I was surprised by the amount of positive feedback the first part of this narrative tutorial series gained, so I decided to speed up the production of the second part to finish and publish it earlier than originally planned.
Now that the core mechanics have been scrutinised with single models we can move on to see how these same rules affect larger quantities of models. In this part of the series we'll take a look at units, what they are and how they act on the field using the same rules as singular models.
Before we dive into the narrative mode, let us discuss the Warscrolls of the units we're about to use. Although a Warscroll handily defines a whole unit in one document, there's a lot of information there that should be pored through before stepping on the battlefield.
This tutorial will be a lengthy one due to these Warscroll decrypts before the actual fight, but this is meant for absolute beginners so I can't leave any of it out. I've worked hard to explain every important aspect while leaving out only the most advanced parts that we're going to see in the two later parts.
Happy learning!
A unit of Duardin Warriors carrying Axes and Shields, accompanied by their Veteran, Standard Bearer and Hornblower. |
PROFILE
The profile, statline or "characteristics" on the top of the Warscroll are the very same we used in the previous tutorial, defining the physique, courage, weapons and armour of each individual model in the unit. In this example the unit above consists of 10 Warriors, each of them with 1 Wound, a Save of 5+ and a Move of 4". Simple.
DESCRIPTION
This part defines what armaments the unit can carry and how many are needed to form a fighting unit. A unit of Duardin Warriors may contain 10 or more models, each of them armed with either Hammers and Axes or Double-handed Axes. This represents the choice you are given when you assemble the unit from the box: you can either give them arms that hold hammers and axes in one hand and a shield in the other, or arms that heft double-handed axes with their shields on their backs.
The wording on the description always provides you with the options you have, often in a rather descriptive manner: "Most warriors enter battle armed with [Option A], but some units prefer instead to wield [Option B] to cut down their foes with mighty swings. Many units also carry [Additional Option (e.g. shields)]."
The description also shows you the options for Command models, usually unit champions, standard bearers and musicians.
Veteran is the leader of a unit of Duardin Warriors, sometimes referred to as a champion. He gives the unit an additional Attack and is represented by the coolest or most decorated model in the unit.
Standard Bearer has two options for his banner in this unit. A Runic Icon will protect the unit from enemy magics while a Clan Banner makes the models in the unit braver than normal. This particular unit chose the Clan Banner for this battle, the effects of which we shall see further down the tutorial. The model is pretty easy to spot, he's the one carrying that giant pole!
Hornblower is represented by the model with a horn in the place of his shield. As we can see on the Warscroll, he provides the unit with a bonus to Run.
ABILITIES
Abilities are passive or activated effects that affect the unit during battles. These vary greatly in each Warscroll, giving each unit its own purpose and use on the battlefield.
Resolute in Defence is an ability that transforms the hardiness and determination of the Duardin race into an in-game effect, making the unit slightly more deadly during your opponent's turn. As is the case with many "regular" infantry units, the ability gets stronger the more models you have in the unit, representing strength in numbers.
Duardin Shields is an activated ability granted to the unit by slapping some shields on them during assembly. If the unit does not act aggressively during its own turn, it forms a shieldwall to improve its melee defence until your next turn. This ability makes Duardin Warriors a great unit to hold locations, especially when standing in Cover.
Runic Icon & Clan Banner describe the effects granted to the unit by their Standard Bearer model as discussed above.
KEYWORDS
Keywords are definitions that apply to the unit, describing its allegiance, race, faction and unit name. Keywords are very important in the game as many spells, abilities and other special rules only affect units with certain keywords. We'll delve more into these in the third part of the tutorial, Heroes For Beardlings!
A unit of Thunderers, armed with Handguns and accompanied by their Veteran, Standard Bearer and Drummer. |
Veteran of this unit may choose a Handgun with +1 To Hit bonus or a Brace of Pistols that's basically one additional Attack but much shorter range. In this example the Pistols were chosen.
