Start Competing: Fyreslayers Tactics

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Looking for some warmer weather where you can let it all out? Overwhelmed by those sprawling armies that have dozens of options? Have a fondness for painting red and orange? If you answered “yes” to any of these questions – or if you just really like Dwarfs – then come on down to Aqshy and join Grimnir’s horde because the Fyreslayers just might be the faction for you.

 

Faction Overview

One of the initial factions that got attention in Age of Sigmar, Fyreslayers are a purely Dwarf faction. Whereas Cities of Sigmar has a melting pot approach, allowing you to mix Dwarfs in with other races, and Kharadron Overlords like their steampunk ships, Fyreslayers are pure Dwarf all the time. It’s also an extremely straightforward faction, with only a handful of units available to you it only really has a few tricks, but the tricks it has it does extremely well. Fyreslayers are all about rushing up the field with reckless abandon and decimating your foes before they can strike back.

Strengths

  • Melee Combat. One of the strongest armies in the combat phase.
  • Heroes. A solid repertoire of Heroes to choose from
  • Mounts. Powerful mount options
  • Berzerkers. Berzerkers for days

Weaknesses

  • Lack of model options. You have a decent selection of heroes but only 3 regular units.
  • Poor ranged game. While most of your models have throwing axes or the like, they require you get pretty close first. They’re more to soften up the enemy before charging in
  • Magic. No magic, and by extension, limited ability/options to unbind opponent’s spells

Competitive Rating

Medium

Fyreslayers were one of the first armies of the first iteration of Age of Sigmar and got one of the first books of Age of Sigmar 2.0. As a result the army feels a bit longer in the tooth compared to some and was a test bed for ideas that would be expanded upon later, such as priests and prayers and an army terrain feature. While they don’t suffer as badly as Stormcast in terms of suffering from “First run” syndrome they lack the options and versatility of Stormcast. In short, Fyreslayers really only have one play style: Charging in and making a mess. Whether or not you win can be based on how easily your opponent is prepared to deal with and counter that strategy.

 

Allegiance Abilities

Ur-Gold Runes

At the beginning of your Hero phase you can activate one of the 6 Ur-Gold runes. You roll a die after choosing which Rune you will activate, and on a 1-5 the Rune goes off as normal. If you get a 6 you get an enhanced version of the ability in addition to the normal one. The effect is army wide and that’s where a lot of the power comes in. You can only activate each Rune once – once a Rune has been used it’s gone. The Runes last until your next Hero phase so you should be trying to activate a new one each turn, and you have just enough of them to last you a full game.

  • Rune of Fury: Reroll hit rolls of 1 for Fyreslayer units.
    • Enhanced: Add +1 to attack characteristics for melee weapons

Obviously, pop this one once you’re actually in combat and need something dead.

  • Rune of Searing Heat: On an unmodified roll of 6, add 1 to the damage of all Fyreslayer weapons.
    • Enhanced: Roll a die for each enemy within 3″ of a Fyreslayer unit. On a 2+ deal a mortal wound to that unit.

Not great and probably among your last picks as the 6 requirement makes it a bit too unreliable.

  • Rune of Awakened Steel: -1 Rend to all Fyreslayer melee weapons.
    • Enhanced: Increase the Rend by a further -1.

Simple but effective — this is the good stuff, great for taking down heavily armored targets and if you get the enhanced version you’ll likely be able to entirely deny your opponent saving throws.

  • Rune of Firey Determination: +1 Bravery to all units.
    • Enhanced: Ignore battleshock tests for all units. Not great. Fyreslayers generally aren’t running in terribly large groups and have really good bravery scores.

What really prevents this from being useful is that because you’re popping it in the Hero phase it’s next to impossible to know if you’re going to need to make a tough bravery save or not. Burn this on a turn where you don’t need one of the others.

  • Rune of Relentless Zeal: Add 2″ to your Movement characteristic.
    • Enhanced: Add 2 to all charge rolls.

Obviously, pop this turn 1. That’s when you want to close the gap quickly and with proper positioning and good rolls, a turn 1 charge is feasible, especially if you hit the enhanced version bonus.

  • Rune of Farsight: Add +1 to hit rolls for Throwing Axes.
    • Enhanced: Add +1 to wound rolls for Throwing Axes.

Not a bad buff, I’d recommend using this on Turn 2 if you didn’t get to close the gap with as many units as you would have liked, so you want to hold off on Rune of Fury/Awakened Steel. Remember in Age of Sigmar you can still fire into combat as well as a unit you are engaged in combat with, so the usefulness of this doesn’t entirely go away just because you got into melee range.

 

Lodges

Lodges are the Fyreslayers’ subfactions. There are only 4 here as opposed to the usual 6 but they work under the same usual constraints: You can choose one and if you do so, you gain a new allegiance ability and command ability. In exchange you must take the Command Trait (if possible) and the Lodge’s artefact as your first artefact. If you want to know the “Best” one, Hermdar is the most popular option.

