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===Multiplayer Strategies=== The Chaos Dwarfs are pretty strong! With their mix of powerful artillery, single entities, elite infantry, and ranged, they have a flexible and powerful roster. They also have a very EXPENSIVE roster, and unlike campaign (where their best units are at least somewhat spammable once you accumulate enough resources), the price tag is going to matter in multiplayer. This all means you have to consider your matchups carefully if you want to win, even more so than other factions. Your chaff is some of the worst in the game, and you'll have to bring some in nearly every battle just to avoid being completely overrun. While it might sound odd given your slow moving infantry and artillery, the Dawi-Zharr shares some design philosophies with other rush factions in the game. They can put out terrifying damage very quickly both in melee and at range, but if your enemy can outlast your onslaught, the battle may turn. Also, seeing as this DLC released quite recently (at the time this was written anyway), expect some nerfs to come in for the tall-hatted Bablyonians. All that aside, here's how to make slaves of the other factions in the game: *'''[[Total War Warhammer/Tactics/Beastmen| Beastmen]]''': This is actually a match up where you don't want to invest too much into ranged units. Beastmen have a lot of fast AP units that can dive on artillery and blunderbusses and turn them into pulled pork. Only invest in Hobgoblin archers if you want ranged, as you don't need much AP in this match up and you won't miss them if they die. Bull Centaurs with Great Weapons will be your friends here, as they have the Anti Large to pimp slap Centigors and deal with the big monsters that the Beastmen are inevitably going to bring. Standard Hobgoblins should make your frontline since they beat Ungors and can at least do some damage against Gors, while your more armoured infantry can hold the line for your cav and monsters. Look into the Immortals for some good low armor infantry clearly. Hilariously, throwing your own cow monster can really do some work, as the Fear and Terror will scare off most of the Beastmen chaff and infantry. As such I recommend a Sorcerer Prophet on a Bale Taurus for magical and giant cow support. Just don't throw it at a Ghorgon, that is a bull fight you are not winning. *'''[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]''': This can be difficult for you. Bretonnia is usually a strong counter against missile-heavy factions due to their ability to swamp the field with cavalry. You'll never have to go too elite with your front line, a few Dwarf Warriors and a bunch of Labourers will do the trick against peasants. Blunderbusses will gun down cavalry but defending them will be hard. Fireglaives will hold up better if they get charged but they're going to be too expensive for you to bring a large number of them. Bretonnia can sometime struggle to kill large monsters, so consider bringing Bull Centaurs with great weapons for some strong AP/anti-large punch. If they can intercept the knights your ranged units will have time to do the work. *'''[[Total_War_Warhammer/Tactics/Chaos_Dwarfs| Chaos Dwarfs]]''': *'''[[Total War Warhammer/Tactics/Daemons of Chaos| Daemons of Chaos]]''': *'''[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]''': The Dark Elves are on a very short list of factions that can keep pace with you when it comes to ranged damage output, so this one is probably weighted against you, though not overly so. The amount of ap the druchii can bring to the front will be shivering the timbers of even your most elite armored up infantry, and their army can be quite fast as well, with their mobile threats being quite hard to snipe out with artillery. First off, don't bother with K'daai or your other monsters too much. Yes, it's tempting, especially to break into that juicy crossbow line, but with their relatively slow movement, they'll get shredded without careful micro. A Lammasu or Bale Taurus is probably the best option monster-wise due to their flying, though they'll still get pincushioned by Darkshards if you're careless. Druchii cheap infantry is much better than your cheap infantry, but you're much better at decimating their tightly-packed formations with your other tools. Besides, Executioners are the only infantry they have that can really threaten your elites 1 on 1, and if the opponent knows what he's doing, he won't be bringing elite infantry. Dark Rider Crossbows and Scourgerunner play are probably going to be a pain in your stunted neck, the former being a fairly cheap very fast source of ap damage, with the latter kiting your Bull Centaurs and big units into the shadow realm. Wolf Raider spam is probably the best way to zone them out. If they're wasting those precious volleys on your low-tier wolf cav, that's good for you. Another note is to watch out for the often meme'd on anti-large Cold One Knights. They will actually trade very well into your Bull Centaurs, to say nothing of K'daai, Taurus, etc. Getting some blunderbuss shots into them, or targeting them with Lore of Hashut is the best way to get them off the field. As for characters, Malus has been the best Dark Elf tank lord for a while, and none of your lords really stands a chance against him in a melee fight. Drazoath on his cow makes for great utility, flying around and nuking any unit out of place with Lore of Hashut. Finally, watch out for lore of Dark Magic or Shadows, both with their heavy ap components can grind down your warriors with surprising efficiency. *'''[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]''': Your hated cousins are in many ways your ideal opponent. They're slow and focus on heavily armored infantry, which is something you excel at destroying