# \[TOW\] The Big Chaos Dwarf Tactics Compendium

**URL:** https://discourse.chaos-dwarfs.com/t/tow-the-big-chaos-dwarf-tactics-compendium/26477
**Category:** Chaos Dwarf Tactics
**Created:** [18 March 2024 12:49 UTC](https://discourse.chaos-dwarfs.com/t/tow-the-big-chaos-dwarf-tactics-compendium/26477 "2024-03-18T12:49:18Z")
**Posts on this page:** 20
**Page:** 2

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### Author: ![Jasko](https://discourse.chaos-dwarfs.com/user_avatar/discourse.chaos-dwarfs.com/jasko/32/378_2.png) [@Jasko](https://discourse.chaos-dwarfs.com/u/Jasko)
#### Post date: [18 March 2024 13:10 UTC](https://discourse.chaos-dwarfs.com/t/tow-the-big-chaos-dwarf-tactics-compendium/26477/21 "2024-03-18T13:10:37Z")

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Dreadquake Mortar

The big kahuna among your war machines! Fire again like a stone thrower, the Dreadquake has a ridiculous 72" max range and uses the large 5" template. Nowhere to hide! Hits are resolved at S3 AP-, but the target under the central hole gets a S6 AP-3 _Multiple Wounds (D6)_ hit, making the Dreadquake a bit like a mix of the two types of [Deathshrieker ammunition](https://discourse.chaos-dwarfs.com/t/tow-chaos-dwarf-tactics/26477/17). The unique feature of the Dreadquake is the _Quake_ special rule though: any unit (friend or foe!) within 2D6" of the central hole suffer -1 to movement and cannot use _Swiftstride_, making it the perfect weapon to pin units down and making it harder to charge/flee/pursue. The Dreadquake itself is very sturdy at T7 W4.  
All this goodness comes at a price, though, so after every shot you need to roll a D6, and on a 1-2, you cannot shoot in the next turn. You can remedy this a bit by getting an Ogre loader, which not only adds +1 to the reload roll, but also adds +2 wounds to the model and 2 S4 attacks in melee.  
You can get the [Hellbound](https://discourse.chaos-dwarfs.com/t/tow-chaos-dwarf-tactics/26477/22) upgrade to help with a misfire or [Steam Carriage](https://discourse.chaos-dwarfs.com/t/tow-chaos-dwarf-tactics/26477/15) for more mobility, although it seems a little pointless for a stone thrower.

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<div class="post-metadata">

### Author: ![Jasko](https://discourse.chaos-dwarfs.com/user_avatar/discourse.chaos-dwarfs.com/jasko/32/378_2.png) [@Jasko](https://discourse.chaos-dwarfs.com/u/Jasko)
#### Post date: [18 March 2024 13:10 UTC](https://discourse.chaos-dwarfs.com/t/tow-the-big-chaos-dwarf-tactics-compendium/26477/22 "2024-03-18T13:10:46Z")

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Special Rules

- **Backstab:** Re-roll all failed to-hit rolls when attacking in the rear or back. Excellent rule, especially for Sneaky Gits and Wolf Riders.

- **Blackshard Armour:** Allows our Sorcerers to cast/dispel while wearing armour which is excellent. Also grants a 5+ Ward Save against flaming attacks, which is w pretty good, given the abundance of flaming attacks by spells (Fireball/Ruby Ring or Pillar of Fire) and even some powerful units (e.g. Irondrakes)

- **Blazing Body:** All (!) models in base contact suffer a flaming S3 hit at the start of every (!) close combat phase. Free hits out of initiative order are always welcome. Unfortunately wounds caused by Blazing Body do not count towards combat resolution, which is just a damn shame. Can help mitigate challenge tarpits by slaying enemy champions before they get a chance to issue their challenge.

- **Ensorcelled Weapons:** Magic attacks and AP-1. Only applies to a (single) hand weapon or [Darkforged Weapon](https://discourse.chaos-dwarfs.com/t/tow-chaos-dwarf-tactics/26477/24), which is really enticing and makes Darkforged Weapons a viable choice for a lot of characters.

- **Hellbound:** 6+ Ward Save against mundane attacks, Fear/Terror, Re-roll one scatter/artillery dice per game but has -1 on misfire chart. Must have upgrade on our Iron Daemons: The buffs are all welcome, and there is no drawback, since it lacks a misfire chart. For the artillery war machines the re-roll is nice if you’re not keeping a sorcerer around to babysit, otherwise it is a bit of a waste.

- **Resolute:** Decrease flee/pursuit roll by 1 (minimum 1). That rule is mostly bad. You’re less likely to catch a fleeing enemy and chances of successfully escaping after a lost combat are not good. That’s bad. Potential upsides are a decreased risk of fleeing/FBIGOing off the board and you might just FBIGO 2" instead of 3" and deny a pursuing chariot a fresh set of impact hits. Good but a bit more situational. Most of the times it’s a just a disadvantage.

- **Stampede:** Impact hits have AP-2. This is damn good and really turns Bull Centaurs into the shock troops they were always meant to be.