Vostarg

  • Lodge Ability: Fearsome Surge – Add 1 to charge rolls for all units, if a unit runs they automatically add 6″ to the movement. This applies to everyone and is very powerful – you want to be in your opponent’s face, and this helps you get there. A-
  • Command Ability: Honour Our Ancestors – Pick a Hero, add +1 to hit rolls for attacks made by the Hero that turn and all Berzerkers within 12″. Another solid ability, even if it has some diminishing returns since your units already have great Hit stats. B+
  • Command Trait: Fiery Endurance – Any units within 12″ of the General can run and charge in the same turn. Great for that first turn charge and has great synergy with the Fearsome Surge Lodge ability. A-
  • Artefact of Power: Vosaxe – Pick a melee weapon and improve the rend by 1. Additionally, if you roll an unmodified 6, deal a bonus mortal wounds in addition to normal damage. The rend is nice and the mortal wound is a nice bonus. B+

All-around a very solid lodge. In any other situation it would probably be the most popular option. Every part of the lodge is solid and helps most of your army out. The only reason it probably isn’t the most popular is Hermdar’s Command ability, which we’ll discuss when we get there.

Greyfyrd

  • Lodge Ability: Spoils of Victory – Pick 2 additional artefacts. Not bad; Fyreslayers are a pretty hero-centric army so you’ll have the units to spread Artefacts around. Note it says 2 additional artefacts, so the Helm of Obsidia you’re forced to take doesn’t count. B
  • Command Ability: Expert Cohesion – When picking a Hero to attack, all other friendly Heroes not on a mount within 3″ can also attack. If you’re going hero-heavy then this could help, but it has such a niche appeal since it requires you keep your Heroes together, which may separate them from your troops. B-
  • Command Trait: Battle-Scarred Veteran – Add 1 to hero’s Attacks Characteristic if there are 5 or more enemy models within 3″. Not bad, you have some pretty killy heroes, and while you have to expose them to some danger, they can usually take it. C+
  • Artefact of Power: Helm of Obsidia – Add 2 to the Wounds characteristic of the bearer. It’s not very exciting but it’s not terrible either. C

Greyfyrd is for people who want to play Herohammer. The command ability encourages taking more characters than you normally would, and the lodge ability gives you more relics to play around with. It’s a flexible option as whatever relics you pick will help define the army’s flavor.

Hermdar

  • Lodge Ability: Seize by Force – All units wholly within enemy territory or wholly within 12″ of an objective do not take battleshock tests. Fyreslayers already have fantastic bravery but just ignoring battleshock entirely will help save a few more models. B
  • Command Ability: Skull-breakers and Oath-Takers – Pick 1 friendly Berzerker unit wholly within 12″ of a Hero – that unit can attack first in the combat phase. This is the reason Hermdar is the most popular by a country mile – going first is a very powerful and if it’s your turn this can let you nominate two units before your opponent even gets a chance to fight back, putting them on the back foot from the word “go.” You can use this multiple times if you have the CP, too (but you can’t use it to make a unit fight multiple times). A+
  • Command Trait: Warrior Indominate – Subtract 1 from wound rolls for units within 12″ of the General. A solid ability which helps contribute to Fyreslayers already decent saves. B+
  • Artefact of Power: Tyrant Slayer- Choose a weapon, you may re-roll all wound rolls for attacks with that weapon which target enemy Heroes. In addition if you roll an unmodified 6 when attacking an enemy Hero, deal an extra mortal wound. Hero killers are tough because when they work they’re great to have but its all going to come down to how well your opponent shelters his hero, and how many Heroes they bring. B-

Hermdar is the most popular Lodge among Fyreslayer players largely for the Command Ability, where the potential to always Attack First is extremely powerful in Age of Sigmar and one of the major reasons Slaanesh was top-tier for so long in the meta. Obviously here it’s a bit more toned back because you need to blow command points to do it here but every unit that goes first is another chance to kill stuff before it hurts you. Sometimes the best defense is a pulverizing offense.

Lofnir

  • Lodge Ability: Venerators of Vulcatrix – Each Magmadroth in your army can have a mount trait (instead of just one Magmadroth). We’ll get into these below but right out of the gate we can see what this lodge is going for. You want to bring as many Magmadroths as you can to get the most out of it. B
  • Command Ability: Torrent of Magma – Pick an enemy unit within 12″ of one of your Priests and add +1 to all Magmapikes (The ranged and melee attack of Hearthguard) hit and wound rolls. Normally this would be good but it requires you use Hearthguard instead of Berzerkers, which most Fyreslayers will tell you is no good. C+
  • Command Trait: Explosive Charge – Add 1 to the charge rolls of Magmadroths within 12″ of the General. Pairs well with the Lodge ability, which already encourages you to take as many Magmadroths as you can. B
  • Artefact of Power: Igneous Battle Throne – 6+ Feel no pain. Worth noting you can cheese this a bit if you don’t want this relic, the rule only specifices the first Magmadroth Hero to recieve a relic has to take this. So if you don’t give a Magamdroth Hero a relic, you can skip this. However you probably have several Magamadroths because that’s what this lodge is all about. The relic itself is ok, not game changing but FNP checks are never bad to have since Rend cant stop them. B

