Age of Sigmar/Tactics/Legends/Chaos/Legion of Azgorh: Difference between revisions
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*'''Infernal Guard Ironsworn:''' Your basic Chaos Dwarf unit, armed with hand weapons (3+ | *'''Infernal Guard Ironsworn:''' Your basic Chaos Dwarf battleline unit, armed with hand weapons (3+/4+/-1/1). They're the only unit in the army that get a discount for taking a max unit size (30 dudes). Their leaders get to equip a pistol instead of a shield and you can add an Icon Bearer (which give +1 Bravery) and Drummers (Who can add +1 to runs). Use these guys to screen your war machines, let the enemy come to you because their shields deal a MW back to melee attackers on unmodified saves of 6's. | ||
*'''Infernal Guard Fireglaives:''' The shootier dwarfs | *'''Infernal Guard Fireglaives:''' The shootier dwarfs. Battleline if you're <Legion of Azgorh> Alliance. They all grab Fireglaives, weapons that have 16" range and -1 Rending (which inflict a Mortal Wound on unmodified 6's to Hit). The leader has a Ashsteel Hand Weapon and Pistol and the unit has the same Banner and drummer option as the Ironsworn. Put these behind Ironsworns to tear into the enemy while they hold them off. They reroll hit rolls of 1 if they don't move that turn, which is nice. | ||
===Monsters=== | ===Monsters=== |
Revision as of 15:26, 16 January 2019
This article is a stub. You can help 1d4chan by expanding it |
Well, lookie here! Forge World actually remembered that people liked those Chaos Dwarfs they made way before they sold out for the Horus Heresy! Ain't that nice of them! After the release of Aos2, Forge World has released an update and gave the Dwarfs a proper Allegiance.
Why Play Legion of Azgorh?
Much like Tamurkhan's Horde, this list is also available on the new FW website. The entire army has some rather scary weapons, with a good number of them getting Rending, thus making most mobs a joke to a properly-equipped squad of Chaos Dwarfs.
Rulebooks
The Legion of Azgorh has all the Warscrolls, Allegiance Abilities, Battations and Matched Play points.
- This is available for free(!) from the Forgeworld website.
- Legion of Azgorh is not mentioned in the General's handbook 2018. However, they are (usually) considered match legal and are included on the official warscroll builder.
As with all factions you'll want:
- The core rules are either downloadable or in the Core Book.
- Games taking place in a Realm need the Realm of Battle rules from the Core Book.
- In you want to take advantage of realm specific artefacts you'll need the Artefacts Of The Realms section from the Malign Sorcery book.
- Matched play battleplans are split across the Core Book and General's handbook 2018.
- All books should be supplemented with any updates from the FAQs.
Allegiance Abilities
Battle Traits
- Blackshard Armour: Each unit with Blackshard Armour ignores the first wound that gets allocated to them during the shooting phase and another one during combat. This will reduce your casualties in each unit by 2, but won't protect you from common overkill or Mortal Wound spam. This ability will be used all game and will save dwarfs from a lucky Goblin attack.
- Burning Skies: Taking the Realm of Aqshy wherever they go. Punishing enemy flyers, if an enemy Flies more than 6", on a roll of 4+ they suffer a mortal wound and on a 6+ they take d3 instead.
Spell Lores
In addition to the spells, your wizards also always know the spell Fireball from the Realm of Aqshy
- Fireball: an anti-hoard Arcane Bolt, Cast on a 5+, pick a visible unit within 18", then: If the unit is a single model, it takes 1 mortal wound. 2-9 models in the unit result in D3 mortal wounds instead. 10+ models cause a whopping D6 mortal wounds.
Command Traits
- Contemptuous: Re-roll the General's Wound rolls of 1.
- Relentless: After the General has finished his first time-fighting in each Fight phase, if he is within 3" of an enemy HERO or MONSTER, on a 5+ he can pile in and attack again.
- Grotesque: Subtract 1 from Melee hit rolls made against your general.
Artefacts of Power
- Black Hammer of Hashut: Re-roll hit rolls with one of the bearer's melee weapons.
- Armour of Bazherak the Cruel: Ignore wounds or mortal wounds on a 5+.
