[Archive] French GD : CD list (draft?)

Bassman:

I am super happy with the rumors of the new list for a couple of reasons:

first: we have a list! :smiley: this is what we have been dreaming for ages.

second: we have death rockets and earthshakers plus more warmachines. I think a Chaos Dwarf without his big toys is a non-sense.

third: we still have hobgoblins :smiley: YAy!

I love those little evil buggers. Yes, it’s a pity we do not have any more orcs and goblins. I do not know what I’m going to do with my heavily converted orcs and black orcs as I do not play Orcs and goblins but who cares. My fear was an all dwarfs army. I feared this option as I think we shall preserve the right :wink: to enslave lesser creatures and send them to die for us in battle, and that’s whjy hobgoblins exists :wink:

I’m really curious to see their miniatures.

Ogre_Mage:

Tried out this army list tonight and noticed a couple things:Ā Ā 

- Missed out a little with the Daemonsmith Sorcerers because of the lack of Ensorcelled Weapon rules, 3 rounds in combat and hit only once (I forgot to use my pistol though, my bad)

- Didn’t have the price for the K’daai Destroyer, I really wanted to use it.

- The Blunderbuss is crazy! Used a unit of 20 in a horde formation. First couple rounds I shot 3 times per model. I took out a unit of 50 night goblins before they could get into close combat with me.

- Fire-glaives feel like a must have for me. It’s a tough choice to charge them or try to shoot them, S4 either way makes your opponants think twice.

- Dread Quake Mortar with extra slave: the extra slave was unneeded. 6 wounds is plenty for most battles, mostly if you use indirect fire as I ended up having too most of this battle(trees/mountains/buildings). It feels much more powerfull now, I got lucky and stoped some black orcs from charging for 2 turns, allowing me to fail a charge then finally get the charge on them.

- Lore of Hashut makes people cringe, it was a 3 way battle with Dwarfs and Orcs and Goblins. Removing leadership for goblins messes them up even if in hordes (felt kinda OP), and the volcano, although a little uncontrollable, was fun.

After trying the Lore of Hashut I can sort of see why the Daemonsmith’s don’t get access to it. If I could have 2-3 Daemonsmiths I’d do that over a Sorcerer-Prophet any day.

My Bull Centaurs got cannoned and manglered before they could do anything, so they were an expensive meat shield.

I’ll likely be trying them out again tomorrow, if I do I’ll come back here with more thoughts on the list.

Norngahl:

Tried out this army list tonight and noticed a couple things:  
- Missed out a little with the Daemonsmith Sorcerers because of the lack of Ensorcelled Weapon rules, 3 rounds in combat and hit only once (I forgot to use my pistol though, my bad)

- Didn't have the price for the K'daai Destroyer, I really wanted to use it.

- The Blunderbuss is crazy! Used a unit of 20 in a horde formation. First couple rounds I shot 3 times per model. I took out a unit of 50 night goblins before they could get into close combat with me.

- Fire-glaives feel like a must have for me. It's a tough choice to charge them or try to shoot them, S4 either way makes your opponants think twice.

- Dread Quake Mortar with extra slave: the extra slave was unneeded. 6 wounds is plenty for most battles, mostly if you use indirect fire as I ended up having too most of this battle(trees/mountains/buildings). It feels much more powerfull now, I got lucky and stoped some black orcs from charging for 2 turns, allowing me to fail a charge then finally get the charge on them.

- Lore of Hashut makes people cringe, it was a 3 way battle with Dwarfs and Orcs and Goblins. Removing leadership for goblins messes them up even if in hordes (felt kinda OP), and the volcano, although a little uncontrollable, was fun.

After trying the Lore of Hashut I can sort of see why the Daemonsmith's don't get access to it. If I could have 2-3 Daemonsmiths I'd do that over a Sorcerer-Prophet any day.

My Bull Centaurs got cannoned and manglered before they could do anything, so they were an expensive meat shield.

I'll likely be trying them out again tomorrow, if I do I'll come back here with more thoughts on the list.

