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- 5.1 Chaos Dwarf Beastiary 40
- 5.2 Characters 41
- 5.3 Units 41
- 5.4 War Machines 45
- 5.4.1 Earthshaker Cannon 45
- 5.4.2 Deathrocket 45
- 5.4.3 Hobgoblin Bolt Thrower 45
- 5.5 Special Characters 45
- 5.5.1 Zhatan the Black 45
- 5.5.2 Gorduz Backstabber 45
- 5.5.3 Astragoth the Sorcerer Lord 46
- 5.6 Monsters 46
- 5.7 Magic Items 46
- 5.8 Tactics 46
- 5.8.1 The Hammer of Hashut 47
- 5.8.2 The Lava and the Steel 47
- 5.8.3 The Flames of Hashut 47
"PRAISE HASHUT!"
"HASHUT! VORGUND! ZHARR-NAGGRUND!"
The war cry of the Chaos Dwarfs.
Chaos Dwarfs, or "Big Hats" as they are also known, are almost identical
to the normal Dwarfs with certain important differences. First and most
importantly of all, Chaos Dwarfs don't hate greens skins. Second, they
do not benefit from being Dwarfs when dispelling enemy magic. They still
get the special rule for moving in armor, though. Toughness 4, weapon
skill 4, and high leadership 9 are balanced out by their low movement
and Initiative. Their average ballistic skill is of no consequence
because their main weapon blunderbuss is not affected by range or most
other usual ballistic skill penalties. Point cost is a standard 8. All
in all they are just a little bit worse deal than normal Dwarfs, but
this is compensated elsewhere.
These are one of the best basic races of Warhammer Fantasy Battle. High
strength, toughness, attacks, wounds and leadership make Bull Centaurs
truly formidable. Their characters are always recommendable, especially
their battle standard bearer since this creature has far more resilience
than a normal dwarf champion. Bull Centaur lord is your most powerful
single model in hand to hand, so if you have points to spare, choose
him. The only downsides of the Bull Centaurs I can think of is their
high point cost and the limitations of their choice for equipment.
Other races with powerful line of characteristics are limited in
numbers, but Chaos Dwarfs get the Hobgoblins, Goblins, Orcs and Black
Orcs as an welcome bonus. As the Black Orcs are quite cheap and very
powerful I usually try to field few of them. If you include Orcs and
Goblins in your army, be sure to take some hobgoblins, too. Getting rid
of animosity is quite something!
I usually go for the Chaos Dwarf Lord since I can get the sorcerer lords
anyway. I consider sorcerer lord only in smaller battles since it saves
points and can shock your opponent (No one expects Level 4 mage in a
1000 point battle!)
Go for the Bull Centaur. Anything that increases your battle standards
survivability is a good thing.
Chaos dwarf sorcerers are very good mages because of their toughness
of 5. Look for the following spells: Doomroar against low leadership
opponents, Eruption against Dwarfs and others with low I, Ash Cloud
against Chaos and Lava Storm against everybody.
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GENERAL NOTES:
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Your compulsory unit. They are Dwarfs armed with hand weapons, 2 handed
axes, heavy armor and shields.
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WEAKNESSES:
-
As all troops armed with 2 handed weapons, Chaos Dwarf warriors strike
last. These troops also suffer from a horribly high point cost.
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USES:
-
Because they can field a magical standard, Chaos Dwarf warriors are not
useless by no means. Their high toughness and armor save should see
them through most missile attacks your enemy can throw at you. If you
know that your opponent is planning something especially against your
warriors, just field a 5 strong regiment. That is all what is needed.
Any basic human, Skaven, goblin or elven infantry is quite helpless
against these axe men because of their weapon skill 4, toughness 4,
effective strength 5 and 5+ save.
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GENERAL NOTES:
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Chaos Dwarfs equipped with the unique missile weapons. In great numbers
they are truly devastating devices.
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WEAKNESSES:
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Heavy armors boost up their point value by far too many points. The
short range of their weapons combined with slow movement and inability
to move and fire means they can be out manoeuvered.
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USES:
-
I always try to have so wide line of Blunderbusses that there is simply
no room to out manoeuvre them. One rank is usually enough against
Skaven, Elves and human infantry, but against heavily armored targets
like knights 3 ranks is just what you need. Keep few extra Dwarfs as a
reserve. It's extremely annoying to have your strength reduced because
your 3rd rank lacks one model!
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GENERAL NOTES:
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The best regiment of the whole army. Strength 4, toughness 4, 2 wounds,
2 attacks, movement 8 and leadership of 9! In addition to this, they
qualify as fast cavalry and can carry a magic standard!
