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==Unit Analysis and Summary== ===Lords & Heroes=== ====Named Characters==== *'''[[Drazhoath the Ashen]], Prophet of Hashut:''' 570pts. Commander of the Legion of Azgorh and thus the only one with a legit model. Take him, and you can fill your core with Infernal Guard. He comes with +1WS and +1W, both very welcome. He comes with three magic items: The Hellshard Amulet confers a 5++ Ward Save (topping Drazhoath at a comparably mediocre 3+/5++), which inflicts an S2 hit on the attacker upon successfully saving a wound. Nothing to write home about. His Graven Sceptre always wounds at a roll no lower than 4+, regardless of Toughness. It is an OK item, but since you still only wound with S4, your opponent will have a good Armour Save. Cinderbreath, Drazhoath's pet Bale Taurus, not Drazhoath himself, will be bringing the pain in close combat. You definitely cannot just send him into combat with anything and expect success; he is not Karl Franz. His third magic item is pretty sweet, though; the Daemonspite Crucible gives +1 to all casting attempts, a strong casting item, and Should Drazhoath or Cinderbreath (!) kill a wizard in close combat, this increases to +2 (once). This is huge! Wizards are usually not the best fighters (except Chaos and Vampires), so should you see anyone carelessly strolling around the battlefield - go get him! Afterward, you cast with +4! Additionally, Drazhoath and every Chaos Dwarf unit in 12" get +1 to combat resolution, which is very good. ** So, to recap, Drazhoath has the same problems a regular Sorcerer Prophet has: He is not as tough as the Lords from other armies, neither offensively nor defensively. On top, you can kit out a regular Sorcerer Prophet to be a better tank (2+/4++) or have T6 (and therefore be more resistant to the Sorcerer's Curse). On the other hand, Drazhoath has an increased profile, confers a unique combat resolution buff, is a superior caster with the potential to be downright terrifying (Crucible), and Cinderbreath dishes out an S4 breath weapon. Drazhoath costs 570pts which, for a kitted-out Sorcerer-Prophet on Bale Taurus, is actually quite cheap; a naked Level 4 Sorcerer Prophet on (inferior) Bale Taurus starts at 525pts, and you cannot mold him into Drazhoath (''more detailed comparisons with generic Sorcerer-Prophets on the discussion page''). As far as Sorcerer-Prophets on flying monsters go, he is not a bad choice. Still, you should be aware that he will be a valuable target for your opponent (war machines, first and foremost, but also other flying character hunters). He needs a solid battle plan and careful placement. His model is gorgeous and should at least stand in for your Sorcerer Prophet on Taurus, should you decide to field one. *'''[[Zhatan the Black]]:''' 260/425/455pts. A scary Overlord motherfucker who terrifies all greenskins. Hobgoblins in his army won't dare bicker in his presence, and enemy greenskins, hobgoblins, gnoblars are all terrified of him while he hates everything. His weapon is S+2, which instakills the flammable (Making him a dream against Tomb Kings and Treemen), and his amulet makes him immune to all spells and prevents others in Btb contact from contacting him casting any. Great Lord if Leading a Greenskin slave army. *'''[[Astragoth Ironhand]]:''' 300pts. High Priest of Hashut, who's so old that he's cyborgized himself to prevent the curse from killing him. He's a scary ML4 Sorcerer who's so robotic that he's unable to charge or march past his blistering base speed of 6 and can gain 3 additional attacks if his base 3 hit. He's got a nice variety of lores (Hashut, Fire, Death, Metal) to add to his utility and is at least tough enough to withstand a round of combat. At least fills a niche as a decently quick lord (for Dwarfs) while benefiting the most from cover. *'''[[Ghorth the Cruel]]:''' 405/440pts. A conniving Sorcerer-Prophet. He has a weapon that insta-wounds with no saves on a 6 to-hit and has an amulet that gives him a 5++ ward and gives his unit frenzy. He also has the single-use Chalice of Fire, which lets him remove d3 die from the enemy's power/dispel pool. The Frenzy makes him more than welcome in a frontliner mob, though don't expect him to hold up any longer in a fight than the base dorf. *'''[[Rykarth the Unbreakable]]:''' 165pts. Captain of the Immortals, meaning