Ogre_Mage
Kdai Destroyer is 295 points.:hat off

I think the new CDs are rather aggressivly in shooting. High damage output on short range. Blunderbusses seem only really good in masses (20+) to get the full reroll. My feeling is that they need the shield upgrade, so you could deploy them 10 wide and take the charge and then reform, just to max out the single shooting phase they are most likely going to have. With shields they are very nice troops in CC equal to the plain HW/S warrior, you simply have to spent another 100 points on the blunderbusses, which isn“t a cheap upgrade in my opinion. So you have to pay 305 points for 20 Blunderbusses with shields and command. Kinda points heavy in my opinion, but a good allround unit. They mostly lack punch, as S3 isn“t going to hurt somebody. If you got bad dices, there is still the chance that you only get 20 S3 shots. They are pretty random and I“d rather use them as bare flank protectors cause they will do very goog vs. light enemies, but struggle against heavier opponents.
Anyhow, the next questions is if the warmachines can“t do what the blunderbusses do for cheaper / simply better. Actually Blunderbusses were designed to take out masses. But a big pie plate shooting over the field for at least 3 rounds might cause much more harvoc than a single shooting phase with the blunderbusses.
Also the blunderbusses only get their reroll when they are 20 men strong. So you should have at least 5 more ablative wounds to make sure you should get the reroll (magic, missiles). That“s another 70 points, which mean the unit already costs 375 points.. Actually I get 2 Dreadquake Mortars for that and I believe them to be much more devasting due to S5 plate. But actually, these guys fill your core where you have to spend 25% of your points anyway. So my personal feeling about them is to keep them cheap as 10 Blunderbusses with shields to deploy on the flank for 140 points. Than you already spend half of your core points with 2 units.

Me thinks that making widely use of the stubborn rule is the way to go. A big unit of GW warriors combined with a BSB castellan (Armour of Bazberak the Cruel for MR2 and 2+ AS, Dawnstone, Great Weapon) is stubborn on LD9 and has some serious CC output while beeing pretty resilent. Combined with hatred from the Lore of Hashut these guys will cause serious havoc. 30 Warriors + the BSB castellan cost 325 + ca. 210 points, but heck, they will hurt everyone.

Then we go for the IG. 2x 10 of them with fireglaives and shields (just against shooting) cost 190 points each, but they do a very good job in the midfield in front of the warmachines. They are tough to crack through shooting and also tough to crack in CC. They guard the warmachines save due to stubborn rule and also a LVL4 sorcerer prophet, who needs to stand in the front rank to cast the limited ranged spells (beside flames!), but also close enough to the warmachines for the demonsmith rule. I think CDs simply don“t have the points for many characters due to their expensive nature. So a Lvl4 with castellan BSB should be the most common sight me thinks.

Of course, these thoughts refer to a rather shooty force, for example one like this:

Sorcerer Prophet 265
+ Lvl4 35
+ Healing Potion 35
+ Talisman of Preservation 45
+ Dragonhelm 10
+ Lore of Hashut 0
= 390 points

Castellan 105
+ BSB 25
+ Armour of Bazberak the Cruel 50
+ Dawnstone 25
+ Great Weapon (I read 4..)
= ca. 210

30 CD Warriors 240
+ Great Weapons 60
+ Command 25
= 325

10 CD Warriors 80
+ Blunderbusses 50
+ Shields 10
= 140 Points

10 CD Warriors 80
+ Blunderbusses 50
+ Shields 10
= 140 Points

10 Infernal Guards 130
+ Fireglaives 50
+ Shields 10
= 190

10 Infernal Guards 130
+ Fireglaives 50
+ Shields 10
= 190

3x Dreadquake Mortar 465
+ Orgreslaves 60
= 525

---> 2110 points.. fill the rest till 2500 with goblings to have tarpits and fast warmachine hunters.

As you can see, chaos dwarfes are really expensive and your budget is spent really fast. Especially the IG is expensive, but I think they are worth their bucks. Still not sure about the Blunderbusses or how much goblins to include in core.

There are still other possibilities to create CD armies. Anyhow, Kdaiis seem very expensive (55 points) for what they do. A cool theme, granted, but I doubt they are really competitive. Any player might find his own army with this list, really. CD players usually aren“t the guys who long for WAAC anyhow, so that list is a great step forward.

From a competitive point of view, special units seem to be slightly overpriced, while warmachines are very cheap for what they do. Lore of Hashut is great. Better than fire or metal but under shadow or life. I“d give it a 8/10. Magic items are hopefully redone.

