[Archive] First Chaos Dwarf List 3000 pts Ultra Friendly Legion of Asgaroth

The Odor:

Hello lost and dammned. This is my first Chaos Dwarf list ever and I know it isnt optimal in anyway but after a few test games it have worked out okay. Though that might be people not getting the rules (which are a bit complicated) so I wonder if someone with more game experience could give me a few pointers. Please don’t take offence if I dont listen to certain advice but this is not a win at all costs but more: It looks cool therfor I do it. On with the list:

Core
20 Chaos Dwarf Infernal Guard
Hailshot Blunderbusses, Musician and Standard Bearer
380

Core
BsB goes here
17 Chaos Dwarf Infernal Guard
Fireglaives, Musician and Standard Bearer with Banner of the Eternal Flame
319

Core
Foot Khan goes here
49 Hobgoblin Cutthroats
Musician, Standard Bearer, Shields and additional hand weapons 257

Rare
Wolf Khan goes here
9 Hobgoblin Wolf Raiders Musician, Standard Bearer, Spears and Bows
150

Special
Iron Deamon Engine
Towing Magma Cannon, Deathshrieker and Dreadquake
285

Special
Magma Cannon
Mounted on Steam Carriage
170

Special
Deathshrieker Rocket Launcher
Mounted on Steam Carriage
125

Rare
Dreadquake Mortar
Mounted on Steam Carriage and Slave Ogre
240

Hero
Hobgoblin Khan The Terrifying Mask of EEE!, Shield and Light Armor
69

Hero
Hobgoblin Khan
Potion of Strength, Enchanted Shield, Giant Wolf, Spear and Light Armor
78

Battle Standard Bearer
Hero
Infernal Castellan BsB, shield, Fireglaive and Armour of Destiny
197

Hero
Daemonsmith Sorcerer
Lore of Fire, Dispell Scroll, Seed of Rebirth and Pistol
135

General
Lord
Sorcerer Prophet
Additional level, Talisman of Preservation, Pistol and Armour of Bazherak the Cruel with lore of Hashut riding a Lammasu with Lore of Shadows
595
  
3000  

The reason all warmachines are being towed is that last time I used a Warmachine that wasnt a Hellcannon I rolled up Dawn Attack and had my warmachine get stranded in a zone where my oponent go up and smash it with out stopping.

I plan to tow the Magma Cannon out into some good Cover closer to the enemy and have my Prophet follow suit and land within 3" and use his Mounts as well as his own magic skill as well as using Infernal enginer to empower the cannon while the Deamonsmith empowers the other two machines.

The infernal guard are their normal badasses but with shooting focus. The wolfriders will flank and try to reach any warmachines and quickly take 'em out. The Cutthroats will march up and try to kill something in the progress of getting slaughtered.

Please consider this list towards Gunlines first and for most since its me and a Son of Grungi who will be playing a bunch of games were we try to outgun eachother.

dromar:

Well, i don’t think that your strategy is good: moving the artillry with ID is not so interesting after all:

-It slow down the ID which is already slow and difficult to move

-It forbid the artillery to fire during movment AND during the round you discouple the wagoons: at least 2 rounds with no fire.

Don’t see the point to give additionnal hand weapon with shield for hobgoblins… You can’t use them both!

Try bows instead of Hand weapons, it will be more efficient.

Mask of the furnace fix more the infernal castellan: 3+/4+, T5, that’s pretty tof considering that he have to survive.

Why the hell are you giving armor of bazherak on your flying sorcerer?

He already have a MR(3) with the lammasu! Beside, he can easely have a 2+ armor save with a magical shield (5pts, ignore first touch on 2+: a cannon ball or a stone trow for exemple…) + the bonus for being mounted on monster.

No need for the pistol though, you won’t gain an attack with the darkforged weapon and you will not fire if you use your deamonsmith hability to re-roll a dice for your war machine. Same for your little wizard. Don’t need pistol and seed is useless: prefer a enchanted shield for a 2+ armour save.

The Odor:

I dont have the book here and I cant remeber why I put the armour on him… I will get him a ward instead.
I think WoC destroyed me a bit. I feel a lord should have 1+/3++. At least. I disagree to seed being useless. Saved me from some boltthrower shots. Though if I drop the armour I maybe could get a ward.
And the bows do sound fun. And I actually missed that you can’t shot and use infernal engineer. Saved my oponent a Gyrocopter.