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WEAKNESSES:
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Two handed weapons that make you strike last. This is a less of a
disaster for Bull Centaurs, since their high toughness and multiple
wounds balance this out. All spells that require an initiative check or
an armor save are very dangerous against the Bull Centaurs. Also, these
guys are not cheap (though usually they are worth it.)
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USES:
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The Bull Centaurs form my major strong arm along with Black Orcs.
With right standard and couple of the dreaded Bull Centaur Characters
leading them, they beat up almost anybody, especially in a longer hand
to hand combats.
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GENERAL NOTES:
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"Middle class" Greenskins. Better than goblins, weaker than Orcs.
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WEAKNESSES:
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Basic leadership of 6 and initiative of 2 means that great many armies
outclass them. Also, if they break they somehow manage to cause panic
test on their Chaos Dwarf masters!
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USES:
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Because they cost 4.5 points, you get their equipment very cheap. They
can be also used to absorb missile casualties, beat up halflings and
especially to stop animosity.
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GENERAL NOTES:
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Bit better than the normal goblin wolf riders.
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WEAKNESSES:
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Can't beat any other cavalry.
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USES:
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Giant Wolves are pretty good fighters against any armies with basic
weapon skill of 3. I recommend using them as skirmishers with short bows
to slow down enemy's efforts to march. You can then pick on war machine
crews and lightly armored opponents with the bows.
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GENERAL NOTES:
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Very cheap archers.
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WEAKNESSES:
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No long bows and the usual hobgoblin weaknesses. Never expect them to
win any hand to hand combats.
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USES:
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When defending, they give you a ballistic skill 3, strength 3, 24"
attack each. Leave them out in offensive armies unless they are the ones
you want to stop the animosity.
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GENERAL NOTES:
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Hobgoblins with 2 poisoned daggers, a very handy enveloping special rule
and not a shrimp of armor!
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WEAKNESSES:
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Low hobgoblin initiative and no armor save mean they tend to die a lot.
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USES:
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They are often my main candidates for Crown of Command and Battle
Standard. This tactic works well against Skaven, human infantry, and
cavalry with less than 2+ save. Take a LARGE (30 minimum) regiment of
Sneaky Gits, give them Battle Standard (Dread banner if you are feeling
especially nasty), Crown of Command and couple of good characters to
lead them. You can put this unit against almost anybody, even elven
cavalry. They won't break, (Unmodified leadership 10 with rerolls),
envelope the opponent (increasing their combat resolution), have 2
attacks, huge rank bonus and great resilience. You lose rounds of combat
at first, but slowly and surely you`ll envelope your enemy and those 2
attacks and -1 saves soon start to tell.
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GENERAL NOTES:
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The famed regiment of the Orc and Goblin army, Black Orcs are a very
good value for their points.
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WEAKNESSES:
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Black Orcs lack the ability to carry a magic standard when fielded under
the Chaos Dwarfs. Watch out for their low initiative when attacked with
spells like Pit of Tarnus.
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USES:
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With Bull Centaurs, these guys are your Close-combat specialists. If
defending, give them spears, otherwise two hand weapons, Halberds and
2 handed weapons. Two hand weapons work bet against Elves with low
toughness and armor save.
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GENERAL NOTES:
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Boyz are back! I think everybody knows what Orcs are and how to use
them. Remember that they are immune to panic test caused by other
goblinoids, except other Orcs.
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WEAKNESSES:
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Low initiative, mediocre leadership and inability to use crossbows.
Armor saves also leaves a lot to be hoped for. Large base isn`t a good
thing, and neither is the fact that the Dwarfs hate them.
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USES:
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With bows they can bolster your defensive line, or with halberds or
extra hand weapons as close combatants. They are very effective in Chaos
Dwarfs armies, since even one unit of Hobgoblins stops animosity.
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GENERAL NOTES:
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Cheap, weak, demoralized. Equipment is very cheap for
them.
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WEAKNESSES:
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Too numerous to mention. Watch out against the Elves which
these guys fear.
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USES:
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Cannon fodder and knight trap (with Crown of Command). You can
also annoy your enemy with short bows, or give their leading big boss
the Heart of Woe to cause a shock for those opposing heroes.
This machine is one of the many strong points of the Chaos Dwarfs. In
particular, you should use it against the Elves and anybody else who
relies on their speed. This comes in addition to damage equal to a stone
thrower. I think you should field at least three of these things to
ensure that misfires don't spoil your strategy. These things are costly
in terms of money and points, though.
