Novos:
Hey all!
Long story short I organize a 9 player regular season + tournament playoff among friends for cash prizes to be spent on warhammer. I’m working on a Chaos Dwarf army to kick the shit out of my friends as it is pleasurable for us to cause each other misery on the battlefield. This tourney is completely uncomped and we ALL BRING CHEESE to the table so I want advice to be as mean as possible if you would please. We all have a WAAC attitude and we all like it that way because it makes us better players in the end; and we’re all cool with each other.
Players are as follows:
- Dark Elves (X2)
- Tomb Kings
- Lizardmen
- High Elves
- Vamps
- Skaven
- Empire
- Chaos Dwarfs (ME)
I’ve devised a 2500 point list to ice the shit out of them. Can you guys give me some advice to improve? Anything would be awesome. Thanks so much!
Heroes
Daemonsmith Sorcerer - 120 (GENERAL)
- Dispel Scroll
- Lore of Metal
Daemonsmith Sorcerer - 95
- Lore of Fire
Dark Castellan (BSB) - 200
- Mask of The Furnace (4+ Ward, +1 AS, 2+ vs fire, fear)
- Great Weapon
Bull Centaur Taur’Ruk - 205
- Biting Blade (Armor Piercing)
- Shield
- Crown of I’m not fleeing bitch (Stubborn)
Core Units
37 Infernal Guard
- Full Command
- Great Weapons
- Razor Standard (Armor Piercing)
Special Units
5 Bull Centaur Renders - 270
- Flag
- Musician
- Great Weapons
- Gleaming Pennant (Re-roll first failed LD test)
Deathshrieker Rocket Launcher - ***
Iron Daemon War Engine - 340
- Skullcracker (not sure if I want the cannonaide or this, any suggestions?)
- Hellbound
Rare Units
- K’Daai Destroyer - ***
- Hellcannon - ***
So we have 2 super powerful stone throwers with rerolls that cause auto panic tests. Im thinking the rockets will shred infantrys and hellcannon will take on the monsters. Destroyer im thinking should go after monstrous units and the crazy train will go off the rails on some poor bastard whatever comes up really. Though I don’t know if skullcracker is really bringing him down or not. I mean its incredibly situational. The cannonaide pretty much never misfires and can potentially do some great damage. Or should I ice it all together and put in like 6 Fireborns?
What say you gents?
Thanks a bunch for the help 
rpitts2004:
Drop the hellcannon for a dreadquake.
Trust me the difference is game changing.
Any big block units that have to take dangerous terrain tests if they want to move makes people cry.
Da Crusha:
I think your list is pretty soft actually. any hard chaos dwarf list has to have the following:
level 4 hashut
2+ magma cannons
chalice of blood and darkness
destroyer
personally Id drop the the bull centaurs all together. I rarely field them but In my experience they don’t impress. survivable yes, lethal,… not so much.
rpitts2004:
I agree with Crusha, if you really want to beat the living piss out of your friends, you want the destroyer, 2+ magma cannons, chalice, dreadquake and a lvl 4 with hashut to blow up ashstorm. Also had the same experience with bull centaurs very underwhelming to other choices out there.
Novos:
Hello and thanks for the replies!!!
Very interesting points, allow me to question and comment.
@rpitts2004 & Da Crusha: Dreadquake sounds great. But I’m worried about the already existant fact that I’m outnumbered getting vastly worse. The hellcannon is versatile and can be extra muscle when I need him. The Earthshaker can defend itself with the ogre but wont be any extra muscle. Do you think a 2-3 dangerous terrain tests is worth another monster in the army?
Sad to hear about the centaurs… Alot of people are saying with the Taur’Ruk they could be pretty deadly. Though if it’s been tested I’ll take your word for it.
Level 4: 350 point infantry lord? Really? I think the chances of him paying for his points are in the negatives lol! And magic is so unreliable! I’m dying to play him because of the fluff value I just dont know if he’s gonna perform for 100 points more than a Daemon Prince.
Biggest thing here is I’m gonna have to re-visit the issue of numbers. If I redo the army as you guys recommended we will have something like this.
Sorc-Prophet - 350
- Tali of Pres
- Enchanted Shield
- Level 4
Castellan = as above
2 Daemonsmiths
- Lore of Fire
- 1 with chalice 1 with scroll
Infernal Guard - As above
2 Magmas - ***
Destroyer - ***
Dreadquake - ***
About 223 points left to play with. Not sure where to go with it. Perhaps a couple of wolves and a shrieker?
