cannons, like the Slayers of old. That's not the case at all: in fact they wear armor, only it's in the shape of flesh-embedded runes of divine gold. The "core" units, Hearthguard and Vulkite Berzerkers, have innate saves-after-the-save, that also work against mortal wounds. With some Battlesmiters to improve your saves, most of your army should have a 4+ Save, and then the save-after-the-save. This means Fireslayers can be, in fact, arguably the best all-around protected army of the game: against things without Rend you have a combined protection equivalent to a 3+ or even 2+ Save, things with Rend are less effective against you than if you had a normal Save (a save-after-the-save actually becomes BETTER if your normal Save is diminished by Rend, minimizing its impact), and you also have protection against Mortal Wounds. All of this mitigates Fireslayer's works weaknesses (slowness, lack of magic and long-ranged units) and makes much more bearable those first turns of receiving shot after shot until you reach the enemy. Kill or maim your opponent's most dangerous ranged units/war machines with the Runesmiter + Auric Hearthguard combo in the first turn, and you're set!
- Always remember every one of your Dorfs has a ranged attack, the throwing axe gimmick. It's weak and short-ranged, so it seems bad at first, but because you can shoot into combat, it makes your melee units even more awesome: the opposing unit will receive both the melee attacks of the first rank of your units, and the throwing axes from EACH member of the unit!
Also you can shoot outside combat, meaning your units in melee can actually support other nearby units, by throwing their axes into those elite bad guys fighting their friends, instead of that tarpit they themselves are fighting.Since GHB2018 you cannot use ranged attacks outside of melee tarpit you are in.
The Fyreslayers Battletome has all the Warscrolls
- This should be supplemented with the Fyreslayers Errata and Designers' Commentary from the FAQs.
- Battations and Allegiance Abilities are in the General's handbook 2018.
- Matched play points are in the General's handbook 2018.
- Alternatively up to date warscolls can be found in the WH AoS app. Warscrolls on the GW webstore match those in the Battletome.
As with all factions you'll want:
- The core rules are either downloadable or in the Core Book.
- Games taking place in a Realm need the Realm of Battle rules from the Core Book.
- In you want to take advantage of realm specific artefacts you'll need the Artefacts Of The Realms section from the Malign Sorcery book.
- Matched play battleplans are split across the Core Book and General's handbook 2018.
- All books should be supplemented with any updates from the FAQs.
At the beginning of your hero phase, you choose one of these bonuses and roll a D6. On a 1-5, you get the basic version, on a 6 you also get the enhanced version. Each can only be used once per battle and lasts until the start of your next hero phase.
- Rune of Fury: Basic: Reroll hit rolls of 1 for your Fyreslayers in the Combat Phase. Enhanced: Add 1 to the Attack characteristics of your Fyreslayers melee weapons.
- Rune of Searing Heat: Basic: If you roll a 6 or more to wound, your weapons get +1 Damage. Enhanced: When this rune is activated, all enemy units within 3 of your units suffer a Mortal Wound.
- Rune of Awakened Steel: Basic: Increase the Rend of your units Melee weapons by -1. Enhanced: Increase it by another -1.
- Rune of Fiery Determination: Basic: All your units are immune to Battleshock. Enhanced: If your guys die in the Combat Phase, they're not removed until the end of the Combat Phase and can still Pile In and attack until they're removed.
- Rune of Relentless Zeal: Basic: Add 4 to your Movement. Enhanced: Add 4 to your charge rolls too.
- Rune of Farsight: Basic: Add 8 inches to your Throwing Axes range. Enhanced: Reroll hit rolls of 1 when using your Throwing Axes.
- Fury of the Fyreslayers: Friendly Fyreslayer units wholly within 12 inches of the general can pile in an additional 3 inches.
- Exemplar of the Ancestors: Friendly Fyreslayer units wholly within 12 of the general don't take Battleshock tests.
- Blood of the Berserker: Once per battle, the general can pile in and attack a second time immediately after attacking.
- Iron of the Guardian: Reduce the rend of any attack hitting the General by 1 (to a minimum of 0).
- Destroyer of Foes: Add 1 to your Damage if you roll a 6 to wound.
- Spirit of Grimnir: Once per battle, so long as your general is alive, your can activate the Enhanced version of the Ur-Gold Runes on a 5 as opposed to a 6. Note that it doesn't specify timing, so you could roll a 5 and then choose to activate this ability.
- Igneous Plate: -1 to hit your general if neither you, nor your opponent, charged this turn.
