Kings of War/Tactics/Abyssal Dwarfs: Difference between revisions

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==Army Special Rules==
==Army Special Rules==
*'''Cruel Masters:''' All Abyssal Dwarf units have the Vicious special rule, meaning they re-roll all to damage rolls of 1.
*'''Cruel Masters:''' All Abyssal Dwarf units have the Vicious special rule, meaning they re-roll all to damage rolls of 1.
*'''Mutated Throwing Mastiffs:''' Any unit equipped with mutated throwing mastiffs has a once per game shooting attack with a range of 12 inches. This shooting attack gives you 5 dice that hit on a 4+ and re-roll all failed damage rolls. Any damage caused then grants you the same number of dice to repeat this attack. This process repeats until you don't score any damage or the unit is wiped out.
*'''Mutated Throwing Mastiffs:''' Any unit equipped with mutated throwing mastiffs has a once per game shooting attack with a range of 12 inches. This shooting attack gives you 5 dice that hit on a 4+ and re-roll all failed damage rolls. Any damage caused then grants you the same number of dice to repeat this attack. This process repeats until you don't score any damage.


==Unit Analysis==
==Unit Analysis==

Revision as of 13:12, 1 August 2015

Why Play Abyssal Dwarfs

Abyssal Dwarfs are the Chaos Dwarves of Kings of War. They even got big hats. So if you like big hats, chaos squats, and war engines, this is the army for you.

Army Special Rules

  • Cruel Masters: All Abyssal Dwarf units have the Vicious special rule, meaning they re-roll all to damage rolls of 1.
  • Mutated Throwing Mastiffs: Any unit equipped with mutated throwing mastiffs has a once per game shooting attack with a range of 12 inches. This shooting attack gives you 5 dice that hit on a 4+ and re-roll all failed damage rolls. Any damage caused then grants you the same number of dice to repeat this attack. This process repeats until you don't score any damage.

Unit Analysis

Hero

  • Abyssal Grotesque Champion:
  • Abyssal Halfbreed Champion: The Inspiring cavalry hero for the army. This one also comes with Crushing Strength (3) and Regeneration (5+), making it harder to kill then your infantry equivalent. It also comes with 6 attacks and 8 speed, but like most Inspiring heroes you probably want to keep him behind your larger blocks within the nerve re-roll bubble. It's debatable if you want to save the points and go with the cheaper version or invest in the extra survivability.
  • Ba’su’su the Vile:
  • Brakki Barka:
  • Iron-Caster: Your basic caster. He comes standard with Fireball (6) and Heal (3), although the latter only works on war engines, Immortal Guard, and golems. He can upgrade to get Lightning Bolt (3) and Surge (8) as well. His best use is probably as an engineer to heal your war engines as he also has Inspiring for them. Place him behind and between your war engines and/or Immortal Guard units to maximize his effectiveness.
  • Overmaster: The Inspiring infantry hero for the army. Cheaper by 40 points than the Abyssal Halfbreed Champion, he loses 4 speed, 1 attack, 2 points from Crushing Strength, and Regeneration altogether. Not great, but expected for your budget inspiration. If you take him, keep him behind your infantry blocks as with most heroes to get your nerve re-rolls.
  • Overmaster on Great Abyssal Dragon:
  • Slave Driver:
  • Supreme Iron-Caster on Great Winged Halfbreed: The Mantic equivalent to a Chaos Dwarf on a Taurus. For 85 more points you get a slight buff to nerve, more than double your speed, gain Fly, and upgrade your Inspiring to work on all your units. His spells are larger as well, trading up to Fireball (10) and Heal (4), although the latter still only works on war engines, golems, and Immortal Guard. As before he can also upgrade to Lighting Bolt (3) and Surge (10). Expensive, but if you take him use him in much the same way as you'd use a foot-slogging Iron Caster.

