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====Generic Characters==== '''Note:''' While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army. *'''Sorcerer-Prophet:''' The only regular Lord choice for the army. He is a Level 3 Sorcerer with L4 upgrade. Has all the regular Chaos Dwarf stuff, and also a special weapon that has his own table of minor special abilities (as Daemons do now). They have access to the Lore of Hashut (Heroes don't), Metal, Fire or Death. So, what Lore do you choose? *#'''Hashut''': If you have just one Prophet, think about who you play against and what would support you the most, but if you have 2 or more Lords in the army (aka playing big game), Lore of Hashut is a MUST TAKE. If you're playing seriously, consider using the End Times: Khaine for its magical rules since it'll guarantee you get Ash Storm, and that's easily the most powerful spell you have access to. *#'''Metal''': Always if you play against enemies who rely on armour saves (Dwarfs, Empire, Chaos, Bretonnia) and you can always use it as a flaming attack combined with Ash Storm, or just use glittering scales. There is always at least one gap to fill with Metal; 3 spells in this lore are solid gold (pun intended); Chaos Dwarfs are expensive and need every bit of armour they can get their hands on. +2 to their save with Glittering Robe means that can go into that Witch Elf block and laugh at the other side covered in bits of elf skank (maybe a slight exaggeration, but they become very, very gnarly). Enchanted Blades gives them magical attacks and +1 to hit, fantastic for an Iron Daemon or that horde of bow armed Hobgoblins. Lastly, Final Transmutation. A phenomenal spell that can be used to thin the ranks of those units that would cause you trouble (those witch elves for example). If you're bringing in multiple casters (ie one Sorcerer-Prophet and several Daemonsmiths) then consider using the Lore of Hashut instead for the Sorcerer-Prophet and giving Metal to the other(s). *#'''Death''': Good, might be great in sniping characters (not many casters can pull off Spirit Leech at LD9 or even LD10!) - and purple sun makes a mockery out of low Initiative armies such as Dwarfs and Lizardmen. Of course the downside is you're also stuck with Dwarf Initiative, so if you miss the spell and it goes over your own army, then that could cost you the game. Aside from that it combos with other aspects relatively well, Hell Cannon causing panic tests at -4 LD FTW -- however the lore of Hashut can be better in static gunline lists with ample artillery. *#'''Fire''': Fireball is good at clearing enemy redirectors that your monsters might otherwise struggle to get around (dark riders, giant eagles, etc). For an army that enjoys the grind, cascading fire cloak is strong and the plus one to wound from Flaming Sword can be massive on the magma cannon, then there's how it stacks with Ash Storm... some players mount a Prophet on Bale Taurus, giving him Lore of fire, and keep casting it on themselves, each time Taurus would be wounded (Fire Lore cures its wounds), but really? Would you waste one of the better lores for the Lore of Fire? *Aside from magic it is recommended to buy them 2+/4++ saves, and leave them on foot. Despite having three mounts to choose from, putting them on a flying monster not only vastly increases their already high cost, but it makes them a massive target for war machines, other flying monsters, character hunters (especially those on flying monsters) and so on. If he's on a flying monster and gets charged by another flying monster with a decent beatstick riding it, he is '''doomed'''. *'''Daemonsmith Sorcerer:''' Wizard-Engineer too. Has access to Fire, Metal and Death. May upgrade to Level 2 Wizard and comes with a S5 magic weapon by default. Everything that goes for the Sorcerer-Prophet's magic choices goes here, with the exception that Daemonsmiths can't get the Lore of Hashut. In short, give them fire to get rid of redirectors, metal if you want a useful scroll caddy, or death if you want LD debuffs, LD 9 Spirit Leech, or chancing Purple Sun. *'''Infernal Castellan:''' The only BSB choice, so you will need one. He has access to 75 points of magic items and can get a shield even when BSB, so you can protect him easily. This hero is tough, with a 2+/4++ save, T5 and 3 attacks, so make the most of it. Do note that if you're looking for a little extra melee output, you should look at the Hobgoblin Khan first (yes, seriously). *'''Hobgoblin Khan:''' This is the cheapest Hero choice in the army, so make sure to take full advantage of that if you want just a little extra melee output. As an example, a Hobgoblin with the Sword of Might costs relatively little, yet puts out the same amount of hurt with it as a Castellan could, while also striking sooner thanks to his higher Initiative. Pay 5 points more for a Potion of Foolhardiness and you now have 4 S5 attacks coming from him, which could make the difference in combat. Don't think about putting him in a Hobgoblin unit though, they don't need his Leadership since they should be benefiting from Inspiring Presence, and while Contempt might prevent Chaos Dwarfs from joining Hobgoblin units it doesn't go the other way, so you can put him in with Blunderbuss blocks or even just regular infantry blocks. Oddly enough those CD's can and will sacrifice themselves to save him via LoS even though they hate his guts. You can also mount him on a Wolf, give him a few upgrades (light armor, shield, and spear) and send him to hunt war machines for little more than 50 points. He can also be used to redirect charges, just like HE eagles. *'''Bull Centaur Taur'ruk:''' A Centaur hero, he is considered a Monstrous Beast, and his profile is appealing for a Hero choice, with 4 Wounds, Weapon Skill, Strength and Toughness 5 among other things. For 20 points (Blackshard Armour plus Shield) you can get him to 1+ without magic items. The only catch is that to get this guy in your army you have to get a unit of Bull Centaurs too. You might as well learn to like them if you want him, so put him up with them and let fly against anything that isn't a horde benefitting from Steadfast. Consider Fencer's Blades and Dragonhelm for 5 WS10 S5 attacks and he is almost never hit on worse than 4+, 5+ against regular units. A Taur'ruk with full armour is also a great recipient of a Dawnstone and Sword of Might for a solid flanking threat. Also works well with a simple Great Weapon.
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