- Ancestor Rune: One Melee weapon you have gets +1 to wound against Monsters.
- Obsidian Coronet: Add 6 inches to the range of your command abilities.
- Volcanic Rune: At the end of the combat phase, roll a D6 for every enemy unit that is within 1 inch of the bearer. On a 3+ they suffer a mortal wound.
- Ash-Plume Sigil: Once per battle you can auto dispel one endless spell within 15 inches.
- Meteoric Axe: Increase the range of your Throwing Axe to 16 inches and the Damage to D3.
Realm Artefacts of Power: Weapons
You must choice the allegiance for your army, after that you can decide that it is from a specific Mortal Realm. If you do so, you can select any of your artefacts of power from either or both of the lists in this section for the realm that you chose for your army.Pick one of the bearer’s melee weapons to be the select realm weapon:
- Aiban’s Hidden Blade: If the hit roll for that weapon is 6+ add 1 to the Damage characteristic of that attack.
- Flowstone Blade: Each time you roll a hit roll of 6+ for this weapon, add 1 to the wound roll for that attack
- Rune Blade: Add 1" That weapon has a Rend characteristic of -3
- Crucible of Molten Silver:Once per battle, in your shooting phase, pick a point on the battlefield within 9" of the bearer that is visible to them and draw an imaginary straight line 1mm wide between that point and the closest part of the bearer. Each unit other than the bearer that has models passed across by this line suffers D3 mortal wounds
- Chamonite Darts: In your shooting phase, you can pick an enemy unit within 8" of the bearer and roll six dice. For each 6+ that enemy unit suffers 1 mortal wound.
- Argentine’s Tooth: Re-roll hit rolls of 1 for this weapon.
- Stonehorn Blade: a Stonehorn Blade. Roll a dice at the end of any phase in which any wounds were inflicted by that weapon. On a 5+ you can pick an enemy unit within 3" of the bearer. That unit suffers D3 mortal wounds
- Anraheirs’s Claw: If the wound roll for that weapon is 6+ add 2 to the Damage characteristic of that weapon for that attack
- Amberglaive: Add 1" to the Range characteristic of that weapon (to a maximum of 3"). In addition, add 1 to hit rolls for that weapon.
- Blade of Carving: If a hit roll for an attack with this weapon is 6+ the wound roll for that attack is automatically successful
- Rageblade: Add 1 to the attacks characteristic of that weapon.
- Rockjaws: In your shooting phase, you can pick an enemy unit within 8" of the bearer that is visible to them and roll a dice. On a 3+ that unit suffers D3 mortal wounds.
- Auric Runefather on Magmadroth: This count also as Behemoth.The big lizard with the big boss on top. The Runefather himself is already a beast in combat with his damage 3-axe that can break enemy weapons in order to permanently lower their Hit rolls and on top of that you get the Magmadroth. 12 Wounds at a 4+ save, high movement, a strong melee profile and an outrageous amount of Mortal Wounds. It can breathe fire which causes mortal wounds, swipe with its tail which causes mortal wounds and it can bleed fire on enemies which, you guessed it, causes mortal wounds. It is sort of fragile though, considering it's a high-priority target and huge. His Command Ability (rerolls for all Battleshock tests and Saves of 1) may seem weak at first, but it works in a 20" bubble, so it will affect almost all your army, and a little bonus that affects a lot of units is in fact a huge bonus.
- Auric Runesmiter on Magmadroth: This count also as Behemoth. Make no mistake. The Runesmiter is a support hero and the Magmadroth is probably wasted on him. If you do use them together, the Magmadroth becomes a sort of walking altar from which the Runesmiter can cast his blessings. This blessing lets a friendly Fyreslayer unit reroll To Wound (so by itself it's better than most Command Abilities) and once per game he can make that ability affect (also) ALL Fyreslayers around him, which can be PAINFUL. Always give him the Key, so the re-roll ability works at 20".
- Auric Runeson on Magmadroth: This count also as Behemoth. An alternative stat-line for a Magmadroth rider. His ancestral war-axe pales in comparison to the Runefather. Alternatively, his javelins offer a stronger match up against monsters, in contrast with his mount which is better geared towards hordes . His Command Ability is pretty lackluster, allowing to re-roll failed charge rolls for Fyreslayer units 'wholly' within 12". This is a less flexible version of 'At the double' that has to be declared in the hero phase. Unless you have a bunch of units about to take dicey charges, save yourself the command-point and re-roll using 'At the double' if necessary (Vulkites can already re-roll one dice). He's a good option to complete battalions that require a Runeson because of the survivability offered by the Magmadroth; Otherwise, look to the Runefather for better stat lines and command abilities at a similar price point.
