Post by The Supreme Emissary on Aug 24, 2015 0:09:54 GMT -5
Terrain and structures are a big part of making Warhammer a bigger, better and more enjoyable game. Sigmar rewrites the building model and area terrain rules to be simpler and works by granting area bonuses, not so much hard defenses. Most of the scenery models are out of date and not available through GW anymore, though a new line of gorgeous looking (though questionably molded) models have been made. Proxying your own models and markers for some of these scenery pieces can be very easy.
AoS still uses the option of randomly rolling for various mystical terrain, but since you can bring your own, why not plan around your army?
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Walls and Fences
A multi-part model kit. Walls and fences grant cover. Signposts grant an extra inch of movement.
- You can make these out of popsicle sticks and cardboard. There are much better choices, so only take these as part of a Manor.
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Magical - these offer different magical or magic like bonuses
Arcane Ruins (wizards, Death, spell)
Gives a defense bonus against mortal wounds caused by spells and boosts casting results by 1. allows wizards to Summon units of 3 Doomed Spirits. The Spirits aren't scary but they are very useful as flyers and free defenders.
- this is a great place to plant your wizards behind. Doomed Spirit models are really cool too, so any excuse to field them if you don't already have a death army is good.
Balewind Vortex (wizards, spell)
If you own this model, all your wizards know the spell to summon it on the table. while on top of it the wizard is immune to melee attacks, gains +1 to casting and boosts the range of their spells in exchange for being immobile.
- A spell itself, it can be a good option to boost your main wizard and keep them out of melee. Watch out for shooting attacks though.
Dreadfire Portal (Hero, wizard, spell)
A hero can try to gain a fear aura. A wizard gains the Dreadfire spell.
Dreadfire is a powerful CV7 spell that chains to surrounding units.
- The spell is the key. A collection of basic casters can do a lot of potential damage, but only if you get packed in blobs.
Dreadstone Blight (wizard, sacrifice, spell)
Casting and unbinding +1. Boosts the power of the Arcane Bolt spell. A friendly unit can make a sacrifice to increase its hits.
- a solid general use piece. boosting hits is a great boon to shooters. Sacrifices need a sizable unit but they make a good bodyguard choice for your caster.
Eternity Stair (Hero, Priest)
Risks shutting down your units for a greater chance of gaining re-rolls to their wound rolls. A hero/Priest can roll 5/4 to cause an enemy unit in sight to forcibly re-roll hits of 6, reducing the units critical hit chance.
- not so great . basically a luck exchanger.
Garden of Morr (Death, wizard, spell)
A multi part model that can cover a large area. Death models auto heal 1 wound per turn. Death wizards add 1 to casting and unbinding while near a statue. Wizards know Raise the dead.
The spell summons 20 zombie models. That's a LOT of potential fodder to put on the table for free!
- For a Death army this is a MUST! Auto regens for everybody and being able to summon a zombie army is a BIG deal!
Magewrath Throne (General, Hero)
A Hero/general can sit on the throne to gain several powers. your heroes in range can use their command ability even though they are not a general! enemy wizards in range subtract 2 from their casting rolls! the seated model has a chance to inflict d3 mortal wounds to an enemy unit within range.
- Letting all your Heroes use their Command Abilities is a really cool ability! the anti-wizard ability is neat, but situational. Giving your general a spell like attack to make up for their immobility is a nice trade off. An absolute must for a defensive army. Bring a general with long ranged abilities and put your meatier lieutenants up front to wreak maximum havoc!
Sylvaneth Wyldwood (Sylvaneth)
Needs 2 or more woods models. Any models other than sylvaneth, monsters or heroes that try to run through the woods risk being slain outright. All non sylvaneth models that cast spells in range risk suffering d3 mortal wounds.
The woods have synergy with Treemen that lets them use the woods as teleports. The character version has a spell that allows them to create more woods.
- Sylvaneth players need these. You'll want 2-6 depending on how big a table you want to play on. For anyone else, they just get in the way
Temple of Skulls (Totem, General, Chaos, Hero, Wizard, sacrifice)
Totems get their ability ranges doubled. A generals inspiring presence is doubled. Chaos Heroes can re-roll hits. Chaos Wizards can re-roll 1 casting or unbinding die in a hero phase. A unit can make a sacrifice to add 1 to all their hit rolls.
