Ok so am trying to rush out an army for an event in November I don’t have paint on a single model yet and have to build most of it too so have loads to do. Because of this I will probably run with more toys than I normally would so it will be warmachine heavy have built a magma cannon, 2 old death rockets and an iron demon war engine. Without the book is it possible to get a Kdai destroyer and the iron demon in under the 600 point cap on rare’s if not how many wolf riders can I get in if I go for hell cannon and engine.
Otherwise I am thinking of 2 large units of infernal guard and a small support squad with fire glaives
Character wise a prophet on hashut , now am not sure to go for 2 demon smiths and a bsb castellan or 1 demon smith and 2 castellans. If I go single smith will probably go fire for the long range support fireballs and the ability to target fast moving units going after my war machines. 2 smiths one will be metal or death. See death as more difficult to use but if I go for a hell cannon and 2 rockets and get lucky I can target the bsb and force some panic tests and if I get the -3 leadership spell those panic tests become much worse.
As a new player to chaos dwarves would appreciate folks thoughts
I am not sure the infernal guard will dish out much damage in combat with hand weapons but think paying the 3 points to upgrade to great weapons is extortionate. I can see these guys being very dependent on rolling up flaming sword or blades to be effective. Are there any decent magic standards in the new book which will add to the combat punch of these guys? Razor standard would help a little I suppose if I take it and go down the single hell-smith route I more tempted to go fire as even though I like the possibility of glittering robes and a 1+ save I don’t think the armor piercing from the blades spell and the standard stack. What is the minimum size on hobgoblins as will need some cheap units to divert folks killy units till I get them weakened enough to engage. Are the magic items worth taking or is the same as most books were you take more out of the BRB than your army book?
I will eventually evolve the army from the artillery train one I have at the minute adding more fast movers to give it flexibility but at this stage its more important to get it onto the stable
You shouldn’t be expecting the Infernal Guard to be doing much in combat. With 1 S4 attack they don’t do enough damage per round. There job is to stick around and act as an anvil with the stubborn Castellan. I’ve been fielding my infernal guard units 30 strong 5 wide.
Bsb dragon helm shield hammer if hashut and dawnstone
30 infernal guard fc flaming
20 hobgoblins shields
20 hobgoblins bows
Lots of toys but as I previously said am trying to
rush this out for an event an most of it has not even been built yet.
Opponent was practicing for an uncomped event and had death slain and over 100 skinks
War machines are amazing when you roll lots of hits but the re-roll stopped the very annoying hit on the scatter dice and misfire on the artillery dice, that normally drives me crazy.
Death sheirker are every bit as good as I thought, quick question on re reading it, seems only the template version is flaming is that right?
Story of this game was me failing every charge needing 7 or more I know 7 is average but when you declare 4 in a turn and you don’t make 1 it’s annoying. This meant the destroyer went in alone on his Saurus and some poor rolls on my part meant in the second round of combat he won on the musician after failing to do any wound he had got a rear charge of on me . I had reformed to bring more folks into base to base with my destroyer and had correctly guessed this guy had burning blade. Promptly rolled an 11 and lost all my remaing wounds. If the iron demon had made it in he would have been steadfast as the minimum 3 impact hits would have won me the combat unless I rolled 3 ones to wound.
Thoughts carriage on one war machine to help deal with poisoned shots. it can then be used to screen the others and force scouts into close range meaning I should fail less charges.
Hashut is very situational u have some great spells but until they FAQ the signature it’s a lot of points to spend with no guarantee of decent spells. Am tempted by death on the level 4 soul blight would really help infernal guard and doom and darkness would hurt armies not immune to psych and with 2 terror causers and 2 panic tests you could go for a leadership bomb style lists. Will play some more games.
Changes hell bound on iron demon, some fast cav, carriage on magma cannon drop hellcannon change all hobgoblins to archers
I had reformed to bring more folks into base to base with my destroyer and had correctly guessed this guy had burning blade. Promptly rolled an 11 and lost all my remaing wounds. If the iron demon had made it in he would have been steadfast as the minimum 3 impact hits would have won me the combat unless I rolled 3 ones to wound.
I believed that the destroyer has the unstable rules... Which mean no roll of 11:)
I will go on a death lord too. Only to kill characters that nothing can do, and the pleasure to cast doom and darkness on non immune to psy... With deathshriecker and hellcannon later...
Seems to me better than trying to cast an irresistible hashut storm... But that's only thoughts, need to be played soon...:)
Your list is actually fairly similar to mine, although I’ve been taking 2 units of 30 infernal guard instead of the hobgoblins. I have a couple of magic item options different and don’t have the hobgoblins, hellcannon or iron daemon.
I’ve been having trouble with the lore of hashut as well, a lot of the ranges are a bit poor.
If you are planning on dropping the hellcannon you may find you need another flanking unit to help out the destroyer. Try out some fireborn, I’ve found a small unit of them work well on the infernal guard flanks.
Damn reading too much into demon aspect of the destroyer lol so should just have lost a wound ah well live and learn.
Was considering trying the bull centaurs as flank protectors they may do less damage but they seem to be much harder to kill. 135 points for toughness 5 with a 2 up save, I am worried that small units of fireborn will be lost too easily
Have decided to give hashut one more try but I am really conflicted about my support smith I like the long range of fire and the ability to guarantee having fireball to deal with annoying chaff units trying to come round the flanks. But glittering robes or enchanted blades from metal would be amazing problem is getting them on a level 2 that’s why I am struggling so much with the lore on the level 4 as hashut, death or metal are all possibilities. At 2000 points I would probably drop the level 4 and run 2 level 2’s one on metal the other on fire. Perhaps in a more offensive list hashut works better my problem is I think I would need to get some bull centaurs and fire-born modeled up and don’t think I have time for that on top of everything else before the tournament