Credit: Lupe

Artefacts

Fyreslayers have a fair number of different Heroes for such a small model line so the relics are quite varied. They’re broken up in 4 tables: Two tables with 6 artefacts each and two with 3 each, giving you a total of 18. Generally speaking, some of your best options are going to be the ones that disrupt the magic phase. Since you have no Wizards of your own you have limited ability to counter opponent’s spell casting (Assuming they have some) so artefacts are usually where players you’ll want to attempt to shore up those weaknesses.

Heirlooms of the Lodge (Runeson/Runefather)

  • Magnetized Runes – Add 2 to the bearer’s charge rolls. You have a lot of ways to boost charge rolls already and the fact that this only helps the bearer and is not an aura makes this a bit lacking. C
  • Draught of Magmalt Ale – Once per battle the bearer can chug this down in order to double the attack characteristics of the bearer’s melee weapons for one round. Not bad actually, even once per game you can make this count if you need to kill an enemy Hero or clear out a big crowd. B
  • Drakeslayer – Once per battle, in the Shooting phase you can choose to hurl this instead of the bearer’s normal ranged attack. Pick a monster within 8″ and roll a die, on a 6, deal 3D6 mortal wounds to the target. Ick. There’s too much to set this up, first you have to hope your opponent brings a Monster (likely but not guaranteed), you waste your Shooting phase to hope you get a 6 (pretty iffy) and then have to roll 3D6. 3D6 is good – on average it’ll do 10.5 damage, but there’s still a lot of variance there and relying on a 6 to hit is already bad enough. D
  • Obsidian Glowhelm – Roll a die in each hero phase, on a 4+, get a Command point. Free Command points are nice. B
  • Shimmering Blade – Pick a bearer’s melee weapon, add 1 to the rend characteristic and on a 6 to hit, deal an additional mortal wound. Solid buff that doesn’t require any finicky nonsense to work. B+
  • Axe of Grimnar – Reroll all attack rolls for the bearer. Really good, Runeson/fathers have good hit stats which gives some diminish returns but it applies to all attacks, including ranged. A-

Artefacts of Wrath and Doom (Berzerkers and Doomseekers)

  • Beastslayer – If the bearer successfully hits an enemy Monster, it becomes 2 hits instead of 1. As the name implies, this is for Monster hunting, which may limit its versatility. Technically you can pick the relic after seeing your opponent’s list but few people play this way, and tournaments expect you to show up knowing your relics ahead of time. C
  • Bracers of Ember Iron – +1 to saves for the bearer. Simple, but helpful. B
  • Rune of Blazing Fury – Once per battle you can pop this and re-roll all hits and wounds that turn. Eh, this is OK if you can use it at a critical moment but the Draught of Magmalt Ale on a Runefather/son is probably going to do more damage B-

Artefacts of the Forge-Temple (Runemaster/Smiters)

  • Salamander Cloak – 5+ Feel no pain for the bearer. It’s hard to find a better FNP than a 6+ and getting a 50% boost in effective wounds is very solid, making this definitely above average. B
  • Ash-Cloud Rune – Allows you unbind 2 spells per turn as if the wielder was a Wizard. Normally this would be “OK” but it ascends to “Great” because of Fyreslayers lack of wizards necessitating some sort of Unbinding tool. This or the Nulsidian Icon (for Battlesmiths) are worth taking if you have an extra relic from a Battalion, or you didn’t take a lodge. A
  • Volatile Brazier – Summon 2 Magmic Invocations, your “endless prayers” per turn. You still have to pay for them on your army list so you probably won’t be doing this. C
  • Ancestor Helm – If an enemy fails a battleshock test within 12″ of the bearer, they lose D3 more models. Not bad, if you really press that against low bravery armies it’ll work often enough. B-
  • Emberstone Rune – Add 1 to Invocation rolls. The rolls for them are pretty easy to pull off so this has a bit of diminishing returns compared to similar caster relics but it’s certainly not bad. B
  • Droth-helm – You can reroll all hit rolls for Magmadroths within 6″. If you play a Lofnir lodge list then this is probably an A-. Otherwise you probably only have one Magmadroth so probably a B-

Icons of Grimnir (Battlesmiths)

