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Toughest/most resilient army in AoS?


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Definitely has to be the Fyreslayers.

  • Multiple +1 save buffs
  • Easy access to reroll 1s
  • -1 hit debuff prayer
  • Big 14 wound monsters that reduce rend by 1
  • Hermdar trait to reduce enemy wound rolls and strike first in combat
  • An artefact that makes your army shrug spells on a 4+
  • Powerhouse infantry unit that ignores all wounds on a 4+
  • Undispellable wall that blocks movement and line of sight

They are an incredibly tough nut to crack.

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On 6/3/2019 at 10:35 AM, Thenord said:

How do they do this, I can only see Heartguard zerkers getting a 4+ (battlesmith) and a 4++ (if they're close to hero)? :)

+1 with battlesmith (aoe)

+1 with prayer

+1 with runesmitter one-time-per-game ability (aoe)

+1 with forge brethen

Note that forge brethen work in ennemy phase until your own so if your opponent have a double turn, you actually have a +5 save to a unit or at least +2 to the save of several units and three +1 bonus to who you want.

So vulkite berserkers in cover can reach a -2+ save.

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I really think you need to define what resilience means here. A similarly pointed 2 wound model with a 4+ save is only as resilient as a model with four wounds and no save. There are two ways of considering resilience, base number of wounds versus quality of saves. Then factor things in like -1 to hit, -1 to wound. rend, healing, resurrecting and ethereal and you get a very complex formula. Fyreslayers at first glance are very resilient but consider a block of Chainrasps that are being returned to play at a steady pace , have -1 to wound and have a 5+(6+) save with no modifiers being allowed. That makes for an interesting comparison.

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12 hours ago, Redmanphill said:

I really think you need to define what resilience means here. A similarly pointed 2 wound model with a 4+ save is only as resilient as a model with four wounds and no save. There are two ways of considering resilience, base number of wounds versus quality of saves. Then factor things in like -1 to hit, -1 to wound. rend, healing, resurrecting and ethereal and you get a very complex formula. Fyreslayers at first glance are very resilient but consider a block of Chainrasps that are being returned to play at a steady pace , have -1 to wound and have a 5+(6+) save with no modifiers being allowed. That makes for an interesting comparison.

You should consider this unit will be vaporized in 1 phase by the aforementioned heartguard unit, they will do 120 attack (always strike first attack 2 times x phase) and u will receive 40 mw even before they start to roll to wound.....(any 6 to hit 2mw, range 2" on their weapons). 

That unit is simply wrong, impossible resilience and devastating offense :P

 

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