Warhammer/Tactics/8th Edition/Legion of Azgorh

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Why Legion of Azgorh?

also: Why play a Forgeworld army and get all the neckbeards to claim cheese while they are deploying layer after layer of cheddar?

If you are a new player, Chaos Dwarves were supported until 5th edition and then got into Squat territory. In July 2011 Forgeworld released Tamurkhan: The Throne of Chaos, which contained a WHFB army list for a faction of Chaos Dwarves. Which is awesome, but loses part of the Babylonian look the older army had.

What does the Legion of Azgorh offer and what are its main weaknesses?

Pros:

  • They are Dwarves with possessed war machines, a Babylonian look (not anymore in the troops, but you still have great centrepieces as the Taurus or the Lammasu)
  • The LoA warmachines are often called overpowered, and it's true, but this is compensated by the rest of the army.
  • You can field a small, elite army composed of Chaos Dwarves and their war machines or go into battle with a huge Hobgoblin horde.
  • K'daai Destroyer. This beast deserves a point of its own. It can wreck completely an army, but is easily countered by a lot of stuff or a 5 point enchanted item. However, if used properly, accompany with a cup to drink your opponent's tears with.
  • Their own magic lore, Hashut is a solid choice and goes very well with the rest of the army.
  • Their Sorcerers double as Engineers and can use magic while doing so.

Cons:

  • Elite army, all the CD units are very expensive save for the Hobgoblins, though it gets evened out with the war machines.
  • Few of the units have any real synergy with each other, with half the army list favoring a stationary, defensive battle plan and the other half needing to quickly get into combat to be most effective.
  • The equipment is expensive, Blunderbuss 'specially.
  • If you go Hobgoblin-heavy you only have 3 options and they are cannon fodder at best.

They also have the regular Dwarf rules, they don't test to march if they have an enemy within 8", get -1" to pursuing and fleeing, and all Chaos Dwarf units ignore panic tests caused by their Hobgoblin slaves. So use them as the shields they are, and don't mind them dying in droves.

The army has two viable yet very different play-styles. By virtue of access to many top tier war machines, engineers and wizards, Chaos Dwarfs can be played similarly to their western cousins, the Dwarfs, just with the added benefit of hurling magical death as well as rockets and molten lava. That's just good customer service! Alternatively you can skimp on the artillery and go full frontal assault, a la Chaos Warriors lite, complete with lots of fast monsters and rock solid elite infantry. Mixing the two styles sees the army lose a lot of its effectiveness, particularly against canny opponents who will pull apart stranded combat units or unguarded warmachines piecemeal.

All in all, the Legion of Azgorh ends as a middle-tier army, that will get an opponent caught off-guard the first few times. What do you mean 24" reach flamethrowers?

Unit Analysis and Summary

Lords and Heroes

Named Characters

Drazhoath the Ashen, Prophet of Hashut: The only named character of this army, he is a Level 4 Sorcerer and Engineer, and rides a Bale Taurus. He can fly to position himself and his mount has a special S5 Flaming Breath attack. Despite that, at 3+/5++ he does not cut it because his setup is suboptimal, as we need at least 2+/4++ on our obvious general. His +1 to combat resolution to all units within 12" is also nice but not that good.

Regular Characters

  • All Sorcerers have the Immune to Psychology USR, can LoS if within 3" of a war machine and have to test Toughness when they Miscast (their first failure will add 1 to their T permanently). They can also wear magic armour and by default come with a 4+/5++ versus flaming attacks armor.

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. Works best with Death magic -- LD10 spirit leech, Hell Cannon causing panic tests at -4 LD FTW -- however the lore of Hashut can too be quite effective in static gunline lists with ample artillery. The Sorcerer Prophet while possessing decent stats is far from a beatstick, though a tooled up one with Blood of Hashut can with a little luck melt down heavily armored characters into pools of piss and blood. They also get access to 3 different mounts. It is recommended to buy them 2+/4++ saves.

  • Great/Bale Taurus: These guys differ in an extra point of T and 1 extra Wound, and 50 points. Flaming breath weapon, Flying, and gets healed if hit with Lore of Fire. They also hit everyone in close combat with them automatically with S4 (save the rider), and re-roll successful non-magical wounds done to it (Bale Taurus, T6).
  • Lammasu: This little guy is taken from the Storm of Magic book, and has a nasty CC aura (all magic weapons aside from the rider's in base contact do not function). Watch as big boss-man Karl Franz goes from being the Teddy Roosevelt of Warhammer to George Bush reading fairy tales to Kindergarteners. It can purchase caster levels and has access to Lore of Shadow, so you can get a sorcerer mount for your sorcerer (yo dog). However, as he will only get level 2 don't count on Mindrazor, but you can get access to some Hexes. The army's only access to lore of shadow.