he can only join them and makes them Unbreakable. His special weapon is a great weapon with Piercing(1) and d3 wounds, pretty nightmarish against other heavy-armor units. *'''[[Shar'tor the Executioner]]:''' 255pts. The huge-ass Bull Centaur Taur'ruk hauled over from AoS. As expected, he operates best with a list full of them, as he lets any within 12" re-roll to charge. He's got two tricks in the magic phase: A Bound spell that gives a unit a needed 6++ ward, or he can channel his mask for the chance to deal instantaneous armour-ignoring wounds. Then there's his axe, a beastly thing that lets him double all damage dealt on a 6 to-wound. *'''[[Hothgar the Renegade]]:''' 225pts. Expensive specialist Daemonsmith. His Blackshard armour offers him a 5++ save against magic and flaming attacks while his Hellfire Pistol deals d3 burning S4 shots. His greatest reason to include is his Engineer's ''re-roll one Artillery dice or Scatter dice'' to all War machines you have, so good if running a lot of cannons or want them spread around the board. *'''[[Gorduz Backstabber]]:''' 105pts. The most elite and most treacherous of Hobgoblins. He's unique in that he gets a 4++ ward if he's at his last wound while his weapon is poisoned with KB and piercing 1. A simple force multiplier for a Hobgoblin unit. ====Generic==== '''Note:''' While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army. All Sorcerers have to test Toughness when they Miscast or lose a wound. They can also wear armour. *'''[[Sorcerer-Prophet]]:''' He Your Wizard Lord. Has all the regular Chaos Dwarf stuff, even decibel in the heaviest of armours like a [[Chaos Sorcerer]]. They have access to the Lore of Hashut, Metal, Fire, Shadow, or Death. Works best with Death magic -- LD10 spirit leech, Hell Cannon causing panic tests at -4 LD FTW -- however, the lore of Hashut can be quite effective in static gunline lists with ample artillery. While possessing decent stats, the Sorcerer Prophet is far from a beatstick, though a tooled-up one with Blood of Hashut can melt down heavily armored characters into pools of piss and blood with a little luck. They also get access to 3 different mounts. It is recommended to buy them 2+/4++ saves. With Daemonsmith becoming better, make the most of that Lv 5 and 6 when you add him to your list. *'''Overlord:''' The basic non-casting Lord of the Dwarfs. He's a pretty tough dude with his own loadout of weapons and access to the Great Taurus and Lammasu. If you need a budget Lord so you can load up on other slots, then he's the best bet. He will save you 80 pts and get a decent WS boost, Initiative 4, and +1 attack. *'''[[Despot]]:''' The only BSB choice, so you will need one. He has access to 50 points of magic items and can get a shield even when BSB, so you can protect him easily. With Blackshard armour, T5, and 3 attacks, this hero is tough, so make the most of it. *'''[[Daemonsmith]]:''' 9th has not only empowered Hero-level wizard, but yours is also in charge of the warmachines. Give him the Lore of Fire, keep him at the back next to your war machines to give them rerolls, and use him to throw Fireballs at the enemy. Also Great at buffing gun lines with ''Flaming Sword of Rhuin'', ''Enchanted Blades of Aiban'', ''Plague of Rust'', ''The Withering'', ''Soulblight'', and ''Doom and Darkness''. *'''Bull Centaur Taur'ruk:''' A Centaur hero, he is considered a Monstrous Beast, and his profile is <strike>appalling</strike> appealing for a Hero choice, with 4 Wounds, Strength and Toughness 5 among other things. For 8 points, you can get him to 2+ without magic items. Run with the Bull Centaurs or run solo. *'''[[Hobgoblin Chieftain]]:''' This is the cheapest Hero choice in the army. You can mount him in a Wolf, give him a few upgrades (light armor, bow, shield, and spear) and send him to hunt war machines for little more than 50 points. It can also redirect charges, as HE eagles, or put inside a Hobgoblin unit to benefit from his Ld7. ====Mounts==== *'''[[Great Taurus]]:''' Your principal mount for hitting the enemy hard is a powerful flying monster with flaming attacks and it cannot be wounded by Fire, healing D3 wounds if hit by Fire magic. They also hit everyone in close combat with them automatically with S3 (save the rider). They can upgraded to gain Frenzy & hatred and/or an S4 flaming breath weapon to thin