That“s just my to cents. Happy to discuss :D

Ogre_Mage:

Thanks for the point value on the Destroyer!

I usually go for more of a melee based army, so my choice is for bigger units of Infernal Gaurd with Fireglaives (with shield), and usually a couple units of warriors with great weapons.

This is likely the reason for my interest in the K’daai, over taking a second Dread Quake. Although from the rules the Dread Quake is vital for extra shooting, so I see exactly where you are coming from. I’ll give your roster a shot sometime soon, always fun to change playstyles.

Norngahl:

Thanks for the point value on the Destroyer!

I usually go for more of a melee based army, so my choice is for bigger units of Infernal Gaurd with Fireglaives (with shield), and usually a couple units of warriors with great weapons.

This is likely the reason for my interest in the K'daai, over taking a second Dread Quake. Although from the rules the Dread Quake is vital for extra shooting, so I see exactly where you are coming from. I'll give your roster a shot sometime soon, always fun to change playstyles.

Ogre_Mage
The new CDs can be played in many different ways, that“s what I like about them. I mostly love units that have a solid multi-purpose function such as the Infernal Guard with Fireglaives and shields. While beeing expensive, they are great both at shooting and fighting and tarpitting.
Warriors with castellan BSB and GW are also great, due to their huge damage output while beeing damn resilent.

I even thought about 25 Blunderbusses with mentioned Castellan. They could tarpit as well and combined with some serious shooting from warmachines the enemy would be forced to come to you, resulting in a welcome hailshot from the Blunderbusses, killing the last few survivors in CC with support from the Castellan. Such a unit flanked by 2x10 IG with Fireglaives and shield backed up with warmachines would make a very impressive gunline that also does well in CC, but is rather static.

Even if they are dwarves I rather like to have some mixture in my list. At the moment I fell I“d skip the Blunderbusses first, even if the models are pretty sweet.

I also wonder how viable a CD on great taurus/lammasu will be. Actually monsters like manticores don“t see the battlefield nowadays, simply due to cannon madness.. Same goes for the Destroyer.

Da Crusha:

I noticed BCs lose the additional hand weapon option. I rarely used it, but I just finished them. and monstrous beasts, that would probably mean 40 or 50mm bases…

Great Job on the play testing already guys! it makes me want to jump on that band wagon.

Galladorn:

The Castellans have stubborn, now is there going to be a special rule that makes the unit he is with stubborn as well?

Norngahl:

The Castellans have stubborn, now is there going to be a special rule that makes the unit he is with stubborn as well?

Galladorn
P. 76 Warhammer Rulebook, a character with the stubborn rule confers the stubborn ability to the unit as long as he remains among their ranks :)

Galladorn:

I am weak. In my retarted mind I thought they lost it if the unit was not stubborn. Thanks Norngahl!

Barth:

I noticed BCs lose the additional hand weapon option.

Da Crusha
additional hand weapon for bc - 5 point per model :)

Galladorn:

Soooo, I guess the whirlwind, tenderizer, and swivel guns that I have amassed over the years are going to be sitting on the shelves with this new list. No one has heard if they will be addressed?

Pyro Stick:

Soooo, I guess the whirlwind, tenderizer, and swivel guns that I have amassed over the years are going to be sitting on the shelves with this new list.  No one has heard if they will be addressed?

Galladorn
The whirlwind/tenderiser have basically been redesigned as the Skullcracker. As for the swivel guns and bazookas etc i dont think they really have a place in the new army. They were originally the war machines for the chaos dwarfs when they were just part of chaos but were replaced with the death rocket, earthshaker and bolt thrower so theres no reason to make even more updated versions. Theres rules for all those old models anyway so you can still use them if you want.

zhatan87:

Shouldn’t we talk about rules (and list) in the ā€œlet’s talk about rulesā€ post?

Anyhow, Kdaiis seem very expensive (55 points) for what they do. A cool theme, granted, but I doubt they are really competitive.
I don’t think so. Kdaai units are great, the 4+ ward save is hard to go through, and we can’t say that 55 pts are expensive for what they do…
With the blazing body rule, the unit can go through a lot of infantry troops…
Strengh 5… Stomp attack…

And the destroyer is also too much good to me, even if its cost is far better (295 pts, in comparison of a hellpit or warhydra, it’s well cost… But they are undercosted…).