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. Give him the Lore of Fire, keep him at the back next to your war machines to give them rerolls and use him to throw Fireballs at the enemy.

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. Magic banners aren't expensive enough to put on him so you can give him magic equipment and give the magic banner to a unit. This hero is tough, with a 2+/4++ save, T5 and 3 attacks, so make the most of it.

Hobgoblin Khan: This is the cheapest Hero choice in the army. You can mount him in 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. It can also be used to redirect charges, as HE eagles, or put inside a Hobgoblin unit to benefit from his Ld7, unnecessary as you will spend most of your time within your General's inspiring presence area.

Bull Centaur Taur'ruk: A Centaur hero, he is considered a Monstrous Beast, and his profile is appalling appealing for a Hero choice, with 4 Wounds, Strength and Toughness 5 among other things. For 20 points 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.

Core Units

Infernal Guard: This unit is the core of your army, they have a good profile and come with 3+ armour save and a 5+ ward save against flaming attacks. They also have access to a regular 6++ parry save due to their shields. Their weapon options include Great Weapons (a straightforward option when you already have an Initiative of 2), Fireglaives (Halberds and Handguns in one weapon, 18" S4 Armour piercing) or Blunderbusses. Blunderbusses are short-range shooting weapons, and make your IG 18 points per model. This weapon has some special rules that make it interesting: Multiple Shots d3 (one roll for unit, so it's either awesome or terrible), S3 Armour piercing, no multiple shots penalty, and the more models the unit has, the better. At 10+ models it loses the long range and stand and shoot penalties, and at 20+ models they re-roll to Wound. you can also give this unit a Magic Banner up to 50 points. They're somewhat overpriced, which only gets worse with Blunderbusses, so only take as many as you must.

Hobgoblin Cutthroats: These guys are small, sneaky, and can be spammed for a relative low cost. They come with Throwing Knives and Light Armour by default. You can give them shields at 0.5 points a piece, so it's recommended as it makes them much harder to kill in combat. You can buy them bows for 1 point, or an additional hand weapon for 0.5, so you have many options available with them. They benefit from your General's Inspiring Presence so they can be used as a tarpit.

Special Units

Infernal Ironsworn: Think of these guys as the Chosen Infernal Guard. You can't give them any different gear, but they come by default with Ensorcelled Hand Weapons (S5, magical attacks), they all have WS5 and 3+ armour. They are rather expensive, and share the special allowance with many of your best units and war machines. Still only 1 attack; don't take them.

Bull Centaur Renders: M7 Monstrous Beast that can combine Heavy Armour with their Scaly Skin and get 3+ base armour. They have a low number of Attacks (2), but they make that up with T5 and their heavy armours. You can give them Spears (as cavalry, +1S when charging derp. they are not cav, they are beasts, so only extra ranks get to fight. woo). Great Weapons, additional HtH weapons and Shields. They make for great flank protection or, in bigger units, flank crushing. They can have magic banner so great for an extra inch of move or classic flaming attack to hunt down hydras and trolls.

K'daai Fireborn: Monstrous Infantry unit. They share Unbreakable and Unstable with Vampires and Tomb Kings. Their rules make it so that they end up killing themselves a lot of times, and the longer the game, the weaker they will get. Each game turn, from the second onwards, they take a Toughness test (at their T4) that, when failed, leads to losing D3 wounds, and each model has only 2. They cause Fear, inflict automatic S4 Flaming hits to every model in BtB with them without that rule, and have a 4+ Ward save, S5 and can dish out a fair number of attacks and wounds. Keep in mind they are Flaming, so any of the 2+ Ward against Flaming attacks will keep them locked forever.