- Chalice of Blood and Darkness: Once a game, at the start of the enemy's hero phase, roll a D6 for each enemy WIZARD within 30" of whoever brought this steaming hot cuppa onto the battlefield. If you roll a 4+, that WIZARD can attempt to cast one less spell in that phase.
Legion of Azgorh Warscrolls
Named Characters
- Drazhoath the Ashen: Lookie here! A named character! This guy is mounted on his Bale Taurus (which makes him a flying wizard-beatstick). You've got a slew of melee attacks ranging from Draz's damage 3 weapon (only 1 attack though) to the Bale Taurus' shooty breath, hooves, horns and teeth - the latter of which can reroll to-wounds if a successful charge was made. Like other big monsters, the Bale Taurus gets weaker and moves slower as it starts to take wounds. Defensively, Draz & Bull have 13 wounds, a 4+ save, and a 5+ shrug vs. melee that bounces a mortal wound back onto the attacker. He also has an ability to potentially cause enemies within 3" of him to spontaneously eat a Mortal Wound. Did I mention he's a wizard (hairy)? Cast/Unbind 2 spells and gets +1 to casting in the Realm of Fire. In addition to the usual Arcane Bolt & Mystic Shield, his unique spell is a Casting Value 8 magic missile that hits for D6 mortal wounds and tags the target with -1 Bravery if a casualty is suffered. His Command Ability was the old Inspiring Presence (aka friendly Chaos Dwarves within 24" ignore Battleshock).
- Shar'tor the Executioner: Initially sold during the HH Open, this counts as the second model made for AOS and it's a big Bull Centaur Tar'uk +1 Bravery/Wound. His weapons are a mean big axe with 5 attacks at -2 Rend/3 Damage that inflicts an additional mortal wound on 6's to hit and his slightly less-impressive 4A hooves that can go from Damage 1 to Damage D3 if he charges. He's also got a spoopy mask that deals D3 mortal wounds on a 3+ (or D6 mw on a 6!) to an enemy unit within 8" each Hero Phase. His command ability allows Ba'Hal units (other Bull Centaurs) within 24" to both reroll charges and reroll 1's to hit with hoof attacks.
Heroes
- Infernal Guard Castellan: Your main HQ and pretty hardy with 5 Wounds, 8 Bravery and a 4+ Save. His weapon is decently killy (4 Attacks, -1 Rend, 2 damage), and as a sidearm, he has a pistol that inflicts a Mortal Wound on a Hit roll of 6. If you feel a need to bog something big even further, he also has a Command Ability that makes all Chaos Dwarfs gain +1 to wound againts a single unit within 12" of the Castellan.
- Infernal Guard Battle Standard Bearer: He has an aura that give models wholly within 18" both +1 Bravery (Making them as tough as their non-Chaos brethren) and re-roll wound rolls of 1 for melee attacks.
- Daemonsmith: The closest thing to a Wizard with a mix of engineer you'll get. For combat he has either his Darkforged Weapon (Which gives 2 attacks and 2 damage) or his PyreRune staff (Which can cause d3 wounds, but wounds on a 3+). He has a special spell, Ash Storm, which casts on a 6 and causes a target within 36" to suffer -1 to all Hit rolls (in the Combat phase and the Shooting phase) and it can’t run for the rest of the turn. To add on this, he also gains +1 to unbind if he has taken a Wound. He has a powerful short range shooting attack that on a 2+, 1 unit in 6" takes D3 Mortal Wounds (War machines take D6). He's the guy you want if you need to distract the enemy long enough to get close enough to kill.
- Putting him on a Balewind Vortex gives the Ash Storm a 42" range.
- Alternatively, leave one or two in the backfield. All of your war machines get a very useful boost of some kind when they're near a Daemonsmith, and his abilities seem tailor-made for screwing with people who try to get close enough to your war machines to charge them.
- Bull Centaur Tar'uk: The generic Bull Centaur hero. He lost his weapon options and can now only be armed with a great weapon. But that's okay, because it hits like a truck (5 attacks 3+/3+/-2/3). His Command Ability give +1 to melee attacks for him and any other Bull Centaurs wholly within 12". Like other Bull Centaurs, he innately gets +1 to rolls and his hooves hit for D3 damage in a turn in which he charges.
