Grimstonefire:
Here is a revised version I’ve been working on.
The original version is here, where you can read all the magic items, warmachine rules and upgrades.��Also the profiles, rules and options for the mounts and warmachines.��Aside from a little reworking on the Palanquin these are all complete.��
I’ve basically reworked the list to try and sort out the specific parts that have bugged me for so long.
So starting from the top:
Overlord:��This guy is what you’d expect from a CD lord.��His mechanical mount can be awesome, but it all comes at a price (out of his points allowance).��So it’s a bit more balanced.
High Priest of Hashut:��One of my favourite additions.��I’m still considering making this guy permanently mounted (no option)?��Anyway, he’s already going to be quite a different lord character to the others.��For a long time I had both the Palanquin and Lammasu mounts for the Sorcerer Lord, but the problem here was showing the difference between a defensive and offensive role for him.��By moving the palanquin over to the High Priest the problem is solved.��I need to look again at the rules for the Palanquin and Prayers I did to see if they are suitably 'ard.
High Sorcerer:��He’s got the Lammasu mount option, so this shows the split.��The High Sorcerer is primarily offensive, whilst the High Priest is defensive/ supporting.��Note the effect on armour save and movement of Stony Skin.
Despot:��Hero etc, nothing unusual.
Arcane Engineer:��This guy can be VERY useful.��He can support all of the warmachines, the Rocketeers and the Battleragers as well.��So helpful all round.��He can also have a mechanical mount, but no upgrades.
Sorcerer:��Nothing particularly unusual.
Priest of Hashut:[/b]��Although he doesn’t have access to all the Prayers, he is still a useful character.��Half way between a Despot and a Sorcerer, he can hold his own but is not that good a fighter.
Chaos Dwarf Warriors:[/b]��Nothing unusual here, except the Destroyer upgrade option.��This is here primarily because the core choices are a little boring without it, so I didn’t need to create a third CD core.��It also helps to show that the CD are quite an elite race.��They are few in number, so are likely to be better trained as a result.
Blunderbussers:[/b]��Nothing particularly different here, the Destroyer upgrade being an interesting addition.
Hobgoblin Boyz:[/b]��I’ve made 2 important changes here.��Firstly all hobgoblins have poisoned attacks!��This makes all the weapon options viable IMO.��Second I’ve removed the restriction on them not counting as core units.��They are nowhere near as strong or reliable as the Chaos Dwarf core.
Sneaky Gits:[/b]��Poisoned attacks of course, and an additional hand weapon.��Skirmishing because its seems more sneaky!��The Fire Bombaz upgrade is interesting as well.��This allows your hobgoblin units to actually cause some damage, but with a high chance of causing mayhem in the Hobgoblin units themselves.��Having the option to do it on sneaky gits or regular hobgobbos makes interesting tactics.
What. no wolf riders?
With the flying rare unit, and the berserkers I didn’t see the need for these any more.
Brotherhood of Hashut:[/b]��The warrior monks of Hashut, these guys aren’t great compared to the Immortals, but they are a bit cheaper and have a magic resistance.
Immortals:[/b]��3+ armour save!?!?��Immune to Psychology!��What more do I need to say.
Berserkers:[/b]��A unit that turns up a little like Dwarf Miners, but with a greater chance of something going wrong.��When they do arrive though they will do a whole world of pain.��So the randomness of their arrival, the limitations on their numbers, and the fact they’ve got no armour should balance out their awesomeness.
Battleragers:[/b]��Plenty of options for upgrades here, but only one per unit.��They would make for a seriously wacky unit, if a little expensive.
Rocketeers:[/b]��Again, some fun and games on the rockets options.��These guys could be cool, but a bit dangerous on the misfires.��The 2-for-1 special choice on them is useful.
Soul Reaper:[/b]��The name just stuck, despite loads of suggestions.��Anyway, this is a nice warmachine.��Somewhere between a cannon and a banshee with a potentially deadly misfire table.
Flying unit:[/b]��Can’t think of a decent name yet, Ashtauroi or Hellions being the only ones I liked.��This is a radical step for a CD list I think.��These guys are instead of Bull Centaurs.��Why drop Bull Centaurs for a flying unit you may ask?
To me Chaos Dwarfs are all about infantry and machines.��Cavalry units don’t HAVE to be part of our list, and they go against the main themes of what should be in a list that’s based on infantry.��So my problem was with them being cavalry in the traditional sense, rather than having a fast unit in the list.�� Does this mean we shouldn’t have a list that can be used offensively?��Certainly not.��
So that’s where these guys come in; a flying ‘infantry’ unit, effectively cavalry in another form for their use on the battlefield.��Upper body is CD with some horns, lower body is that of a bull (2 legs).��The wings on the back would be flesh, not feathers.��So the bull theme is most defiantly still here.��Heavy armour, additional weapons option and the fact that they cause Fear, these guys are not to be messed with and compete quite nicely with the other rare choices.
Added to that, there is an interesting list that could be done with a Sorcerer Lord on Lammasu and a couple of units of these guys in as special.��It would be a small army, but one of the magic items allows the other characters to fly (Wings of Razeph - 35pts), so they need not fight alone.
Earthshaker:[/b]��Nothing particularly different here, but a wide selection of upgrades.
Chaos Dwarf Hellcannon��Not to be confused with the SoC Hellcannon, I’ve done a few small changes to the profile. Its also got a wide selection of upgrades.
SUMMARY
LORD
Chaos Dwarf Overlord (Mechanical Mount option, choice of upgrades)
High Sorcerer (Lammasu or Steam Legs mount options)
High Priest (Palanquin mount option, choice of blessings)
HERO
Despot
Arcane Engineer (Mechanical Mount option)
Sorcerer
Priest (choice of blessings)
CORE
Chaos Dwarf Warriors (Destroyer upgrade)
Blunderbussers (Destroyer upgrade)
Hobgoblins (Fire Bombaz upgrade, poisoned attacks)
Sneaky Gits (Fire Bombaz upgrade, poisoned attacks)
SPECIAL
Brotherhood of Hashut (warrior monks, Stubborn)
Irrmortals (3+ armour, Immune to Psychology)
Berserkers (Appear like miners, Frenzy, Immune to Psychology, Daemonic Aura and Attacks)
Rocketeers (weapon teams in a unit, choice of rockets)
Battleragers (40mm based unit, choice of upgrades)
Soul Reaper (daemonic cannon, choice of upgrades)
RARE
(name) (flying unit, causes fear)
Earthshaker (choice of upgrades)
Chaos Dwarf Hellcannon (choice of upgrades)
Overall I really like this list.��All the special units are inspirational and ooze character, the rare options are also quite cool.��The Lord and Hero are very interesting, and the mount options as well.��
The industrial theme comes through a LOT, which is important.��You also get that chaotic theme as well, with animosity on the hobgoblins and a lot of deadly misfire results.��The holy warriors/ Hashut theme comes through quite strongly, with the sorcerer, priests, Brotherhood and flying unit. I’ve done some small bits for eastern/ Babylonian theme with the Lammasu and warrior monks (Brotherhood), but its the one I’m still missing much for rules wise. I guess this would be more for the appearance of the models. For me that’s all the bases covered; industrial, chaotic, Hashut and eastern.
Most importantly (for me) there are plenty of options for themed lists; machine heavy (battle ragers/ characters on mechanical mounts, hellcannon), crusader (priests and Brotherhood), Angels of Vengeance (Sorcerer on Lammasu/ flying units as special), Berserker heavy, Immortal heavy, the list goes on and on!!!