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== On the tabletop == ===Warhammer Fantasy=== In an interesting irony, though probably not intentional, Archaon is also in a lot ways the opposite of Abaddon, not in a bad way. Where as Abaddon tends to get changed fairly heavily each edition, Archaon stays mostly the same with each book, with the only changes to him being armor save's not including bonus for him being mounted, what his steed can do, or whether or not you can field him on foot. Also, where as Abaddon is characterized by his hitting power while being respectably tough to kill, Archaon hits hard (base attack ignores armor and can double attacks for the rest of the game, though if does any 1s on to hit rolls have to be directed at him or his unit) although his most impressive trait is how freaking hard he is to kill. While his statline is only slightly better than a normal Chaos Lord, he has a 1+ armor save, a 3+ ward save, all to hit rolls against him have a -1 and he can't be wounded on better than 3+. Sadly, while an indestructible death machine, his cost keeps him from getting much use. Afterall, [[Dwarfs|cannons]] are the solution to all problems in Warhammer Fantasy. ===Age of Sigmar=== Age of Sigmar continues this trend of indestructibility in style. Now rocking a 3+ Save that he can easily buff to a 2+, a 5+ Save against Mortal Wounds, and now ''20 FUCKING WOUNDS! HOLY SHIT, THIS IS MEANT TO BE THE GAME WHERE 1 WOUND IS THE AVERAGE, RIGHT?'' Yeah, new monster-riding Archaon is even more of a tank than he used to be, and that's saying a lot. And in addition to this, his new three-headed Dorghar can use one of three special abilities every turn he kills somebody in melee. This can range from vomiting up the remains of his victims all over the unit he's fighting, Nurgle style, to ''eating their skulls and heal D3 wounds!'' Fucking hell, and I thought he was a tank before he could regenerate. In addition to his insane defensive ability, he can also bring the pain too. He has access to Arcane Bolt (as well as the ability to gain the spells of any other wizard if he feeds the unfortunate wizard to the Tzeentch head), though Mystic Shield is always a better choice to up his defense, Dorghar can hit like a truck like any monster, and the Slayer of Kings returns as potentially one of the strongest weapons in the game with an easy To Hit and To Wound, and very heavy Rend and Damage. In addition, if you roll two 6's To Wound on the same Hero with the Slayer of Kings, then it instantly kills them with no saves of any kind allowed. Though with only four attacks, this won't happen too often. Still, with those stats he's easily going to live long enough to pull it off sooner or later.
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