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The 9th Age/Tactics/Old/Infernal Dwarves
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===Barrage=== '''Infernal Artillery''' Comes in rocket or flamethrower flavors. *Rocket Battery: 2d6 shots at str 7 and AP 2. Incredibly strong and very unlikely to misfire. Tears at infantry it pointed at. *Volcano Cannon: Same as most other flamethrowers in the game, but with a great range. '''Titan Mortar''' A decent catapult style artillery weapon that further debuffs units hit by it. When a unit takes damage from this it treats all terrain as dangerous terrain and re-rolls 6 to-hit (shooting and melee) for one turn. Furthermore, a war machine hit by or within 8" of a hit unit cannot shoot for a turn. '''Bound Daemon''' Not a unit on its own, but an upgrade to the infernal artillery or titan mortar. Makes the artillery much more survivable with a 4+/5++ and res 6. It also gains Daemonic infusion and a crazy number of attacks for a war machine "crew". The downside to all of this is that each turn it makes a discipline check, if failed it moves 3d6 towards the nearest enemy and tries to fight them in melee. With discipline 9 this is unlikely to happen, especially with a BSB or general nearby, but watch out for your war machine sometimes trying to punch those flame wardens instead of shooting them with its gun. '''Hobgoblin Bolt Thrower''' Your cheapest war machine and is honestly pretty good. Sure Str 3[6] isn't too hot, but AP 10 and multiple wounds (d3) is. Sadly not spammable, but if you got the points to spare take one or two to cover flanks and scare monsters. '''Gunnery Team''' Your baby war machine, shorter range than your other options but they have ''quick to fire'' and ''march and shoot'', abuse it. Comes in 3 flavors: *Gunnery Volley Gun: Handgun str and range, but can fire your choice of 1d6, 2d6, or 3d6 shots. Misfires are pretty unlikely, even on 3d6, so feel free to throw dice. *Grenade Launcher: Str 6, but only 1d6+1 shots. If you need to soften up some monsters this will help. It still only has 2 AP so it can't open up elite infantry or heavy cavalry, just throw more dice at those with the volley gun. *Flamethrower: Can either fire as a weak flamethrower or can choose to deal no damage to apply flammable to a unit for 1 turn. If you have a lot of fire related damage one or two of these will really help you out.
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