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<div class="post-metadata">

### Author: ![Jasko](https://discourse.chaos-dwarfs.com/user_avatar/discourse.chaos-dwarfs.com/jasko/32/378_2.png) [@Jasko](https://discourse.chaos-dwarfs.com/u/Jasko)
#### Post date: [18 March 2024 13:11 UTC](https://discourse.chaos-dwarfs.com/t/tow-the-big-chaos-dwarf-tactics-compendium/26477/23 "2024-03-18T13:11:51Z")

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Magic Items

Befitting their status as evil forgemasters, Chaos Dwarfs have access to some incredible magic items!

> Please be aware that Black Orc Bosses cannot be equipped with these magic items but have to use the ones from the _Orcs & Goblin Tribes_.

**Magic Weapons**

- **Black Hammer of Hashut:** A very powerful weapon, gives S+2 (but doesn’t have _Strikes Last_!) AP-1 and has flaming attacks with _Multiple Wounds (D3)_. Against _Flammable_ targets that even gets upgraded to _Killing Blow_!

- **Dark Maul:** AP-2 with _Killing Blow_. Target muss pass a strength test after suffering an unsaved wound or immediately suffer another one. Not bad on a Bull Centaur Taur’ruk.

- **Dagger of Malice:** _Hatred (All enemies)_ and _Frenzy_, which cannot be lost. Changes neither the model’s strength nor has it any AP so, unless you’re a Bull Centaur Taur’ruk, it’s only good to scythe through chaff. And Armour is still an issue. Probably better to skip.

- **The Graven Sceptre:** S+1 and you always wound on a 4+ at worst. Only good against high toughness low save models, probably better to skip as well.

**Magic Armour**

- **Armour of Bazherak the Cruel:** Our only access to full-plate armour. Oh, the shame! Also confers _Immune to Psychology_ and _Magic Resistance (-2)_, so it’s really really good. It’s a great item for a BSB in a big unit of Infernal Guard/Ironsworn.

- **The Mask of the Furnace:** +1 to Armour Saves and a 3+ Ward Save against Flaming Attacks is amazing. Very good for a character on foot or mounted on a Lammasu.

**Talismans**

- **Mantle of Stone:** T+1 for I-1. Arguably our best magic item, and it’s even _extremely common_! It’s basically an auto include on as many characters as possible.

- **Hellshard:** D6 S5 AP-1 hits on the unit that killed the bearer. For Hashut! 💥 Plop this on a champion, enter a challenge with an enemy character, blow them up. Now that is a wonderful (cheap) trick.

**Magic Standards**

- **The Lammasu’s Beard:** Now we’re talking! A unit with the banner has a 6+ Ward Save against any attacks (5+ against shooting) and _Magic Resistance (-2)_. Even more, all units within 6" enjoy the 5+ Ward Save against shooting and _Magic Resistance (-1)_.

- **Ashen Banner:** A flat -1 to hit on incoming shooting attacks is super welcome on our elite units that are fairly low in number. Infernal Guard are tough, but the lack of full plate makes them a bit vulnerable to massed shooting.

- **Overseer’s Sigil:** Hobgoblin units in 9" lose the _Levies_ USR, so they can benefit from the General’s _Inspiring Presence_ or a BSB’s _Hold your Ground_ rules. Particularly interesting if you’re playing a Hobgoblin MSU list, since larger Cutthroat units with a Khan are LD10 due to _Horde_ and _Warband_ anyway. Keep in mind that non-_Levies_ units are only protected from panic due to nearby _Levies_ units breaking and fleeing, not if they’re being fled through or the Hobgoblins are destroyed, so the downside of this banner is not even that big.

- **Shroud of the Ancestors:** Unit gains _Hatred (Dwarfs)_. Obviously only interesting when playing Dwarfs.

**Enchanted Items**

- **Daemonic Familiar:** Enemy models in close combat reduce ward and (!) regeneration saves by 1 (minimum 6+). An excellent item against characters and certain armies which heavily rely on ward/regeneration.

- **Breath of Hashut:** Single use (!) S4 AP-2 flaming magical breath weapon. Templates sadly aren’t what they used to be, but this is still a great item for a flying character or a Hobgoblin Khan on Wolf.

- **Obsidian Vembraces:** +1 to strength and _Magic Resistance (1)_ for only 15pts is fantastic. Unfortunately, on a to-hit roll of a natural 1 the item breaks and can no longer be used. The better the model you give it to, the more likely this is going to happen.

**Arcane Items**

- **Daemon Flask:** Single use and 50pts, but all enemy units within the command range (which can be 18", if your general is on Taurus/Lammasu!) must make a panic test. Obviously very powerful against low LD armies, but unless they are below 50% of their starting unit strength, they will only FBIGO. Unfortunately it also triggers in the command sub-phase, so you cannot combine it with _Gathering Darkness_ from Daemonology. Can be game-deciding in the right moment but a lot has to go in your favour before.

- **Vial of Lammasu Blood:** Single use auto-dispell for 40pts. Unfortunately not an _extremely common_ item, but even one can swing a whole battle in the right circumstances.

