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===<span style="font-size:150%">{{color|SlateGray|Ironweld Arsenal}}</span>=== A bunch of Human and Duardin engineers came together and compared notes. This encompasses your artillery, tanks, and helicopters. The mechanized forces of the order, ironweld arsenal is a stand-alone group of war machines and hero, ranging from artillery support to unstoppable tanks. This faction isn't a jolly, but more of a list of units that can be filled and complete other armies (gyrocopters for dispossessed, artillery for everyone who lacks long-range units while the steam tank can simply fit everywhere without being an annoyance). <div class="mw-collapsible-content"> <big>'''Leaders'''</big> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_steamtank_eng.pdf Steam Tank with Commander]''' ({{color|SlateGray|Ironweld Arsenal}}, 230pts): The key to Steam Tank battleline and smashing that max behemoth limit (as per core FAQ Dec 2019, battleline units do not count towards behemoth limits). Adding him onto the heaving tank gives you two nice guns and a decidedly shite melee weapon. He's also has his own internal source of healing without a Cogsmith, magic or being from a Ironweld synergistic city. His CA lets you mark a single target so all your nearby tankbros can blast the shit outta that target a little faster. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_cogsmith_eng.pdf Cogsmith]''' ({{color|SlateGray|Ironweld Arsenal}}, 60pts): The poor man's HQ. Donβt let that fool you though; this guy is arguably more useful than the Steam Tank Commander. While always equipped with some pistols he can slap within melee, the rest of his loadout is what impacts his usefulness. Taking the Grudge-Raker gives him a shotgun, while dropping it adds +1 to his melee attacks, while the Cog Axe gives him a bundle of attacks or a +1 to hit with the shooting. In any case, he lacks a Command Ability, instead of using the Hero Phase to let heal a nearby {{AOSKeyword|Ironweld Arsenal War Machine}}, indeed your only way to preserve those precious steamtanks. <big>'''Battleline/Conditional Battleline'''</big> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_steamtank_eng.pdf Steam Tank]:''' ({{color|SlateGray|Ironweld Arsenal}}, Behemoth or Conditional Battleline: {{color|SlateGray|Steam Tank}} General, 195pts): This incredible beast got a nerf but is still scarier for your enemy, especially now that you can have it as a BATTLELINE! basically an artillery platform with a weapon for every situation can deal with crowds and lesser monsters alike (just don't send it against Archaon please. You'll make Sigmar cry). The mobility is quite problematic, being a roll of dice impacted by damage, but this can be fixed with his ability, "More Pressure!" - roll 2d6 and if the result is less than the tank's current wounds, add 2 to both the attacks of the steam gun and movement. But, if you fail the roll you get D3 wounds. Always take a Lord Ordinator, a Celestial Hurricanum or the Commander for making their attacks more powerful. (the steam tank is resembling the old empire quality: fine against everything, but good against nothing.) <big>'''Artillery'''</big> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_helstormrocketbattery_eng.pdf Helstorm Rocket Battery]''' ({{color|SlateGray|Ironweld Arsenal}}, 130pts): Got a devastating nerf (someone would call it "make units more balanced" and they are probably right but still...). The damage of the missiles now d3 instead of d6. For the rest, they are better than before, with the ability to re-roll hits rolls of one with an engineer close. Get 4 of them with the battalion, a lord ordinator and see your adversary get desperate because you are killing everything he has from 36" of distance (39" for Greywater Fastness). *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_helblastervolleygun_eng.pdf Helblaster Volley Gun]''' ({{color|SlateGray|Ironweld Arsenal}}, 120pts): Let's get this straight, this artillery is practically useless compared to the rocket batteries. Basically, you can decide to roll 1, 2 or 3d6 for the attacks made by this weapon, but when you roll 2 dice or more and you get a double, the machine would jam, don't shoot and get one mortal wound. Yeah, that's right. This means that you would NEVER have more attacks than 15 (6+5+4) and many other results are blocked! Compared this piece of junk to the helstorm (only 10 points more care) and you can easily understand what is the right choice to do. ** for ten points less a celestar ballista can easily fit the role that this rusty piece of iron should fit, close-range fire suppression, thanks to many heroes that can give a plus 1 to hit rolls, without the risk of jamming, have the best results blocked and with better rend and save. They will eat your Stormcast allowance. <big>'''Other Units'''</big> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_gyrobombers_eng.pdf Gyrobomber]''' ({{color|SlateGray|Ironweld Arsenal}}, 80/210pts, min 1, max 3): Dedicated Flying bombers. You can pick an enemy unit that this unit passes over, for each gyrobomber that flew over that enemy, deal D3 mortal wounds on a 2+ roll. with running and not dying, you can make about 3 bombing runs before the end of the game. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_gyrocopters_eng.pdf Gyrocopter]''' ({{color|SlateGray|Ironweld Arsenal}}, 70/180pts, min 1, max 3): Smaller, faster Gyrobomber with a better gun. They can only drop one bomb per game but are better at shooting. You have a pick of a normal Brimstone Gun or the short-range Steam Gun which can clear blocks. The Brimstone Gun will on average do the same damage as the Gyrobomber's Clattergun with a shorter range, but you'll probably be keeping fairly close anyway so you can drop your bombs. When taken with Greywater Fastness the 11" steam gun on top of the 16" inch move is an incredibly effective massed infantry clearer. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%">
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