[Archive] 8 edition RH 3000 points

Grinze:

3000 Pts - Chaos Dwarfs Army                                                                            

Unit Name                       ##   Mv   WS  BS  St   To  Wo  In   At   Ld  Sv  WSv  Cp  Dp  US    Cost

Chaos Dwarf Blunderbuss         39   3    4   3    3   4   1   2    1    9   5+               1    510.0

                               Ignore greenskin panic.; Blunderbuss; 12" template, St3+1/rank

                               (max St5) on all models hit; same for stand & shoot.; Heavy

                               Armour; Max 1+ save; Standard; +1CR; Musician; +1CR if tied. +1

                               Ld in rally attempts.

  Champion                      1    3    4   3    3   4   1   2    2    9   5+               1   [10.0]

Chaos Dwarf Warriors            41   3    4   3   3/5  4   1   2    1    9   4+               1    542.0

                               Ignore greenskin panic.; Great Weapon; +2S (+1 if mounted).

                               Strikes last in HtH unless charging; Heavy Armour; Max 1+ save;

                               Shield; Standard; +1CR; Musician; +1CR if tied. +1 Ld in rally

                               attempts.

  Ranger’s Banner              Unit gains Strider special rule.                                   [10.0]

Hobgoblins                      39   4    3   3    3   3   1   2    1    6   5+               1    190.0

                               Animosity.; Light Armour; Max 1+ save; Shield; Standard; +1CR;

                               Musician; +1CR if tied. +1 Ld in rally attempts.

  Boss                          1    4    3   3    3   3   1   2    2    6   5+               1   [10.0]

Black Orcs                      19   4    4   3    4   4   1   2    1    8   4+               1    318.0

                               Ignore greenskin panic. No animosity. Count as having 2 choppas

                               and a great weapon. Choose weapon at start of combat; Heavy

                               Armour; Max 1+ save; Shield; Standard; +1CR; Musician; +1CR if

                               tied; +1 Ld in rally attempts.

  Black Orc Boss                1    4    5   3    4   4   1   2    2    8   4+               1   [20.0]

Earthshaker                     1                      7   3                                       110.0

                               Ignore greenskin panic.; 12-48",Stone Thrower w/ cannon misfire,

                               troops in 2D6" of shot 1/2Mv and cannot shoot, machines shoot on

                               4+

  Crew                          3    3    4   3    3   4   1   2    1    9   5+               1    [0.0]

                               Heavy Armour; Max 1+ save

  Cannon Misfire Table         1-2. Destroyed, 3-4 Malfunction (Cannot fire this turn or next),        -

                               5-6 May not shoot this turn.

Earthshaker                     1                      7   3                                       110.0

                               Ignore greenskin panic.; 12-48",Stone Thrower w/ cannon misfire,

                               troops in 2D6" of shot 1/2Mv and cannot shoot, machines shoot on

                               4+

  Crew                          3    3    4   3    3   4   1   2    1    9   5+               1    [0.0]

                               Heavy Armour; Max 1+ save

  Cannon Misfire Table         1-2. Destroyed, 3-4 Malfunction (Cannot fire this turn or next),        -

                               5-6 May not shoot this turn.

Chaos Dwarf Sorcerer Lord       1    3    4   3    4   5   3   1   1/3   10      4+           1    275.0

                               Ignore greenskin panic.; General; Units within 12" may use

                               General’s Leadership; Magic Level 3; Has 3 spells.; Lore of

                               Fire; Kindleflame: If the enemy suffered a would from the Lore

                               of Fire ealier this phase the casting costs of Fire spells on

                               the same target is lowered by D3,  Does NOT stack.  All Fire

                               spells are Flaming.

  Talisman of Preservation     Bearer gains 4+ ward save                                          [45.0]

  Sword of Strife              Bearer gains 2 attacks                                             [0.0]

                               10+ to cast, 2D6 Str4 hits, 36" Range. Extended 2 - 18+ to cast,

                               3D6 Str4 hits, 48" Range. Fire Lore

  #1: Cascading Fire-Cloak     5+ to cast, Augment, Remains in Play. At the end of each magic      [0.0]

                               phase any enemy unit in contact with the caster and his unit

                               suffers 2D6 Str4 hits. Fire Lore

  #2: Flaming Sword of Rhuin   8+ to cast, Augment, 24" Range, Friendly unit gains +1 to wound     [0.0]

                               enemy and magical Flaming attacks. Extended - 11+ to cast, 36"

                               Range.  Fire Lore.

