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===Troops=== *'''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-infernal-guard-ironsworn.pdf Infernal Guard Ironsworn]:''' (Battleline, 90/240pts Min: 10, Max: 30) Your basic Chaos Dwarf battleline unit, armed with hand weapons (3+/4+/-1/1). Their leaders get to equip a pistol instead of a shield and you can add an Icon Bearer (which gives +1 Bravery) and Drummers (Who can add +1 to runs). Use these guys to screen your war machines, let the enemy come to you because their shields deal a MW back to melee attackers on unmodified saves of 6's. *'''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-infernal-guard-fireglaives.pdf Infernal Guard Fireglaives]:''' (Conditional Battleline: Legion of Azgorh, 100pts Min: 10, Max: 30) The shootier dwarfs. They all grab Fireglaives, weapons that have 16" range and -1 Rending (which inflict a Mortal Wound on unmodified 6's to Hit). The leader has an Ashsteel Hand Weapon and Pistol and the unit has the same Banner and drummer option as the Ironsworn. Put these behind Ironsworns to tear into the enemy while they hold them off. They reroll hit rolls of 1 if they don't move that turn, which is nice. *'''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-bull-centaur-renders.pdf Bull Centaur Renders]:''' (Conditional Battleline: Legion of Azgorh with general is Shar’tor the Executioner, 180/640pts Min: 3, Max: 12) Smaller Tar'uks that have weapons with slightly weaker power but are also equipped with Spiteshields. They add +1 to their charges, and on the turn, they charge their hooves do D3 Damage. Great to guard your flanks and kill anything that comes too close to your war machines. It comes with a discount for taking a max unit size (12 models). *'''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-kdaai-fireborn.pdf K'daai Fireborn]:''' (140/480pts Min: 3, Max: 12) They may only have a 5+ save, but it is unaffected by Rend much like the Nighthaunt Ethereal rule. Any enemy units within 3" of them at the end of combat take a mortal wound on a 2+ because of the fire. Combat-wise, they're pretty good with 5 attacks and d3 damage. They also fly, move 8", and can still charge if they run. so use them like they were cavalry. Swing them with Chronomantic Cogs for a whopping 3D6+12" threat range. Like Bull Centaurs, K'daai get a discount for max unit size. Don't be tempted by this trap. With a 5+ save and Bravery 6, you're much more likely to lose a 4W K'daai to Battleshock if they're in a larger unit. If you want to run lots of K'daai, you're better off going MSU and really take advantage of Blackshard Armor to keep them alive.
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