- Auric Runefather: Aside from not having a Magmadroth, the Auric Runefather exchanges his defensive-minded Command Ability for a more offensive one that allows your guys better pile-in moves and gives a sort of Look Out, Sir! to the Runefather because, you know, he doesn't have a huge fucking lizard to soak up damage (as written, unlike similar abilities, this one lets the unit protecting the Runefather still take their saves/saves-after-the-save, so most times you'll avoid the wound completely). Other than that, even without the Magmadroth, the Runefather is a beast in combat who can trade blows with the best of them.
- Auric Runesmiter: This guy is probably better on foot, as he has a really mean special rule that basically allows him and another Fyreslayer unit to deep strike at least 9" away from the enemy, which is unfortunately slightly too far to use your throwing axes that turn. All he sacrifices for this awesome trick is the whole "once per game he can use his buff on all the Fyreslayers at once" thing.
- If you think Fyreslayers are too weak and limited, because they don't have any Wizards, artillery, long-range shooters and whatnot, just take a Runesmither and twenty Auric Hearthguard. First turn, emerge from a tunnel 15" to that unit you think is unfair, then shoot 40 blasts of lava at it, and watch how it melts. Now which is the unfair army? Remember to position well both the Guard and the Runesmiter: if your opponent can't kill all of the Guard in his turn, then in yours you can give them re-roll to Wound with the Runesmiter, and watch them maim something again!
- Vulkite Berzerkers also work well with the Runesmiter, because with their musician they re-roll one charge dice, meaning they have over 50% chance of making charges of 9" or more. Riskier than just using Auric Hearthguard, yes, but they are cheaper and much less squishy in great numbers.
- Auric Runeson: As it says on the tin, it's a Runeson without the Magmadroth. This also means that you really should not give this version the Javelin, because he doesn't have the Magmadroth's melee to fall back to.
He's only good as General against Ogres or other multi-wound (or Hero-filled) armies, otherwise pass.The Runeson's command ability has been updated to a 15" AoE giving friendly Fyreslayers wholly within it rerolling 1s to wound. So more general choppiness for everyone in both shooting and combat.
- Grimwrath Berzerker: This guy wants to be right in the middle of your opponent's army. He has a save-after-the-save that gets better the more enemy units there are around him (MSU-playstyles beware) and if he kills enough, he can potentially pile in and attack a second time in each combat phase. And the guy can keep fighting even after he's killed, for one more turn...NOPE. Until the end of the *phase* - it's mostly rubbish.
- Auric Runemaster: Skip. Seriously. He is awful at melee and range and his main gimmick aids the enemy more than you. Your opponent picks one of his units to carry some Ur-gold. That unit can reroll To Wound-rolls of 1. If your Runemaster gets close to that unit, all Fyreslayers get an extra attack with all their weapons against that unit. Your opponent can easily use this to his advantage by, for example, picking a war machine. If you manage to charge a backfield war machine, it's dead even without bonus attacks and until you get there, his cannon has a better chance of blowing you to shreds. His other special rule of summoning magma underneath a terrain piece is potentially useful but not worth putting up with the other one.
- If you still want to use him, you can always go with the Runesmiter + Auric Hearthguard trick, to kill wathever your opponent chooses in the first turn. Your opponent will probably choose that cannon/archers unit you were going to kill with the Hearthguard anyway... But if they don't have dangerous ranged units, the Runemaster actually becomes pretty good: the advantage he gives to the unit is minimal, and the one he give against it is enormous: +1 to ALL of your attacks, even those throwing axes all your units have!
- Battlesmith: In terms of killyness, the Battlesmith is awful, but that's okay, because he's a support Hero and support he does. So long as he's alive, Fyreslayers within 8" of him reroll saves, which is awesome: even your guys with worse Saves will have one better than 4+, and will weather the inevitable arrows that will rain upon them turn after turn. With the inherent save-after-the-save that some of your units gets, you'll actually be one of the best protected armies of the game! Other Standard Bearers have to be inmobile for their ability to work, but the Battlesmith only makes you unable to retreat, a very minor drawback. If he bites it, Fyreslayers can decide to not move away and protect his banner, meaning they have to stand still but get to reroll all To Hit and To Wound rolls. If you think this sounds perfect for Auric Hearthguard, you are doing it right.