herds. *'''[[Lammasu]]:''' This guy is taken from the Storm of Magic book. Serious magic immunity with Magic Resistance(3) and has a nasty CC aura (all magic weapons aside from the rider's in base contact do not function). Watch as big boss-man Karl Franz goes from being the Teddy Roosevelt of Warhammer to George Bush reading fairy tales to Kindergarteners. It is a Level 1 caster with access to Lore of Fire, Death, or Shadow, so you can get a sorcerer mount for your sorcerer (yo dog). *'''[[Altar of Hashut]]:''' Exclusive to Daemonsmiths. This is your answer to things like the Anvil of Doom, complete with its own bound spells. Your Daemonsmith can roll a die add it to your prayer casting roll at the risk of taking a wound if you roll a 1. Fortunately, these spells all have some great range, so you can happily camp it with some devastators and start going to town. **''Flaming Hide'': Grants a friendly unit within 36" a 6+ Ward and forces those in b2b to take an S3 flaming hit. Grants a modicum of protection to your soldiers. **''Fists of Fire'': Grants a friendly unit within 36" Magical and Flaming attacks as well as re-rolls to wound. If there's one spell you want to sacrifice for, this might be it. **''Shadows of Hashut'': Draws a 36" line from the altar, with all models in the line's path taking an S4 hit. Dangerous, but it's also prone to kill your men as well. *'''[[Giant Wolf]]:''' The only mount option for a Hobgoblin Khan, letting them join wolf Raiders. *'''[[Palanquin]]:''' Exclusive to Sorcerer Prophets, including Ghrorth. This adds 4 WS5 S4 attacks at I2 to your wizard lord. It's the cheapest mount for them. ===Core Units=== '''To fulfill the mandatory bodies quota, you can fill it with a combination of Slow but firm Dwarf or numerous but less reliable greenskin slaves. Chaos Dwarfs core selection is already good, but the real tax needs Chaos Dwarf Warriors and Hobgoblin Warriors for the better units. But you are just fine only filling your minimum core requirement with Devastators and Wolf Raiders. You now have an even larger variety of missile weapons, from blotting out the sun with goblin archers, Steddy Crossbows, or advancing blunderbusses. You even get Weapon teams to spam war machines accompanied by a Dwarf Warrior wall.''' *'''Chaos Dwarf Warriors:''' This unit is the core of your army, given medium armour and the option for great weapons and heavy armour. Also, they can take a tag along with a big gun to double down on that ''"stand your ground and shoot"'' mentality most Dwarfs have. It fills the role as cheap anvils while filling out the core requirements. They are also required to take weapon teams. Spamming min warmachines from the core allowance with the same autonomy and protection as a lone Lone Characters makes Warriors worth spamming now. :'''Weapon Teams''': comes with a Chaos Dwarf Warriors unit like the skaven weapon teams. The blessing they are all now separate from their parents after deployment as they are all Move or Fire. :*'''Inferno Gun:''' Available to Warriors and Devastators. A handheld grapeshot cannon to shred infantry and calvery. :*'''Bazukas:''' A man-portable Rocket launcher. It doles out d6 S6 wounds for more heavy-duty targets from long range. It is guaranteed to explode a monster. :*'''Earthshaker Mortar:''' mini stonethrower at S3. They clear out enemy gobos and fast calv. *'''Devastators:''' Stunties with blunderbusses or crossbows. crossbows are for long-range, while the Blunderbusses are short-range and mobile weapons that burst a staggering amount of shot to the fool that get too close or charge them to the front. *'''Hobgoblin Warriors:''' These guys are small, sneaky. They can be spammed for a relatively low cost, existing so you can spam tons of chap bodies, unlike their traditional Dawi cousins. If not the spamming Hobgoblins, taking one unit is required to grab one goblin and orc slave unit. You can replace them bows for 2 points. They benefit from your General's Inspiring Presence so they can be used as a tarpit. They can see tarpit flanks, but you will get them as volley archers, so the Slaves tarpit instead. *'''Hobgoblin Wolf Raiders:''' Fast Cavalry for Hobgoblins. They are that High-speed Skirmish unit umgak Dwarf players wished they had. They exchange Backstabbers for speed and the ability to add +1 to hit on a turn they charge an enemy's flank or