- **Scroll of Binding:** Single use but an _extremely common_ item for 30pts. Roll 3D6 for your casting (and you don’t discard any dice!), but any double 1s are a miscast. Very effective for getting that one crucial spell through at the right time.

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<div class="post-metadata">

### Author: ![Jasko](https://discourse.chaos-dwarfs.com/user_avatar/discourse.chaos-dwarfs.com/jasko/32/378_2.png) [@Jasko](https://discourse.chaos-dwarfs.com/u/Jasko)
#### Post date: [18 March 2024 13:11 UTC](https://discourse.chaos-dwarfs.com/t/tow-the-big-chaos-dwarf-tactics-compendium/26477/24 "2024-03-18T13:11:59Z")

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Weapons of Zharr-Naggrund

Chaos Dwarfs have interesting equipment outside of magic items, leaving your points allowance for other important stuff.

- **Blood of Hashut:** Use instead of CC attack, works like the old lore of metal: Use the target’s armour save as your to-wound roll. Still needs to hit, so very likely only works on a 4+ (or worse). But or Sorcerer-Prophets and especially Daemonsmiths aren’t exactly the best fighters anyway, so foregoing 2 or 3 mediocre attacks for one which has the chance to really do some damage is not a bad idea. Single use and not cheap but you can have as many as you like.

- **Darkforged Weapons:** (Potentially) useful on characters that will be going into melee. Works with _[Ensorcelled Weapons](https://discourse.chaos-dwarfs.com/t/tow-chaos-dwarf-tactics/26477/22)_ and doesn’t count towards magic items. Skip it on sorcerers that are meant to only be casting, unless you have points to spare.

- **Fireglaive:** Halberds are great, handguns are great. Stick 'em together and you have something even better. Our Infernal Guard don’t have the greatest BS, but the CC benefits are awesome, and the occasional pot shots and stand & shoots are welcome.

- **Hailshot Blunderbuss:** The classic Chaos Dwarfs missile weapon. Very short range with 12" but has _Multiple Shots (D3)_ and _Volley Fire_ and ignores a lot of the to-hit modifiers. Truly devastating against mid-armoured T3 models and strength in numbers against anything else.

- **Naphta Bombs:** Not worth it for characters but may be a small surprise for a unit champion. Don’t expect too much though. Has a [peculiar combination](https://discourse.chaos-dwarfs.com/t/tow-faq-errata-for-chaos-dwarfs/26488) of _Ponderous_ and _Quick Shot_ special rules. Skip unless you have the points to spare.

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<div class="post-metadata">

### Author: ![Jasko](https://discourse.chaos-dwarfs.com/user_avatar/discourse.chaos-dwarfs.com/jasko/32/378_2.png) [@Jasko](https://discourse.chaos-dwarfs.com/u/Jasko)
#### Post date: [18 March 2024 13:12 UTC](https://discourse.chaos-dwarfs.com/t/tow-the-big-chaos-dwarf-tactics-compendium/26477/25 "2024-03-18T13:12:12Z")

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Lore of Hashut

Whether your wizards use [Daemonology, Elementalism or Dark Magic](https://discourse.chaos-dwarfs.com/t/tow-daemonology-elementalism-or-dark-magic/26237), they can swap one of their spells for one of these unique signature spells:

- **Curse of Hashut:** A magic missile targeting a single character (can be in a unit and even in combat, but please be aware that hel’ll benefit from _Look Out Sir!_) in 18". If a toughness test is failed, D3+2 S5 hits no armour or regeneration. Absolutely devastating against T3 (hello Elves) and still decent against T4. Skip if playing against T5 characters. (_tbf, if the toughness test is passed it’s D3 S2 AP- hits_)

- **Ash Storm:** All enemy to-hit rolls within 9" suffer -1. A natural 6 unfortunately is unaffected, would be great against poison. Still a good spell, especially together with the [Ashen Banner](https://discourse.chaos-dwarfs.com/t/tow-chaos-dwarf-tactics/26477/23).

- **Flames of Hashut:** A mediocre assailment spell with D3+1 flaming S4 AP-1 hits. Our wizards aren’t exactly monsters in melee and this spell doesn’t really change that.

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<div class="post-metadata">

### Author: ![Jasko](https://discourse.chaos-dwarfs.com/user_avatar/discourse.chaos-dwarfs.com/jasko/32/378_2.png) [@Jasko](https://discourse.chaos-dwarfs.com/u/Jasko)
#### Post date: [18 March 2024 13:12 UTC](https://discourse.chaos-dwarfs.com/t/tow-the-big-chaos-dwarf-tactics-compendium/26477/26 "2024-03-18T13:12:29Z")

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Allies & Mercenaries

* * *

**Warriors of Chaos**  
An army of Chaos Dwarfs can include up to 25% of its points from the _Warriors of Chaos_ Grand Army list.

* * *

It is important to note that an allied contingent is effectively a small army on its own and follows the same army composition rules desribed in the Grand Army list. It needs its own general and at least one non-character unit. It is also not possible to have characters join units across army lines and neither can benefit from the respective other _Inspiring Presence_ or _Hold Your Ground_. For all other purposes, including Spells and Combat Resolution, they function as one army.  
Given those restrictions and calculating from a 2000pts Chaos Dwarf army list, there are a few units from the Warriors of Chaos which might be interesting for a Chaos Dwarf army.