  • Icon of the Ancestors – Increase the ranges on the Battlesmith’s Icon of Grimnir and None Shall Defile the Icon from 12″ to 18″. Icon of Grimnir is pretty great, None Shall Defile less so. This gives a little wiggle room with both of those. B-
  • Icon of Grimnir’s Determinatior – Unbind one spell per turn. Also if you successfully unbind a spell, roll a die. On a 2+ deal a mortal wound to the caster. It’s not bad but Ash-cloud rune does the job better. B
  • The Nulsidian Icon – Each time a Fyreslayer unit wholely within 12″ of the bearer is affected by a spell or endless spell, roll a die. On a 4+ ignore the spell. This is amazing for an army that has no wizards with which to deny spells with. A

 

Credit: Lupe

Command Traits

Fyreslayers Command traits are broken down into 2 groups: One for Runefathers/Sons and one for Runemaster/Smiters. So basically a Non-priest and priest list. Anything else can’t have a command trait unless they use a lodge’s built in command trait. The problem is that you will almost always take a lodge meaning most of these are pretty moot. So these will be reviewed assuming you didn’t take one.

Inheritance of Grimnir (Runefather/Sons)

  • Fury of the Fyreslayers – Add 1 to charge rolls of friendly units within 18″. A solid boost and the range on it is pretty good. B
  • Honour of the Ancestors – Do not take battleshock tests for units wholly within 12″ . Fyreslayers already have pretty great Bravery so this won’t come up enough to make it worth it. C
  • Spirit of Grimnir – When popping an Ur-Gold rune, you get the enhacned effect on a 5+ instead of a 6+. This is still more luck-based than i’d like – you go from, on average, activating one enhanced effect per game to two and make zero-enhancement games less likely, but it’s still not something you can rely on or plan around (you have no control over which enhanced effect you’ll get either). Still, it’ll be nice when you do get it. C-
  • Blood of the Berzerker – Once per battle, your General can attack a second time. It’s only once per battle but time it right and you can do some serious damage. C+
  • Iron Will of the Guardian – Add one to the save of your general. Simple and straightforward, but good. B+
  • Destroyer of Foes – Add one to the damage of your melee weapons. Also straightforward, just like the Fyreslayers like it. B+

Magmic Empowerments (Runemaster/Smiters)

  • Fyremantle – -1 to hit the bearer with melee attacks. Decent protection, if a bit unexciting. B
  • Wisdom and Authority – You gain D3 command points at the start of the first turn. You don’t have terribly many ways to get Command points so this can be worth it even if it’s only a one-off gain. B+
  • Oathsayer – +1 bravery to all Duardin within 18″. This one’s interesting since it’s not limited to Fyreslayers and can apply to allied Cities of Sigmar Dwarves or Kharadron Overlords. That said, on their own Fyreslayers have some good bravery so there’s just not a lot of what you need here. C
  • Ash-beard – You know 2 prayers instead of 1. Games Workshop has confirmed that a Priest can cast as many prayers as they know, so this gives you two casts as well. Not bad. A-
  • Fyresteel Weaponsmith – Add 1 rend to melee weapons. Decent. B+
  • Master Priest – Once per game you can activate an Ur-Gold rune that has already been used, instead of a new one. This is really good. Pop Rune of Fury or Awakened Steel a second time and really do some damage. A

Magmadroth Traits

Magmadroths are your mounts that most characters have the option to ride. You always get one of these traits for free (and they are not mutually exclusive with a Command Trait) and one additional for each battalion, unless you’re playing a Lofnir lodge, in which case every Magmadroth gets one. Similar to relics, you cannot take a trait more than once and you cannot put multiple traits on the same model. Since the first trait is free it’s common to take at least one Magmadroth, as they’re pretty good beasts.

  • Cinder-crest Youngblood – When using the Whip-tail ability, which lets you roll a die and if you roll under the number of models in the unit you deal D3 mortal wounds, to subtract 1 from the number and 2 if you just charged. It’s not bad, though if you’re charging into a large enough crowd (say 5 or more) it won’t really matter. C+
  • Flame-scale Youngblood – When charging, pick an enemy unit within 3″. Roll a die for each model in that unit and on a 6 deal a mortal wound. Pretty OK if you charge into a very large unit and can hope to get 3-4 mortal wounds (18 to 24 models), but you may not fight someone with that big of a crowd. C+
  • Fire-claw Adult – If one of the mount’s attacks rolls a 6 to wound, the rend becomes -3. Ouch. Magmadroths get a lot of attacks so this isn’t a terrible investment, though their attacks volume drops off as they get hurt. B+
  • Lava-tongue Adult – Affects the mount’s Roaring fyrestream ability, letting you subtract 1 from the roll or 2 if you’re within 6″ of an objective. Normally with Roaring Fyrestream you roll a dice (D6 at full health but this increases to 2D6 and 3D6 as it gets hurt, meaning you tend to roll higher later), and if you roll under the number of models in the unit then you do D3 Mortal wounds to the unit. This is similar to Cinder-Crest Youngblood but worse since you can’t really control the size of the target unit and the easier this is to pull this off, the less valuable doing D3 mortal wounds will be. C
  • Coal-heart Ancient – Reduce the rend characteristic on attacks that target this model by 1 to a minimum of 0. Basically everyone will take this as their first option and it’s not hard to see why: Opponents will try and go after monsters with rend and this helps nip this in the bud. And you can combo it with a relic or command trait that gives even more survivability, such as Warrior Indominant from Hermdar. A
  • Ash-Horn Ancient – Re-roll saves of 1 for the bearer of this trait and Magmadroths within 6″. Not quite as consistent as Coal-heart to be sure, but for a Lofnir list, where you’ll have multiple Magmadroths, this is a great second choice. B+