If I understand the rules correctly (mind you I have done some embaressing misstakes with the ID) you dont have to couple the Carriges until you deploy. I mainly wnat to be able to tow them away from enemies if the need arises after a poor deployment for a game.  Dawn Attack springs to mind.
Hmm considering that this is my first list with you know… Shooting. I ought to say it was okay then.

Sorceror-Prophet Nalgrund:

Core
20 Chaos Dwarf Infernal Guard
Hailshot Blunderbusses, Musician and Standard Bearer
380

Core
BsB goes here
17 Chaos Dwarf Infernal Guard
Fireglaives, Musician and Standard Bearer with Banner of the Eternal Flame
319
You need 10 more dudes for each unit, 20 isn't enough to weather losses. Also, the blunderbusses are much better at 30-man, re-rolls to wound make them godly.
Core
Foot Khan goes here
49 Hobgoblin Cutthroats
Musician, Standard Bearer, Shields and additional hand weapons 257
Foot Khans are completely pointless, go Wolf annoyance or don't bother.
Also, as Dromar points out, two hand weapons is a waste when you already bought shields. Just take bows, I wouldn't even bother with shields but if you do don't make them invalid by taking two hand weapons.
Rare
Wolf Khan goes here
9 Hobgoblin Wolf Raiders Musician, Standard Bearer, Spears and Bows
150
I hate their rules, and they're really a waste compared to just spamming Wolf Khan's for redirection. How have they faired for you?
Special
Iron Deamon Engine
Towing Magma Cannon, Deathshrieker and Dreadquake
285

Special
Magma Cannon
Mounted on Steam Carriage
170

Special
Deathshrieker Rocket Launcher
Mounted on Steam Carriage
125

Rare
Dreadquake Mortar
Mounted on Steam Carriage and Slave Ogre
240
Meh. I don't think Iron Daemons actually work as intended. You can only shoot whilst stationary (thus removing the point of mechanising your warmachines), and you only have to destroy the Iron Daemon or first carriage to de-mech the whole thing.
I'd honestly drop the Iron Daemon and carriages, you can buy several additional warmachines for the same price. Still be immobile, but more things for your enemy to kill and you can spread them out to divide his attacking forces.
Hero
Hobgoblin Khan The Terrifying Mask of EEE!, Shield and Light Armor
69

Hero
Hobgoblin Khan
Potion of Strength, Enchanted Shield, Giant Wolf, Spear and Light Armor
78

Battle Standard Bearer
Hero
Infernal Castellan BsB, shield, Fireglaive and Armour of Destiny
197

Hero
Daemonsmith Sorcerer Lore of Fire, Dispell Scroll, Seed of Rebirth and Pistol
135
Bit of a mess here. Drop the Foot Khan, Wolf Khan is fine and hilarious.
Infernal Castellan can keep his blackshard armour, you can give him a Talisman of Preservation instead and save some points (maybe for a Potion of Speed). Fireglaive is ok, I'd prefer a magic weapon
Daemonsmith is pretty good, you can drop the pistol and Seed of Rebirth (neither are useful or needed).
General
Lord
Sorcerer Prophet Additional level, Talisman of Preservation, Pistol and Armour of Bazherak the Cruel with lore of Hashut riding a Lammasu with Lore of Shadows
595
Where to begin?
Lammasu has to go. It is pretty easily cannonsniped or magic nuked, MR3 is nice against sniper spells or damage but it's still pretty fragile. Mounted means he's a massive target.
Don't need Armour of Fail (no ward = not useful) or pistol or Talisman (last one belongs on your BSB). Furnace Mask gives you 3+ armour, Fear and 4+ ward rolled into one very reasonable priced package. No other upgrades needed, stick him in a unit of IG

3k is a bit of a gamble when it comes to a second Level 4. I favour one, but I have less warmachines and manz as a result. My argument is that a Level 4 Death caster is one of the nastiest and most destructive mages in the game, so by sheer carnage you'll make up for fewer warmachines and bodies.

Should you choose to take one, Armour of Destiny and a power scroll for forcing a 'Sun' early is the way to go. Personal choice though. A Level 4 Hashut with Furnace Mask and the above Level 4 Death exactly fill your Lords allowance, which is pretty cool.