Now, a common space for War Machines:

  • All LoA War Machines can purchase the following upgrades: Hellbound, and Steam Carriage. Hellbound gives the WM +1T, +1W and magical attacks, but on a Misfire the WM suffers 1D3 Wounds with no save. Steam Carriage makes the WM count as behind Hard Cover and behind an obstacle, plus allowing it to be towed by the Iron Daemon.
  • Towing: a War Machine being towed may be untowed during the Movement Phase, but cannot be towed again for the remainder of the game. This is of fairly variable usage depending on your opponent and the terrain. It's probably not something you'll want to do every game but but it's a nice fringe benefit all the same. Being able to move a war machine to cover a choke point or to screen it from return fire while you pummel important units can be a big deal but on some tables there just won't be a reason to do it. Still, don't forget about it.


Iron Daemon War Engine: This expensive unit has 2 setups and uses, depending on what upgrades you get it. It has a whopping S8, T7, and 7 Wounds (always Hellbind for S8, T8, W8), and a base movement of 6. It can move normally (6") or roll 2D6 and add them to the movement. Obstacles lower than the ID don't slow it. If a double 1 is rolled it doesn't move that turn. You can also "tow" other war machines that have purchased the Steam Carriage upgrade with it. One won't slow it, if it tows 2, its movement is reduced to 3". It is an unique unit, so it doesn't benefit from our Daemonsmith re-rolling abilities. Note that as per the FAQ, Iron Daemons cannot wheel. When the Iron Daemon charges, it moves directly forward, no wheels to maximize, and when it shoots, only shoots directly ahead, no forward arc. Can make usage tricky. As per Forgeworld e-mail replies, it can rotate (like 40k fliers) and then move. Hope it gets added in the FAQs soon.

  • The first version is the default one. It comes with a Steam Cannonade. This weapon is the bane of Monsters, War Machines and lone characters up till 18" range, because you roll 2 artillery dice, and choose the best result (if double problems are rolled, then roll in the table). Roll To Hit and To Wound with S6 and D3 Multiple Wounds. This version deals 1D6+2 Impact Hits + 1D6 Thunderstomp at S8.
  • The second version is the Skullcracker upgrade and it substitutes the Steam Cannonade. It deals 2D6+2 Impact Hits, then 2D6 Thunderstomp, and gains +1 To Wound against fortifications and buildings.

Deathshrieker Rocket Launcher: This machine comes cheap at 100 points. It works as a Stone Thrower with a Large Blast, without double Strength or multiple wounds, at a base Strength 3. If the center of the Large Blast misses the unit (note, the center), roll an artillery dice, change the template for the small one and move it towards the centre of the closest unit friend or foe by that amount of inches. If a Misfire is rolled in this die, then the shoot explodes in the air inoffensively. It also has an alternative firing mode at S8 D6 Multiple wounds without Blast, doubling very well as a Monster hunter, specially when we take into account the Daemonsmiths.

Magma Cannon: This cannon makes the Dwarf Flamethrower pale, as it works exactly like one, but better in every aspect. At 145 points, we are looking at the ability to drop Flaming S5 Templates with D3 Multiple wounds at 24" range. Nasty. Take at least one in every game for deathstar-rapey goodness.

Rare Units

Hobgoblin Wolf Riders: Mediocre. They'd be a great unit if they weren't rare but they're competing with extremely powerful unit. They've got Animosity and low leadership, and their speed means that they won't be within range of the General or BSB. Pass. Can be really good charge redirector or artillery hunter (never give them shield to let them be fast cavalry and never give them bow to facilitate this) but that's not really what you're looking for from this slow. Their +1 combat resolution might be useful if you flank but it's still hard to justify such a fragile unit.

Dreadquake Mortar: This piece of artillery has both the longest reach in the game and access to a special upgrade, the Slave Ogre. Without it, it is subject to Slow Reload (firing every 2 turns unless a 3+ roll is made). If both the Ogre and the Hellbound upgrade are purchased, the Mortar has T8 and 7 Wounds, making it into a very tough and hard to remove unit (as per FAQ). It fires like a Stone Thrower, with S5 (10 under the hole), armour piercing with range 12"-72". Any unit who takes a casualty from it has to test for Dangerous Terrain if they wish to move (charging, reforming, everything counts) or try to shoot Move or Fire weapons. War Machines count as Chariots for this, so a failed roll will make them lose D6 Wounds. On the other hand, it's very expensive, so think carefully before taking one (particularly since your Rare slot also includes the K'daai Destroyer).