Standard Bearer may choose between a Runic Icon and a Clan Banner in the same manner as the Warriors. The Clan Banner was chosen.
Drummer does exactly the same as Hornblower does to the Warriors. Banners and Musicians usually maintain the same effects across the whole army, but there are exceptions so read every Warscroll carefully.
Precision Fire is an ability that activates if the unit has enough models in it and there are no foes nearby. Quite powerful as the only bad thing about those Handgun stats seems to be that rather average To Hit value and this ability fixes the issue, but you need to remember to keep some distance to the enemy.
Duardin Bucklers confer the same bonus to Thunderers as the Duardin Shields provide to Warriors. This ability makes a non-aggressive Thunderer unit almost as good in melee as a unit of Warriors, but I'd advise against it as they're much more useful when used at range (see Precision Fire).
A unit of 10 Savage Orruks, armed with Chompas and Bone Shields. Unit's Savage Boss, Bone Totem and Skull Thumper standing at the fore. |
Savage Boss grants the unit an additional Attack.
Skull Thumper makes sure the unit succeeds its critical charge moves to reach the enemy as soon as possible.
Bone Totem represents the natural fightyness of the orruk race. Who would run away when there are more foes to smash?
Mad with the Power of the Waaagh! grants the unit more melee efficiency the more models it contains, a textbook example of regular infantry abilities.
Bone Shield grants an improved Save only in melee which makes this unit vulnerable to missile fire.
Right, with the introductions out of the way we can now watch the battle and see all of the above in action!
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Godri Thurnigsson removed his horned helmet to wipe sweat off his brow. They had been marching along the old overgrown duardin road for days in order to reach the Grimpick Outpost before the week's end. A runner had been sent from the holdfast with an urgent report of barbarian raids in the region, and Godri's detachment was the reply to that plea. He was to take his warriors to the Grimpick Outpost to asses the severity of the raids and bolster the garrison's ranks until such time that a larger contingent of reinforcements could be sent.
The day was a hot one, the old road or the trees beside it offering no protection against the unforgiving rays of the sun. Not even a single refreshing breeze had eased their distress during the whole journey. Godri slapped a buzzing insect flat against his sturdy neck, swiping the dead bug to the ground before placing his helmet back on his brown curls. This day would be a suffering.
The duardin column waded its way along the road, kicking at roots and weeds that sought to tangle around their boots. To keep their minds from their misery and to stay focused on the task at hand, the musician of the Warriors blew out a marching note, a steady rhythm with which it was easy to keep up a steady pace.
The Thunderers kept silent as they walked, eyeing the woods suspiciously while keeping their guns loaded and unslung from their backs.
Then suddenly a furious warcry sounded across the glade, assaulting the senses of the marching duardin. A mob of orruks emerged from the nearby woods, shouting insults and challenges at their foes as they surged forth from the shadows.
Each Orruk model is moved forward 5", which was their rolled charge distance. At last one model from the unit must finish this move within ½" of an enemy model. |
Their Chompas have a To Hit value of 4+, which means 5 hits and 4 misses after the dice are rolled. |
The dice that indicated a hit are picked up and rolled again, this time To Wound (3+). Every single attack succeeded in causing injury! |
With a To Hit of 3+, the Warriors score 6 hits and 3 misses. |
With all the moving, charging, fighting and fleeing done for the Orruks' turn, the 1st Battleround ends and the 2nd begins with the Duardin. |
Godri Thurnigsson shook his head in disbelief as he parried yet another clumsy blow from an orruk almost twice his height. It seemed his detachment might never make it to the Grimpick Outpost after all...
The maximum Range of their Handguns is 16", easily reaching the Orruks. Even the Veteran's Brace of Pistols is in range (8"). |
"In the name of Grungni, let's show 'ese savages what it means t' cross the path o' the duardin!"