- Doomseeker: A pure melee Hero, in an army that doesn't need these at all. He can be very damaging against the unit you choose as his target, specially hordes with low Save, and he's cheap, but he's still too slow and one-dimensional. He can work with a Battlesmith, Runesmiter or some other way of protecting him/making him reach combat faster, but everything he does a Grimwrath Berzerker does better, and in a more epic way.
- Fjul-Grimnir: The leader of the Chosen Axes from Shadespire. Required to be taken together and thus should be considered together. On his own, he's basically a Runefather with no throwing axes (same weapon, same abilities). Unlike the Runefather, if he's within 3 of his Chosen Axes, he has 5+ FNP save. Unfortunately his Chosen Axes are ludicrously easy to delete and will thus almost never be worth the points to take them and Fjul over just a normal Runefather and some more Vulkite's. Pass.
All the troops, independently from their equipment can take throwing axes. Which you should always do since it gives you additional attacks at range without paying more for the unit!!!
- Vulkite Berzerkers: Your standard Battleline unit. No matter how you equip them, they gain a save-after-the-save of 6+ that grows better the more Dorfs you have in the unit (+1 for more than 10, +2 for more than 20). They're milquetoast, but if your whole army has them, they add up. The unit can have Horn of Grimnir which allows you to re-roll a single dice when charging. Would be especially nice when combined with Runeson on Magmadroth's command ability to roll 3 dice and pick the best two. They come with several different load outs for the whole unit:
- Bladed Slingshield and Handaxe or War-pick: the axes and picks are pretty similar, with the axes wounding better and the picks having some Rend. The shields on the other hand grant you better saves in melee when they have not charged AND can cause mortal wounds on a charge, which is unreliable, but potentially powerful.
- Two Handaxes: Unlike most units with these options, Vulkite Berzerkers with two weapons get to reroll all failed To Hit rolls, not just 1s, so these make your Dorfs much killier outright.
- If you're planning on a minimum unit of these zerkers, take the shields to have a better chance at surviving combat. If you mob these up in a big unit you'll be getting a very good save after the save so it's more worthwhile to increase their killiness by taking double axes.
- Auric Hearthguard: These are probably the best unit in the Fyreslayer list. The normal Dorfs have Irondrakes, who are almost universally acknowledged as one of the most powerful ranged units in the game. Auric Hearthguard
leave them in the dustare about as killy with their great big Magmapikes, which make them halfway decent in melee and utter murder at range, with 2 shots each at 4+/3+/-1/1, with bonuses To Hit with any weapon if their target is within 5" of a Fyreslayer Hero (think of a Grimwrath Berzerker for this job). Keep in mind now that most ranged units lose efficacy if they move or enemies are too close. Auric Hearthguard doesn't. They can charge right in and finish the job if their shots only almost killed something. And in addition they can use their shots to trap enemy monsters in magma, halving their movement and lowering their Hit rolls.
- Hearthguard Berzerkers: The first time you read through the Fyreslayer rules, you think Hearthguard Berzerkers are the elite infantry to the Vulkite Berzerkers' basic infantry. The second time you look through them, you wonder just why they barely do more damage than the basic infantry. The third time you realize that they aren't that killy because they're not the elite version of Vulkite Berzerkers, they fulfill an entirely different role. Where Vulkite Berzerkers are only tough in numbers, Hearthguard Berzerkers have a 4+ save-after-the-save even at minimal unit size so long as there's a Fyreslayer Hero close to them, which there always should be anyway. Where Vulkite Berzerkers have tons of attacks, Hearthguard Berzerkers have few powerful knocks that can even inflict Mortal Wounds on top if you pick the right weapon. Vulkite Berzerkers are the all-purpose infantry, Hearthguard Berzerkers are there to hold the line and smash up the stuff with the big saves.
- Chosen Axes: The Fyreslayer Shadespire Warband. Required to be taken with Fjul-Grimnir. For 40 points you get 3 Duardin, 1 with 2 4+, 3+ Rend-, 2 Damage Attack (rerolling to hits), 1 with 2 4+, 3+, Rend - 1 damage attack (also rerolling to hits) and 1 with 2, 4+, 3+, Rend -1, 1 Damage attacks. They also never take battleshock and get +1 to wound when within 3 of Fjul-Grimnir. Unfortunately they only have a 5+ save and a 6+ FNP, and for only 3 wounds, that's not a lot. Given that they cost the same as 1/3rd of a unit of Vulkite Berzerkers, it's hard to justify taking them, and thus hard to justify Fjul-Grimnir.