 

Prayers

Let’s be clear. These are prayers, not spells! Spells are for elves, who should never be trusted. In many way prayers are better than spells, since you roll one die instead of 2, and in most cases only need a 3+ (with one exception, Prayer of Ash). They cannot be unbound for any reason. Similar to spells, you cannot cast the same prayer multiple times per turn, even if its cast by different casters.

Zharrgrim Chants

These are your basic prayers, every PRIEST (Runesmiters and Runemasters) automatically knows one of these prayers. Each PRIEST can cast the Zharrgrim Chant assigned to them and also the one on their warscroll each turn.

  • Molten Infusion – Choose a Magmic Invocation within 12″, you don’t need to make a temperamental nature roll. We’ll discuss those when we get there but in short you’re changing a 4+ for a 3+. Not really worth taking up a valuable prayer slot. D
  • Searing Heat – Choose an enemy unit within 18″ of the Priest. They take a -1 hit to all their hit rolls. Very solid for messing with a strong unit or Hero. B+
  • Prayer of Ash – The only prayer that needs a 4+ to go off. Add 1 to save rolls for  a friendly unit within 18″ of the priest. Nice for making your guys a little more resilient. One of the more popular choices A-
  • Ember Storm – Choose a unit of Berzerkers wholly within 18″ of the priest, they can run and charge in the same turn. Easily the most popular prayer. We haven’t gotten to the units yet but I think it’s a poorly-kept secret that Hearthguard Berzerkers are your best unit, and this gives them that extra boost. A
  • Prayer of Grimnir’s Fury – Choose a friendly Hero (NOT on a Magmadroth) within 12″ of the priest and within 3″ of the enemy. The Hero can pile in and attack. Basically grants a second round of attacking that turn, which is pretty decent if you can keep the Priest and Hero close. B
  • Gilded Claws – Pick a friendly Magamdroth within 12″ of the priest, its Claws and Horns attack can reroll all hits. If you’re in a Lofnir list this might be ok but you have so many good options already C

Magmic Invocations

…Look. I know what it looks like. “These are endless spells”, you say. But I swear, these are not magic! However, they do have some similarities. Like Endless spells, you pay a point cost to add these to your list, which allows any PRIEST to cast it on their turn. Like prayers you roll a single die to cast these, and on a 3+ they appear as models. Like prayers, they can not be unbound, or dispelled. One difference from Endless Spells is they must have to make a “Temperamental Nature” roll at the end of each battle round, for each invocation on the field. On a 4-6, the model remains. On a 1-3 it vanishes.

  • Zharrgron Flame-spitter – If a priest remains within 6″ of this model, you can choose an enemy unit within 24″. Roll 12 dice, and for each 6 deal a mortal wound. You can add +1 to the roll if you the target unit has 10 or more models, and +2 if there are 20 or more models. So let’s do some quick math:
Number of models in unitAverage Mortal Wounds
9 or Fewer2
10-194
20+6

Not terribly great for all that setup, but it scales decently. B

  • Runic Fyrewall – This does a few things. It creates line of sight blocking terrain, reroll all saves of 1 for Fyreslayer units and as a bonus, Magmadroths can pass over this as if they could Fly. If people bring a magmic invocation it’s probably this one. It’s versatile and keeps your guys alive and doesn’t cost too much. Bring it if you have the leftover points A
  • Molten Infernoth – Basically a predatory spell. You can move it 2D6″, when it passes over a unit roll 12 dice, for each 6 deal a mortal wound, similar to Flame-spitter without the scaling for larger units. It does not affect Fyreslayer units so if you can aim it just right you can hit several units with it. It’s really hard to set up though and the random movement makes it hard to judge. You do get +1 bravery for Fyreslayer units within 18″ but you’re often trying to move this toward the enemy. Pass. C

Credit: Lupe

Battalions

This books a little lean in Battalions, only 4. One of which is the standard “Super Battalion”, Grand Fyrd, which is too impractical to discuss, as usual.