**Characters**

While a Chaos Lord or Daemon Prince can just about be made possible, not many points would be left to kit them out. And it would be very cheesy. Better skip for truly massive games. For the most part, you have to make due with an Aspiring Champion or Exalted Sorcerer. They are more or less comparable to their Chaos Dwarf counterparts, but can be given Marks of Chaos or Gifts of Chaos for bonusses.

- An Aspiring Champion can be mounted on a Chaos or Gorebeast Chariot, offering some rare tactical options
- Exalted Sorcerers are your only access to Battle Magic, should that be your fancy.

**Core**

Thankfully for the limited points available, the core section already holds the most interesting units for allied forces

- The humble Chaos Warrior does not offer much above and beyond Infernal Guard or Black Orcs, but can have a Mark of Chaos of course. Only use for thematic reasons.
- Chaos Marauders are a step between Hobgoblin Cutthroats and Infernal Guard. They can be taken in units of 5+ and have the _Skirmishers_ formation, opening up interesting tactical variation.
- Forsaken don’t come cheap and have some inbuilt unreliability, but they can be quite effective in the right circumstances. Put them next to Black Orcs so they don’t suffer Impetuousity!
- Chaos Knights fill a niche in your roster as a classic Heavy Cavalry unit. Half the price of a Bull Centaur Render, better armour, lances, can have Marks of Chaos. If you go for allies, this is one of the more interesting units!
- Marauder Horsemen offer an alternative to Hobgoblin Wolf Riders. In many aspects they are identical, but have slightly other special rules and equipment options. If you don’t want to have a Hobgoblin Khan or your rare allowance is already filled, Marauder Horsemen are a good option to fill the core-tax of your allied contingent.
- Chaos Warhounds are a dirt cheap screening unit and don’t have a counterpart in the Chaos Dwarf Grany Army list. Can be given _Vanguard_ and _Poison_, but that gets expensive quickly. Still, they offer something to your army which you usually don’t have, being immediately interesting for an allied contingent.

**Special**

If you don’t overload on characters and core units, you can field one decent unit from the specials section

- Chaos Chosen Warriors / Knights are the elite versions of the base troops. That extra attack, access to Full Plate Armour and 6+ Ward Save really set them apart. Your units of choice if you want to go uber-elite.
- Chaos Ogres / Trolls compete with K’Daai Fireborn and differ only in details. They have that critical third wound which make Fireborn a bit flimsy, but tactically they offer little which you don’t already have.
- Chaos Spawns are an interesting choice for a small screening unit. Their random movement circumvents charge reactions but also makes them a bit unreliable. But they are a good choice if you just want to throw them in your opponent’s way.
- Chaos Chariots work well in an aggressive list, maybe accompanied be some Chaos Knights, an aspiring Champion on Chariot, a Black Orc Bigboss on Chariot, Bull Centaur Renders etc.
- The Chimera always has been a classic lone monster. It has abysmal LD, so make sure it will never have to do any tests unless it’s within a General’s _Inspring Presence_, but other than that it’s still more than capable to take care of war machines, small units or lone characters on its own or lend crucial support to another unit making the charge. Even with all upgrades (always go for all the upgrades!) it fits into a 500pt allied contingent.
- Dragon Ogres are one of the best units in the game. They are an interesting competition for Bull Centaur Renders and differ in a lot of ways. Where Bull Centaur Renders have T5, Dragon Ogres only have T4. But they have better armour, W4 and, most critically, that third attack, all at S5! Dragon Ogres are probably the reason to take allies in the first place. Crucially they can be taken in units of 1+ (which can even be a champion for extra effectiveness), so you can take a single one in a skeleton allied contingent of 168pts.

**Rare**

Unless we’re talking about a very large main force, you won’t have enough points to take anything meaningful from the rare section.

- Gorebeast Chariots fall in the same category as regular Chaos Chariots.
- The Gigantic Spawn of Chaos is a formidable addition to any army but unfortunately priced just above the mark to fit into a 500pts allied contingent. Still, especially with a Mark of Chaos it can absolutely demolish an opponent. A powerful choice for a 2500pts army!
- The Chaos Giant used to be something we could take directly. Now sadly he’s only unlocked starting at a 3200pts army.
- The Dragon Ogre Shaggoth is an absolute beast and would definitely be interesting, if you had the points. With a bit of equipment we’re looking at a minimum 4000pts army though.
- The Warpfire Dragon sadly is out of reach below a 6000pts army.

* * *

**Mercenaries**  
An army of Chaos Dwarfs can include up to 20% of its points from Mercenaries.

* * *

At the beginning of the game you have to roll a D6 for each unit of Mercenaries in your army. On a 2+, the behave normally and are treated as being a regular part of the army. On a roll of 1 you roll on the _Misbehaving Mercenaries table_ (gain stupid or -1 to LD or -1 to M and I or start the battle as ambushers).

