I have been mulling and tweaking my list in Army builder for a while now and I think I have finally some up with the one that I am happy with. What I love about Chaos Dwarfs is Chaos Dwarfs!
I am a long time Dwarf player ( I first played DnD in about 1983 and my very first character was a dwarven fighter :|)
So with that in mind the only non dwarf figures are the hobgoblin khans
Morgrim Ashbeard- Sorcerer Prophet of Hashut- Level 4, Talisman of preservation, Earthing Rod and Dragonhelm
Kanizhar the Cannibal- BSB- Mask of the Furnace
Thoth Doombeard- Daemonsmith of Fire- Charmed shield
Nobbla Khan- wolf, light armour and shield plus warrior bane sword
Gitlip Khan- wolf. lt armour, shield and spear
Bungla Khan- wolf. lt armour, shield and spear
Yogla Khan- wolf. lt armour, shield and spear
33 Infernal Guard- hand weapons and shield plus full command
24 Infernal Guard- great weapons and shield plus full command
Magma Cannon
Iron Daemon
Deathshrieker
Hellcannon
Plan is for the big unit, which will also have the bsb and Sorcerer to be the anvil in the middle. On its flank is the hellcannon (Morgrim will be its engineer)
The other flank has the Great weapons slightly back as the hammer with the Irondaemon alongside them. The MC and DSR will position wherever is most advantageous and the Daemonsmith will baby sit them.
Hellcannon canβt move and shoot, keep that in mind. So your IG unit will have to stay in itβs place for the entire game if Ashbeard shall work as hellcannon engineer.
I always make the Iron Demon hellbound. The 1 wound and 1 toughness makes a huge difference. 8 wounds will let your ID surive 2 rounds of cannon balls instead of 1. 8 toughness will let you take a charge from knights with lances and stille only get wounded on 6βs instead of 5 and 6βs. There are so many great weapon strength 4 dudes out there in 8th edition, so T8 is amazing.
Your Khans will loose they fast cavalry rule if armed with shields. So you really should drop them. Because that 12ββ vanguard move is really important! And having 4 dudes rush 12ββ forward before the battle begins will give anybody a big headache.
Your BSB is awesome with the mask. But either: give him a shield for extra protection or give him a GW for extra killing power. He should not leave home only with a handweapon.
Fire your magma cannon first and use the engineer rule to avoid misfires. Fire the hellcannon next and then the death shrieker. That will allow you to spend your re-rolls on the scatter dice for a better hit chance - if you donβt role misfires.
Get a dispel scroll on your smith or the chalice. There is nothing as sad a a game breaking spell getting off in turn 1. The charmed shield is not as important. The DS will have a look out sir from the warmachines - he will do just fine. The pigeon plucker pendant can be fun. 5++ against eagles and gyrecopters letting that smith stop those annoying things.
Iron Curse Icon gives a 6++ against warmachines and cost 5 points. Never ever leave home without it - it will always save some IG in that large block. Always!
A luck stone is almost an extra wound, costs 5 points also. Good thing to invest in.
We can choose a banner - we should. That HW/S IG unit can benefit greatly from Razor Banner for armor piercing. Or Banner of swiftness - our enemies never see that extra 1ββ coming.
I would place your HW/S IG in a 7 wide formation against other 20mm based armies or in a horde. The ranks are not as inportant because we are stubborn, so the extra attacks usually earns more combat points. 6 wide is good against 25mm based horde armies. Most against them / least against us when counting attacks.