If your main opponent is going to be Dwarves, two Level 4's are going to wreck his face. You have so much dangerous magic, he has to let some of it through to prevent a sneaky 'Sun' or 'Flames of Azgorh' just blowing up his battleline. Magma cannons and fireglaives just make it worse.

dromar:

I don’t think that Iron demon is a waste, it does pretty good during my games so i won’t tell you to drop it. The same goes for lammasu: he is interesting, even if he is vulnerable. just use is flying move to hide the shots in first rounds.

At 3000pts, il love to play 2X rocket and 2X Magma canon, they just do and awesome work.
try also the hell cannon and the Kd’aai. very agressive.

I was using hobgoblin wolfrider then send them for khan on wolf: cheaper, better and more viable since they don’t have to test for animosity

The Odor:

I shall see if I can squeese the points for some extra IGs.

I have actually had quite a bit of use for the wolfriders. They are sort of a arrow of deth for a warmachine or two. If he wants to get rid of them he has to really focus on it since I usally run them behind cover or gang up his machines which makes them easy targets and very easy to block sight with the foot gobbos.

I will think over the dropping of the ID and carriges. I just need to work up the guts after a fiasco with dawn attack.

I actually find that I cant drop the foot Khan. He saved me by scaring of a unit of elite dwarves of the table. He is sort of a mascot for the army after that and every once in awhile he will turn useful. And I find the thought of proud warriors running from an ugly gobbo with a sword and a shield to funny to pass.

I will fix up the heroes when I get home. Expect a refind list today or tomorrow morning.

The Odor:

Revised List:

Core

20 Chaos Dwarf Infernal Guard

Hailshot Blunderbusses, Musician and Standard Bearer 380

Core

BsB goes here

17 Chaos Dwarf Infernal Guard

Fireglaives, Musician and Standard Bearer with Banner of the Eternal Flame 319

Core

Foot Khan goes here

49 Hobgoblin Cutthroats

Musician, Standard Bearer and Bows 257

Rare

Wolf Khan goes here

9 Hobgoblin Wolf Raiders

Musician, Standard Bearer, Spears, Shields and Bows 150

Special

Iron Deamon Engine

Towing Magma Cannon, Deathshrieker and Dreadquake 285

Special

Magma Cannon

Mounted on Steam Carriage 170

Special

Deathshrieker Rocket Launcher

Mounted on Steam Carriage 125

Rare

Dreadquake Mortar

Mounted on Steam Carriage and Slave Ogre 240

Hero

Hobgoblin Khan

The Terrifying Mask of EEE!

65

Hero

Hobgoblin Khan

Potion of Strength, Shield, Giant Wolf, Spear and Light Armor 75

Battle Standard Bearer

Hero

Infernal Castellan

BsB, Fireglaive, Talisman of Preservation and Enchanted Shield 245

Hero

Daemonsmith Sorcerer

Lore of Fire, Dispell Scroll and Charmed Shield

125

General

Lord

Sorcerer Prophet Additional level, Pistol and the Mask of the Furnace with lore of Hashut riding a Lammasu with Lore of Fire 560



3000

  

3000  

2 PTS left but I seriously doubt I cant find anything that cheap. I kept the iron deamon after checking some missions that I felt it could be useful.

And I can’t find the points for any IG and I think you were wrong unless there is a FAQ you only need twenty or more to reroll wounds.

EDIT: Made some fixes.

dromar:

As already said, hobgoblin wolf riders are not so interesting: 2 little Khan on giant wolf are better and do the same work for less point and are easier to hide. And they don’t have animosity!

Then, abandon the steam carriage for your warmachine and plays them just the way they are.

Iron demon is here to protect one flank of the army or to go for breaking the line.

In the two cases, it needs to be hellbound: T8, 8W and magical attacks are the best for it since it will be wounded only on 6 by S6 attacks…

The mask of furnace is better on your standard bearer and he cannot were shield AND fireglaive.

Give your sorcere prophet talsiman of préservation and charmed shield, that would be enough.

You can also give shadow to the lammasu and death to the sorcerer prophet which make a nice combo:

Miasma launched by lammasu drop the initiative, then your prophet can bring down purple sun of xereus: due to his flying move, it will be easy to cast it at optimal range.