Good for mowing down infantry if you field enough of them. Their
misfires can backfire very badly indeed, though. I prefer the
Earthshaker cannon.
Cheap. Go for it against armies that like to employ many knights. Try to
place them in to flanks so you could get a chance to shoot enemy cavalry
units from the side, causing maximum possible havoc. A plus side is that
these devices don`t misfire.
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GENERAL NOTES:
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Even the greatest heroes cower with fear when faced off with Zhatan the
Black.
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WEAKNESSES:
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None, unless you consider his inability to ride all monsters a
disadvantage. I don`t.
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USES:
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I see no reason why you shouldn't include Zhatan in your every army Just
remember that he is hand to hand fighter with his high weapon skill and
the terrible special rule for hating all enemy. Equip him right and hail
him off to battle!
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GENERAL NOTES:
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The only Hobgoblin Lord available. Comes with a handy special rule that
allows him to "hang in there."
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WEAKNESSES:
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He is only a Hobgoblin Lord. Cheap but not that powerful.
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USES:
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I very often place him in the charge of the Sneaky Gits. He boosts their
hand to hand potential and is able to carry Crown of Command plus two
other magic items and he also gets an additional unmodified save against
the last wound inflicted.
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GENERAL NOTES:
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A combination tank and Sorcerer Lord.
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WEAKNESSES:
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He is very expensive.
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USES:
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The most enduring Sorcerer Lord you can field. This mage doesn't have
to be ashamed in hand to hand. One good trick is to give this guy a
Blade of Darting Steel. This gives him 6 automatic hits! Not bad for a
sorcerer.
One of my favorite monsters is the Lammasu, since it saves me the
trouble of equipping the rider with a dispel magic item. I like the
Manticore instead of the Bull Taurus.
Since the Chaos Dwarfs have the access to all magic items that Chaos can
get, excluding items limited to the followers of specified Chaos Gods.
It is worth dipping into the Chaos Boxed set and fishing out the Chaos
Rune shield and the Sword of Change. In the Undead book there are also
few interesting items that Chaos Dwarfs can use, including Black Axe of
Krell and the Chaos Rune sword. There are many other items, too numerous
to mention. Borrow/buy/steal the Chaos Boxed set and see for yourself!
The thing when fighting with Chaos Dwarfs is to strike the right balance
between the expensive Dwarfs and cheap Greenskins. The Chaos Dwarfs
don't fall into any special category. Chaos and Skaven always attack,
High Elves defend and so on, but the army list of the Chaos Dwarfs
itself does not hint in which way to go.
There are few basic things, though.
- Always take Bull Centaurs
- Take Hobgoblins if fielding Orcs or Goblins
Otherwise, I suggest that you tailor your army to fit your style, since
Chaos Dwarf army list certainly allows this. Here are few suggestions:
This is a simple and brutal tactic. Go for full offensive. Bull
Centaurs, monsters, Black Orcs, maxed out Sneaky Git and allied Chaos
forces should wreck just about anybody. Glorious and risky.
Dip into Chaos Box and arm your heroes with the nastiest items possible.
You'll be surprised how many they are!
Chaos Dwarfs are very diverse army, so they are well suited for
combination tactics. Divide your army in half: On one flank, deploy
your bull centaurs and character beefed up wolf riders, and on the
other, put your Blunderbusses, hobgoblin and orc archers and all those
Earthshakers. While your cavalry (hopefully) mows the enemy down your
other troops blast away. It is a rare force indeed that is brave enough
to approach Blunderbusses in three ranks. Allies to take are Orcs armed
with Crossbows.
As the defensive strategy is my firm favorite with almost any army
except Chaos and Dark Elves, I have spent some time trying to compose a
defensive Chaos Dwarf army. Here are the results: First I take enough
Blunderbusses to lay a curtain of fire in a place where I expect my
enemy's main attack will be concentrated. If possible I try to make the
field of fire as wide as possible and put the war machines on hills.
Sorcerers blast away with spells and the Flames of Hashut burn High.
Woe to anyone who advances on them! I keep fast troops away with at
least three Earthshakers and I often take the Orb of Thunder to keep
those nasty enemy flyers from messing up my careful position.
An important thing here is to guard your flanks. Especially the
Blunderbuss regiments should concetrate on their main role, and should
leave any fast harrassers to your Bull Centaur reserve.
This is all I can do for you now. So heed me well and bring back many
slaves and sacrifices from your conquests.
Next part:
Dark Elf Tactics.