The Armies of Firestorm: Tempest’s Eye
Warhammer Age of Sigmar: Firestorm is available to pre-order this weekend, bringing rich map-based campaign play to the Mortal Realms, as well as 10 new allegiance abilities representing the forces battling for control in the Realm of Fire. These allegiance abilities can be used in all types of games – open, narrative and matched play – and this week, we’re previewing some of our favourites:
The city of Tempest’s Eye rests high in the mountains of the Realm of Fire, serving as a citadel for the Tempest Lords and home to a bustling sky-port, where both the Swifthawk Agents and Kharadron Overlords ply a healthy trade. On the tabletop, the armies of Tempest’s Eye have a flexible allegiance ability that benefits both defensive and offensive armies.
Alert and Forewarned is a small but significant bonus with a variety of uses. With an army with a lot of units that can Fly, you’ll be able to quickly close the gap on your enemies for some devastating early-game charges. More defensive players, on the other hand, will appreciate the extra insulation against shooting or potential first turn charges from Brayherds and Nighthaunts armies. The added saves are particularly handy if you’re fishing for an early double turn!
If you’re looking to take full advantage of the boosted movement from Tempest’s Eye, you can hardly go wrong with the Kharadron Overlords. A Barak-Zilfin Frigate could quite easily move 34″ in a single turn by combining Alert and Forewarned, Don’t Argue With The Wind and There’s Always A Breeze If You Look For It in the first turn. The bonus to your saving throws is also great for making sure these relatively fragile vessels aren’t shot out the sky before they reach the foe.
Units from the Eldritch Council make great use of both parts of Alert and Forewarned. Added movement for your Archmages on Dragons and Drakeseers is always welcome, while your Swordmasters will be receiving a superb re-rollable 3+ save against shooting attacks in your first turn – perfect for shielding yourself against any pesky Savage Orruk Arrowboys or Ungor Raiders.
Finally, Dispossessed armies are another excellent pick for a Tempest’s Eye force. Traditionally, Dispossessed armies suffer in the early turns as they try to close the gap on the foe with their low Move stat. Bonus movement makes your trek across the tabletop a little more bearable, while your opponent will struggle to break through your units thanks to their a 3+ save and the Stubborn to the End Dispossessed allegiance ability.
The new Tempest’s Eye boxed set is a great place to start your army, with 20 Ironbreakers or Irondrakes and a Warden King, as well as a Lord-Castellant, 6 Prosecutors and a Gyrocopter. These non-Dispossessed units add up to 380 points (if you leave out the Gryph-hound!) making them a perfect Allied Detachment for a 2000 point Tempest’s Eye matched play force.
If you’re looking to build your own Tempest’s Eye army, you won’t have to wait long – Firestorm is out to pre-order this weekend, alongside the Armies of the Great Cities boxed sets. Come back tomorrow when we’ll be looking at the Wraith Fleet, an army of undead pirates(!).