The Odor:

He cant wield the Fireglavie and Shield in combat but it does save him from being peppered in the Shooting Phase. I feel better when keeping the wolfriders. They Keep him from simply on hitting the Khan with a crossbow volley. Steam Carrige I was thinking of dropping. And I want to keep my lore of Hashut on the Prophet since I use the other lores in my own WoC army and play this list for a change.

ChungEssence:

I say keep the carriages and the Lammasu mounted Prophet. I mean like you say you want an army that looks cool and both of those look great. Not to mention that this is unique to Chaos Dwarfs. With the carriage, if they don’t engage your Daemon at least you have the option of just ‘choo chooing’ out of combat which is pretty cool haha. Finally, the penalty to opposing shooting attacks and enemy charges (-1 to hit). This, coupled with the ‘choo choo’ out of combat rule will make your train very resiliant.

As dromar says, BSB can’t get optimal use of the Shield with his fireglaive (will only work vs shooting and he’s in a unit anyway)

If your Daemonsmith model has a pistol then leave him with it. At least you’ll get a stand and shoot reaction :). Also, you’ll fire your warmachines first and if his ‘engineering’ is not needed then you can fire his pistol after so it’s not a complete waste.

How do you run your blunders? 10 wide? If you have the models i’d advise trying to squeeze an extra couple in so you can take casualties before you lose the rerolls to wound which are great.

Regarding the Banner of Eternal Flame. My understanding is that this does NOT work with the shooting attacks

re: the wolfriders (not Khans) are fast cav so can vanguard giving the stationery chaos dwarfs some much needed flexibility at the start of the game and will give you an extra deployment drop which the Khan’s will not. Wolf riders provide the ability to ‘bait and flee’ which Khan’s don’t have and with their free reforms can be real pests (ie, place them at annoying angles, flee the charge, hopefully rally them then move them again which Khan’s can’t do and you can block off a lot more with wolfriders).

Take them if you have the models and like them. They can prove effective, despite what ‘internet wisdom’ says. Hell, in a recent practice game a regiment of 5 even managed to flank charge and chase down a regiment of 14 high elf swordmasters so they can achieve great things!!!

*disclaimer: above incident not an example of average hobgoblin wolfrider performance.

I’d love to see some pics of your army

Goodluck with it and have fun!

The Odor:

I will post pics when I am 100% okay with the painting.Still got some unlights TM (highlights in reverse) to do and so. And I need to get a decent camera.

Yeah I got in a practice game and the fellas in my store have tested it out a bit and I will keep this list. They had in total 5 games against the Dwarf army I will play and it ended a 2-2 and a draw and one fight against an empire army that was a draw. I then played a Wood Elf MSU army that I tabled.

Da Crusha:

I think the iron deamon can only pull up to 2 carriages. it specifically says " It may haul two carriages…" never does it say 2 or more. my 2 cents.

The Odor:

Hello lost and dammned. This is my first Chaos Dwarf list ever and I know it isnt optimal in anyway but after a few test games it have worked out okay. Though that might be people not getting the rules (which are a bit complicated) so I wonder if someone with more game experience could give me a few pointers. Please don’t take offence if I dont listen to certain advice but this is not a win at all costs but more: It looks cool therfor I do it. On with the list:

Core
20 Chaos Dwarf Infernal Guard
Hailshot Blunderbusses, Musician and Standard Bearer
380

Core
BsB goes here
17 Chaos Dwarf Infernal Guard
Fireglaives, Musician and Standard Bearer with Banner of the Eternal Flame
319

Core
Foot Khan goes here
49 Hobgoblin Cutthroats
Musician, Standard Bearer, Shields and additional hand weapons 257

Rare
Wolf Khan goes here
9 Hobgoblin Wolf Raiders Musician, Standard Bearer, Spears and Bows
150

Special
Iron Deamon Engine
Towing Magma Cannon, Deathshrieker and Dreadquake
285

Special
Magma Cannon
Mounted on Steam Carriage
170

Special
Deathshrieker Rocket Launcher
Mounted on Steam Carriage
125

Rare
Dreadquake Mortar
Mounted on Steam Carriage and Slave Ogre
240

Hero
Hobgoblin Khan The Terrifying Mask of EEE!, Shield and Light Armor
69

Hero
Hobgoblin Khan
Potion of Strength, Enchanted Shield, Giant Wolf, Spear and Light Armor
78