- A must have for Chaos players. a great front line piece that can buff your whole army.
Baleful Realmgate (Wizard, Priest)
Comes in a 2 piece set. These portals have a lot of risk to using them. A unit has a chance to transport between one portal and another, potentially crossing an entire table. A wizard/priest can help make things a little safer for models trying to get through.
- Highly situational. These are better used as part of missions rather than in general.
Ophidian Archway (Hero)
Your units gain a fearful aura. units gain cover. A hero has a chance to awaken the walls guardians and slay an enemy model in range.
- a cool looking defense wall. With luck you can wipe out enemy models on its own.
Numinous Occulum (wizard, spell)
Wizards get +1 to casting and unbinding rolls. Wizards gain the Piercing Veil spell. Units in range have a chance to resist being damaged enemy spells.
Piercing the Veil allows any one die roll to be altered that round.
- A mage's buddy, but while dictating a single roll sounds kooky, it's really situational and out of a bucket of a hundred dice, which one do you choose?
Dragonfate Dais (Priest, Sacrifice)
A priest can gain additional power by standing on top of a Dais. They have a chance to resist damage. A unit can make a sacrifice to add 1 to its save rolls. A blessed unit can add 1 to their hit rolls for the rest of the battle.
- A gamble to use, but is worth considering since it hands out hit boosts to units for the entire game. Bring a couple backup Priests.
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Buildings - Allows units to be Garrisoned. buildings only act as cover, making the unit's footprint the entire building model for incoming and outgoing attacks.
Chapel (Priest) 1 Hero, 1 unit
units are immune to battleshock. A priest can heal a model for d3 wounds.
- Good for everybody! Heals models for 1-3 wounds, so it only counts for multi-wound models.
Deathknell Watch () 1 hero, 1 unit
has a signaling device that lets hits be re-rolled against a unit in the shooting phase.
- A cool 2 part model gives you a lot of bang for your buck and a must have for any shooting unit!
Witchfate Tor (Wizard) 1 Hero, 2 units
Add 1 to casting and unbinding for wizards garrisoned in the Tor. A wizard in a Tor has a chance to learn any spell cast by another wizard on the table.
- A huge model! Best for a caster heavy army. Being able to copy ANY spell on the map is cool, but risking blowing up your caster to do it quickly gets to be not worth it.
Watchtower (Hero) 1 Hero, 1 unit
if a hero is in the tower, you can add 6" to the range of its command abilities. You can also re-roll charge rolls for units within range.
- A front line/mid board piece. It helps with assault units and can improve supporting fire with garrisoned shooters.
Fortified Manor (Combination, General) 1 Chapel, 1 Watchtower, 1+ Walls and Fences
Along with the normal rules for the individual models, the Manor gains more rules. Any unit in cover in the Manor reduces the rend from enemy attacks by 1. ONCE per battle a General garrisoned in the watchtower gives you +1 for the initiative roll for that battle round.
- Your basic command compound. You might as well use the +1 initiative on turn 1 to seize the alpha strike if you can. It's a defensive structure that does pretty well at keeping your models alive even after they get into melee.
---
Chaos Dreadhold - the new Chaos themed fortress set. They can be combined into a wide variety of useful configurations.
Skull Keep (General, Priest, Totem, Chaos) 1 hero, 1 unit
Doubles the range of totem Abilities. A general/priest has access to other abilities. A bad roll can shut down the gargoyle powers or kill the model. A chaos model gets turned into a Chaos Spawn instead of dying / Non-chaos models nearby are forced to take battleshock tests / Any models that get too close risk being hurt / enemies cannot target the occupying unit / roll a 6 and choose which power you want.
- Chaos only and an auto take. Jam this up the line to scare off the enemy front line.
Overlord Bastion (Totem, general, Priest, Wizard, Chaos) 1 hero, 2 units
Has all the same rules as a Skull Keep with one addition along with being bigger. Wizards gain 1 to casting and unbinding rolls as well as +6" to their casting ranges.