I think that, what is nice, is that CD can now be very aggressive, and not a stand and shoot army… Even if a stand and shoot army is still competitive.
Movement : kdaai, BC, wolf raiders, destroyer. And good infantry melee to conclude.

Finally, now, I’m thinking that this list will have minor corrections. So, we can assume that every entries are in the book, but rules and stats can be modified.

A new pic (not mine) : painted model of infernal guard
ImageShack - Best place for all of your image hosting and image sharing needs

Cornixt (or another moderator), can we put pics of artwork extracted from the fluff pages (and resized such as noone can see rules) ? Legal Issue? Cause the dreadquake mortar artwork isn’t shown on other GD, and it is very impressive (what makes me want to buy the mini!)

Norngahl:

Anyhow, Kdaiis seem very expensive (55 points) for what they do. A cool theme, granted, but I doubt they are really competitive.
I don't think so. Kdaai units are great, the 4+ ward save is hard to go through, and we can't say that 55 pts are expensive for what they do...
With the blazing body rule, the unit can go through a lot of infantry troops...
Strengh 5... Stomp attack...

And the destroyer is also too much good to me, even if its cost is far better (295 pts, in comparison of a hellpit or warhydra, it's well cost... But they are undercosted...).

I think that, what is nice, is that CD can now be very aggressive, and not a stand and shoot army... Even if a stand and shoot army is still competitive.
Movement : kdaai, BC, wolf raiders, destroyer. And good infantry melee to conclude.

Finally, now, I'm thinking that this list will have minor corrections. So, we can assume that every entries are in the book, but rules and stats can be modified.



zhatan87
I think their main issue is the following: They have T4 (through having a 4+ ward), have to make an T test from turn 2 and easily add up in point costs, for which you already get a big block of Infernal Guard or Warmachines.
When minimum szize is 3, and each one has to test, they at least (statistically) auto-loose 2 LP = 1 Model per round, so they die statistically just due to their own rule throughout the game, without the fact that the enemy needs to do anything more than just to block or avoid them.
Personally I find it VERY harsh to loose 55 points per turn. And that“s just when you field 3 Models.. When you field 6 of them, you might loose 110 points per turn. Not funny and at least not competitive. When it only was 1 throw for the entire unit and then on 5-6 you might loose an model they would be okay, but as it stands now they simply die before they make up their points AND they confer their whole victory points to the enemy.

On the opposite, the destroyer only suffers 1D3 wounds on the roll of a 6, which isn“t that bad in my opinion. At 295 points I consider him pretty balanced. He is unbreakable, has M9 (in CC on turn 2), has 7-9 attacks per round and those with S7 and a Thunderstomp attack while having T6, 6 wounds and a 4++ save. Personally I think there is no need for hellcannons as the Dreadquake Mortar will do the same job cheaper and better, so I guess the rare slot goes to this nasty little guy!

Me thinks that CDs are best at 3k games, where you have plenty points to buy everything. They might struggle at 2.000 points, just because they are so expensive, unable to build a really well rounded army list with more than one (CC/shooty) element.

I think blunderbusses are better (!, not only)used for a gunline where the enemy is forced to come to you, otherwise with 12" range they will poorly loose to any dedicated shooty force. So core goes to CC warriors with GW in my opinion, maybe even to goblins (but I wouldn“t fill to much with them, just because the main goal aka tarpit can be fullfilled by a big block of warriors / + castellan as well).

Aggressive Forces might have some Dreadquake Mortars with a Dameonsmith (Metal), 1-2 castellans in GW warrior blocks, 1-2 units of Infernal Guard (my feeling says still to prefer the fireglaives) and then BC and/or an Destroyer at 2000 points.

A nasty trick (best on 3k) might be-
40 Goblins (5x8) as a tarpit. Tarpit the enemies main unit (or any expensive unit). Then throw flames of Azgorh onto them over and over again (can be cast onto any desired point=. If you loose some gobbos nobody cares, but he can“t move away or hide in CC with your expensive forces from this.

Also nice might be the combination of Dark Subjucation and the -3 LD spell from lore of death.. combined with a massive shooting face the enemy unit will most likely turn tail, even if it had LD10.