Hajkarl's Sons of Fortune (Start Collecting)
An Auric Runefather on Magmadroth, an Auric Runesmiter, an Auric Runeson and a unit of Vulkite Berzerkers.
Move the units of the battalion 4" closer to a selected enemy during the hero phase. Only units starting more than 3" away from the target can move. All units must end their move closer to the target.
Lords of the Lodge
Found in the Fyreslayers Battletome Min cost: 510 An Auric Runefather or an Auric Runefather on Magmadroth, an Auric Runemaster, a Battlesmith and a unit of Hearthguard Berzerkers.
With this Battalion,
you get a once per game ability that allows you to get a bonus to your roll to determine who goes first in the battle round. The bonus is +1 for each Hero in the Battalion. This is no longer the case post the last FAQ. Now it is at the start of the game on a 2+ you can choose to go first. The Hearthguard Berzerkers in the Battalion can also pile in and attack twice in each combat phase as long as they're within 6" of a Hero from the Battalion. Note it is models in range, not units in range.
Found in the Fyreslayers Battletome. Min cost: 560 An Auric Runeson or an Auric Runeson on Magmadroth and 3 units of Vulkite Berzerkers.
For your bonuses, the Vulkite Berzerkers in this Battalion can throw their throwing axes twice if they are within 10" of the Runeson, and can pile in additional D3 inches if they are within 5" of another Vulkite Berzerker unit from the same Battalion.
Found in the Fyreslayers Battletome. Min cost: 560 An Auric Runesmiter or an Auric Runesmiter on Magmadroth and 3 units of Auric Hearthguard.
Wound rolls for members of this Battalion of 6 or more in the combat phase reduce the following save roll by 1. Also, in the Hero Phase, one unit of Hearthguard within 10" of the Runesmiter can make a wall of covering fire, giving either a unit within 15" or themselves a +1 bonus to their saves until your next Hero Phase, or until they charge.
Found in the Fyreslayers Battletome. Min cost:2250 A Lords of the Lodge battalion, 2 Warrior Kinband battalions, and a Forge Brethren battalion.
Units from a Grand Fyrd subtract 2 from their battleshock test rolls. The other bonus has no effect in Matched Play.
Arngard's Berzerker Fyrd
A Grimwrath Berzerker, a Battlesmith, and 3 units of Vulkite Berzerkers.
At 1000 pt. you can deploy almost all the battalions at minimum size and you have room for a lot of customization. Consider that not all of them respect the minimum requirement for a Pitched Battle so you have to left some room for your Battleline units.
Alternatively you have a really low minimum core tax of 240 pt. with 2 Battleline units and a Runemaster/Runeson.
If you're not thinking of using a Runemaster or a Runefather as general, you're stuck with Vulkite Berserkers as Battleline unit, and you want units of at least 20 Dorfs to gain some bonus. This means 640pt. plus your mandatory leader which should be a Runeson. After that you have 280pt. for customization and a tough choice to make. You can either add a third smaller unit of 15 Vulkite Berserkers and play with the Warrior Kinband battalion, you can add a unit of 10 elites and another Runeson/Runemaster or add a unit of five elites, add 5 Vulkite Berserkers and a major 100pt. leader.
In this sense a nice 1000pt. list could be: a Runeson as General with 2x20 Vulkite Berserkers equipped at will, 5 Auric Hearthguards with a Grimwrath Berserker for bonus and a Runemaster to spice things up. If you're passionate for Behemoth a variation of the same concept is a Runeson on Magmadroth as General with 2x20 Vulkite Berserkers equipped at will and the Runemaster.
At 2000 pt. a single battalion is not enough and you can start considering to double your choices.
Alternatively you have a really low minimum core tax of 320 pt. with 3 Battleline units and a Runemaster/Runeson.
Grand Fyrd level. With the bonus given by the Dour and Fearless rule you should really consider this. Also, you have 680pt. more for customization.
Alternatively you have a really low minimum core tax of 400 pt. with 4 Battleline units and a Runemaster/Runeson.
All of these numbers are very outdated, I will come back and update them soon. Meanwhile feel free to buy a Start Collecting kits or two.
- Dispossessed: guns and better armor
- Ironweld Arsenal: gives long range guns
- Kharadron Overlords: Grants guns and flying units.
- Stormcast Eternals: gives better-focused shooting and wizards.
Rules are here
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