Troops
- Infernal Guard Ironsworn: Your basic Chaos Dwarf battleline unit, armed with hand weapons (3+/4+/-1/1). They're the only unit in the army that get a discount for taking a max unit size (30 dudes). Their leaders get to equip a pistol instead of a shield and you can add an Icon Bearer (which give +1 Bravery) and Drummers (Who can add +1 to runs). Use these guys to screen your war machines, let the enemy come to you because their shields deal a MW back to melee attackers on unmodified saves of 6's.
- Infernal Guard Fireglaives: The shootier dwarfs. Battleline if you're <Legion of Azgorh> Alliance. They all grab Fireglaives, weapons that have 16" range and -1 Rending (which inflict a Mortal Wound on unmodified 6's to Hit). The leader has a Ashsteel Hand Weapon and Pistol and the unit has the same Banner and drummer option as the Ironsworn. Put these behind Ironsworns to tear into the enemy while they hold them off. They reroll hit rolls of 1 if they don't move that turn, which is nice.
Monsters
- K'daai Fireborn: They may only have a 5+ save, but it is unaffected by Rend much like the Nighthaunt Ethereal rule. Any enemy units within 3" of them at the end of combat take a mortal wound on a 2+ because of the fire. Combat-wise, they're pretty good with 5 attacks and d3 damage. They also fly and move 8", so use them like they were cavalry.
- Summon K'daai Fireborn: (AOS1) These beasts can be summoned by any Chaos Dwarf wizards. The spell has a casting value of 7 and can set up 3 fireborn within 18" of the summoner but 9" of an enemy. Raise the casting value to 11 and you can now summon 6 of them.
- Bull Centaur Renders: Smaller Tar'uks that have weapons with slightly weaker power, but are also equipped with Spiteshields. They add +1 to their charges, and on the turn they charge their hooves do D3 Damage. Great to guard your flanks and kill anything that comes too close to your war machines.
War Machines
- Iron Daemon War Machine: A mid-range engine of doom, it's main weapon is its steam cannonade, which delivers 2d6 hits at 14", all with -1 Rending. If this shot's within 6", then the hits can be re-rolled for extra devastation, which coupled with its decent melee capabilities, makes the Iron Daemon pretty good at CQC combat, too. In addition, during the Hero Phase you can goad the Daemon Engine and roll 2d6: if your result is higher then its current wounds, then you suck up d3 Mortal wounds. If it's lower, then you get to re-roll any random value you want. This means that keeping this thing alive is really important if you don't want it to blow up in your face. Lastly, because it's a steam locomotive possessed by a Daemon, it can pull with itself other Legion of Azgorh war machines, which can be pretty useful with its good (if random) Move.
- Skull Cracker War Engine: The melee war machine. It has a flurry of weapons that will absolutely hurt if they hit, with each hit offering d3 damage. If pitted against War Machines, you also re-roll wounds with its main weapons. It also has the re-roll and war-machine-hauling capabilites of the Iron Daemon Engine. Use this beauty to move around the battlefield your other war machines and be its bodyguard, then charge the enemy when it reachs your lines. Alternatively, you can use it as an uber powerful chariot, using its good (if random) Move to kill oposing cavalry/flanking units, or charge the flank of an already engaged/pounded unit to up the kill count and make half of them flee with the Battleshock of that turn.
- Deathshrieker Rocket Launcher: Ordinance power made evil (like 3 attacks, -1 Rend, d3 Damage evil). While you can move it (and even get towed by a fellow Azgorh War Engine if you start the movement phase within 3" of one), keeping it still suits it better as it has crap mobility by itself. It, as well as the other war machines, gain a +1 to its save in the shooting phase (no rule saying it has to stay still to benefit). On top of that, it can fire on any model within range even if it can't see them, and a Daemonsmith can give it a +1 to hit if he's within 3". If you slam a 10+ blob with them, you can re-roll wound rolls of 1 and any casualties you cause inflict -1 Bravery for the unit until your next Hero Phase. Keep it as far away as possible, as it has no up-close weapons available except for it's piddly crew. At first doesn't seem as awesome as the other war machines, but its cheapness (120 points), great Range and the fact that it can make up to three enemy units lose Bravery each turn (but more likely two) makes it very useful indeed.