Battle Standard Bearer
Hero
Infernal Castellan BsB, shield, Fireglaive and Armour of Destiny
197

Hero
Daemonsmith Sorcerer
Lore of Fire, Dispell Scroll, Seed of Rebirth and Pistol
135

General
Lord
Sorcerer Prophet
Additional level, Talisman of Preservation, Pistol and Armour of Bazherak the Cruel with lore of Hashut riding a Lammasu with Lore of Shadows
595
  
3000  

The reason all warmachines are being towed is that last time I used a Warmachine that wasnt a Hellcannon I rolled up Dawn Attack and had my warmachine get stranded in a zone where my oponent go up and smash it with out stopping.

I plan to tow the Magma Cannon out into some good Cover closer to the enemy and have my Prophet follow suit and land within 3" and use his Mounts as well as his own magic skill as well as using Infernal enginer to empower the cannon while the Deamonsmith empowers the other two machines.

The infernal guard are their normal badasses but with shooting focus. The wolfriders will flank and try to reach any warmachines and quickly take 'em out. The Cutthroats will march up and try to kill something in the progress of getting slaughtered.

Please consider this list towards Gunlines first and for most since its me and a Son of Grungi who will be playing a bunch of games were we try to outgun eachother.

dromar:

Well, i don’t think that your strategy is good: moving the artillry with ID is not so interesting after all:

-It slow down the ID which is already slow and difficult to move

-It forbid the artillery to fire during movment AND during the round you discouple the wagoons: at least 2 rounds with no fire.

Don’t see the point to give additionnal hand weapon with shield for hobgoblins… You can’t use them both!

Try bows instead of Hand weapons, it will be more efficient.

Mask of the furnace fix more the infernal castellan: 3+/4+, T5, that’s pretty tof considering that he have to survive.

Why the hell are you giving armor of bazherak on your flying sorcerer?

He already have a MR(3) with the lammasu! Beside, he can easely have a 2+ armor save with a magical shield (5pts, ignore first touch on 2+: a cannon ball or a stone trow for exemple…) + the bonus for being mounted on monster.

No need for the pistol though, you won’t gain an attack with the darkforged weapon and you will not fire if you use your deamonsmith hability to re-roll a dice for your war machine. Same for your little wizard. Don’t need pistol and seed is useless: prefer a enchanted shield for a 2+ armour save.

The Odor:

I dont have the book here and I cant remeber why I put the armour on him… I will get him a ward instead.
I think WoC destroyed me a bit. I feel a lord should have 1+/3++. At least. I disagree to seed being useless. Saved me from some boltthrower shots. Though if I drop the armour I maybe could get a ward.
And the bows do sound fun. And I actually missed that you can’t shot and use infernal engineer. Saved my oponent a Gyrocopter.

If I understand the rules correctly (mind you I have done some embaressing misstakes with the ID) you dont have to couple the Carriges until you deploy. I mainly wnat to be able to tow them away from enemies if the need arises after a poor deployment for a game.  Dawn Attack springs to mind.
Hmm considering that this is my first list with you know… Shooting. I ought to say it was okay then.

Sorceror-Prophet Nalgrund:

Core
20 Chaos Dwarf Infernal Guard
Hailshot Blunderbusses, Musician and Standard Bearer
380

Core
BsB goes here
17 Chaos Dwarf Infernal Guard
Fireglaives, Musician and Standard Bearer with Banner of the Eternal Flame
319
You need 10 more dudes for each unit, 20 isn't enough to weather losses. Also, the blunderbusses are much better at 30-man, re-rolls to wound make them godly.
Core
Foot Khan goes here
49 Hobgoblin Cutthroats
Musician, Standard Bearer, Shields and additional hand weapons 257
Foot Khans are completely pointless, go Wolf annoyance or don't bother.
Also, as Dromar points out, two hand weapons is a waste when you already bought shields. Just take bows, I wouldn't even bother with shields but if you do don't make them invalid by taking two hand weapons.
Rare
Wolf Khan goes here
9 Hobgoblin Wolf Raiders Musician, Standard Bearer, Spears and Bows
150
I hate their rules, and they're really a waste compared to just spamming Wolf Khan's for redirection. How have they faired for you?
Special
Iron Deamon Engine
Towing Magma Cannon, Deathshrieker and Dreadquake
285