  • Lords of the Lodge – 1 Runefather, 1 Runemaster, 1 Battlesmith, 1 unit of Hearthguard Berzerkers – The Berzerker unit can be nominated to fight twice a turn. A popular choice, because all of the units have a place in your army, especially the Berzerkers. If you can spare the points, take this. A
  • Warrior Kinband – 1 Runeson, 3 Vulkite Berzerkers – The Vulkite Berzerkers can be nominated to use their unique warscroll ability Berzerk Fury twice a battle instead of once. It’s not bad but Hearthguard Berzerkers are more popular and you likely won’t field 3 of these guys. B
  • Auric Runemaster – 1 Runemaster, 3 Auric Hearthguard – Add +1 to the saves of the Hearthguard. Again, not bad, but you’re not going to take 3 of these guys especially when they share a slot with Hearthguard Berzerkers. C

 

Units

Fyreslayers have a really lean roster, which is really only inflated by most of the heroes being allowed a mount option. This does make collecting them quite easy.

Heroes

Auric Runefather

This guys a solid tank. 6 wounds, 4+ save 3 attacks at 3+/3+, Rend -1 that do 3 damage a swing. He can disarm an opponent (-1 to hit rolls for the rest of the battle, if he gets a 6 on a dice roll at the end of the combat) reduce an enemy unit’s bravery by D3. His command ability is pretty good, granting +1 on the charge to all Fyreslayers in 12″. All-around a popular choice, you can put him on a Magmadroth if you want to make him more killier, but it’s not strictly necessary if you want to save the points. You want to make him your general, to get access to those Battleline Hearthguard Berzerkers.

Auric Runefather on Magmadroth

What does putting the Runefather on a Magmadroth get you? 14 wounds and while you have the same save of 4+ you can get resistance to Rend, making him harder to kill. He also gets access to the repertoire of Magmadroth attacks, which include its Roaring Fyrestream, Claws and Horns, and bite attacks, in addition to the special tail whip. If someone tries to hit him, the Magmadroth dishes a mortal wound back on a 4+. Just an absolute murderbeast and if you can fit it into your list, do so.

Auric Runeson

The Auric Failson Runeson is a Runefather in training and isnt as popular as his Master with players. The reason is that he’s only really any good in pairs. He can reroll hit rolls if paired with another Runeson and his Javelins will do an extra 2 (for a total of D3+2 damage) against Monsters. Their command ability allows all Fyreslayers within 12″ of the Runeson to add +1 to wound rolls which isn’t bad. He’s not terrible it’s just hes up against some really good competition for Hero slots.

Auric Runeson on a Magmadroth

Not much better than on foot, I’m afraid. Arguably worse. His command ability is replaced with D6 Mortal wounds on the charge which isn’t as utilitarian and a bit too swingy. Just costs too much. If you want a Magmadroth, bring a Runefather.

Auric Runesmiter

Our first Priest. Runesmiters can deep strike, bringing one other unit with them which is pretty handy. 9″ charges aren’t so bad with all the ways you have to boost charge rolls. You can take a Runic Iron (axe) or a Forge Key. A forge key is basically no weapon, and what you’ll probably go with. The runic iron is a very mediocre weapon, but the Forge Key grants access to a prayer that lets you re-roll all wounds for Fyreslayers wholly within 18″ up from 12″! This guy is a buff bot and an auto-take in most lists.

Auric Runesmiter on a Magmadroth

Another popular choice for Magmadroth riders. They lose the ability to deep strike but gain the ability to grant a 12″ +1 save aura once per game. Unlike the other options he doesn’t lose his impressive prayer making him a solid choice for a Magmadroth if you have the points.

Runemaster

The other PRIEST. His non-prayer ability lets him target an enemy unit within 12″ each turn. You roll two dice and if you get a 6, re-roll all 1s to hit targetting that unit for the whole fight. If you get 2 sixes re-roll 1s to hit and wound that target. Not stellar but it’s free. His prayer lets him choose a terrain piece and roll a die for each model within 1″. On a 6, deal a mortal wound. It’s ok, but it’s free.You will usually take both of these because they each have different prayers and lets you pick 2 prayers from the list. He’s also needed for the Lords of the Lodge Battalion.

Battlesmith

The final part of the Lords of the Lodge Battalion (and frequently why people take them) this guy isnt bad in melee but his strength is the ability to grant all Fyreslayers around him +1 to their saves with the downside being that they can’t retreat. A pretty acceptable loss since getting into melee is usually in their favor. If he dies he can also choose to grant rerolls to all hits and wound rolls to Fyreslayers within 12″, but they cannot make any normal moves or charge. Be smart with this, it can be powerful but make sure they’re sitting on an objective or other important point or else they’re going to be stuck with nowhere to go.

Grimwrath Berzerker

A solid independent operator. He has a 6+ FNP (5+ when in melee), can attack twice a round, and also can attack right before he dies. Making him a pain to kill and dangerous in death. If he wasn’t competing with so many other powerful Heroes he’d probably be used more often

Doomseeker

Can mark a target at the beginning of the game and whenever he’s within melee with it, he can attack it a second time at the end of the combat round. His axe is OK, and gets a little stronger when he gets hurt but similar to Grimwrath he’s fighting to compare to some pretty killy heroes. Hard pass.