- Magma Cannon: Another heavy weapon with mobility like the Deathshrieker. The big pull here is that it's Magma Cannon can inflict mortal wounds anyone it sees...within it's 18" range, with the ability to roll twice and pick the higher result on a mob of 10+. Taking a Daemonsmith here makes it shoot 24", which is handy. Like the Order Duardin Flame Cannon this always deals mortal wounds, so it's wonderful against elite troops or big Monsters.
- Dreadquake Mortar: More heavy trailer artillery like the Deathshrieker, now hauled by an
OgreOGOR, though both this and the crew weapons are pretty shit. Its real draw is its impressive indirect-fire mortar, which inflicts d6 damage (or 2d6 damage against a 10+ mob) and forces a unit that suffers casualties to not run for the next turn. The Daemonsmith gets a rather special synergy with this unit - He can roll a d6" if he's within 3" of the mortar: On a 1, the unit suffers d3 Mortal Wounds, and on a 4-6, it can fire twice while only suffering one mortal wound. If you need to grab some artillery, it's probably safer to grab the rockets, but this is for the guy who wants to let it all loose. Use its ability to deny Run moves and the Daemonsmith's spell judiciosly and by the time the opponent reachs your lines he'll have half the guys he started with.
Battalions
All found in | COMPENDIUM LEGION OF AZGORH
Blackshard Warhost
Min 760pt. Max 1460
A Castellan and Standard Bearer grab 2 units each of Ironsworn and Fireglaives.
- Everyone here re-rolls for battleshock and if any unit doesn't move, they can re-roll hits of 1.
- If you can take it then there is no reason not to. Keep in mind that you get reroll 1s if you don't move in the movement phase...you can still pile in or charge and get the bonus.
Hashut's Wrath Artillery Train
Min 760 pt. Max 820
A Daemonsith grabs 2 Iron Daemon engines and grabs 2 units out of the list containing the Deathshrieker, Magma Cannon, or Dreadquake.
- The Iron Daemons gain +1 to run or charge, but any War Machine that doesn't move during the turn gets +1 to hit with their guns, which is just as well considering two of your units have shitty mobility.
- Pretty awesome. Keep one Iron Daemon War Engine back with your warmachines, to help get them 2d6" away if your enemy breaks your lines and gets too close. Use the other Engine to harass and screen up midfield. Use Ironsworns as a wall for your Warmachines, because a 4" movement doesn't make for an aggressive tact. The Daemonsmith should be hiding out of LoS behind your Warmachines, but close enough to both to benefit from his 3" range for making them better.
Execution Herd
Shar’tor, A Bull Centaur and 3 units of Bull Centaur Renders. Min 1080 pt. Max 2460
Mark an enemy unit during setup. Reroll hit rolls against that unit. Choose another unit when it's destroyed
Army Building
1000 points If you want to go all centaurs, get the discounted Execution herd as a pack from FW for the discounted price of £265 (or your local even more expensive equivalent). With the battalion, this gives 1080, which is sadly just over for 1000 points. Removing the battalion gives you 920, leaving 80 points for ... nothing from Azgorh... so an ally it is. You might want to try finding a cheap wizard, due to your total lack of magic. Centigors would thematically fit. Otherwise, there's plenty of 80 and less point models to pick from. Maybe not the best army, but easy to put together. A much better option would include a stack of Infernals.
Allies
With most factions, allies are usually both ways: If you can take a faction as an ally, they can take you as an ally. Azgorh is a little special - they are not mentioned anywhere in the Generals Handbook, consequently no one other faction can take us as allies.... except for Everchosen who can take any Chaos unit. So if you want to mix and match Azgorh with your other chaos boys, you have to go Azgorh or Everchosen.
Allies for Azgorh are:
- Chaos Gargants: A bigger centerpiece, may be better to invest in bulls and Cannons
- Everchosen: the Archaon, lets you activate all your command abilities for one point.
- Khorne:
- Monsters of Chaos: Gives Warhounds and other faster Beasties
- Nurgle: slow meat bags
- Slaanesh: demon chariots and units that run and charge
- Slaves to Darkness:
- Tzeentch: more diverse magic
Stuff
Age of Sigmar Tactics Articles | ||
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General Tactics | ||
Order | ||
Chaos | ||
Death | ||
Destruction | ||
Others |