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| This is the general tactics page on how to play [[Chaos Dwarfs]] (that's DWARFS with an FS at the end, ignore the title of the page, the author shall be sacrificed to Hashut) in [[Total War: WARHAMMER]]. The DLC isn't out yet and we know very little about how the faction will work, however, we can make some early guesses based on the tabletop.
| | #REDIRECT [[Total War Warhammer/Tactics/Chaos Dwarfs]] |
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| ==Why play Chaos Dwarfs?==
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| *Because you like seeing things go BOOM!
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| *While everyone else is in the Renaissance at best, you will show the world the glory and horror of the Industrial Revolution.
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| *Because you love the shameless evil of the Dark Elves but don't like the actual ''Elf'' part.
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| *You love to artillery box and shoot things with giant fuck off guns.
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| *Because you feel like every single villain should use an exceptional amount of fire.
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| *You wanted to play dwarves but you are tired of the classic honorable mining fellows.
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| *You have a high tolerance for silly hats.
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| ===Pros===
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| *'''Gunpowder''': If CA does you justice, you will be THE strongest gunline in the game. Expect to win in a straight up shoot out against pretty much any other faction that relies on guns. Combine that with some of the strongest artillery in the game and no enemy will want you shooting for long.
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| *'''Armor''': At least for the units you actually care about. Even the lowest Chaos Dwarf has strong armor so you will likely be comparable to the Dwarfs when it comes to durability. Of course your Hobgoblins won't be great in this department, but you don't really care about them now do you?
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| *'''Fire''': Not only do you have lots of it but you have lots of units resistant to it. Anything weak to fire is going to burn and anything that uses fire will feel damn near useless against you.
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| *'''Monsters''': You got plenty of them, from Giants, K'Daai, Lamassus and Great Tauruses you have plenty of monsters to throw around.
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| *'''Versatile''': You got a unit for more or less any occasion. Yeah you prefer to shoot but you got strong Infantry, Cavalry, Fliers and magic as well. It's possible to pull out all kinds of tactics, especially compared to your Dawi cousins.
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| ===Cons===
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| *'''Lacking Mid Tier Options''': On the tabletop at least, you didn't have a lot of options that were strong while also affordable. Your options consisted either very strong but very few Chaos Dwarfs or plentiful but near useless Hobgoblins. In game, your army is probably going to lack effective mid tier units that can kick ass while still being an affordable price.
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| *'''Short range shooting''': ''From your Infantry'', lets make that clear. The Chaos Dwarfs always favored blunderbuss over handgun's. While dumping a whole unit of shotgun's into somebody is going to hurt, longer range units can kite away from you. Your other possible option, goblin archers are... not great if we look to the orcs. There is a decent chance you get Fire Glaives, but they’ll at best have the range of traditional guns so they’ll still be out ranged by a lot of other units. So if you want to really touch somebody at distance you'll have to rely on your artillery
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| *'''Slow''': Chaos corrupted Dwarfs are still Dwarfs, and you still curse the day the Old Ones gave you stubby legs. Sure you're faster than the Karaz Ankor Dwarfs but that's like saying you're faster than your 4 year old nephew, not something you should be bragging about. Even Bull Centaurs are rather slow for Cav and while Hobgoblin cav is quick, it’s not good for much outside of killing skirmisher and artillery or chasing odd routing units.
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| *'''Cost inefficient''': The big one: chaos dwarfs don't like fighting in armies as there is too few of them to risk their lives consistently compared to their western brethren. As such, chaos dwarfs will likely require high upkeep for units like chaos dwarf warriors, infernal guard, etc. and will be reliant on slaves-which you will likely only be able to get by fighting and winning battles. Don't expect anything to go cheaply unless it is a slave with low morale or a hobgoblin.
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| ==Faction Traits==
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| *'''Contempt''': All Chaos Dwarf race units (so excluding Hobgoblins and K'Daai, but including Bull Centaurs) have the Contempt trait, which means they will not suffer any morale loss from the deaths of any units without the Contempt trait. A bit like reverse Expendable.
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| *'''Malign Authority''': Common to all labourers and hobgoblin units, this gives +8 Leadership if the unit is within 55m of a unit with Contempt.
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| *'''Backstabbers''': Common to all hobgoblin units, increases both melee and missile damage if above half health.