Hellcannon: It fires as a Stone Thrower with S5, and forces Panic tests (with -1Ld penalty) on units suffering casualties from it. It is considered a Monster, and has its own Misfire table, that goes from eating its crew to mindraping nearby Wizards. It has to test Leadership every turn, and if failed it gets a free turn and a 3D6 automatic move that will eat any Light Cavalry unit nearby trying to kill it. Even better than the Warriors of Chaos version due to Daemonsmith re-rolls. A solid choice. It's also the only non-Hobgoblin model you can get for Chaos Dwarves without having to pay Forge World prices.

K'daai Destroyer: Remember how we said that this thing deserved a point to its own? We meant it. Don't get it into combat with: poison, characters with the dragon helm or dragonbane gem, dragon princes, or stubborn/unbreakable blocks, and don't let it overrun off the board. Otherwise, this thing will quite happily kill half an army for you. It's only downside is a lack of model and that its picture in the book is very vague. Fuck knows what it actually looks like.Shown as WIP in the latest Games Day. The model looks as if someone had covered Matt Ward in glue and had thrown him inside a bits box for a while.

Building Your Army

You have three options:

Option 1: You are a rich lunatic and you want to play WHFB's version of the Death Korps of Krieg. Buy all the stuff direct from Forge World. Weep (or laugh) as your basic core units cost £80 for twenty guys with full command. Yes, the models are super awesome (especially the war machines) but a 2000pts army of these guys will set you back by literally jillions of money.

Option 2: You are a sensible chap who is a dab hand at converting. Use GW's regular plastic dwarfs and use your modelling skills to turn them into Chaos Dwarfs. Just put spikes everywhere, a fun conversion idea used by a clever guy is to use a thumb tack for the signature hats. You might need to get more inventive to make their war machines from scratch however. The new plastic Irondrake models are perfect for converting into Chaos Dwarfs with blunderbusses.

Option 3: You are a sensible chap who doesn't play Warhammer at GW stores. Get an army of Abyssal Dwarfs from Mantic Games. They're all plastic and it costs £50 for about 60 models. Their infantry models are nicely detailed and look suitably Chaotic, though their options are still stuck in the "metal add on" phase. The war machines leave much to be desired however. As these are not GW's models, you'll probably be lynched by GW staff if you try to use them at one of their stores.


Update to pts 2&3 from "Different Legion of Azgorh fanatic".

Alternatively, f*ck Matic Games, and do google. Eventually you'll find Spanish company called Norba Miniatures. Their Infernal dwarfs are an absolute ripoffs of what Forge World did. Quality is less detailed, models require bit of cleaning, but at the end you'll get something that looks as closest as possible to these from FW. Plus they allow you to buy models with either hand weapon/shield, fireglaive or great weapon. Just be aware it may even take 3 months for them to do the casts and dispatch. 12-15 EUR for group of 10? Just take my money!

If you feel like giving 23GBP-donation-for-those-in-need, buy a command squad from FW & chop off some bits, and add others. Have some leftovers like axes from Khorne's End of Times bulky warriors - Use them. That'd make them look grimdark, and you could use them as 3 custom made Castellans.

If you aim to get less Ironclad-Mordor-More-Babylonian-Pointy-Hats-look check out Russian Alternative. Although I've heard quality of the cast is not the finest.

Bale/Great Taurus - Take Scibor Miniatures under consideration.

Bull Centaurs - Scibor Miniatures and Norba Miniatures. I think first have 3 or 4 different models, but Norba has cheaper 3-packs.

K'dai Destroyer - Monstrous Arcanum and Tamurkhan (both from FW) state that these may be bull, warrior, deamon or f*ck-knows-what looking blazing bodies. As FW project was (let us admit) crap, you have to find a model just yourself. That gives you loads of options. If you like modeling, I seriously suggest taking Crush-Mawa from AoS Greenskins. Don't forget to buy green mass to sculpture some nice flames.

Hobgoblins - get yourself a pack of stormvermins and/or clanrats, chop off their heads and tails, add some bits and pieces from other armies - if you have them accessible - and some gnobblar-goblin-nightgoblin heads. You may chop off skaven shields and glue some from different armies but you'll need bit of skills and green mass to hold it tight. Just think - hobgoblins with dwarven shields? My grudges are itching just on a thought... Have some black orks or any orks? Sweet - fit them in as a placefillers. I have a massive warboss chained to the rocks, with banner pole attached to his back and he's my equivalent of 4 hobos including standard bearer.