Ok all is great turn 1 and 2 but what happens turn 3 when the enemy gets to me. I’ll have 2 units… THe infernal guard and the Destroyer against like 6. Army is mercifully dependant on rolls and I have no red button if those 2 units get rocked in combat.
You 2 obviously have experience with such lists, what do you do when you get closed in on? I love the idea of using a dreadquake for horde units but im thinking we might be going overkill on the artillery no?
Let me know your thoughts.
Thanks a bunch again!
rpitts2004:
Ok so this list is one I have been using to great success.
I got this list from a guy at the Alamo GT that took 2nd place overall
Daemonsmith lvl 2 metal
Daemonsmith lvl 2 metal, dispel scroll
dark castellian bsb, enchanted shield, cheap magic weapon (possibly figure out points for mask of furnace)
2 khans, wolf, light armor, shield
core
50 infernal guard, shield and hand weapon, standard of discipline
special
2 magma cannons
2 deathshrieks
iron deamon
rare
earthshaker, ogre
Destroyer
Novos:
ooooo Now this one sounds pretty awesome. We have 3 units now which alleviates some of the stress. And no risk of miscasting and blowing up a 350 point lord taking infernals with it. As it stands the list is about 70 points over the limit. I would drop the 2 level 2 upgrades and 2 infernal guard to make it legal and add hellbound to the Daemon. I like this set up. Deadly shooting phase and enough forward force to mop up survivors.
Do you think the mages being level 2 is essential to the battle plan?
Thanks again 
rpitts2004:
The lvl 2’s with metal give you enough offense/defense for the army. Especially getting glittering robe and making your infernal guard 2+ armor saves
When I added it up I was at under 2500, the mask of the furnace brings it over but was not in the list, was just suggested.
I slapped enchanted shield, sword of might on the BSB and the list comes up at 2482
If you add full command to the infernal guard it’s 2 points over but it’s required for the core %
Novos:
The lvl 2's with metal give you enough offense/defense for the army. Especially getting glittering robe and making your infernal guard 2+ armor saves
When I added it up I was at under 2500, the mask of the furnace brings it over but was not in the list, was just suggested.
I slapped enchanted shield, sword of might on the BSB and the list comes up at 2482
If you add full command to the infernal guard it's 2 points over but it's required for the core %
rpitts2004
Love it! I'm gonna tweak it a tad and see how it works out. Only thing I'm worried about is 2 rerolls on 5 shooters... lol. Hopefully I get lucky.
Think it would be a good idea to drop the 2 magmas for another Iron Daemon?
Thanks again!
NoisyAssassin:
Level 4: 350 point infantry lord? Really? I think the chances of him paying for his points are in the negatives lol! And magic is so unreliable! I'm dying to play him because of the fluff value I just dont know if he's gonna perform for 100 points more than a Daemon Prince.
Novos
The first time you get Ashstorm on your opponent's deathstar multiple turns in a row, keeping them from charging so you can continue to rain artillery death upon on them, you will know. Or when Flames of Azgorh just straight up deletes units...yeah, the L4 can definitely be worth his points. He's not required, but the cheese level if you roll/pick those two spells is through the roof.
jgascoine011:
I would take the hell cannon over the earth shaker any day,
Seriously i dont even know what these guys are talking about, taking the hellcannon just seems obvious.
You get a T6, 5 wound monsters with a 4+ armour save, 5+ ward save and then a 5+ dwarf save.
And its good in combat, and its unbreakable
Ok the dangerous terrain thing is ok, but i would much rather have something that can fight and wont die to fast cav
rpitts2004:
I would take the hell cannon over the earth shaker any day,
Seriously i dont even know what these guys are talking about, taking the hellcannon just seems obvious.
You get a T6, 5 wound monsters with a 4+ armour save, 5+ ward save and then a 5+ dwarf save.
And its good in combat, and its unbreakable
Ok the dangerous terrain thing is ok, but i would much rather have something that can fight and wont die to fast cav
jgascoine011
so against 50-60 Skaven slaves the hellcannon would be tied up the entire game, Or the Dreadquake and hit them and he has to take 50-60 dangerous terrain test. This happened to me the hellcannon was gakked up the entire game killing 5-10 slaves a round, was in combat 5 rounds with a unit worth less than 100 points, Next time I played him I brought the dreadquake in favor of the hellcannon, I killed 15 with the shot first turn and he killed another 12 when he moved, by the time they got in charge range there was less than 10 left.