The unit has moved but not run, so it may now fire its Missile Weapons. Each Thunderer's Handgun makes 1 Attack while the Veteran's Pistols make 2, for a total of 11 shots. |
The Handgun's To Hit value is 4+ (Precision Fire not in use due to low model count), and the unit scores 6 hits and 5 misses. |
Of these hits, 5 manage to pass the To Wound roll of 3+. |
With the shooting done and no need for charging, it is time for close combat. The Duardin go first as it is their turn, sending 8 Attacks at their adversaries. |
The rolls To Hit (3+) show 4 hits and 4 misses. |
2 attacks manage to cause injury when rolling To Wound (4+). |
The Orruks take their Save of 5+ and manage to block one. |
That single Axe Attack that went through caused 1 Damage, taking the last Wound off the damaged Orruk model and killing it. |
Godri smacked his hammer across the face of a wounded orruk in front of him, sending the beast onto its back on the ground. All around him his warriors were standing their ground, determined to sell their lives as dearly as possible.
The Orruks strike back with 9 Attacks. |
6 hits, 3 misses (To Hit 4+) |
3 injuries inflicted (To Wound 3+) |
The Duardin roll for their Save of 5+... but alas, they fail them all! |
The second Duardin turn is over and the second Orruk turn begins. |
The Orruks have no will to shift from the combat, so they eschew moving and start swinging immediately. 8 Attacks are sent at the Duardin from the remaining Savage Orruks. |
4 hits, 4 misses (To Hit 4+) |
2 rolls manage To Wound (3+) succesfully |
The reduced Warriors strike back with 6 Attacks. |
5 hits, 1 miss (To Hit 3+) |
4 injuries, 1 scratch (To Wound 4+) |
The Orruks fail 3 out of 4 Saves (5+), resulting in a total of 3 Damage: one Orruk is slain (2 Damage) and another suffers 1 Damage. |
The Orruk turn is at an end and Battleshocks are tested. Neither side loses any models to the horrors of war. Duardin: 5+1=6 VS Bravery 6 Orruks: 5+1=6 VS Bravery 5+2=7 |
The 2nd Battleround has been concluded, and the 3rd Battleround begins with the Duardin turn. |
"Fall back! Retreat, lads!" Godri bellowed to his men as he bashed his shield against one of the brutes and began disengaging. His warriors obeyed without delay, falling back from the fight while protecting themselves with their shields.
Once he and his men were safely away from the abashed orruks, he gave a signal to the Thunderers by lifting his hammer high into the air.
"Now, Nadri!"
The Thunderers make use of the following Shooting phase, sending 11 Attacks at the Orruks. |
8 hits, 3 misses (To Hit 4+) |
5 shots out of 8 manage To Wound (3+) |
(I made the same mistake here again, the Orruks wouldn't actually get a Save against Handguns) 4 shots go unblocked, causing 4 Damage to the Orruk unit. |
4 Damage is enough to slay the wounded model (1 Damage), as well as a second (2 Damage) and still wound a third Orruk (1 Damage)! |
The Orruks have no hope of winning anymore and they have lost the battle, the Duardin stand victorious! |
Godri removed his battered helmet and let it fall into the grass. The ran his meaty fingers through his sweat-soaked hair and straightened his beard, taking in lungfuls of warm summer air before issuing orders for his panting detachment.
"Grimnir's beard, lads... We'll be late at this rate! I want another twelve miles behind us before the sun sets, so let's move on!"
He picked up his helmet and hung it from a hook in his belt. Let the orruks come again if they dared, Godri Thurnigsson would still walk the rest of the way refreshingly bare-headed!
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Whew, what a marathon to write!
In this tutorial I actually rolled the dice and accepted the results that came up instead of choosing them for the sake of clarity. Worked pretty well I think, the Rend and Retreat rules fit pretty nicely in there amidst all the basic combat and several Battleshock tests.
I hope this narrative tutorial clarified something about Warscroll anatomy and unit behaviour in Age of Sigmar, in the next tutorial we'll delve into heroes and their capabilities to affect the flow of battle.
Thank you for sticking along through the whole post, it was a lengthy one but perhaps that was for the best.
Until next time!