with your powerful artillery. A Dreadquake can do a lot of damage here. However Dwarf artillery is cheaper and get more models per unit, meaning they can mass fire much easier than you can, making artillery duels difficult. Magma Cannons are good at killing artillery crews with the fiery vortex they leave behind and are also good at killing infantry generally, so they are a must in this matchup. Dwarfs are even more vulnerable to big monsters and chariots than you are so a few Bull Centaurs or Iron Daemons can put in good work here, so long as you can keep them from getting shot to death on the way in. Watch out for Slayers, you don't have a great answer to them short of tying them up with chaff. *'''[[Total War Warhammer/Tactics/Empire| Empire]]''': *'''[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]''': *'''[[Total War Warhammer/Tactics/Greenskins| Greenskins]]''': *'''[[Total War Warhammer/Tactics/High Elves| High Elves]]''': *'''[[Total War Warhammer/Tactics/Khorne| Khorne]]''': *'''[[Total War Warhammer/Tactics/Kislev| Kislev]]''': *'''[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]''': *'''[[Total War Warhammer/Tactics/Norsca| Norsca]]''': *'''[[Total War Warhammer/Tactics/Nurgle| Nurgle]]''': *'''[[Total War Warhammer/Tactics/Ogre Kingdoms| Ogre Kingdoms]]''': This one can be surprisingly difficult. Since almost every Ogre unit is a monster your big AoE spells and your mostly anti-infantry artillery isn't as useful. The Lore of Death is a good choice for dealing more direct damage to Ogres with Spirit Leech or Fate of Bjuna. If you bring the Lore of Hashut you can leave a lot of spells on the table so long as you keep Ash Storm, allowing you to pile on the fire weakness so your other units can take advantage of it. Blunderbusses are a good choice here, as they usually are against monsters and cavalry, though you'll have a hard time protecting them. Wolf Riders with fire arrows can also complement Ash Storm. Your best artillery choice is probably the Deathshrieker, as it's anti-large firing mode can accumulate a lot of value if the enemy doesn't shut it down. Bull Centaurs with Great Weapons are your best blocker options, having both the mass and the anti-large bonus necessary to stop a unit of ogres from pushing into your gunlines. However, bull Centaurs aren't cheap and Ogre Bulls are. Watch out for Ogre shooting as well, it's no joke. *'''[[Total War Warhammer/Tactics/Skaven| Skaven]]''': You are a hard counter against Skaven in a lot of ways. Masses of Skaven infantry can be tied up with Labourers and will be devastated by your artillery, as will Weapon Teams. Skaven monsters are low armor meaning both your Bull Centaurs with GW and your blunderbusses will make short work of them. The biggest danger the Skaven can offer in return is their own artillery but if you rout off half their army your Wolf Raiders will have unimpeded access to the back lines. *'''[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]''': *'''[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]''': The Dawi-Zharr worship Hashut, but they might as well join up with Khorne with the sheer amount of skulls you will reap in this matchup. You'll nuke their infantry, and as long as you're good about protecting your blunderbusses any construct they bring from Warsphinxes to Necropolis Knights to Sepulchral Stalkers will see their hp bar plummet as soon as you can get some good shots in. They also hate flaming damage, while you have it out the ass. *'''[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]''': *'''[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]''': You can do their main tactic better than them. Your artillery will decimate every flavor of infantry they can bring, and even if they make it into melee, your blunderbusses and ironsworn/ infernal guard will be great at taking them out. If they try boxing up, you have the game in the bag. If the Coast player is smart, he might try a melee rush with Mournghouls, Scurvy Dogs, and Deck Droppers, and a Necrofex for long-range killing power. Bring fireglaives to counter Mourghouls, and a flying lord with ash storm to zone out deck droppers. Your answers to the Necrofex aren't great, but a unit of Bull Centaurs will probably be enough to tie it down if not kill it outright. *'''[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]''': It's exorcism time. Your fire damage does you a lot of favors here as well, able to cut down on the Counts' healing. Blunderbusses will delete their large threats or lords if allowed to fire in. You will of course have to bring some amount of chaff, and your laborers will be even more useless than usual, being routed quickly by fear/terror causing infantry, but you have plenty of ways to clear all those zombies and skellies off the field. K'daai units can be a great tool against any flavor of vampire infantry with their fire damage and penchant for fighting chaff, since they gain bonuses the longer they are in melee. Of course, Dreadquakes or Magma Cannons are also great tools for clearing all that chaff. Meanwhile they don't have many responses to your bigger monsters, so a Destroyer or Bale Taurus can pay quite some dividends. What they might try is a cavalry heavy list with lots of Dire Wolves and bats for clearing chaff, and Black Knights and Blood Knights for getting work done. The latter can actually be quite threatening, able to take on your large threats and even elite infantry with their anti-large and armor-piercing. Focusing them down with ranged fire or constantly grinding them down with your cheaper damage spells is probably the best way to deal with them. *'''[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]''': *'''[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]''':
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