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===War Machines=== *'''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-iron-daemon.pdf Iron Daemon War Engine]:''' (Behemoth, 180pts) A mid-range engine of doom, it's main weapon is its steam cannonade, which delivers 2d6 hits at 14", all with -2 Rending. You can increase the number of shots up to 4D6, but if the total is a 12+, it suffers D3 mortal wounds after the attacks are resolved. Additionally, the Iron Daemon Warmachine can act as a literal steam engine and pull other Artillery around. Useful for getting your precious artillery out of a tight situation and increasing their threat range by 10". Also the wound table has a flat slope, so even loosing 9 wounds will grant you 7" of movement and 4+ to hit. ** Combine with a Magma Cannon to present your opponent a nice 28" threat bubble *'''Skull Cracker War Engine:''' (Behemoth, 200pts) ''Warning, this model has been discontinued.'' The melee war machine. It has a flurry of weapons that will absolutely hurt if they hit, with each hit offering d3 damage. Same deal as the Iron Daemon, you can up its random attack value as high as 4D6 and you take D3 mortal wounds after all attacks are resolved if you make 12 or more swings. Also like the Iron Daemon, you can steam train your artillery around. Zoom! (You'll have to convert this model to access it, someone literally broke the mold at Forge World and they're never going to remake it.) Was dropped in Generals Handbook 2019 but reinstalled in the 2019 FAQ, so legal to play - if you can find the model. *'''Deathshrieker Rocket Launcher:''' (Artillery, 120pts) ''Warning, this model has been discontinued.'' 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. Just having a Daemonsmith nearby gives it +1 attack with its rockets - something you definitely want. It also gets +1 to hit if targeting a unit with 5+ models. 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 low-cost (120 points), great range, and ability to shoot w/o line of sight make it a great artillery piece. Just don't expect it to win games all on its own. *'''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-magma-cannon.pdf Magma Cannon]:''' (Artillery, 140pts) Another heavy weapon with low-to-no mobility like the Deathshrieker. The big pull here is that it inflicts mortal wounds. Pick a target within 18" in the shooting phase and roll a D6. On a 3+ the target takes that many mortal wounds - no to-hit rolls required! With the new "Look Out, Sir!" rule and rise in to-hit penalties in AoS 2.0, the Magma Cannon becomes your Hero sniper. 1-in-3 chance of straight-up murdering the average support Hero? Yes, plz! Taking a Daemonsmith here makes it shoot 24", which is <s>handy</s> mandatory. If your target has 10+ models in it you get to add +1 to the roll (which means +1 mortal wound). It comes in at +20 points compared to the Deathshrieker. Is the auto-mortal wounds worth the reduced range and lower damage potential? That's for you to decide. ** Do not underestimate the mortal wounds. A lot of the new armies like [[Ossiarch Bonereapers]] provide great armor saves - that the MAGMA Cannon simply ignores. ** Murphy's Law kicks in - bring only one and it will never hit. Bring two and they always hit both. So always bring two or none. *'''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-dreadquake-mortar.pdf Dreadquake Mortar]:''' (Artillery, 180pts) More heavy trailer artillery than the Deathshrieker, now hauled by an <s>Ogre</s> OGOR, though both this and the crew weapons are pretty shit. Its real draw is its impressive indirect-fire mortar, which inflicts d6 damage at -2 Rend with an impressive 40" range. Before making your attack, you can choose to have the crew whip the Ogor in to shape. Roll a D6 and on a 3+ you get to make an additional shot. On a 1-2 the Dreadquake suffers D3 mortal wounds as the Ogor thrashes about, but you still get to shoot normally (if the model doesn't die from the whipping). Targeting a unit with 10+ models lets you reroll the D6 damage. And having a Daemonsmith nearby gives you +1 to hit. If you need to grab some artillery, it's probably safer (and definitely cheaper) to grab the rockets. But it's still hard to pass up how cool this model is. ** For a competitive list the model's output sadly isn't reliable enough - especially compared to your other options
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