The armies of the Tempest’s Eye are a stalwart and vigilant bunch. Check out some of their rules.
The Tempest’s Eye is one of the Great Cities left in the Mortal Realms, nestled in not-at-all-ominously named Realm of Fire where it is a bastion of safety–an eye in the storm, if you will. And today, we’ve got a preview of their rules in the upcoming map-based campaign game, Firestorm. And since we’re headed to the Realm of Fire, everyone make sure to wear something that’s inflammable.
After all, we want to fit in.
via Warhammer Community
So to start with, we have the main Allegiance Ability for the armies of the Tempest’s Eye. Alert and Forewarned, which lets your units move much faster during the first turn, as well as getting a nice boost to your saves.
This helps you establish your position real well on the first turn. Need to get some flyers (of which there are plenty in the Tempest’s Eye lists) near the enemy? 2″ of extra movement is no joke. Want to take up position with your battle line troops? Seize those mid-field objectives early and hold them with that save boost.
Now you’ve got an idea of the Tempest’s Eye’s own particular idiom. Let’s take a look at some of the units that you can field from the Tempest’s Eye.
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 Arrowboysor 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.
Firestorm comes out soon, so grab one of these boxed sets if you’re looking to represent the forces of the Tempest’s Eye.
Or should I have said we should wear something flammable?