Dreadquake
Dreadquake
Da Crusha:
so against 50-60 Skaven slaves the hellcannon would be tied up the entire game, Or the Dreadquake and hit them and he has to take 50-60 dangerous terrain test. This happened to me the hellcannon was gakked up the entire game killing 5-10 slaves a round, was in combat 5 rounds with a unit worth less than 100 points, Next time I played him I brought the dreadquake in favor of the hellcannon, I killed 15 with the shot first turn and he killed another 12 when he moved, by the time they got in charge range there was less than 10 left.
Dreadquake
Dreadquake
rpitts2004
It would have been more convincing if you were talking about chosen horde or something scary but 60 skaven slaves? that is like 120 points. you are bringing the dreadquake at 215 points and shooting at skaven slaves the whole game. that doesn't seem worth it at all. personally Id much rather have the hellcannon. panic tests with each shot (If it didn't change). terror test when they get to close and you decide to charge, then thunderstomp, that sounds much better.
rpitts2004:
I highly disagree, but welcome to the internet.
GUESS I should of been more specific, I only shot that one unit of slaves once, following that I started lobbing shots into plague monks and another slave unit. The dreadquake made it’s points x 4 that game.
But that’s my experience with it.
So that’s what I am sticking with.
Good luck with whatever you decide
BABIS:
so against 50-60 Skaven slaves the hellcannon would be tied up the entire game, Or the Dreadquake and hit them and he has to take 50-60 dangerous terrain test. This happened to me the hellcannon was gakked up the entire game killing 5-10 slaves a round, was in combat 5 rounds with a unit worth less than 100 points, Next time I played him I brought the dreadquake in favor of the hellcannon, I killed 15 with the shot first turn and he killed another 12 when he moved, by the time they got in charge range there was less than 10 left.
Dreadquake
Dreadquake
rpitts2004
It would have been more convincing if you were talking about chosen horde or something scary but 60 skaven slaves? that is like 120 points. you are bringing the dreadquake at 215 points and shooting at skaven slaves the whole game. that doesn't seem worth it at all. personally Id much rather have the hellcannon. panic tests with each shot (If it didn't change). terror test when they get to close and you decide to charge, then thunderstomp, that sounds much better.
Da Crusha
and there is a very nice trick to do with the hellcannon and the 4° of the lore of Death.. Once I won a battle at the first turn with it ;)
Da Crusha:
and there is a very nice trick to do with the hellcannon and the 4° of the lore of Death.. Once I won a battle at the first turn with it ;)
BABIS
yeah, doom and darkness with a single hellcannon shot and a unit has to pass a panic test at -4 Ld. that's even devastating to dwarves. I took out a unit of rhinox riders with that combo before. dreadquake couldn't do that.
gashnag:
It would have been more convincing if you were talking about chosen horde or something scary but 60 skaven slaves? that is like 120 points. you are bringing the dreadquake at 215 points and shooting at skaven slaves the whole game. that doesn’t seem worth it at all. personally Id much rather have the hellcannon. panic tests with each shot (If it didn’t change). terror test when they get to close and you decide to charge, then thunderstomp, that sounds much better.
Samanos:
and there is a very nice trick to do with the hellcannon and the 4° of the lore of Death.. Once I won a battle at the first turn with it ;)
BABIS
yeah, doom and darkness with a single hellcannon shot and a unit has to pass a panic test at -4 Ld. that's even devastating to dwarves. I took out a unit of rhinox riders with that combo before. dreadquake couldn't do that.
Da Crusha
of course it can. you use doom and darkness and you reduce ld by 3. I really really like the dreadquake. I played a beastman once, he had a horde of 50 gors and 40 bestigors I think along with the usual stuff. I had 2 dreadquakes. my opponent stayed in the deployement zone for 3-4 turns...
hellcannon cant do that.
Da Crusha:
but the hellcannon would’ve potentially had them off the table on turn 1. the dreadquake doesn’t force a panic test.
rpitts2004:
but the hellcannon would've potentially had them off the table on turn 1. the dreadquake doesn't force a panic test.
Da Crusha
haha, yeah that is true. Each has it's benefits for situations.
Just play what you like best =)