Currently not many alternatives in regards to warmachines. You may use some empire or dwarf Hellblaster/Cannon/Flame Cannons to make Deathshriek or Magma Cannon. It is going to be easy. Iron Deamon - empire Steam Tank plus loads of mending. Maybe something from 40k, but it is either too futuristic or too wallet draining. I bought the original. But there are no reasonable alternatives for Dreadquake if you want to stick to its size. Unless you have 2 Hellcannons and a friend who owns the modeling/gaming store.

Army composition

  • Infernal Guard

These are the main core unit of your army. Better than their Dawi hold dwelling cousins, they have a 4+ save (with a 5++ against fire based attacks) plus a shield and a base Strength of 4. However, such a sweet statline doesn't come cheap, and units between 20 and 25 is usually the way to go. They can also take a magic standard, which is nice! Good, standard option to fill core. Don't expect much from them, but they should be able to go toe to toe with any other core unit and give a decent account of themseves.


The warriors have additional 3 weapon options, and these really dictate what you do with the unit. They can have great weapons for 3 points, fireglaves for 5 points, or if you really feel like splashing out, blunderbusses for 6 points.

    • The great weapons are a great choice for a hammer/anvil unit. It makes them strike at S6 (with easy access to hatred) and as they are I2 anyway, you're not giving up much to attack last. The only really cost if the loss of the shield, but being T4 with a 4+ makes them pretty durable. As Chaos Dwarfs are only M3, they make a great anvil unit, but your opponent will easily be able to avoid them, unless you force them to come at you...For me this is the optimum choice for warriors, they are tough and hit like a ton of bricks. For the Dawi Zhar lord that wants a combat army...yes please to 24 with great weapons.
    • Next up is the fireglave. This is a great 'mid' option. It allows you to fire at a relatively close range, but at S4 with armour piercing, which it nice, and also acts as a halberd in close combat. This is a great choice, the only downside being it's points. You'll want to make sure everyone can fire (so 2 ranks) but the unit is also a combat one (so 4 ranks). I usually allow my opponent to charge my 2 deep line, rely on my Ld10 stubborn hero to make sure I stand, and can reform for the next turn of combat. Not my preferred choice, but ok. Maybe a unit of 18 or 24.
    • Finally, the blunderbuss. Now we're talking! This make the unit horrendously expensive, especially as the guns ae only really worth their points if you're firing 20 or more. This means you need to be taking units of at least 24. And at 18 ppm, that unit get expensive FAST!. Why so good? The fact that 20 firing D3 shots give you an average of 40 shots that basically ignore all to hit penalties and re-roll to wound. In addition, if you get into combat you keep you shield for that fantastic 3+ 6++. Get these guys in a building, and just delete anyone that comes within 12". All that said, their short range, huge drop off when the unit gets to 19 minis and the humongous points cost means I take these for fun game, but more often than not, they get left on the shelf.

Magic Items

Update from "different Legion of Azgorh fanatic".

It's quality over quantity. You have 9 mundane items plus access to all Magic Items from main 8th rulebook.

Let's face it - your so-called-cousins who failed to follow the only and true god that is Hashut, have more options to gear up to the teeth in a uniquelly forged items. Dwarf rule-book for the 8th edition gives you more choices to create magic items, weapons and items then any rule-book ever. But what would you expect - these are dwarfs after all, right? LoA has only 9 items comparing to.

At least 3 of them are MUST TO BE TAKEN.

2 of them are useless

4 of them depending on your army composition may be considered solid.


1. Black Hammer of Hashut

Available only for Chaos Dwarfs. Magic Weapon - not great weapon. That looks good. For 35 pts you get +2S, so your Castellan will end up at 6S, and any flammable model wounded is killed straight away. One would say nah, there are not many flammable models in 8th. I say - use it right after casting Ashstorm, in duel. Properly kitted castellan, obligatory with Potion of Speed may be a lord hunter-killer. I5 is the I that Karl Franz have. And most of the Lords of the Old World. No Armour Save, no annoying Ward Save available. Come 'ere big boy Karl Franz and taste my steal. Looks good, and rules do not say anything about killing blow, heroic killing blow so technicly speaking, your around 100 pts wothy castellan may smash to death anything at any size. Just make sure you properly did cast ashstorm.

2.Dagger of Malice

20 pts Magic Weapon. Bearer suffers Hatered. I'd give it eventually to a supportive Hobgoblin Khan on foot. No fireworks to be honest.