- Badlands Ogre Bulls can be an alternative to K’daai Fireborn, but tactically don’t offer much we don’t already have available.

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<div class="post-metadata">

### Author: ![Jasko](https://discourse.chaos-dwarfs.com/user_avatar/discourse.chaos-dwarfs.com/jasko/32/378_2.png) [@Jasko](https://discourse.chaos-dwarfs.com/u/Jasko)
#### Post date: [18 March 2024 13:12 UTC](https://discourse.chaos-dwarfs.com/t/tow-the-big-chaos-dwarf-tactics-compendium/26477/27 "2024-03-18T13:12:41Z")

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Flame, Ash & Smoke Tactics

* * *

_Your match is scheduled, your army list is created and you arrived at the table with your models - now what? Here you will find actual battlefield tactics._

* * *

The Chaos Dwarf Grand Army list offers a varied host of different units that can support almost any playstyle.

**Let them come!**

Let’s face it, Dwarfs are slow. But they are also tough and have a lot of firepower. Lean into your strength, don’t try to force charges that you likely wont get. And nothing is worse than finally getting that charge off only to have a filthy Elf kill you before you coud attack anyway. But that does not mean playing (Chaos) Dwarfs is easy - if you don’t pay attention, you can very much lose the game before the first dice are even cast. Your most important phase is not shooting, it’s deployment! Many of your units are just not fast enough to remedy mistakes made at the start of the game. Have a plan and place your units accordingly.

**Don’t panic!**

Even your basic core troop has LD9. That is more than many armies’ Generals. Not to say that you will never fail a LD test (most likely it will be the most important one), but you have to trust your good LD. Your units will stick around. Your opponent knows that too. Use it!

**Panic!**

Your opponent may not be so lucky though. You have many ways to force panic tests in your opponent’s units. The easiest battle to win is one you don’t have to fight (_uh that’s good, I should have that on a pillow… - Jasko_). And even if they will often only FBIGO, that’s still a way to disrupt your opponent’s strategy, and that’s alway the first step to victory (_Damn, that’s another pillow right there. I’m on a roll, move over Sun Tzu_)

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<div class="post-metadata">

### Author: ![Jasko](https://discourse.chaos-dwarfs.com/user_avatar/discourse.chaos-dwarfs.com/jasko/32/378_2.png) [@Jasko](https://discourse.chaos-dwarfs.com/u/Jasko)
#### Post date: [24 March 2024 16:42 UTC](https://discourse.chaos-dwarfs.com/t/tow-the-big-chaos-dwarf-tactics-compendium/26477/29 "2024-03-24T16:42:28Z")

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The Empire

* * *

_Humans are numerous and their spirit is easily broken. They are lacking in strength and durability, but they are a little smarter than greenskins and still make useful slaves. On your raiding parties throughout the Empire, you might occasionally encounter resistance…_  
_What are things that were especially effective against the Empire? Which things do you need to be careful of?_

* * *

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<div class="post-metadata">

### Author: ![Jasko](https://discourse.chaos-dwarfs.com/user_avatar/discourse.chaos-dwarfs.com/jasko/32/378_2.png) [@Jasko](https://discourse.chaos-dwarfs.com/u/Jasko)
#### Post date: [24 March 2024 16:43 UTC](https://discourse.chaos-dwarfs.com/t/tow-the-big-chaos-dwarf-tactics-compendium/26477/30 "2024-03-24T16:43:02Z")

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Kingdom of Bretonnia

* * *

_There’s another land of men. Most of them cannot read or write, the other ones are all on horses. They don’t have war machines, so that’s a plus…_  
_What are things that were especially effective against Bretonnia? Which things do you need to be careful of?_

* * *

**Strengths**

Lots and lots of heavy cavalry, _First Charge_ and _Counter Charge_. Obviously knights hit very hard, they are well armoured and likely have a ward save from their Blessings of the Lady. The Duke is a formidable fighter and able to kill almost anything in one round of combat, given the right upgrades. On a Royal Pegasus he has 360° 19" charge range, that’s brutal. Same goes for the Pegasus Knights. Be especially careful of those. And Grail Knights.

**Weaknesses**

Peasants are not that good and knigts are expensive. Knights are also not impervious, weight of numbers will drag them down quickly and every dead knight hurts. Especially Grail Knights. The only thing going for the lance formation that it combines rank bonus with a large fighting rank. That’s about it. And the nice thing: _Everyone_ in your fighting rank counts as in base contact. A charge in the flank will blunt the lance, which is just as good as it costs the knights attacks.

**Tactics**

If Knights Errant are on the field, abuse their Impetuousness and redirect them.