Fjul-Grimnar and the Chosen Axes

The Warhammer Underworlds Warband. It will not surprise you that these guys aren’t great either. These guys must taken together but count as two seperate units. Fjul is basically a named Runefather so he can’t take a command trait, and he has to bring his warband along, ballooning the cost to 100 points more. Just take a Runefather.

Credit: Lupe

Battleline

Vulkite Berzerkers

The only Battleline by default. Up until recently these guys get outclassed by Hearthguard Berzerkers, which become Battleline if a Runefather is the General, so they rarely saw as much play. Last December they got a price cut, which raised their viability. If you do want to take them, take shields with pickaxes. A little extra rend helps and the shield gives them a solid enough 4+ and mortal wounds on the charge. They’re actually not a bad unit and sometimes people will mix a few in with Hearthguard Berzerkers, as a more defensive option.

Other

Hearthguard Berzerkers

Battleline if a Runefather is your general, I’ve been hyping these up the whole time. What makes these guys so good? They get 2 attacks each, 3+ to hit 3+ to wound, a 6+ FNP (but a 4+(!!!) if a friendly Fyrslayers Hero is nearby) and are 2 wounds a piece. They have two weapon options, the Broadaxe has rend -1 and does 2 damage while the Poleaxe does 1 damage with no rend but 2 mortal wounds if you get a 6 after charging. Both options are solid and players will often run a mix of both units. The Poleaxes are good against smaller units, where they’re more likely to be able to annihilate on the charge, and Broadaxes are best for bigger units or monsters.

Do note that the Battletome is no longer up to date. You used to be able to take 30 of these guys in a unit (and given the Bravery scores and ways to ignore battle shock tests, many did). You can now take a max of 20 for 400 instead of 30 for 600. Still take max units of these guys, they do work.

Auric Hearthguard

Battleline if your general is an Auric Runemaster. Your ranged option, these guys manage to succeed by virtue of being the only ranged option in your army. Some of their abilities are…confused however. They have a “Look Out, Sir!” for non-Magmadroth heroes but most of your Heroes want to get into the melee, and these guys are terrible at that. That said their ranged attack? Not bad at all. 2 attacks a model, 4+ to hit 3+ to wound with -1 rend with a respectable 18 inches. If they hit a Monster they can cripple it on a 4+ dice roll, halving it’s move and subtracting 1 from its hit and attacks characteristics. A nice little bonus, bring along a minimum-sized unit of these guys if you have the space.

Terrain

Magmic Battleforge

You don’t really need to be told if you need to bring this because it’s free. But just for the record, if a Priest is within 6″ of the forge it grants +1 to Prayer rolls within 18″ which is pretty decent. Once per game you can overload the forge which gives an army wide re-roll of 1s to save but makes the forge unusable for the rest of the fight. So save that ability for the mid to late game where those last few saving throws could make the game.

 

Allies

Your Allies are Dispossed and Iron Arsenal (Which have since been rolled into the Cities of Sigmar but still exist as a valid choice), Kharadron Overlords and Stormcast Eternals (Because they’re order so of course). Allies generally aren’t used as much in Age of Sigmar as they are in 40k, due to being limited in allegiance abilities, but sometimes a specific list can make use of a niche. Here’s some possible allies you can explore if you want to flesh out your list.

Kharadron Overlords

If you need some better shooting, your fellow Dwarf buddies can bring a lot since you do lack it. Some Endriggers or Skywardens. Hell bring a boat if you wanna get weird with it. The drawback of this approach is that they don’t benefit from many of your abilities so if you want to get ranged attacks you might as well settle with your very own Hearthguard.

Stormcast Eternals

There’s one Stormcast Eternals Unit which is popular to sub in on some lists: Evocators. Wizards are not popular to ally with since they cannot get their own battletome’s spells but for Evocators that doesn’t matter. They can’t learn any other spells than the one on their warscroll anyway, and it turns them into bonafide muscle wizards who can flex with some of your own. They also giving you access to more options for unbinding, something you seriously lack.

Gotrek

Gotrek Gurnisson, the most famous Dwarf of the old world. He can be allied in with any Order list and costs a whopping 520 pts. Normally, this wouldn’t even be legal (at 2k points, allies cap out at 400) but Gotrek gets a special exception. Gotrek isn’t as fast your boys so you have to keep him protected, and he’s over 25% of your list but goddamn does he put in work if you can get him up the field. He accents your playstyle nicely as he is similarly a whirlwind of death in the combat phase.

