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==Units== ===Infantry=== *'''[[Chaos_Dwarf_Slaves|Goblin Labourers]]''': The worst of the worst infantry in the game, the only thing they beat is peasant mobs and that should say something, luckily like peasant mobs they're a damn cost-effective meatshield. Have a chorf unit near them and, well, they still ain’t very good but at least they won’t rout immediately. *'''[[Chaos_Dwarf_Slaves|Orc Labourers]]''': Your other trash unit, orc laborers are only good as cannon fodder against heavily armored factions, otherwise goblins are more cost-effective. They're so bad they lose to ''goblins'' (the non-Labourer kind), makes one wonder what the chorfs put their laborers through that make even orcs suck ass at fighting. *'''[[Hobgoblin Warriors|Hobgoblin Cutthroats]]''': Similar to but stronger than the Greenskins' Goblins. Also benefit from Malign Authority and Backstabbers. Because of Contempt you can use them just as disposably as the Labourers. With 140 models they for good tarpitting. *'''[[Sneaky Git|Hobgoblin Sneaky Gits]]''': Stalk, poison precursor ranged attack, poison anti-infantry melee. Has mediocre melee stats and no armor piercing so use them as a cheap sneaky tarpit like night goblins. *'''[[Chaos_Dwarf_Warrior|Chaos Dwarf Warriors]]''': Tier 2 heavy infantry, across the board superior to Dwarf Warriors, but used in essentially the same way. Comes with axe & shield or armour-piercing great weapon options, have silver shields which their honorable cousins still don’t have, this has… led to more than a few popped veins *'''[[Infernal_Guard|Infernal Guard]]''': Tier 3 heavy infantry, comparable to Longbeards. Come in axe & shield or AP great weapon varieties. *'''[[Infernal_Guard|Ironsworn]]''': Heaviest infantry available to the Dawi Zharr. Charge defense vs all and broadly similar stats to Dwarf Ironbreakers, magical & flaming attacks. Like Ironbreakers they get a ranged grenade attack but unlike Ironbreakers this grenade is armour-piercing and will devastate even elite infantry. **'''The Immortals:''' An elite double axe Regiment of Renown which can turn basically any other infantry they face into rump roasts. In particular they don't loose models until they've lost 25% of their HP, so they keep dishing out full damage while the other side has taken a lot of casualties. ===Missiles=== *'''Hobgoblin Archers''': Closely analogous to Greenskin Goblin Archers, but with Flaming Attacks added. Can be surprisingly good if Weakness to Fire is abused (or absolutely useless against Dragons). *'''Chaos Dwarf Blunderbusses''': THE standout member of the present roster, a frontline of Blunderbusses can on it's own rout many armies, and with charge defense vs large even the stuff that reaches them will have a hard time getting through them. Comparable melee stats to Dwarf Warriors, and their ranged weapon does an ungodly amount of damage to anything that enters it's 90 range. Prepare for the possibility of this unit getting nerfed like Ogre Ironbelchers. **'''The Granite Guard''': RoR Infernal Guard with blunderbusses and AP great weapons. They have closer stats to the Fireglaives than the Blunderbusses (as well as a closer pricetag), but they have a few unique tricks. Firstly, they have innate Suppression with their ranged attacks, and if you sit them still for 25 seconds they'll gain +40% range, +15% missile resistance and Expert Charge Defence. Note they're still blunderbusses, even with +40% range you only reach 126 range, but these rock-hard dwarfs can form a solid anchor for your blunderbuss line. Blunderbusses are already lethal, and the -30% speed they inflict on anything they shoot will make it hard for melee units to reach them, and anything that does reach them will have a whole load of AP to deal with. However, they're still short ranged and they will be shot to pieces by anything they can't shoot back. *'''Infernal Guard Fireglaives''': Tier 3 hybrid infantry, with a 145 range repeating rifle. Very capable melee combatants to boot, one of only two Chaos Dwarf units with anti-large. Will lose bad in a 1-to-1 shootout against Blunderbusses but are better at outshooting longer-ranged foes your Blunderbusses can't reach. ===Cavalry=== *'''Hobgoblin Wolf Raiders''': Superior Goblin Wolf Riders. Come in spear & shield and bow varieties, and have the unique ability Cowardly Despoilers granting +25% Weapon Strength when attacking a unit from behind or the flank. *'''Bull Centaur Renders''': A bit like tankier Dragon Ogres. Come in axe & shield, anti-infantry dual axe, and anti-large great weapon varieties, all with armour-piercing. Similar to Blunderbusses, Bull Centaurs with great weapons are absurdly overtuned and will beat practically every other cavalry unit in the game and will likely be hit with the nerf hammer in upcoming patches. They're slow for monstrous cavalry however, and are vulnerable to kiting. ===Monsters=== *'''[[Great Taurus]]''': The basic doom cow and your cheapest monster. It has respectable stats, it flies, it causes terror, it gains physical resistance and reflects melee damage the longer it's in combat. Drop it on a backline and watch it go moo. *'''[[Lammasu]]''': An odd flying monster with some tricks up it sleeves. It has Enfeebling Foe and The Withering as bound spells, which can be useful as the only access to Shadow spells in the roster. Compared with the flying cows, it has far less AP damage, lower melee attack and substantially less charge bonus, but higher melee defence and magical attacks. Besides its spells, the unique feature of the Lammasu is it has an aura that nullifies enemy unit's magical attacks. This would be very useful... if the Chorf's roster actually had any units that relied on high physical resistance to survive. Really, the