Hey lads!
A couple of weeks ago Forgeworld graced us with TWO new warscrolls adapted from the Tamurkhan campaign book :Tamurkhan hordes & The legion of Azgorh
as expected from the title, we'll here focus on the latter One.
I apologize in advance for my poor english as I am just a young Fench hobbyist not near as fluent as my insular neighbours.
I've played several games with my Chaos dwarves in
Aos this week with my buds ( destruction and Death mainly). As I used to be a collector and not a player, I own every model of The legion of Azgorh, therefore it might be interesting to share howeach unit felt on the table with you pals.
Well Let's directly get to the meaty parts, I'm not going to present the chaos dwarves fluff-wise for the lexicanum does it far better
I'll proceed unit by unit, following the order of the warscrolls presented by Forgeworld ( which can be found here :
http://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/warhammer-aos-legion-of-azgorh.pdf )
Then I will later discuss tactics and unit combination to show the not-so-obvious strengths of the army.
HERO KEYWORD
Drazhoath the Ashen: The big ugly bastard of the boo...erm, Warscroll. The model is fething ace and a real neckbeard-dropper, but his vibes are shady: He's between the magic powerhouse, the tough-to-remove kind of a guy, and the "fly me closer so I can hit them with my daemonic wand!"
And you know what? It's far from bad. Being able to cast and dispel two spells per turn is no joke ( with a +1 to cast if deployed on the realm of fire. You know, the one in every
GW store since
AoS came out), but what really silences the kids is his own spell: flames of azgorh.
Basically it has a casting value of 8 ( 7 with the +1 bonus to casting, which is the average roll with two dices), and inflicts both
D6 mortal wounds and -1 to bravery onto an ennemy unit within 18". The debuffs lasts until your next hero phase.
with lady luck on your side, with two casting attempts it's potentially
2D6 mortal wounds with -2 to bravery on a unit within 18". And you can be sure that
2d6 Mortal wounds will trigger battleshock losses. at -2 bravery.
This spell is one of the most straightforward punch in the balls of the game when it comes to spells ( not counting arkhan's potential
bs or nagash's old perv hand of course). heavily protected infantry such as irondrakes or with low base bravery ( like goblins) will drop faster than a 20$ hooker.
as per the other rules and profile of the guy, he is fast. Like, 15 inches per movement phase fast ( make him run 21 inches. DO
IT. With the fly rule, he'll look like a mach 9 dick-punching magical Muhammad Ali. ), he is also very sturdy, with 13 wounds, a 4+, the abily to ignore mortal wounds on a 5, and send them back to dem pesky wizerdz on a

.
In assault, He is no slauch either, just dont let him charge Nagash, Karl Franz, and other close combat powerhouses and he'll be alright. It's mount is a very capable fighter, but he himself only have 2 attacks with his wand ( which has damage 3 ), so most of the damage will be dealt by cinderbreath ( the mount's name), which also has the great tauruse's rule of dealing a mortal wound on nearby ennemies on a 6. Just One though, and on the score of a six , which is slightly underwhelming. The Taurus can also reroll to hit with his horns and teeth if he charged this turn.
So you're basically asking yourself: What's the flaw?
Well, there's One, and a pretty stupid one.

He does not have any command abilities.
Seriously Forgeworld? Ugh. Quite disappointing. Dont know if it is because the guy fluffwise is no commander at all, or juste because they simply forgot that command abilities are a thing.
Infernal Guard Castellan: The standard beefy hero, with the usual choice between heavy weapon and One-hand weapon. He got 5 wounds, a 4+ armor ( I expected a 3+), Bravery 8. He is Slow however, with a 4" movement and no way to make him any faster.
Good surprise though, he hits like a rock: his heavy weapon makes 3 attacks which deals 3 wounds flat instead of the usual D3, and his one hand weapon hits 4 times instead of the usual 5, but deals D3 damage instead of 1. The real kicker is the -2 rend on the heavy weapon though.
If equipped with a One-hand weapon, he can either carry in addition a pyrelock pistol ( meh) or a spiteshield ( not meh; but not good enough to give up on the heavy weapon).