Credit: Daniel “Skails” Rodenberg

 

Army Lists

Luca’s Norwegian Master’s List

Allegiance: Fyreslayers
– Lodge: Hermdar

LEADERS
Auric Runefather on Magmadroth(280)
– General
– Trait: Warrior Indominate
– Artefact: Tyrant Slayer
– Magmadroth Trait: Coal-heart Ancient
Auric Runemaster (120)
– Prayer: Ember Storm
Battlesmith (140)
– Artefact: The Nulsidian Icon
Auric Runesmiter (120)
– Forge Key
– Prayer: Prayer of Ash

BATTLELINE
20 x Hearthguard Berzerkers (400)
– Broadaxes
20 x Hearthguard Berzerkers (400)
– Poleaxes
10 x Vulkite Berzerkers (140)
– War-picks and Sling-shields
10 x Vulkite Berzerkers (140)
– War-picks and Sling-shields

BATTALIONS
Lords of the Lodge (140)

ENDLESS SPELLS
Runic Fyrewall (40)
Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 150

This List was Luca’s from the Norwegian Masters in January 2020. It came in 2nd overall and is a perfect case study in how most competitive lists are written. The key components:

  • A Hermdar Lodge, giving the best bonus to Berzerkers, which he brings a lot of.
  • Lords of the Lodge Battalion with the necessary unit and characters. In this case, Luca chose to use the Poleaxe unit for his battalion, which is the smart move since the ability to run and charge lets them remain mobile and find new targets to charge.
  • A runesmiter, for their killer prayer buffing potential
  • Runic Fyrewall to offer cover as your boys get to the front lines.

You have some flexibility with this. Some people choose not to use a magmadroth, in order to get a few more points. Some bring a few extra Heroes and some mix up the combination of battleline, but this is the general blueprint for a tourney ready list.

Charles Gao’s Gotrek List

Allegiance: Fyreslayers
– Lodge: Hermdar

Leaders
Auric Runefather (100)
– General
– Trait: Warrior Indominate
– Artefact: Tyrant Slayer
Auric Runemaster (120)
– Prayer: Prayer of Grimnir’s Fury
Auric Runesmiter (120)
– Forge Key
– Artefact: Ash-cloud Rune
– Prayer: Prayer of Ash
Battlesmith (140)
Gotrek Gurnisson (520)

Battleline
10 x Hearthguard Berzerkers (240)
– Broadaxes
10 x Hearthguard Berzerkers (240)
– Broadaxes
10 x Vulkite Berzerkers (140)
– Pairs of Handaxes
10 x Vulkite Berzerkers (140)
– Pairs of Handaxes

Battalions
Lords of the Lodge (140)

Endless Spells
Zharrgron Flame-spitter (60)
Runic Fyrewall (40)
Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 110

Charles Gao’s list from LVO, he chose to utilize Gortek in this. Admittedly I find a lot of these choices pretty odd, but I can see the schematic for a good list here. I’d probably combine the Berzerkers (to save points), give the Vulkites shields instead of paired axes, use Ember Storm instead of Grimnir’s fury on the Runemaster and drop the Battlesmith and Flamespitter to save some points and put in more Battleline. Gortek is a solid addition to the team here.

Holly Hartman’s Lofnir List

Allegiance: Fyreslayers
– Lodge: Lofnir

Leaders
Auric Runefather on Magmadroth (280)
– General
– Trait: Explosive Charge
– Artefact: Igneous Battle-throne
– Magmadroth Trait: Coal-heart Ancient
Auric Runesmiter on Magmadroth (260)
– Forge Key
– Magmadroth Trait: Ash-horn Ancient
– Prayer: Gilded Claws
Auric Runesmiter on Magmadroth (260)
– Forge Key
– Magmadroth Trait: Lava-tongue Adult
– Prayer: Searing Heat
Auric Runeson on Magmadroth (240)
– Wyrmslayer Javelins
– Magmadroth Trait: Lava-tongue Adult
Auric Runeson on Magmadroth (240)
– Wyrmslayer Javelins
– Magmadroth Trait: Lava-tongue Adult
Auric Runesmiter (120)
– Forge Key
– Prayer: Molten Infusion

Battleline
10 x Vulkite Berzerkers (140)
– War-Picks & Slingshields
10 x Vulkite Berzerkers (140)
– War-Picks & Slingshields
10 x Vulkite Berzerkers (140)
– War-Picks & Slingshields

Endless Spells
Zharrgron Flame-spitter (60)
Runic Fyrewall (40)
Molten Infernoth (50)

Total: 1970 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 135

I wanted to include this because it’s so beautifully insane. The problem with the Fyreslayers low model variety is that every list looks pretty samey, there just isn’t a lot you can do differently. Holly decided to do the one thing different she could. She went Lofnir and brought no less than 5 Magamadrons. She trimmed the fat and didn’t bring anything more on foot than she needed to. Personally I would have throw out the Molten Infernoth and brought an extra command point but otherwise she did the best she could with the gimmick. Bravo.

 

Conclusion

Hopefully you learned something about the Fyreslayers. While they may be a pretty blunt and straight forward hammer, a hammer can still cave your face in. Have you had any success with Fyreslayers? Let us know at contact@goonhammer.com or message us on social media. We want to hear your tales of exploits from the realm of Aqshy!

 

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