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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.
- GENERAL NOTES:
- Your compulsory unit. They are Dwarfs armed with hand
weapons, 2 handed axes, heavy armor and shields.
- WEAKNESSES:
- As all troops armed with 2 handed weapons, Chaos Dwarf
warriors strike last. These troops also suffer from a
horribly high point cost.
- 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.
- GENERAL NOTES:
- Chaos Dwarfs equipped with the unique missile weapons. In
great numbers they are truly devastating devices.
- WEAKNESSES:
- 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.
- 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!
- GENERAL NOTES:
- 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!
- WEAKNESSES:
- 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.)
- USES:
- 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.
- GENERAL NOTES:
- "Middle class" Greenskins. Better than goblins,
weaker than Orcs.
- WEAKNESSES:
- 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!
- USES:
- 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.
- GENERAL NOTES:
- Bit better than the normal goblin wolf riders.
- WEAKNESSES:
- Can't beat any other cavalry.
- USES:
- 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.
- GENERAL NOTES:
- Very cheap archers.
- WEAKNESSES:
- No long bows and the usual hobgoblin weaknesses. Never
expect them to win any hand to hand combats.
- USES:
- 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.
- GENERAL NOTES:
- Hobgoblins with 2 poisoned daggers, a very handy
enveloping special rule and not a shrimp of armor!
- WEAKNESSES:
- Low hobgoblin initiative and no armor save mean they tend
to die a lot.
- USES:
- 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.
- GENERAL NOTES:
- The famed regiment of the Orc and Goblin army, Black Orcs
are a very good value for their points.
- WEAKNESSES:
- 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.
- USES:
- 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.
- GENERAL NOTES:
- 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.
- WEAKNESSES:
- 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.
- USES:
- 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.
- GENERAL NOTES:
- Cheap, weak, demoralized. Equipment is very cheap for
them.
- WEAKNESSES:
- Too numerous to mention. Watch out against the Elves
which these guys fear.
- USES:
- 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.
- GENERAL NOTES:
- Even the greatest heroes cower with fear when faced off
with Zhatan the Black.
- WEAKNESSES:
- None, unless you consider his inability to ride all
monsters a disadvantage. I don`t.
- USES:
- 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!
- GENERAL NOTES:
- The only Hobgoblin Lord available. Comes with a handy
special rule that allows him to "hang in
there."
- WEAKNESSES:
- He is only a Hobgoblin Lord. Cheap but not that powerful.
- USES:
- 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.
- GENERAL NOTES:
- A combination tank and Sorcerer Lord.
- WEAKNESSES:
- He is very expensive.
- USES:
- 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.