---

<div class="post-metadata">

### Author: ![Jasko](https://discourse.chaos-dwarfs.com/user_avatar/discourse.chaos-dwarfs.com/jasko/32/378_2.png) [@Jasko](https://discourse.chaos-dwarfs.com/u/Jasko)
#### Post date: [24 March 2024 16:43 UTC](https://discourse.chaos-dwarfs.com/t/tow-the-big-chaos-dwarf-tactics-compendium/26477/31 "2024-03-24T16:43:15Z")

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Dwarfen Mountain Holds

* * *

_Our lost cousins who still cling to their old faith. You should despise them, but they are not to be underestimated…_  
_What are things that were especially effective against Dwarfs? Which things do you need to be careful of?_

* * *

**Strengths**

Much of what makes Chaos Dwarfs are good army also makes Dwarfs a good army: High toughness, leadership and armour across the board. Dwarfs are hard to shift, many units have a combination of _Stubborn_, _Shieldwall_ and _Drilled_. They don’t look like it, but Dwarfs usually take their strength from the shooting phase. All their missile weapons have S4 or higher and have AP and/or _Armour Bane_. They can bring a host of war machines, which can further be boosted by magic runes and Engineers. Due to their runic system, Dwarfs can build arguably the best (infantry) characters in the game. While Dwarfs have units with _Ambushers_, _Scouts_ and _Vanguard_ (including the highly annoying Gyrocopters), they are largely a more stationary army. Dwarfs excell at taking the charge, where their missile weapons don’t suffer a -1 penalty to hit and their special rules take their full effect. Be especially careful when charging Hammerers or Irondrakes. At least try and don’t charge them in the front arc, since Dwarfs have a few nasty runic standards which can take away **all** of your charge bonusses: No _Impact Hits_, no _First Charge_, no _Choppas_, no initiative bonus, no cavalry spears etc. That’s a rude awakening!

**Weaknesses**

The big one: Magic! Yes, all Dwarf units have at least _Magic Resistance (-1)_ and they have access to straight-up dispel runes, but they are at a massive disadvantage when it comes to wizardly dispels. Their two infantry Runesmiths count only as Level 1/2, so they only have 18" dispel range on top of their meagre 3" movement. And they end up in combat sooner or later where they cannot dispel at all. The Anvil of Doom dispels at level 3 but cannot move at all! It has some powerful bound spells, so if you want to dispel those you’ll have to move into his dispel range too, but if you focus on Enchantment, Coveyance and Vortex spell, you can just stay out of the dispel range and just cast away, and those types of spells don’t even trigger _Magic Resistance_!  
Dwarfs also do not have access to any type of monstrous characters, so that’s something you don’t need to worry about. Dwarf Lords on Shieldbearers can be made quite tough too, but it takes all of their magic items allowance to do so, which leaves them more or less with a simple Great Weapon. They can also be made more punchy, but then they’re not as durable. Unlike armies with access to Dragons and the like, Dwarf characters cannot have both.

**Tactics**

Dwarfs are slow and cumbersome. With the exception of Gyrocopters, their maximum charge range is 9". You need to use this to your advantage and control movement. Dwarfs are vulnerable when charged in flank or rear, use your faster units and _Ambushers/Vanguard/Scout_ accordingly. Sneaky Gits e.g. can take care of war machines. Also keep in mind that overrun does not trigger a charge reaction (i.e. shooting). The worst rune, the one which takes away all charge-related special rules and weapons, thankfully is a Master Rune, so you can only face one unit. Find out which it is! If there are Hammerers or Irondrakes on the board, chances are it’s one of those two.  
Another big thing is magic. You can easily circumvent dispel ranges and use spells which don’t trigger Magic Resistance.

---

<div class="post-metadata">

### Author: ![Jasko](https://discourse.chaos-dwarfs.com/user_avatar/discourse.chaos-dwarfs.com/jasko/32/378_2.png) [@Jasko](https://discourse.chaos-dwarfs.com/u/Jasko)
#### Post date: [24 March 2024 16:43 UTC](https://discourse.chaos-dwarfs.com/t/tow-the-big-chaos-dwarf-tactics-compendium/26477/32 "2024-03-24T16:43:30Z")

</div>

High Elf Realms

* * *

_Only rarely will one of those arrogant Elves be in your way. They easily break like twigs, but their magic is strong and they have dragons…_  
_What are things that were especially effective against High Elves? Which things do you need to be careful of?_

* * *

**Strengths**

Quite a few, actually. High Elves often times will attack first, even if you charged them. And especially their special and rare units hit very hard. High Elves are fast on the battlefield and will likely control movement. Their wizards have access to High Magic with some incredibly powerful spells. The lore has rather high casting values, but all High Elf wizards can re-roll one (1) failed casting attempt per turn. All characters can get a cheap _Regeneration (5+)_ save and they have access to a lot of monstrous mounts, including the mightiest of Dragons. Their basic troops are not extraordinary, but reliable troops and often their humble archers punch above their weight class.

**Weaknesses**

High Elves are the archetypical glass cannons. With the exception of characters on monstrous mounts, the whole army has toughness 3 across the board, making them susceptible to small arms fire and all manner of S3 or S4 attacks.  
Even though it’s [unlikely](https://discourse.chaos-dwarfs.com/t/tow-faq-errata-for-chaos-dwarfs/26488) to snipe a character within a unit, the _Curse of Hashut_ can really ruin the day of some careless lone character.