Special
Magma Cannon
Mounted on Steam Carriage
170

Special
Deathshrieker Rocket Launcher
Mounted on Steam Carriage
125

Rare
Dreadquake Mortar
Mounted on Steam Carriage and Slave Ogre
240
Meh. I don't think Iron Daemons actually work as intended. You can only shoot whilst stationary (thus removing the point of mechanising your warmachines), and you only have to destroy the Iron Daemon or first carriage to de-mech the whole thing.
I'd honestly drop the Iron Daemon and carriages, you can buy several additional warmachines for the same price. Still be immobile, but more things for your enemy to kill and you can spread them out to divide his attacking forces.
Hero
Hobgoblin Khan The Terrifying Mask of EEE!, Shield and Light Armor
69

Hero
Hobgoblin Khan
Potion of Strength, Enchanted Shield, Giant Wolf, Spear and Light Armor
78

Battle Standard Bearer
Hero
Infernal Castellan BsB, shield, Fireglaive and Armour of Destiny
197

Hero
Daemonsmith Sorcerer Lore of Fire, Dispell Scroll, Seed of Rebirth and Pistol
135
Bit of a mess here. Drop the Foot Khan, Wolf Khan is fine and hilarious.
Infernal Castellan can keep his blackshard armour, you can give him a Talisman of Preservation instead and save some points (maybe for a Potion of Speed). Fireglaive is ok, I'd prefer a magic weapon
Daemonsmith is pretty good, you can drop the pistol and Seed of Rebirth (neither are useful or needed).
General
Lord
Sorcerer Prophet Additional level, Talisman of Preservation, Pistol and Armour of Bazherak the Cruel with lore of Hashut riding a Lammasu with Lore of Shadows
595
Where to begin?
Lammasu has to go. It is pretty easily cannonsniped or magic nuked, MR3 is nice against sniper spells or damage but it's still pretty fragile. Mounted means he's a massive target.
Don't need Armour of Fail (no ward = not useful) or pistol or Talisman (last one belongs on your BSB). Furnace Mask gives you 3+ armour, Fear and 4+ ward rolled into one very reasonable priced package. No other upgrades needed, stick him in a unit of IG

3k is a bit of a gamble when it comes to a second Level 4. I favour one, but I have less warmachines and manz as a result. My argument is that a Level 4 Death caster is one of the nastiest and most destructive mages in the game, so by sheer carnage you'll make up for fewer warmachines and bodies.

Should you choose to take one, Armour of Destiny and a power scroll for forcing a 'Sun' early is the way to go. Personal choice though. A Level 4 Hashut with Furnace Mask and the above Level 4 Death exactly fill your Lords allowance, which is pretty cool.

If your main opponent is going to be Dwarves, two Level 4's are going to wreck his face. You have so much dangerous magic, he has to let some of it through to prevent a sneaky 'Sun' or 'Flames of Azgorh' just blowing up his battleline. Magma cannons and fireglaives just make it worse.

dromar:

I don’t think that Iron demon is a waste, it does pretty good during my games so i won’t tell you to drop it. The same goes for lammasu: he is interesting, even if he is vulnerable. just use is flying move to hide the shots in first rounds.

At 3000pts, il love to play 2X rocket and 2X Magma canon, they just do and awesome work.
try also the hell cannon and the Kd’aai. very agressive.

I was using hobgoblin wolfrider then send them for khan on wolf: cheaper, better and more viable since they don’t have to test for animosity

The Odor:

I shall see if I can squeese the points for some extra IGs.

I have actually had quite a bit of use for the wolfriders. They are sort of a arrow of deth for a warmachine or two. If he wants to get rid of them he has to really focus on it since I usally run them behind cover or gang up his machines which makes them easy targets and very easy to block sight with the foot gobbos.

I will think over the dropping of the ID and carriges. I just need to work up the guts after a fiasco with dawn attack.

I actually find that I cant drop the foot Khan. He saved me by scaring of a unit of elite dwarves of the table. He is sort of a mascot for the army after that and every once in awhile he will turn useful. And I find the thought of proud warriors running from an ugly gobbo with a sword and a shield to funny to pass.

I will fix up the heroes when I get home. Expect a refind list today or tomorrow morning.