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| *'''Fire Resistance''': All Chaos Dwarf race units have some degree of fire resistance, in the 15%-25% range, varying by unit.
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| *'''Hellbound''': Common to all war machines and artillery besides the Hellcannon, this passive grants Magical Attacks, 20% Physicel Resistnace, and perfect Vigour for as long as HP is >25%. Oddly enough, can be removed in multiplayer for some extra funds.
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| *'''Hell-Forged''': Common to the same units as Hellbound, simply allows them to be healed by the Daemonsmith's Reforge ability, which is given even more importance by the buffs gained from keeping Hellbound enabled.
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| ==Speculation==
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| There have been two army lists for the Chaos Dwarfs.
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| The original one lurking about in White Dwarf was a mixed force of Chaos Dwarfs and various Goblin and Orc slaves. The more recent Forge World List had none of that and had only "Infernal Guard" as an elite Dwarf force with no slaves in sight. These are two very different possible paths to take, one would have the Chaos Dwarfs have various Orc and Goblin units, and the other be more like their non-chaos Dwarf version. The former was more considered the proper "standard" Chaos Dwarf force whereas the secondary list used in Tamurkhan: The Throne of Chaos was a specialty list akin to Karak Kadrin slayers, Har Ganeth Executioners, etc. which specialized in Infernal Guard and war machines.
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| An all Chaos Dwarf army would be probably be too similar to the normal Dwarf factions, so we can presume that the Chaos Dwarfs will bring their slave units along with them and Infernal Guard making up a sort of tier 3 option, with normal Dwarves and maybe slave Black Orcs in tier 2, and Hobgoblins in tier 1. Still this does open up some problems. Giving a faction both cheap chaff and heavily armored units seems tricky to balance, as other than the Greenskins and Ogres no other faction has a mix like that as these are typically opposite traits needing different counters. You can't have your can-openers fight Goblins and your anti-chaff can't fight the Heavy Dwarf units, and you have to move quickly before Doom Rockets and Hellcannons tear you to pieces. On top of that, unlike normal dwarfs they have precedents for fast units like Wolf Riders alongside the probably boar boy fast Bull Centaurs that normal dwarfs don't really have.
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| On paper it's a difficult army to fight with a lot of tools, and we can only hope CA is being careful with the balance. In single player this could be mitigated by a mixture of the slave system the Dark Elves have and the Bretonnian Peasant Economy, in which slaves are earned by capturing foes to improve your own economy, but you can take some out to be warriors. However, this risks reducing your income and making you less likely to support the upkeep of said army. How multiplayer will deal with this stands to be a ticker question.
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| Also on a different bit of speculation: it'd be interesting to see if they make the Hobgoblins green like normal Goblins or if they are orange like their Age of Sigmar counterparts, the Hobgrots, which are the first models to actual be a Hob (Age of Sigmar trademark word for Goblin). Previous Hobgoblins used the standard Goblin kit, (Which may be why the Chaos Dwarves had slave options, it allowed them to buff out the army list without needing to make custom kits). Green would be classical but the Orange Grots are arguably their first actual GW representation.
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| ==Lords==
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| ===Legendary Lords===
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| '''Astragoth Ironhand''': An ancient, partially petrified Sorcerer-Prophet with machinery grafted to his limbs to move, and de facto the faction leader. Comes with a mix of the Lore of Hashut and the Lore of Fire.
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| '''Zhatan the Black''': Melee lord. Can mount a Taurus or a Lammasu.
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| '''Drazhoath the Ashen''': Caster lord, Lore of Hashut. Can mount a Taurs, Lammasu, or Bale Taurus.
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| ===Generic Lords===
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| '''Sorcerer-Prophet''': Based off of the Legion of Azgorh they can use the Lore of Hashut, Fire, Death, or Metal. Anyone who's seen chorf speculation has heard this a thousand times, but your generic magic lord may have a mechanic to represent the curse of petrification.
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| '''Overseer''': Melee lord
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| ==Heroes==
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| ===Legendary Heroes===
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| '''Gorduz Backstabber''': Hobgoblin melee hero, can buff Hobgoblin units. Can mount a wolf.
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| ===Generic Heroes===
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| '''Daemonsmith''': Hashut's own mix between a caster and master engineer. Come with the lore of Hashut, Fire, Metal, or Death, and can heal War Machines.