His armor enables him to reroll his failed saves if the weapon that hit him does not have a rend value of -2 or better.
What this means is : cast mystic shield on him to boost his armor to 3+, and send him against heroes with one hand weapons, or large blocks of infantry. Victory assured.
His command ability is a hex on the ennemie's face instead of the usual buff to your own unit. You basically choose an enemy unit at range 12" and every wound rolls made against that unit by your army will have a 1+ bonus ( even in the shooting or hero phase).
This is MUCH more intimidating to the ennemy than a buff to one of your units, and can really screw his plans.Feels like a giant deathmark cast on one of his deathstar units. I will go back to that later on.
Bull Centaur Taur'uk: The Less standard monstrous kind of a beefy hero. Profile-wise he's a beast (get it?), with movement 7 and 7 wounds, five 3+ to hit and wounds attacks at rend -2 inflicting 3 wounds each.
That's a lot.
two one-handed weapon gives him the same, but with -1 rend, rerolling 1's to hit, and inflicting D3 wounds. nah. Dont bother. He also has the crushing hooves weapon, 4 attacks damage 1, becoming damage D3 if he charges. he can potentially inflict 27 wounds on the turn he charges ( with a lot of luck right).
his command ability makes him and any taur'
uk within 14" able to run AND charge this turn, turning him and his pals into a big bubble of death and destruction on the table. Really, that makes them able to reach ennemies that are 25 inches from them. With bonus damage on the charge.
Infernal Guard battle standard bearer: The standard battle standard bearer (redudant right?). Alright I wont go over his profile and go for his abilities/equipement coz that's what you took him for. He got a Blackshard armor, makes him reroll saves of 1 against shooting, which is ... good I guess. Not breathtaking on a hero-level unit, but much more on your troops ( we'll go over that later).
His black banner of malice can be planted to give unto friendly units within 15" one of the following effects:
- Either giving everyone in range +1 Bravery, which is nice without being golden.
- Or giving everyone in range reroll's of 1 to wound againt units that have the Destruction or Order keyword ( why not undeath? no one will ever know. too bad my main rival got a
VC army.), which is AMAZING. Why you ask? Well; see that annoying Karl franz you just want to get rid of, or whatever monstrous creature you wish to bring down? well, cast the command ability of your castellan onto the beast, plant your banner so all your fireglaive's units get the buff, and shoot the vile creature with 2 shots per model, hitting on 4's and wounding on 3's, rerolling 1's, rend -1 and causing two wounds on a wound roll of a six. that averages about 12-13 wounds on a monster with a 4+ save if you shoot with 20 fireglaives. Bye bye mangler squigs, giants, karl Franz and such.
Daemonsmith: Aaaaaalright, now to one very interesting model. The daemonsmith is one sturdy wizard, having the same profile as the Castellan, minus the armor rerolls. he instead get an armor giving him +1 to unbinding rolls if he slew any model the preceeding turn ( and with 2 attacks hitting on 3's and wounding on 4's, inflincting 2 wounds each at -1 rend, combined with the staff inflicting D3 wounds, that's very likely to happen if he is in combat). He also has an item called the blood of Hashut, It's a one-use-per-battle attack that inflict D3 mortal wounds onto a single model within 6", becoming
D6 mortal wounds if it is a warmachine. Yes, you read that right, feth the beardies.
however, getting your daemonsmith within 6" of a warmachine with movement 4 is not going to happen very often.
Then we get to da SPELLZ! The Daemonsmith can cast/unbind 1 spell per hero phase. It's "signature" spell being ASH STORM. Everybody claiming that shooting is overpowered in
AoS, here is your messiah: on a cast roll of 6+, pick a target within 20. His shooting hit rolls are made with a -2 penalty and its run distance is also reduced by 2 inches, making it easier for your slow daemonic tiny warriors to get to assault.
Combined with the fact that all your infantry can reroll saving throws of 1 against shooting, there is just no way shooting is gonna be a problem.
Well, not for your opponent though... For your daemonsmith interacts with most of your warmachines to buff them . I'm looking at you Dreadquake mortar.
welp, 'I'll continue later on. time to nap-nap.