Here in the land of Tron we have access to the ‘Rain Man’ of the Age of Sigmar, a mysterious figure known only as ‘Jim’. Jim has a sixth sense at finding combos, and I wanted to start a series to go over some of his list-tech.
These will be lists that we haven’t yet seen much (if at all) in the international tournament scene. I suppose I should qualify that by saying that it is quite possible some of these lists have been discovered, and even used competitively, but our focus is on their lack of prominence for the purpose of this series.
Without further pre-amble, I give you the first of the Undiscovered Power Lists - Order Draconis.
Carrying on ancient traditions from a world long-lost, the Order Draconis range across the Eight Realms, searching for other enclaves, and assisting the forces of light against the Mad Gods. |
Order Draconis
The List
- Dragonlord Host (Battalion) - 80
- Dragonlord (General) - 400
- Dragon Lance
- Aelven War Horn
- Reckless (Re-Roll Runs and Charge within 10”)
- Quicksilver Potion (attacks before other models)
- Dragon Blades (x5) - 160
- Dragon Blades (x5) - 160
- Dragonlord Host (Battalion) - 80
- Dragonlord - 400
- Dragon Lance
- Aelven War Horn
- Quicksilver Potion (attacks before other models)
- Dragon Blades (x5) - 160
- Dragon Blades (x5) - 160
- Dragonlord - 400
- Dragon Lance
- Aelven War Horn
- Quicksilver Potion (attacks before other models)
Battleline: 4
Behemoths: 3
Number of models: 23
TOTAL POINTS: 2,000
The Combos
Deployment
When deploying, a key consideration is making sure that your units are within 10” of the general at key moments - that will be the main skill of the list.
Speed
Add to this the battalion ability, which allows each unit to make a full move in the hero phase. If they are close enough to charge, after this bonus move, they can do so on a 4+. However, what we are aiming for is a turn one charge, so you will be starting at least 24” away from your opponent’s models, meaning this charge will require a roll of 10+ for the Dragonlords and a 12 for the Blades. We will opt to save this ability for the Dragonfire instead - more on that later.
The army now makes its regular move. By now, the Dragonlords have moved 28”, and the Dragon Blades 24”. They should be within easy reach of key targets. Because Dragonlords can fly, you can even get over the chaff or terrain if needed.
Then you get to do your charge, on average another 7”, but you also have the General’s Reckless ability to reroll your charge rolls within 10” of him if you have positioned carefully.
The first turn charge is a big deal, but as mentioned, you can also save the big charge for later in the game - in which case charging in the hero phase might be a useful option.
The upshot is, this army can move across the table for the turn one charge more reliably than Destruction armies using Rampaging Destroyer, and almost as well as the Lightning Strike Stormcast.
Shooting
To help deal with this, Dragonlords each have a ranged ability called Dragonfire.
Remember how we passed up the opportunity of charging in the hero phase using that battalion ability? Instead, on a 4+, the Dragonlords can use Dragonfire in the hero phase, each potentially causing D6 mortal wounds. They can then do this again in the shooting phase. Pretty decent.
Combat
Each Dragonlord has an Aelven War Horn. When blown once per game, all units within 10” gain +1 attack with each melee weapon. The wording is important. If all three blow them in the hero phase, and are within 10” of each other, that is +3 attacks with each melee weapon.
Suddenly, each Dragonlord attacks with:
- Dragon Lance:
- 6 Attacks, 3+ to Hit, 2+ to Wound, -1 Rend, 3 Damage
- Dragon’s Claws:
- 9 Attacks, 4+ to Hit, 3+ to Wound, -1 Rend, 2 Damage
- Fearsome Jaws:
- 6 Attacks, 4+ to Hit, 2+ to Wound, -2 Rend, D6 Damage
And each unit of 5 Dragon Blades unit attacks with:
- Drake Lance:
- 25 Attacks, 3+ to Hit, 3+ to Wound, 0 Rend, 2 Damage
- Steed:
- 25 Attacks, 4+ to Hit, 4+ to Wound, 0 Rend, 1 Damage.
Fearsome Jaws is the important one, but imagine a unit of 5 Knights doing 50 attacks! And half of them do two damage each!
Now for the fun part. The General’s Command Ability, Lord of Dragons, allows every unit within 10” to reroll all failed Hit rolls for its combat attacks.
OK I lied, THIS is the fun part; all Dragonlords have Quicksilver Potions. This is because you have two battalions in use, so you get an extra two artefacts. Most events allow duplicate artifacts (nothing against it in the GHB anyway). So you can attack with all three Dragonlords before the enemy gets to strike back. And as this is also your turn, you can even get in a unit of Dragon Blades.
And that’s pretty much it. As an alpha strike army, you are getting the charge, doing an almighty ton of damage, and hoping there is not enough left to swing back.
Army Cost
Additionally, there are only 23 models to prepare, making it a good one for a beginner to get stuck into.
Weaknesses
During turns in which these guys do not charge, the lance attacks lose +1 to Wound and 1 damage. Also, there is a lack of rend for a lot of these attacks.
Objective play is a strength of the army, with a high threat range and speed. But the army needs to throw everything at you in one go, and then go back for the objectives once they’re done. Perhaps keeping one or two units of Dragon Blades in reserve. So if you can keep out of their reach you might be able to score enough to take the game away from them. Easier said than done though.
And lastly, just outlasting them if you can. Enough chaff ‘bubble-wrap’, a few missed charges from the Dragons, and things will start looking up.
On the Table
- Nagash - 900
- 4 x Morghast Archai - 480
- 2 x Morchast Harbinger - 240
- 2 x Morghast Harbinger - 240
The Draconis force has been censored here due to unsightly proxies. Just use your imagination! |
I had been yet to lose Nagash in a matched play game so far, spanning three tournaments and a bunch of test games, so I was counting on Hand of Dust doing some good work.
In the first game, Jim had the first turn, and by the end of that same turn I had lost Nagash and 4 Morghast Archai without striking back.
In the second game, I took the first turn, got all my buffs off, and then tried to bubble-wrap Nagash a bit better. I moved the Harbingers to take some side objectives. This time Jim charged in the second turn, and again I lost Nagash and most of everything else in one round.
Absolutely brutal!
I would be keen to hear from anyone who has tried this! Please let me know your thoughts in the posts below. Can you think of any other counters? Would you be keen on giving the army a try?
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