Infantry

  • Abyssal Berserkers:
  • Abyssal Grotesques:
  • Blacksouls: Your basic Abyssal Dwarf infantry unit. Cheaper than the Immortal Guard, more expensive than Slave Orcs. They get the same amount of attacks as Slave Orcs and hit on the same 4+, but on the plus side they have a defence of 5+ instead of 4+. They are also not Yellow-Bellied, which isn't that much better, and have Vicious, which is slightly more relevant. They can take a mutated throwing mastiff for 15 points, a good idea in general, and can switch out their shields for two-handed weapons, dropping to a 4+ defence and gaining Crushing Strength (1).
  • Decimators: Your infantry shooting unit. This is represented by their breath attack and Piercing (1). They cannot take mutated throwing mastiffs or other upgrades, but given that you're shooting with them every turn instead this understandable. A mainstay for any Abyssal Dwarf army.
  • Dragon Fire Team:
  • Gargoyles: Available in troop size only. They hit on a 4+ with a low defence of 3+, but they gain Fly and Regeneration (3+). You want to use this to harass the flanks of smaller enemy units so you don't get wiped out before you can use your Regeneration. Low model count means you're fleeing on an 11, which isn't very high at all, so you need that Regeneration to reduce your total wounds on the unit.
  • Immortal Guard: More elite version of Blacksouls, although they do not have the Elite special rule. They hit on a 3+ and have all the same upgrades as Blacksouls at a cost of 20 more points for a troop and 30 points for a regiment. Coupled with Vicious this means you are hitting with most of your dice. Unfortunately you cannot take a horde or legion of this unit, so you're looking at a smaller, more mobile unit instead of a large horde.
  • Slave Orcs: The cheapest infantry unit in the army. At a reduction of 15 points from a Blacksoul you lose 1 defence and Vicious, while gain Yellow-Bellied and Crushing Strength (1). They are also on 25mm bases, meaning their physical size is slightly bigger than your other infantry. The cheap, expendable unit of the army.

Large Infantry

  • Lesser Obsidian Golems: Large infantry that surprisingly enough isn't quite like their Warhammer Fantasy counterparts. These have Crushing Strength (2) and Shambling. They hit on a 4+ and have a defence of 6+, so they're not taking wounds very easily. They are expensive, however, at 135 points for 3 with only a total of 9 attacks. Your points are better spent on something else.

Cavalry

  • Abyssal Halfbreeds: Your iconic cavalry. For 125 points you get 5 of these guys at troop strength. They come with Crushing Strength (1), Regeneration (5+), and Thunderous Charge (1). They hit on a 3+ and will generally get +2 to their damage rolls with a re-roll on all 1s, making them surprisingly hard hitters, especially with their speed of 8. Solid choice for damage output.
  • Slave Orc Gore Riders:

Monsters

  • Greater Obsidian Golem: The bigger cousin of your large infantry. This one has Crushing Strength (3) due to it's larger size. You get 8 attacks for 160 points with a defence of 6+ like the smaller version. It also flees on an 18+, making it more stable. Not terrible, but you have better choices in your war engines for your points.

War Engines

  • Angkor Heavy Mortar: The biggest war engine in the army. As with the other war engines here, it has Indirect Fire and Reload! This one throws out a single Blast (D6+4) shot with Piercing (3), meaning you're getting between 5 and 10 potential wounds that each get a +3 to their wound rolls. Shooting at 48" like most war engines, it is the best of the bunch for your points.
  • G'rog Mortar:
  • Katsuchan Rocket Launcher: The smaller war engine. Like the other war engines it has Indirect Fire and Reload! With Blast (D3) and Piercing (1) you're not making quite the impact that the heavy mortar makes, but it is also 35 points cheaper. It does get 3 attacks instead of 1, but you're also losing 2 points to Piercing and that Blast (D6+4). Thus you get between 3 and 9 potential wounds with a +1 to their rolls with the rocket launcher, while the heavy mortar puts out 5 to 10 potential wounds with a +3 to their rolls for 35 points more.

Tactics

Tactica here.