3. Dark Mace

For 60 pts you get Magic Weapon with Killing Blow and in addition once per game it causes 1 auto-wound on every model in base contact. Including your Taurus. Considering nice WS, wounding and therefore killing outright your enemy with "6" on dice seems to be possible. Just remember your castellan has 4+/3+ AS and this hand weapon costs loads, so probably no chance to further upgrade it on your steel-clad-hero with Ward Save. I woudln't bother.

4. Armour of Bazherak the Cruel

This smith was being mentioned in many previous editions and had some nice items. In here, for 50 pts this Magic Armour gives you 2+ Armour Save that cannot be improved. Well - 1's are failable anyway, so fair play - forget about shield if you intend to use it. You also get Magic Resistance level 2. Period. Give it to castellan, put him to unit endangered by sorcerers who you know drop some direct damages and you'll get 5+ magic save. I know there are not many direct damages in a game, but still, nice supportive thing for supportive character.

Oh and btw, my ex-dicemaster is going to read that at some point, so it is hidden message for him - Duchu, I'm going to burn your ass in the holy flame of Hashut this year. And Szwagier's too. You both shall burn (mwahahahaha) and I'll be dancing around singing kumba-ya. (mwahahahaha).

5. Mask of the Furnance

Oh boy. Mask of the welder. +1 to your overall Armour Save, 4++ Ward Save that increases to 2++ against Flaming Attacks. Don't think. Take, as i assume you had allocated Talisman of Protection and Dragonhelm to different models. 65 pts. Only Chaos Dwarfs. Magic Armour

6. Stone Mantle

40 pts and you get +1T with -1I. It's to be honest matter of choice. U see - Legion of Azgorh Dwarfs have I2 anyway, so it won't make any difference. But for 40 pts you can turn your character into a better damage sustainable or bunkering machine, using items from main rule-book. It shines however if you give it to your Prophet as a reducing miscast extra f*ckups. Talisman, only Chaos Dwarfs.

7. Banner of Slavery

Your BSB Castellan may have this banner for 35 pts. Put him behind a horde of Hobos. Or 2. Or 3 if you play green-tide-heavy. And that will make the 12" bubble of Immune to Psychology Hobos. Tarpit extraordinale. Bane for someone who thought can get through hobgos like a hot knife through butter. Usable only for Hobgoblin heavy armies, otherwise don't bother.

8. Chalice of Blood and Darkness

50 pts Arcane Item which can be used every turn - not just once. You roll D3 each for each side of the conflict, and what you got is number of dices to be diminished from each side spell pool. It can go extremely good (if you rolled 1, and he rolled 3) or just the opposite. If you both roll 1's, bearer gets wound with no Armour Save allowed. If you both have 6's, bearer regains previously lost wound.

9. Daemon Flask of Ashak

This Enchanted Item costs you 100 freaking point, so that limits its allocation to your Prophets only. We've got 2 logical choices.

First is a Bale Taurus charging Prophet-suicidal-terrorist who flies towards enemy lines, swallows all the cannonballs, zzzapping-lasers-of-death, bullets, bricks, arrows and all the toss-able and shoot-able stuff and literary drops the bomb.

Second is your artillery-supporting-Prophet in the potentially final demise. Encircled by skaven Stormfiends or some units with not-so-high LD that somehow passed through your defences.

You use the item at beginning of your Movement Phase, before charges are declared. All enemies within 18", not Immune to Psychology, or Unbreakable suffer Panic Test. Buildings, Structures, Chariots, Chariot-profile models, War Machines suffer D6 automatic wounds.

This thing is not a spell. Can't be dispelled. It is MASSIVE especially against empire, skaven, and gun-line heavy dwarfs. Try it against anything packed with war machines or chariots heavy. Don't have too high expectations about causing mass panic, as in 8th edition, especially within general's inspiring presence, LD tends to be high.

The thing is EXPENSIVE AS F*CK, but still, can be useful. Especially if you know what to expect of your opponent.

Blood of Hashut

It is not a magic item from Magic Items category, but this fine addition is addable only to Prophets. One time use for 20pts.

So, while in CC, INSTEAD of your attacks, you may use Blood of Hashut. You pick a single model in direct contact with yours, declare usage and roll a dice. Result different than 1 means success. It gives you D6 auto hits at a strength equal to the opponents armour save. So a Chaos Lord with Chaos Armour and Enchanted Shield (AS 2+) is being wounded at 2+. No Armour Saves allowed against, damage inflicted as per usage of magic weapon and also counts as Flaming Attack.