only non-RoR units that rely on physical resistance are the K'daai, which if you're babysitting, it's better to just stick a Daemonsmith on a Lammasu rather than bring one of these by themselves. *'''[[K%27daai|'K'daai Fireborn]]''': Daemons summoned from the burning depths so they may then be bound into armour and turned into the Dawi-Zharr's brand of Monstrous Infantry. K'daai have a few attributes that make them tricky to use. They gain physical resistance and damage reflection the longer they're in melee, and they're Unbreakable as long as their health is high but as soon as it dips too low they start taking damage from Daemonic Instability. They have an anti-infantry bonus with most of their damage being AP and can buzzsaw through even elite infantry... so long as their health is up. Once it drops the Fireborn die ''fast''. Since they benefit from a Daemonsmith's Hellforged ability they're one of your few units that can be healed but you have to keep an eye on them or they'll be gone as soon as you blink. They suffer a bit from filling the same role as dual weapon Bull centaurs but being far more fragile. *'''[[Bale Taurus]]''': Exactly the same as the Great Taurus but with better stats and the addition of a flaming breath attack. This steak wants ''you'' well done. *'''[[K%27daai|K'daai Destroyer]]''': The big monster from the trailer and the ultimate work of the Chaos Dwarfs, the K'Daai Destroyer is a massive metal-wrought prison for a raging fire daemon, and it is here to rip and tear through your enemy's frontline. Flaming magical attacks with a whopping 680 weapon strength will pulverise any man-sized thing it gets its claws on, and its animations are designed for it to rip through even the most elite infantry in seconds. On top of being Hell-Forged allowing your Daemonsmiths to repair it, it's a Bound Fire Daemon like the Fireborn, it has Blazing Body, and its unique Hellish Frenzy buffs its damage, charge bonus and melee attack while it's above 75% health, although it also has Daemonic Instability which means once that Unbreakable wears off it can die quickly. If you want a giant monster to throw at your enemy, look no further than the K'daai Destroyer. Just keep it away from anti-large monsters. ===Artillery & War Machines=== *'''[[Magma_Cannon_(Warhammer_Fantasy)|Magma Cannon]]''': Single unit anti-infantry fire artillery with a range of 450. Upon hitting something, its projectile makes a fire field on the ground that continuously damages and stuns anything in it, which breaks up a unit's formation on the advance. If the enemy is coming towards you in a big blob, target the front ranks of the blob, the other guys will walk into the fire patch. *'''[[Iron_Daemon_War_Engine|Iron Daemon]]''': Fat single unit, powerful collision attacks and two fat blunderbuss cannons. This and the Skullcracker's primary melee attacks are anti-infantry steam cannons mounted on all sides of the chassis, so this thing can do a lot of damage whether it's sending rounds into the enemy's flanks or rolling straight through it. It's melee attack/defense are mediocre, so it won't perform optimally if you order it into an infantry blob and forget about it. See also: Dreadquake Mortar. *'''[[Hellcannon|Hellcannon]]''': The classic artillery piece using the souls of the damned as homing ammunition. Not much to be said, just the WoC unit returned to their fellow countrydwarfs. Lacks the unique traits of the faction's other machines, and is the only crewed unit on the roster. *'''[[Iron_Daemon_War_Engine|Skullcracker]]''': The dedicated melee counterpart of the Iron Daemon. This thing used to have the same stats as the Iron Daemon only with no ranged attack but after it got buffed it's now a scary remover of armoured infantry. Against factions like Dwarfs or Cathay it will allow you to pierce through the frontline to either get to the ranged unit or open the way for faster forces. Has very low melee defense though, so certainly not a fire and forget unit. Can also pull a Dreadquake Mortar *'''[[Deathshrieker_Rocket_Launcher|Death Shrieker Rocket Launcher]]''': A much killier version of the Empire's Helstorm and Cathay's Fire Rain. 420 range, can fire both anti-infantry airburst rockets and anti-large direct detonation rockets (Two direct hits of the latter will break Queen Bess). Important to note that the anti-large rocket will only ever hit a single entity - shooting it at anything that isn't a single or very low model count unit is hugely inefficient. This is the most specialised of the Chorf's artillery, it loses out in the anti-infantry department to all other options available and the single-fire rocket is lacking in accuracy. It does have an extremely high firing arc that lets it ignore most terrain in between itself and its target; this also makes it one of your better options for artillery duels as it can hide behind terrain and still fire at the enemy. *'''[[Dreadquake_Mortar|Dreadquake Mortar]]''': CHUNKY 380 range mortar. Single hit will cut a lot of unit's model count in half, but the slow speed of the projectile can make it a little situational. The damage number doesn't count the AoE earth tremor effect that persists for a few seconds after the shot lands. While highly inaccurate, a direct hit will decimate all but the most heavily armoured units and it will stop anything in its tracks with its -60% speed debuff. Be careful though, as the Dreadquake doesn't discriminate, and a poorly aimed shot will decimate your frontline as quickly as it'll decimate the enemy's. But that's what your greenskin units are for, ay? Can be taken by itself, or can be pulled into battle by an Iron Daemon or a Skullcracker, for all your war train needs - benefited further by it's 360° firing.
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