  #3: Burning Head             10+ to cast, Direct Damage, 18" Range. Draw line 18" from caster    [0.0]

                               in any direction within 90 degree arc of sight.  Each model

                               touched by the line (like cannon shot) suffers Str4 Flaming hit.

                                All units taking casualty must take a Panic test. Extended -

                               13+ to cast, 36" Range.  Fire Lore

  #4:  Peircing Bolts of Burni 10+ to cast, Magic Missle, 24" Range, Targeted unit suffers D3      [0.0]

                               Str4 hits for each rank of 5 or more models. Extended - 13+  to

                               cast, 48" Range.  Fire Lore

  #5: Fulminating Flame Cage   11+ to cast, Hex, 24" Range, Targeted unit gets D6 Str4 hits.       [0.0]

                               If the unit moves by any means each model suffers another Str4

                               hit and the spell ends. Extended - 14+ to cast, 48" range.  Fire

                               Lore

  #6: Firestorm                13+ to cast, Direct Damage, 30" Range, Place the small template     [10.0]

  Wolf                          10   9    3        3   3   1   3    1    3                         [0.0]

Death Rocket                    1                      7   3                                        80.0

                               Ignore Greenskin panic; 48"; Stone Thrower; Cannon Misfire; Wild

                               Fire Result

  Crew                          2    3    4   3    3   4   1   2    1    9   5+               1    [0.0]

                               Heavy Armour; Max 1+ save

  Cannon Misfire Table         1-2. Destroyed, 3-4 Malfunction (Cannot fire this turn or next),        -

                               5-6 May not shoot this turn.

Death Rocket                    1                      7   3                                        80.0

                               Ignore Greenskin panic; 48"; Stone Thrower; Cannon Misfire; Wild

                               Fire Result

  Crew                          2    3    4   3    3   4   1   2    1    9   5+               1    [10.0]

Hobgoblin Hero                  1    4    5   3   4/6  4   2   3    3    7   2+               2    112.0

                               Great Weapon; +2S (+1 if mounted). Strikes last in HtH unless

                               charging; Heavy Armour; Max 1+ save; Shield; Max 1+ save

  Trickster’s Helm             +1 Armour Save, enemy has to re-roll successful wounds             [50.0]

  Wolf                          1    9    3        3   3   1   3    1    3                         [0.0]

Chaos Dwarf Lord                1    3    7   4   4/5  5   3   4   4/7   10  4+  6+           1    223.0

                               Ignore greenskin panic.; Shield; Max 1+ save

  Sword of Bloodshed           Bearer gains 3 attacks                                             [60.0]

  Gauntlets of Bazhrakk the Cr +1St, if bearer rolls 1 to hit then strikes random friendly        [20.0]

                               model in BtB, including mount.

  Gambler’s Armour             Heavy armour Max 1+ save, 6+ ward save                             [0.0]

Hobgoblin Bolt Thrower          1                      7   3                                        30.0

                               48", St6 D3 Wo, -1S/Rank, No armour save; Single unit = Bolt

                               Thrower & 2 Crew

  Crew                          2    4    3   3    3   3   1   2    1    6                    1    

Xander:

What’s your plan for the unit of 40 BBs? Two units of 20 BBs (or even 18) might prove more versatile.

A unit that big deserves full command if they are going to be left at 40.

Grinze:

Plan was to horde them its has worked quiet well in the two test battles i have tryed so far so with good results but maybe i should go back to the 20 X 2 of them since the unit is expensive if it get smashed

Kered:

Maybe you could add a hero to the 40 strong BB unit to give it more hitting power if and when they are charged. You could give him a specialized blunderbuss to fit in with the unit and have that count as the ruby ring of ruin for extra (magic) shooting.