**Tactics**

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<div class="post-metadata">

### Author: ![Jasko](https://discourse.chaos-dwarfs.com/user_avatar/discourse.chaos-dwarfs.com/jasko/32/378_2.png) [@Jasko](https://discourse.chaos-dwarfs.com/u/Jasko)
#### Post date: [24 March 2024 16:43 UTC](https://discourse.chaos-dwarfs.com/t/tow-the-big-chaos-dwarf-tactics-compendium/26477/33 "2024-03-24T16:43:41Z")

</div>

Wood Elf Realms

* * *

_Hashut is always hungy and the fires of our forges may never fall cold. But fire needs fuel and wood is a good one. Chop down enough trees and these treehuggers will show up to form a drumcircle and put a daisy chain around your neck…_  
_What are things that were especially effective against Wood Elves? Which things do you need to be careful of?_

* * *

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<div class="post-metadata">

### Author: ![Jasko](https://discourse.chaos-dwarfs.com/user_avatar/discourse.chaos-dwarfs.com/jasko/32/378_2.png) [@Jasko](https://discourse.chaos-dwarfs.com/u/Jasko)
#### Post date: [24 March 2024 16:44 UTC](https://discourse.chaos-dwarfs.com/t/tow-the-big-chaos-dwarf-tactics-compendium/26477/34 "2024-03-24T16:44:03Z")

</div>

Orc & Goblin Tribes

* * *

_Sometimes the myriad Orcs & Goblin tribes want to fight before they inevitably live out the last days of their miserable lives in your mines…_  
_What are things that were especially effective against Orcs & Goblins? Which things do you need to be careful of?_

* * *

---

<div class="post-metadata">

### Author: ![Jasko](https://discourse.chaos-dwarfs.com/user_avatar/discourse.chaos-dwarfs.com/jasko/32/378_2.png) [@Jasko](https://discourse.chaos-dwarfs.com/u/Jasko)
#### Post date: [24 March 2024 16:44 UTC](https://discourse.chaos-dwarfs.com/t/tow-the-big-chaos-dwarf-tactics-compendium/26477/35 "2024-03-24T16:44:16Z")

</div>

Warriors of Chaos

* * *

_More often than you’d think the manlings from the north don’t want to pay for the goods and services we provide. Our lost cousins are wrong on many accounts, but they have it right when they demand a contract be served. Only a bad arms dealer gets killed with his own merchandise, but remember we keep the best stuff for ourselves…_  
_What are things that were especially effective against Warriors of Chaos? Which things do you need to be careful of?_

* * *

---

<div class="post-metadata">

### Author: ![Jasko](https://discourse.chaos-dwarfs.com/user_avatar/discourse.chaos-dwarfs.com/jasko/32/378_2.png) [@Jasko](https://discourse.chaos-dwarfs.com/u/Jasko)
#### Post date: [24 March 2024 16:44 UTC](https://discourse.chaos-dwarfs.com/t/tow-the-big-chaos-dwarf-tactics-compendium/26477/36 "2024-03-24T16:44:27Z")

</div>

Beastmen Brayherds

* * *

_When these savages come down the mountains, don’t try and reason with them but put them to the blade. Some make a mockery about our father by looking like giant bulls. Kill them first…_  
_What are things that were especially effective against Beastmen? Which things do you need to be careful of?_

* * *

---

<div class="post-metadata">

### Author: ![Jasko](https://discourse.chaos-dwarfs.com/user_avatar/discourse.chaos-dwarfs.com/jasko/32/378_2.png) [@Jasko](https://discourse.chaos-dwarfs.com/u/Jasko)
#### Post date: [24 March 2024 16:44 UTC](https://discourse.chaos-dwarfs.com/t/tow-the-big-chaos-dwarf-tactics-compendium/26477/37 "2024-03-24T16:44:39Z")

</div>

Tomb Kings of Khemri

* * *

_There’s riches to be found in the desert which can be traded for slaves. Sometimes the dead want it back. Finders keepers, so show them the door…_  
_What are things that were especially effective against Tomb Kings? Which things do you need to be careful of?_

* * *

**Strengths**

Fighting undead armies is always special. First of all, the whole army is immune to psychology, causes fear and is unbreakable/unstable. This is especially sad for Chaos Dwarfs, since so many of our tactics hinge psychology. Of course, the worst thing about undead is their ability to raise fallen models back to life.

**Weaknesses**  
Most individual models in the army are not particularly strong or tough. Their power comes from their Regeneration and ability to be raised from the dead. Both rely on their Hierophant model, and that should be the first one you kill. Unfortunately that model can be a Dragon, though.  
Additionally, the army in large parts is pretty slow, since they usually cannot march.

**Tactics**

You need to disrupt enemy magic and kill the Hierophant asap. You cannot do much against their LD bases resurrection, so if you engage an enemy unit, make sure to overwhelm it with superior force. Every last model has to be killed, lest the unit gets brought back in the upcoming enemy turn.

