Azure Covenant
Home ground · HillsScholarly conclave of stormcallers
“Your resistance is noted. Your defeat, inevitable. The storm does not negotiate.”
Cold, methodical, and quietly arrogant. They speak in certainties, not threats. Every battle is a lecture; every victory, a footnote in their annals.
Lore
The Azure Covenant does not conquer—it clarifies. Stormcallers in cobalt robes trace sigils in the air, binding lightning to reason. Their citadels cling to wind-scoured Hills, where the air thins and the mind sharpens. A single Archon’s First Strike can fell a warlord before his blade clears its scabbard, not through brute force, but through the precision of a scholar’s cut.
On the Plains, their Skyskiffs glide like ink on parchment, swift as thought (costs 1.5 to enter). But in the tangled Forests, the same vessels stumble, slowed to a crawl (costs 4). The Covenant accepts these limits; knowledge is not without its boundaries. Even their Storm Djinn, aloft on crackling winds, open battle with a Ranged volley—never to dominate, but to demonstrate the inevitability of their logic.
Their Storm Cannons do not hurl fire, but silence. A siege engine that cancels a city’s Walls is not a weapon of destruction, but of correction: a misaligned fortification, brought back into harmony. The Covenant fights not for land, but for the right to think upon it unmolested.
Strategy
Anchor on Hills for the +1 favored bonus. Use Skyskiffs (mv 16) to scout and flank, exploiting their Plains speed (1.5 cost) while avoiding Forests (4 cost). Storm Djinn provide Ranged openers and cross Mountains (2 cost) where others cannot. Archons (str 7) lead stacks for their First Strike and +2 Leadership. Storm Cannons cancel Walls, but their mv 6 demands careful positioning.
Roster
The six Azure Covenantunits, in roster order. Stats are pulled straight from the engine, so they match the live game — see each unit's full entry in the compendium.
Apprentices in azure wool, their staves hum with latent charge. The Covenant’s first line—expendable, but never wasted.
Tactics · Str 4 on Hills (+1 side bonus) makes them surprisingly durable. Costs 3 to enter Hills, but the terrain’s favor is worth the delay.
Senior stormcallers, their robes embroidered with silver thread. They carry the Covenant’s +1 Leadership, a quiet authority.
Tactics · Str 5 and +1 Leadership make them the backbone of early stacks. Avoid Marsh (4 cost)—their mv 9 is not enough to outmaneuver there.
Lightning-wreathed chariots, skimming the earth. On Plains, they are unstoppable (1.5 cost); in Forests, they founder (4 cost).
Tactics · Use their mv 16 to outflank or seize key Hills. Never engage in Forests—their speed vanishes, and their str 4 is outmatched.
Terrain · Moves swiftly through Plains (1.5 vs 2) · Slowed in Forest (4 vs 3)
The Covenant’s blades. Their First Strike lands before the enemy raises a sword. Two HP means they endure where others would break.
Tactics · Str 7 and +2 Leadership anchor any stack. Their mv 11 is enough to keep pace on Hills (3 cost), but avoid Marsh (4 cost).
Bound storms given form. They open battle with a Ranged volley, then cross Mountains (2 cost) or Water (2 cost) with impunity.
Tactics · Their mv 17 and flight make them ideal scouts. Use their Ranged ability to soften foes before melee. Never linger in Forests (2 cost)—they’re too valuable to risk.
Terrain · Moves swiftly through Forest (2 vs 3) · Moves swiftly through Hills (2 vs 3) · Crosses Mountains others cannot (2 to enter) · Crosses Water others cannot (2 to enter) · Moves swiftly through Marsh (2 vs 4)
Not a weapon, but a correction. Their presence alone cancels a city’s Walls, restoring order to misaligned defenses.
Tactics · Str 4 and siege role are enough to neutralize Walls, but their mv 6 demands careful placement. Avoid Marsh (4 cost)—they cannot retreat if outmaneuvered.
Stat lines
| Unit | Str | Mv | HP | Cost | Turns | Upkeep | Leadership | Favored | Abilities |
|---|---|---|---|---|---|---|---|---|---|
| AdeptInfantry | 4 | 10 | 1 | 46g | 1 | 1 | — | Hills | — |
| WarlockHeavy | 5 | 9 | 1 | 65g | 2 | 2 | +1 | Hills | — |
| SkyskiffCavalry | 4 | 16 | 1 | 70g | 2 | 2 | — | Hills, Plains | — |
| ArchonElite | 7 | 11 | 2 | 140g | 3 | 4 | +2 | Hills | First Strike |
| Storm DjinnFlyer | 4 | 17 | 1 | 110g | 2 | 3 | — | — | Ranged |
| Storm CannonSiege | 4 | 6 | 1 | 105g | 3 | 2 | — | — | — |