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===Destruction Warscrolls=== '''Basilisk:''' Fast, fragile, and nothing to write home about in melee. But it has an awesome ranged attack, so keep him close to the enemy, but well protected, and it'll do wonders. '''Dread Maw:''' Even if you hated giant desert serpents/worms before, you'll start loving them when you meet this guy. It has a Save of 3+, but also a save-after-the-save against mortal wounds of 4+. And that, my friends, it's the equivalent of a 2+ Save, the best natural save ANY unit in Age of Sigmar gets (though other creatures are arguably even more hardy). It's also pretty fast, ignores terrain when moving, and can teleport to within 6" of any table edge and more than 9" from the enemy. Oh, and its attacks do enormous amounts of damage (especially against horde units) with a lot of Rend ( -3 until it receives 4 or more damage, brutal indeed). It was associated with the Nehekhara deserts in Warhammer Fantasy, but now it's a Destruction Monster. But there's no army that can't benefit with an almost unkillable monster that pops out of nowhere and starts charging and destroying things like the scenery was not even there. Use it, love it. '''Incarnate Elemental of Beasts:''' A Destruction Daemon with decent Move and survivability, and lots of powerful CQC attacks. It has a pretty good shooting attack that deals mortal wounds, it gets the same "-2 to Bravery" aura of the Dread Saurian (but only 8" range), and regenerates a wound a turn if you're in the Realm of Beasts. Pretty useful overall, but perhaps not special enough. As always, use its Bravery-reducing ability to its fullest and it won't disappoint you. '''Incarnate Elmental of Fire:''' A weird Monster, in the sense that it's great not in melee, but in ranged combat. It makes lots of pretty good shooting attacks, that at -1 Rend are the utter bane of hordes. Also a roll to wound of 6+ for ANY of its attacks deals double damage, and its fiery aura deals mortal wounds to nearby units. Like the Incarnate Elemental of Beasts, it's a Destruction Daemon and it regenerates a wound each turn while in the Realm of Fire. Somehow slow for a Monster, but good both at range (18" max) and at close combat (you can shoot into melee). All in all, very versatile and quite powerful. '''Magma Dragon:''' Preeeesenting the king of Monsters, the Godzilla of Age of Sigmar, the nastiests non-named thing you can put on the table! It's like a Necrosphinx that, instead of decapitating Monsters, goes around incinerating hordes with a 18" shooting attack that, on a 2+, deals D6 mortal wounds to some poor bastard, or an incredible 2D6 if the unit has 10+ models. But like the sphinx you can just fly here and there killing any and all things with a supersonic 16" Move (at top form) and droves of obscenely powerful attacks. All at 20 wounds, like you were the Everchosen or something. This thing is for the guy who despises complicated plans and sissy synergies, and just wants to go for the throat with the biggest and baddest Monster around. Be aware, though, that it costs 480 points, so avoid things that can tarpit your Megazord for some turns, or disable it with some tricky spells or abilities, while the opponent takes care of the rest or your (quite possibly outnumbered) army. Still, with your power and speed, not many things can do that... '''Merwyrm:''' Slow, well protected (-1 to Hit for ANY attack against it), and nasty agains other Monsters. Also regenerates when inflicting damage and ignores water and swamp-type scenery. Very good if you can heal/protect it, it'll be unkillable while still doing lots of damage. It's also very fluffy with a Dark Elves army, because their pirates used to hunt and use these things when there were no Stormcast Eternals around, and Dhorghar had size insecurities when looking at Deathclaw. ====Fimir==== {{anchor|Fimir}} '''Fimirach Noble:''' Ok. Just ok. Can technically dish out up to 13 wounds per combat but you would have to be really lucky. (5 attacks, 6's to wound add mortal wound, d3 damage club tail). His command ability is kinda phoned in too. Re-roll charges for units wholly within 12", not only doesn't do anything for the fluff of 'mists and terror'. Also its not very helpful if you're trying to take larger units of Fimir, as keeping them all within 12" gets clunky. Take the rockeye and might is right for plus 1 to hit and wound your preferred target and keep him close to the warriors who need the extra punch to finish off opponents. '''Fimir Warriors:''' Everyone's favorite one-eyed mist abductors are here again. They are "Monstruous Infantry" with Ogor-like stats and some nifty abilities. In the Hero phase, they regenerate any Wounds they have taken, so if you manage to keep some of their 3 wounds after both your and your opponent's turns, they're basically invincible. But do remember that in Age of Sigmar you can't redistribute wounds between your guys, after you assign one wound to a model you have to keep doing it until it dies. Just cast Mystic Shield on them. Despite being the only Ogre-sized great weapon wielding unit that only manages one damage per hit they also do double damage on 6's to wound. and have some pretty good protection against shooting attacks. They're very good at screening your other units, or you can just protect and heal them to get an indestructible and very damaging unit. Not bad at all, let's hope this time they don't start raping people and get squatted again! Fimir Warrior will not devastate and break your opponent in one round of combat, but they can tie them up and really wear them down. Keep a Monster or Hero close to tip the scales in their favour [[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics/Legends]]
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