Lore of Fire Lore of Beasts While at least some of the eight main lores can be used by many armies of the Warhammer world many races have their own unique magical Lores. The most significant changes which ensure incompatibility between editions have been made to the magic, army composition systems, and specialist troop types. The starter armies in the box sets have gradually grown more detailed with each succeeding generation, and the 7th edition was the first to be titled as a scenario "The Battle for Skull Pass" instead of just Warhammer Fantasy Battle. Of the High Elves which have appeared in the 4th edition and 8th edition , while the 4th edition only contained Spearmen and Bowmen figures essentially, just two types of figurines plus a cardboard cutout for the general,  the 8th edition contains a more widely varied army including cavalry, Sword Masters, mage, and a general mounted on a griffon.
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The Loop Games Do you like this video? Azhag the Slaughterer is one of the most infamous Orcish Warlords in recent history. He has brought a trail of ruin and destruction to the northern lands of the Old World , laying waste to cities, fortresses and mountain strongholds wherever he goes. Atop his head lies the key to his power and uncommon intelligence in tactics and warfare - an ominous iron crown which emanates an ancient evil long thought forgotten from history. It is from this crown, a relic of olden days, which granted Azhag sorcerous powers and gave him the vision he needed to command a Waaagh!
The ominous crown, known in ancient times as the Crown of Sorcery , would constantly whisper into the primitive mind of the Orc Warlord, telling him of a grand conquest that lies to the south, of a great plan that needed to be fulfilled.
Victory once more followed victory, and after much notoriety, the deeds of Azhag had travelled far and wide, luring Greenskin tribes by the dozens into joining him on his Waaagh! With the crown controlling his mind, Azhag began to use un-Orcish words and often tried to explain orders to his subordinates instead of simply cracking skulls and bellowing orders.
Such events have left the Warlord in a trance-like state or making him move slowly, as if sleepwalking. Even on several occasions, his subordinates have seen the Warlord argue with himself constantly or towards an invisible advisory.
Yet none could hope to outright defy the Warlord, for even in his state, he was still immensely powerful beyond reckoning. Once battle has been joined, Azhag is a comet of destruction, descending from the sky to wreak havoc amongst the enemy army, his eyes and his crown ablaze with sorcerous light. Monsters and packs of Trolls stalk that deadly land, while Chaos warbands raid from the north.
There is no safety amongst Orc kind, as the different tribes of Troll Country are bitter rivals, eager to destroy each other whenever they meet. All of that changed the day a lesser and little-known Orc chieftain by the name of Azhag found a mysterious crown. When attacked by heavily armoured Chaos Warriors , Azhag and his mob were forced underground into the labyrinthine ruins of what had long ago been the city of Todtheim.
After fighting off the daemonic monstrosities that lived in the cursed city, Azhag wandered into the den of a multi-headed Chaos Troll. Unsuspecting of its true nature, Azhag placed the iron band upon his head. Instantly, strange thoughts flooded his mind.
He was able to lead the survivors of his mob out of the serpentine under-passages of Todtheim. Indeed, it was almost as if Azhag knew the way. From then on Azhag was changed.
The crown soon became a permanent fixture atop his scarred, green head. He took to muttering to himself and often spoke in a decidedly un-Orcy voice. As the immeasurable will of Nagash weighed upon him, Azhag was not entirely Azhag anymore.
Azhag The armies of Waaagh! With whispered advice or sudden jolts of arcane power, the crown aided Azhag. Orcish brutality augmented by ancient guile and dark sorcery made for an unbeatable combination.
During that year Azhag rose to become not a chieftain of a down-beaten, wandering mob, but a mighty Warboss of a bold and swaggering Waaagh! Through cunning, force or foul magic, Azhag outmanoeuvred all rivals.
The northern Orc tribes were united as never before. They brought, as favour to their chosen leader, an enormous and exceptionally fierce Wyvern. Without being hand-reared from an egg, few Wyverns can be broken to serve as a steed.
Yet such was his force of will that Azhag subdued the beast with but a single glance. Skullmuncha, as the Wyvern was named, was vicious and temperamental, yet acted almost docile to its new master. Compelled by a will not his own, Azhag led his Waaagh! With brain and brawn so closely aligned, nothing could stop the greenskins. Here, instead, was a deft commander capable of complex strategies. When superior tactics could not crush the enemy, Azhag himself would take to the fray.
Few foes could stand the hurtling charge of Skullmuncha, but if they did, Azhag broke them using foul magics and dark sorceries. After ingeniously using hordes of Goblins and Snotlings to trap his human enemies in a pincer movement, Azhag utterly destroyed the remaining defenders, bodily and mentally, with a barrage of fell spells.
Countering a charge by the Knights Panther , Azhag ordered Skullmuncha into the thick of the fighting. Without the evil genius to guide them, the greenskins were soon routed. Refusing to touch it with bare flesh, he took it back to Altdorf , where it was placed in the deepest vault of the Temple of Sigmar.
There its ancient evil could be guarded for eternity by powerful warding spells.
Warhammer/Tactics/8th Edition/Orcs & Goblins
Gorbad Ironclaw[ edit ] Gorbad Ironclaw, atop his vicious boar Gnarla, was the mightiest Warlord that ever lived in the warhammer fantasy universe. Gorbad Ironclaw and his tribe, the Ironclaw Orcs, absorbed the Broken Tooth tribe along with the local Goblin and Night Goblin tribes, to create a massive force of Greenskin warriors. At the fortress of Altdorf, the Waaagh! Gorbad unleashed Wyverns upon the city, who threw the defenders into disarray but were ultimately repelled without achieving their main objective, which was to destroy the city gates. It is not known if Gorbad survived the encounter. The power of the Crown allowed Azhag to destroy the rival Warbosses and ensure the loyalty of his followers. Prior to battle, Azhag would lay out his plan of attack, speaking in a decidedly un-Orcy voice heavy with the weight of centuries, then bellow at his ladz to get moving.
Orcs & Goblins
The Loop Games Do you like this video? Da east belongs to da Orcs. Da east belongs to Morglum. Da east is green. The Orcs are perhaps the largest and most warlike of the Greenskin race, whose large size and raw physical strength easily allows them to dominate much of Greenskin society. They are brutes and louts of the first degree, insensitive to pain and higher thought and are singularly geared towards constant and ever escalating warfare. In a more practical term, the Orcs simply live to fight.
Azhag the Slaughterer
Named Characters[ edit ] Note: Under the current edition, named characters tend to be overpriced; you can pretty easily emulate most named as wholes from scratch and save yourself some points. That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you absolutely need to have them, go ahead. He also counts as both your general AND battle standard bearer, which is both a bonus and a curse. His only disadvantage is his high point cost coming in at almost points! Him being both the general and the BSB is sometimes terrible.
On Orcyness[ edit ] Straight outta da Badlands , green, swole and ready ta roll! The race generally speaks in a Cockney a type of British accent yes the lime-men come in different types. They incorporate things from football soccer hooligans as well, since during the time that Warhammer was first created there was something of social unrest as soccer matches often devolved into very violent fights. Just as soccer fans are prone to strange practices like wearing specific clothing the day their team plays to assigning particular meanings to colors and designs, Orcs follow suit. Any time Orcs get lines of speech, their words are spelled in heavy-handed parodies of their accent.