Renufus:
I hope this won’t constitute thread necromancy as this post is pretty old (Hordes of Chaos!) but since I don’t see anywhere else for this, here are my thoughts on fighting one of the Chaos Dwarfs’ greatest enemies, the Daemons of Chaos.
First off, one thing you must understand is that you as a Chaos Dwarf player are at a disadvantage before anything is even deployed. This is true of just about any army that isn’t Daemons. They have arguably the strongest set of rules in the game to date and most of their units will plain and simply outclass yours. With this said, we still have some very powerful tools at our disposal that should not be underestimated, and by playing conservatively and leaving as little as possible to chance it is certainly possible to pull a win out of your oversized hat. Unfortunately, one thing I should mention is that Daemons generally don’t make very good slaves. :~
To begin, let me point out a few important attributes of the Daemon army that make them play unlike any other army in the Warhammer world.
- First off, all their attacks count as magical. To us Chaos Dwarfs, this does not make a difference as we have no units that are vulnerable or resistant to magical attacks (although this may become important if you are playing with allies who do).
- Secondly, every single model in their army has a 5+ ward save. What this means is that it is almost always better to attack Daemons using lots and lots of little attacks than it is to use a smaller amount of high-strength attacks. The more saves you make them take, the more they will fail. Also, apart from Nurgle units and Greater Daemons, Daemons are not particularly resilient, sporting an average toughness value and little, if any, armour.
- Most of their units move very quickly. The majority of Daemons either fly or have a M value of 5, 6, or even higher! Be aware of this at all times because you will almost always end up being outmaneuvered.
- Their units are quite expensive, clocking in at a minimum of 12 points per model. Chaos Dwarfs will almost always have a large numbers advantage which should not be overlooked. 2 point Hobgoblins are especially nice because the majority of Daemons specialize in combat, so having to wade through multiple 20 point units to win back all those points can be a great source of frustration for any Daemon player.
- Flaming attacks - The Daemon army has plenty of these, mainly in the form of Tzeentch Daemons, whose ranged and CC attacks all count as flaming. However, Khorne has an oft-taken gift that grants the bearer flaming attacks (in addition to +1S), and Skulltaker also boasts this property. Even a few of the spells from the lore of Tzeentch count as flaming. This actually works out to your benefit, as we have two ways of ignoring flaming attacks - Armour of the Furnace and the Great Taurus. Use these to your advantage whenever possible, because no Tzeentch Daemon will ever be able to touch, harm, or in any way do damage to your character or Taurus except through the use of non-flaming magical spells. This is a great advantage, because Tzeentch Daemons form the ranged support elements of the Daemon army, and being able to ignore these elements with a large flying monster and rider combo is huge.
I’ll finish by going over some of the most common (and dangerous) units you will run into in a Daemon army.
First off - Greater Daemons. We are very fortunate in that we are spoiled for war machine support, which is the biggest threat to large, expensive models such as these. Hobgoblin Bolt Throwers, at 30 points apiece, are the ultimate lesson in humility for these imposing critters. You would not be amiss to take 4 of them or even more if you know your opponent has really decked out his army. Daemon Princes can be lumped into this category as well, although most Daemon players avoid this choice, instead opting to spend the extra 150 points to upgrade to a much beefier Greater Daemon.
Flesh Hounds - Good golly are these things a pain. 2 wounds apiece, MR3, toughness 4 and an impressive statline in combat makes for a very tough nut to crack. Do not let your Bull Centaurs anywhere near these things because they
will get killed. Instead, use Earthshakers to slow their advance and buy yourself more time to shoot at them. I’m not sure we really have anything that can stand up to them in a fight and they even have the potential to grind down fully ranked units in a frontal charge if they roll well. If you can keep them slowed with Earthshaker fire, we can at least chip away at them with Hobgoblin Archers and even Bolt Throwers if there are no Greater Daemons, chariots, or Bloodcrushers to target. Leading them around with wolf riders is usually your best bet however.
Plaguebearers - These will almost always come with a Herald, allowing them to regenerate. Fortunately for us we have access to their greatest nemesis - the Lore of Fire. Just about any Fire spell will be deadly to these guys, even a 2D6 S4 magic missile. Also, don’t forget you have the great Taurus’ breath weapon, which can cover quite a few Plaguebearers. Fire Magic will be your best bet to deal with them, preferably on a Sorceror Lord as most of the spells are difficult to cast (especially with the Sundering Banner making your life miserable).
Flamers - The Daemons’ shooting support, and boy are they good at what they do. They will absolutely destroy just about anything that comes within 24" of them…Provided they aren’t being bombarded by Earthshaker fire. Therefore, it should come as no surprise that this is how I recommend you deal with them! Not only will it slow them down to a 3" move, but it also stops them from shooting in their shooting phase (which may be a point of debate, as technically the Earthshaker only stops units from firing missile
weapons, but around here we always play that they can’t shoot - you should probably ask before it comes up in a game). Also, as mentioned above, a Taurus and rider with AotF will lay waste to these guys as they have no way of stopping him and are completely at the mercy of his 20" flight move. If you’re not using a Taurus, the next best thing would be a Bull Centaur BSB with the Armour of Gazrakh and Sword of Might, who is tough enough to take the brunt of their assault while probably dishing out some pain of his own. Just don’t expect him to do much on his own.
Sundering Banner - You will probably see this in most non-Slaaneshi Daemon armies as it turns their normally mediocre magic defense into an above-average magic defense. Being able to pick any lore and give it a -2 to cast penalty is a huge bonus, so think twice before you pick the same Lore for all your wizards. Depending on who is carrying this banner around (typically a Nurgle Herald or a Khorne Herald on a Juggernaut) you might be hard pressed to kill the bearer easily.
Heralds - Always try to kill these things whenever you can. Always. Make him take as many saves on these guys as you possibly can, because eventually he will fail a few and they only have 2 wounds apiece. Not only do they give huge bonuses to the units they are with, they are typically as expensive as the Lord choices of other armies. The key to beating Daemons is right here - beat their Heralds and the troops get much less dangerous. Slaaneshi and Tzeentch Heralds are pretty squishy and a Chaos Dwarf Lord or a Bull Centaur character should have no problem with them (just watch out for the Etherblade on the Slaaneshi herald, which is a real killer with ASF). Nurgle Heralds, on the other hand, are pretty tough customers. Put enough attacks on him and eventually he can be toppled (I’ve even had my lowly Sneaky Gitz deal a death blow to one, as their poison cuts right through his T5), but don’t expect him to go down without a fight. Flaming Sword of Rhuin on a Sorceror Lord interestingly enough has a chance of killing him outright, with 2 attacks hitting and wounding on 2’s, with only his ward save to protect him! Just don’t rely on it, as if the Sorceror fails in his task he will probably be killed in return for his insolence. Khorne Heralds will almost always come with a Juggernaut mount, a suit of armour that grants them a 3+ AS (for a total of 0+), and S7. Do not mess with them in combat, as they can and will kill any character you can throw at them. However, they do make juicy targets for Rule of Burning Iron, despite their MR1.