- Same as the skull keep but bigger and cooler with better options to cover your back lines as they advance.
Malefic Gate (wizard, priest, spell)
A gate needs models to open or close it. Forcing it open from either side risks slaying any models in the way. A wizard gains Arcane Blast, a spell to shove the gates one way or the other. Priests can seal the gates with damaging magic. The gargoyles can frighten enemies and force a battleshock test and grant your units the ability to shoot, run and charge.
- A gate NEEDS to be part of a containing fortress wall. it draws the enemy in while scaring them away. It is a lynchpin piece for a heavy fortress. Add towers to flavor. Proxy this with walls to capture any style army you like.
Fortress Wall (hero)
A hero can taunt an enemy unit, reducing their hits by 1. It can damage enemy models that get too close or fly over. Non-flyers and non-monsters risk even further damage when trying to climb over the wall. It doesn't offer any cover but it raises models well out of reach for most melee.
- The quintessential battlement. Proxy this with foam and build your own fortress.
Infernal Realmfort (Combination)
1 Malefic Gate
1 Baleful Realmgate (so you need an existing set if you purchase the bundle)
7 Skull Keeps
12 Fortress Walls
Malefic Dreadhold (Combination)
1 Overlord Bastion
4 Malefic Gates
Skullcoven Forge (Combination)
3 Skull Keeps
Direstone Redoubt (Combination)
1 Overlord Bastion
2 Skull Keeps
2 Fortress Walls
Summoner's Hellgate (Combination)
1 Skull Keep
2 Malefic Gates
Magebane Wall (Combination)
1 Malefic Gate
5 Fortress Walls
Ironskull Bastion (Combination)
Octadic Dreadhold (Combination)
1 Overlord Bastion
8 Skull Keeps
Ruin Keep (Combination, battalion piece)
1 Malefic Gate
2 Skull Keeps
4 Fortress Walls
Brazen Walls: You can attempt to unbind all spells directed at Ruin Keep or any units inside it.
Cowering is for Cowards: If the gates are opened in your hero phase, you can double a unit's move/charge as long as the unit moves OUT through the gate. ALso, units garrisoning the Skull Keeps can charge directly out of the buildings without having to move out of them first.
AoS still uses the option of randomly rolling for various mystical terrain, but since you can bring your own, why not plan around your army?
---
Walls and Fences
A multi-part model kit. Walls and fences grant cover. Signposts grant an extra inch of movement.
- You can make these out of popsicle sticks and cardboard. There are much better choices, so only take these as part of a Manor.
---
Magical - these offer different magical or magic like bonuses
Arcane Ruins (wizards, Death, spell)
Gives a defense bonus against mortal wounds caused by spells and boosts casting results by 1. allows wizards to Summon units of 3 Doomed Spirits. The Spirits aren't scary but they are very useful as flyers and free defenders.
- this is a great place to plant your wizards behind. Doomed Spirit models are really cool too, so any excuse to field them if you don't already have a death army is good.
Balewind Vortex (wizards, spell)
If you own this model, all your wizards know the spell to summon it on the table. while on top of it the wizard is immune to melee attacks, gains +1 to casting and boosts the range of their spells in exchange for being immobile.
- A spell itself, it can be a good option to boost your main wizard and keep them out of melee. Watch out for shooting attacks though.
Dreadfire Portal (Hero, wizard, spell)
A hero can try to gain a fear aura. A wizard gains the Dreadfire spell.
Dreadfire is a powerful CV7 spell that chains to surrounding units.
- The spell is the key. A collection of basic casters can do a lot of potential damage, but only if you get packed in blobs.
Dreadstone Blight (wizard, sacrifice, spell)
Casting and unbinding +1. Boosts the power of the Arcane Bolt spell. A friendly unit can make a sacrifice to increase its hits.
- a solid general use piece. boosting hits is a great boon to shooters. Sacrifices need a sizable unit but they make a good bodyguard choice for your caster.