---

<div class="post-metadata">

### Author: ![Jasko](https://discourse.chaos-dwarfs.com/user_avatar/discourse.chaos-dwarfs.com/jasko/32/378_2.png) [@Jasko](https://discourse.chaos-dwarfs.com/u/Jasko)
#### Post date: [24 March 2024 16:45 UTC](https://discourse.chaos-dwarfs.com/t/tow-the-big-chaos-dwarf-tactics-compendium/26477/38 "2024-03-24T16:45:04Z")

</div>

Daemons of Chaos

* * *

_The denizens of the aether must be properly bound into service. When a ritual fails, you might find yourself facing them in combat. Shame on you for your weakness!_  
_What are things that were especially effective against Daemons of Chaos? Which things do you need to be careful of?_

* * *

---

<div class="post-metadata">

### Author: ![Jasko](https://discourse.chaos-dwarfs.com/user_avatar/discourse.chaos-dwarfs.com/jasko/32/378_2.png) [@Jasko](https://discourse.chaos-dwarfs.com/u/Jasko)
#### Post date: [24 March 2024 16:45 UTC](https://discourse.chaos-dwarfs.com/t/tow-the-big-chaos-dwarf-tactics-compendium/26477/39 "2024-03-24T16:45:13Z")

</div>

Dark Elves

* * *

_Finally, another enlightened race that sees the value in slave labour. Sometimes you can trade with them, as they foolishly prefer humans over greenskins. But why trade greenskins for humans if you can just take both plus the elves that come with them?_  
_What are things that were especially effective against Dark Elves? Which things do you need to be careful of?_

* * *

---

<div class="post-metadata">

### Author: ![Jasko](https://discourse.chaos-dwarfs.com/user_avatar/discourse.chaos-dwarfs.com/jasko/32/378_2.png) [@Jasko](https://discourse.chaos-dwarfs.com/u/Jasko)
#### Post date: [24 March 2024 16:45 UTC](https://discourse.chaos-dwarfs.com/t/tow-the-big-chaos-dwarf-tactics-compendium/26477/40 "2024-03-24T16:45:25Z")

</div>

Lizardmen

* * *

_The larger ones would make exceptionally good slaves if they weren’t so god damn hard to press into service. Not worth it. Just kill them and be done with it._  
_What are things that were especially effective against Lizardmen? Which things do you need to be careful of?_

* * *

---

<div class="post-metadata">

### Author: ![Jasko](https://discourse.chaos-dwarfs.com/user_avatar/discourse.chaos-dwarfs.com/jasko/32/378_2.png) [@Jasko](https://discourse.chaos-dwarfs.com/u/Jasko)
#### Post date: [24 March 2024 16:45 UTC](https://discourse.chaos-dwarfs.com/t/tow-the-big-chaos-dwarf-tactics-compendium/26477/41 "2024-03-24T16:45:35Z")

</div>

Ogre Kingdoms

* * *

_Our neighbours to the east are not easy to subdue, but if it works they are fantastic tools…_  
_What are things that were especially effective against Ogre Kingdoms? Which things do you need to be careful of?_

* * *

**Strengths**

Ogres are unique among the factions in having an army (almost) exclusively made out of _Monstrous Infantry_ units. That means tough individual models and their damage output only decreases in steps and not continuously with every wound inflicted. They hit like a ton of bricks and, thanks to Impact Hits on basically all models, can swipe a front rank at Initiative 10. Their characters on monstrous mounts are especially beefy. The army is pretty fast at M6 for their basic troops and want to be in combat asap. But that doesn’t mean they cannot hurt you in the shooting phase, between Leadbelchers and Ironblasters they can really ruin your day even before close combat started.

**Weaknesses**

As it is so often the case, one of their strengths is also one of their weaknesses: Everyone is a monstrous infantry model, that means they’re having an even lower model count than you do. Access to Gnoblars can remedy this a little, but they are even weaker than Hobgoblins and will easily succumb to low strength attacks.  
While Ogres themselves seem to be very tough, on closer look that’s not even the case: Yes, they all have T4 or higher, but that’s true for many armies, and their armour save is often underwhelming. Another weakness is the Leadership: Only the Tyrant has LD9, often times you can deal with LD8 or even LD7

**Tactics**

Key to beating Ogres is controlling their movement. More than most armies, Ogres depend on getting that charge off. Your redirecting and screening game has to be top notch. Use Hobgoblin Wolf Riders to redirect their hardest hitters and Cutthroats to screen your units for a counter charge. Remember that Impact Hits need a minimum 3" charge distance to trigger, so a single file of cutthroats in front of your units to take the charge will rob Ogres of their most effective strength. Great Weapons on your Infernal Guard and Black Orcs are your best weapon against Ogres, and even Fireglaives can be quite effective. Leave the Magma Cannon at home and invest in Deathshriekers, Dreadquakes and Hell Cannons: The Deathshrieker’s Demolition rockets have Multiple Wounds D6 under the central hole, which is perfect for going after those tough characters on Stonehorn, while their Infernal Incendiaries are great to trigger those panic tests. The Dreadquake also has Multiple Wounds D6 and the Quake ability is perfect in hindering their movement and stop them from making that critical charge. The Hellcannon has S5 and Multiple Wounds D3 under the whole template, which is fantastic against Ogres, and also easily triggers panic tests. You can also use the Iron Daemon to great effect, but you have to make sure to get that charge off.

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