Metal magic is also a very nice addition for those dwarfes. I think Dwarf warriors with 3+ AS or IG (with Hand Weapons+shields) with 1+ Save (of 2+ if with GW or fireglaives) is nothing to sniff on.

But nontheless, even if magic wouldn“t work the army wouldn“t fail, as everything is pretty resilent (T4, good armour, stubborn) and the army itself doesn“t depend on magic. At least I think they need their warmachine support to stay competitive. Otherwise, magic heavy races (HE, Slann, DE) would force heavy losses until the dwarves are finally in the CC. As well, they are very elite, low in numbers and usually short ranged (except for the warmachines). A Skavenplayer could bind your whole force with skavenslaves while shooting you to the ground (same goes for a slann with skink masses, but than it“s magic) and as the dwarves have no flyers to go for the weak spots, they need the range of their warmachines.

KingFisher:

Rules chat:

Did anyone get a chance to figure out what all the special rules for the Kadai were? Or at least ascribe what we know to each of these?

Specifically:

Blazing Body

Bound fire Demon

Burning Bright

Also for the Dreadquake mortar, I did not see any special rules on either the fluff page of the list entry, however the OP stated:

"Got an ogre slave. Can have another one for 20 pts (so we can reach 9 wounds!)

S5 template, S10 1D6 wounds.

Quake wave : dangerous test for the unit if they want to move or fire. No march move, no charge.

Slow to fire : if the ogre slave is slain, 3+ to fire.

-1 on misfire chart"

Does that mean there is a 3rd page with rules on it?

Would anyone like to do a side by side comparison between these rules and the RH list unit by unit? We could then then grade the changes.

zhatan87:

When minimum szize is 3, and each one has to test, they at least (statistically) auto-loose 2 LP = 1 Model per round, so they die statistically just due to their own rule throughout the game
Sorry, I should have been more clearly : it states one test for the unit:)
Does that mean there is a 3rd page with rules on it?
Yes.
Blazing Body
Bound fire Demon
Burning Bright
Blazing body : any model in base contact (but not other kdaai) : 1S4 hit, flaming. Additionnally, non magical attack : -1 to wound
Bound fire daemon : treat as daemon. 4+ ward save, 2+ ward save against flaming attack
Burning bright : the fluffy rule : test at the beginning of turn 2, for the whole unit (or single model concerning the Kdaai monster), 1D3 wound.

Thommy H:

It’s worth remembering that the rules shown are visibly and demonstrably still in a draft state.

KingFisher:

When minimum szize is 3, and each one has to test, they at least (statistically) auto-loose 2 LP = 1 Model per round, so they die statistically just due to their own rule throughout the game
Sorry, I should have been more clearly : it states one test for the unit:)
Does that mean there is a 3rd page with rules on it?
Yes.
Blazing Body
Bound fire Demon
Burning Bright
Blazing body : any model in base contact (but not other kdaai) : 1S4 hit, flaming.
Bound fire daemon : treat as daemon. 4+ ward save, 2+ ward save against flaming attack
Burning bright : the fluffy rule : test at the beginning of turn 2, for the whole unit (or single model concerning the Kdaai monster), 1D3 wound.


zhatan87
What about the wounds for the Mortar?
The stat line and army listing shows 3W for the mortar, 1W for the CD crewman and 3w for the Ogre. Therefore wouldn't the model be 9 wounds with 3 CD crew as stated by the army listing and 1 Ogre, and 12 wounds with the extra slave ogre?

For the other war machines like the Iron demon the crew have no wounds on the profile and therefore the model just has 8 wounds, the dwarfs just make separate attacks. The magma cannon and rocket launcher are both 3 wounds each with 3 crew. Therefore 6 wounds per unit right?
Or am I misunderstanding how the profiles work?

Thommy H:

The stat line and army listing shows 3W for the mortar, 1W for the CD crewman and 3w for the Ogre. Therefore wouldn't the model be 9 wounds with 3 CD crew as stated by the army listing and 1 Ogre, and 12 wounds with the extra slave ogre?
If it's a War Machine, it has a number of Wounds equal to the number of remaining crew. That's how they work in 8th Edition. The crew's Wounds are never used. I would assume that adding Ogres maybe increases its Wounds by 3? And obviously it would benefit from the Ogre attacking in close combat as well.

wuffingas-saxon:

Oh how I wish I had seen those rules before they were taken down >Whistles<