Nice, if you expect your Prophet to be engaged in close combat.

Lore of Hashut

Update from "different Legion of Azgoth Fanatic.

First to remember is a devastating effect of miscast on your sorcerers, so chose wisely if you want to cast and with how many dices. By devastating effect I mean - after applying miscast effects you do a T test. If failed you'd get additional 1 wound that no save may stop. But for first wound you gets your T permanently raised by 1. Your Chaos Dwarf slowly irresistibly turns into stone now.

So your prophet already has T5 so that gives you 66,6% chances to pass it. Give him stone mantle to reduce chance of f*ck-up or take a risk, get earthing rod for miscast result re-roll, and pray not to be too wounded due to miscast too much. In both cases (stone mantle or miscast), you'll upgrade your T to 6. You just need to make a decision. Would you invest 40 pts in stone mantle talisman, or get 25 pts earthing rod (arcane items).

Standard lore composition as per all the lores - attribute, Signature, 6 spells. Always aim for number 4. Number 6 later. Cheat, bribe, blackmail or torture to assure having number 4. Here we go:

Attribute Spells 3,1 are Magic Missiles and Direct Damage spells that target unit and therefore it applies to them. If a magic missile od direct damage from this lore is targeted on model/models flammable, wizard gets +D3 to their casting.

There are not many Flammable models in Warhammer 8th anymore, so that better is to be used after successful ashstorm.

Signature - Breath of Hatred

Range 12", Augument, Remains in play, cast on 6 gives hatred to unit within a range. Roll 15 on casting to have a 12" big bubble.

Just take it, cast it at round 1 don't forget you did, and don't forget to thank for this advice.

1. Burning Wrath

Range 8", Magic Missle that causes D6 S6 flaming wounds cast on 6, however you may cast boosted version on 12 giving 2D6.

Range is too short. Random number of wounds sucks. Situational. Up to you.

2. Dark Subjugation

Range 24" hex cast on 8. Subject must do LD test at -3. If fails permanently loses 1 of his LD.

Potentially good combo with -4LD test caused by Hellcanon. But remember about potential ugly miscast results for your Prophet/Daemonsmith

3. Curse of Hashut

Range 18", Direct Damage, targets single model even if in unit. 2D6 - Toughness hits, that wound on 4+ with no armour save allowed. Cast on 10.

Definitely better than Burning Wrath

4. Ashstorm

Range 24", hex, affects target unit till your next magic phase. Unlucky basterds have -1 to CC, -2 to hit (both CC and shooting), can't march, fly, charge. If moves or being forced to move, or character decided to toin or leave the party which also counts as move according to rulebook, whole unit have to make dangerous test. Wizards can only cast spells on themselves, and UNIT IS FLAMMABLE.

Just imagine these Imperial Knights in the middle of the burning forest with ash and thick smoke clouds making them nearly blind. Do the spell and

- Cast Metal on them as all spells from Lore of Metal are counted as Flaming attacks, - Deathshrieker them, as these shots are flaming attacks, - Shoot them or attach them with unit having a burning banner as both types of these attacks are...

Don't bother about using lore of fire. Metal is better, and also after such a treatment nothing has left. THIS SPELL IS BRUTAL. Don't leave home without it.

Oh - the most important - flammable models gets wounds inflicted doubled if these were being made by flaming attacks. You dig?

5. Hellhammer

Castable at 13, direct damage, range 3D6 in a straight line like a cannonball. Each model gets S6 hit with D3 multiple wounds. If unit gets a wound, it has to do the panic test. Boosted version is castable at 18 and doubles the range.

Defensive rather than offensive if your enemy has cannons. if not, well - has potential.

6. Flames of Azgorh

Unlimited range. Direct Damage small round template, scatter D6. Models touched = S6 hit with multiple wounds (D6). Model directly under the hole takes T at -2 or is slain. no saves allowed. Any saves. Cast on 18, boosted at 25, but you use large template there.

Two key words - unlimited range. Just put the template at the target and cast it. Brutal. Although it risk miscast. Hell - 6 dice roll you'll probably get one. With lvl 4 prophet you'd need 21 on 6 dices that means 5 x 3 and 1 x 6 i.e. Possible. Just use it after sniping enemy wizards with your Dreadquakes and Hellcannons. You don't want such an effort to be auto dispelled by the scroll, do you?