Eternity Stair (Hero, Priest)
Risks shutting down your units for a greater chance of gaining re-rolls to their wound rolls. A hero/Priest can roll 5/4 to cause an enemy unit in sight to forcibly re-roll hits of 6, reducing the units critical hit chance.
- not so great . basically a luck exchanger.
Garden of Morr (Death, wizard, spell)
A multi part model that can cover a large area. Death models auto heal 1 wound per turn. Death wizards add 1 to casting and unbinding while near a statue. Wizards know Raise the dead.
The spell summons 20 zombie models. That's a LOT of potential fodder to put on the table for free!
- For a Death army this is a MUST! Auto regens for everybody and being able to summon a zombie army is a BIG deal!
Magewrath Throne (General, Hero)
A Hero/general can sit on the throne to gain several powers. your heroes in range can use their command ability even though they are not a general! enemy wizards in range subtract 2 from their casting rolls! the seated model has a chance to inflict d3 mortal wounds to an enemy unit within range.
- Letting all your Heroes use their Command Abilities is a really cool ability! the anti-wizard ability is neat, but situational. Giving your general a spell like attack to make up for their immobility is a nice trade off. An absolute must for a defensive army. Bring a general with long ranged abilities and put your meatier lieutenants up front to wreak maximum havoc!
Sylvaneth Wyldwood (Sylvaneth)
Needs 2 or more woods models. Any models other than sylvaneth, monsters or heroes that try to run through the woods risk being slain outright. All non sylvaneth models that cast spells in range risk suffering d3 mortal wounds.
The woods have synergy with Treemen that lets them use the woods as teleports. The character version has a spell that allows them to create more woods.
- Sylvaneth players need these. You'll want 2-6 depending on how big a table you want to play on. For anyone else, they just get in the way
Temple of Skulls (Totem, General, Chaos, Hero, Wizard, sacrifice)
Totems get their ability ranges doubled. A generals inspiring presence is doubled. Chaos Heroes can re-roll hits. Chaos Wizards can re-roll 1 casting or unbinding die in a hero phase. A unit can make a sacrifice to add 1 to all their hit rolls.
- A must have for Chaos players. a great front line piece that can buff your whole army.
Baleful Realmgate (Wizard, Priest)
Comes in a 2 piece set. These portals have a lot of risk to using them. A unit has a chance to transport between one portal and another, potentially crossing an entire table. A wizard/priest can help make things a little safer for models trying to get through.
- Highly situational. These are better used as part of missions rather than in general.
Ophidian Archway (Hero)
Your units gain a fearful aura. units gain cover. A hero has a chance to awaken the walls guardians and slay an enemy model in range.
- a cool looking defense wall. With luck you can wipe out enemy models on its own.
Numinous Occulum (wizard, spell)
Wizards get +1 to casting and unbinding rolls. Wizards gain the Piercing Veil spell. Units in range have a chance to resist being damaged enemy spells.
Piercing the Veil allows any one die roll to be altered that round.
- A mage's buddy, but while dictating a single roll sounds kooky, it's really situational and out of a bucket of a hundred dice, which one do you choose?
Dragonfate Dais (Priest, Sacrifice)
A priest can gain additional power by standing on top of a Dais. They have a chance to resist damage. A unit can make a sacrifice to add 1 to its save rolls. A blessed unit can add 1 to their hit rolls for the rest of the battle.
- A gamble to use, but is worth considering since it hands out hit boosts to units for the entire game. Bring a couple backup Priests.
---
Buildings - Allows units to be Garrisoned. buildings only act as cover, making the unit's footprint the entire building model for incoming and outgoing attacks.
Chapel (Priest) 1 Hero, 1 unit
units are immune to battleshock. A priest can heal a model for d3 wounds.
- Good for everybody! Heals models for 1-3 wounds, so it only counts for multi-wound models.
Deathknell Watch () 1 hero, 1 unit
has a signaling device that lets hits be re-rolled against a unit in the shooting phase.
- A cool 2 part model gives you a lot of bang for your buck and a must have for any shooting unit!
Witchfate Tor (Wizard) 1 Hero, 2 units
Add 1 to casting and unbinding for wizards garrisoned in the Tor. A wizard in a Tor has a chance to learn any spell cast by another wizard on the table.