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| '''Infernal Castellan''': Missile Specialist
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| '''Bull Centaur Taur'ruk''': Melee specialist pseudo-cavalry with anti-large
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| ==Units==
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| ===Infantry===
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| '''Goblin Labourers''': 180 models of the most expendable of expendable meatshields.
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| '''Orc Labourers''': 140 models of slightly more useful expendable meatshields, with a bit more health and armour piercing, relative to their diminutive counterpart.
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| '''Hobgoblin Cutthroats''': Close but stronger to the Greenskins' Goblins. Also benefit from Malign Authority and Backstabbers. Because of Contempt, you can use them just as disposably as the Labourers. With 140 models, makes for good tarpitting.
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| '''Hobgoblin Sneaky Gits''': Stalk, poison precursor ranged attack, poison anti-infantry melee.
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| '''Chaos Dwarf Warriors''': Tier 2 heavy infantry, across the board superior than Dwarf Warriors, but used in essentially the same way. Comes with axe & shield, or armour-piercing great weapons.
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| '''Infernal Guard''': Tier 3 heavy infantry, comparable to Longbeards. Come in axe & shield or AP great weapon varieties.
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| '''Infernal Ironsworn''': Heaviest infantry available to the Dawi Zharr. Charge defense vs all and broadly similar stats to Dwarf Ironbreakers, magical & flaming attacks.
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| ===Missiles===
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| '''Hobgoblin Archers''': Closely analogous to Greenskin Goblin Archers.
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| '''Chaos Dwarf Blunderbusses''': THE standout member of the present roster, a frontline of Blunderbusses can on it's own rout many armies, and with charge defense vs large even the stuff that reaches them will have a hard time getting through them. Comparable melee stats to Dwarf Warriors, and their ranged weapon does an ungodly amount of damage to anything that enters it's 90 range. Prepare for the possibility of this unit getting nerfed like Ogre Ironbelchers.
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| '''Infernal Guard Fireglaives''': Tier 3 hybrid infantry, with a 145 range repeating rifle. Very capable melee combatants to boot, one of only two Chaos Dwarf units with anti-large. Will lose bad in a 1-to-1 shootout against Blunderbusses.
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| ===Cavalry===
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| '''Hobgoblin Wolf Raiders''': Superior Goblin Wolf Riders. Come in spear & shield and bow varieties, and have the unique ability Cowardly Despoilers granting +25% Weapon Strength when attacking a unit from behind or the flank.
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| '''Bull Centaur Renders''': A bit like tankier Dragon Ogre Shaggoths. Come in axe & shield, anti-infantry dual axe, and anti-large great weapon varieties, all with armour-piercing.
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| ===Monsters===
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| '''Great Taurus''':
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| '''Lammasu''':
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| '''K'daai Fireborn''': Daemons summoned from the burning depths so they may then be bound into armour and turned into the Dawi-Zharr's brand of Monstrous Infantry.
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| '''Bale Taurus''':
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| '''K'Daai Destroyer''':
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| ===Artillery & War Machines===
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| '''Magma Cannon''': Single unit anti-infantry fire artillery with a range of 450.
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| '''Iron Daemon''': Fat single unit, powerful collision attacks and two fat blunderbuss cannons. This and the Skullcracker's primary melee attacks are anti-infantry steam cannons mounted on all sides of the chassis, so this thing can do a lot of damage whether it's sending rounds into the enemy's flanks or rolling straight through it. See also: Dreadquake Mortar.
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| '''Hellcannon''': The classic artillery piece using the souls of the damned as homing ammunition. Not much to be said, just the WoC unit returned to their fellow countrydwarfs. Lacks the unique traits of the faction's other machines, and is the only crewed unit on the roster.
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| '''Skullcracker''':
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| '''Death Shrieker Rocket Launcher''': A much killier version of the Empire's Helstorm and Cathay's Fire Rain. 420 range, can fire both anti-infantry airburst rockets and anti-large direct detonation rockets (Two direct hits of the latter will break Big Bess).
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| '''Dreadquake Mortar''': CHUNKY 380 range mortar. Single hit will cut a lot of unit's model count in half, but the slow speed of the projectile can make it a little situational. Can be taken by itself, or can be pulled into battle by an Iron Daemon or a Skullcracker, for all your war train needs - benefited further by it's 360° firing.
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| {{Chaos Dwarfs-Forces}}
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| [[Category:Total Warhammer]] {{Total War Warhammer Tactics}}
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