- A huge model! Best for a caster heavy army. Being able to copy ANY spell on the map is cool, but risking blowing up your caster to do it quickly gets to be not worth it.
Watchtower (Hero) 1 Hero, 1 unit
if a hero is in the tower, you can add 6" to the range of its command abilities. You can also re-roll charge rolls for units within range.
- A front line/mid board piece. It helps with assault units and can improve supporting fire with garrisoned shooters.
Fortified Manor (Combination, General) 1 Chapel, 1 Watchtower, 1+ Walls and Fences
Along with the normal rules for the individual models, the Manor gains more rules. Any unit in cover in the Manor reduces the rend from enemy attacks by 1. ONCE per battle a General garrisoned in the watchtower gives you +1 for the initiative roll for that battle round.
- Your basic command compound. You might as well use the +1 initiative on turn 1 to seize the alpha strike if you can. It's a defensive structure that does pretty well at keeping your models alive even after they get into melee.
---
Chaos Dreadhold - the new Chaos themed fortress set. They can be combined into a wide variety of useful configurations.
Skull Keep (General, Priest, Totem, Chaos) 1 hero, 1 unit
Doubles the range of totem Abilities. A general/priest has access to other abilities. A bad roll can shut down the gargoyle powers or kill the model. A chaos model gets turned into a Chaos Spawn instead of dying / Non-chaos models nearby are forced to take battleshock tests / Any models that get too close risk being hurt / enemies cannot target the occupying unit / roll a 6 and choose which power you want.
- Chaos only and an auto take. Jam this up the line to scare off the enemy front line.
Overlord Bastion (Totem, general, Priest, Wizard, Chaos) 1 hero, 2 units
Has all the same rules as a Skull Keep with one addition along with being bigger. Wizards gain 1 to casting and unbinding rolls as well as +6" to their casting ranges.
- Same as the skull keep but bigger and cooler with better options to cover your back lines as they advance.
Malefic Gate (wizard, priest, spell)
A gate needs models to open or close it. Forcing it open from either side risks slaying any models in the way. A wizard gains Arcane Blast, a spell to shove the gates one way or the other. Priests can seal the gates with damaging magic. The gargoyles can frighten enemies and force a battleshock test and grant your units the ability to shoot, run and charge.
- A gate NEEDS to be part of a containing fortress wall. it draws the enemy in while scaring them away. It is a lynchpin piece for a heavy fortress. Add towers to flavor. Proxy this with walls to capture any style army you like.
Fortress Wall (hero)
A hero can taunt an enemy unit, reducing their hits by 1. It can damage enemy models that get too close or fly over. Non-flyers and non-monsters risk even further damage when trying to climb over the wall. It doesn't offer any cover but it raises models well out of reach for most melee.
- The quintessential battlement. Proxy this with foam and build your own fortress.
Infernal Realmfort (Combination)
1 Malefic Gate
1 Baleful Realmgate (so you need an existing set if you purchase the bundle)
7 Skull Keeps
12 Fortress Walls
Malefic Dreadhold (Combination)
1 Overlord Bastion
4 Malefic Gates
Skullcoven Forge (Combination)
3 Skull Keeps
Direstone Redoubt (Combination)
1 Overlord Bastion
2 Skull Keeps
2 Fortress Walls
Summoner's Hellgate (Combination)
1 Skull Keep
2 Malefic Gates
Magebane Wall (Combination)
1 Malefic Gate
5 Fortress Walls
Ironskull Bastion (Combination)
Octadic Dreadhold (Combination)
1 Overlord Bastion
8 Skull Keeps
Ruin Keep (Combination, battalion piece)
1 Malefic Gate
2 Skull Keeps
4 Fortress Walls
Brazen Walls: You can attempt to unbind all spells directed at Ruin Keep or any units inside it.
Cowering is for Cowards: If the gates are opened in your hero phase, you can double a unit's move/charge as long as the unit moves OUT through the gate. ALso, units garrisoning the Skull Keeps can charge directly out of the buildings without having to move out of them first.