rear but suffer -1 to combat resolution if charged. It can be more fearsome on the charge than Sneaky Gitz, which needs a bigger unit and ongoing combat to be most effective. *'''Goblin Slaves:''' You now have Goblins, in all their elf-fearing glory, as minions with a hobgoblin Overseer in the back. These are handicapped by how many units of hobgoblins your field. They are more disposable than Hobgoblins, even have better gear for the price, half the cost while starting with a shield. Even if you have a dwarf to prevent Animosity tests, the unit may also decimate itself at the start of your turns. Still good chaff, better mass archers than hobs, but bad rolls can still take chunks out of the unit even when the enemy doesn't touch them. *'''Orc Slaves:''' You can now have Orcs in your army, overseen by a hobgoblin in the back. These are handicapped by how many units of hobgoblin warriors you can field. Like in their native army, they ignore Goblin Slaves if they flee. They are the in-between fighters between the cheap and more numerous Hobgoblin and the elites but slower Chaos Dwarf Warrior anvils. They are your shock infantry to win in chaff vs. chaff matchups first round. ===Special Units=== *'''Infernal Guard:''' Careful with what you complain about; dislike how the evil [[Longbeards]] equivalents are restricted by Warrior units, now they got moved to special to no longer compete. These guys have a good profile with S4, Blackshard Armour, and shield. They can replace the shield for Fireglaives (Halberds and 18" Handguns in one weapon). It makes them one of your most brutal walls protecting your artillery while hitting hard at melee or at range. **'''0-1 Infernal Ironsworn:''' another upgrade to a single Infernal Guard unit, getting WS 5 and using Ensorcelled Hand Weapons. They are your evil Ironbreakers to your Immortals. For 3 more points, a model Gets magical attacks, a 1+ save against missile to the front and a constant S5 in melee. Your local handgun and high/wood elf meta will determine how useful this is. *'''[[Immortals (Warhammer Fantasy)|Immortals]]:''' The Evil Hammerers. These are your heavy infantry, each with 2 Great weapon attacks, Blackshard armour, and Stubborn sticking them as walls. They get swings with great weapons to give as hard as they get. Not something you want to engage with. Fighting them is like fighting a mountain [[Rocks fall, everyone dies|while the rocks are falling]]. *'''[[Acolytes of Hashut]]:''' The warrior Fanatics. Do you know how Bretonnians have Grail Reliquae, which have them place the remains of a knight in their unit, or how the Slann sit amid their minders? Now you have that, but now with a buyable petrified Sorcerer in the middle of the ranks. While the unit gets magical attacks and a per-turn bonus of either hatred, KB, or a 6++ ward, buying the sorcerer gives them Fear, +1 to combat resolution, and Magic Resistance 2. Pared this with WS5 and S5 with polearms makes them the [[DPS]] battering ram of your Dawi Zharr troops. The only downside is that mini-shrine costs you 50 pts in addition to other add-ons, so they win their fights despite only wearing Medium armour (I know it feels so nacked ;}. *'''[[Zealot Berzerker]]s:''' The Chaos version of Slayers. These guys get Frenzy, a 5++ ward, immunity to fire, and the option to become skirmishers at no cost. They are the reliable version of Sneaky Gits, being the flanking or vanguard dwarf wall, and can include a magic standard like DREAD, WAR, or ETERNAL FLAME. *'''[[Bull Centaur]]s:''' your Dwarfs cavalry, speed of M7" bull + toughness of Dwarfs. They are well-protected, have at least a 3+ sv regardless of loadout, and hit hard. A step up from wolf. Also, because of how Strength bonus and a single profile cavalry unit work, the deal S5 impact hits while welding Great weapons. *'''Bull Centaur Renders:''' Turns the Dwarftaur into a truer mobile brick wall. Monstrous Cavalry Bull Centaurs can combine Medium Armour with their natural armour to get 2+ base armour. Have 3 attacks, T5, the bonus their troop type gives on top of that save. You can provide them with Great Weapons or additional HtH weapons. They make for excellent flank protection, tarpitting overeager calvery, or, in bigger units, a flank crusher. They can have a magic banner so great for an extra inch of move or classic flaming attacks to hunt down hydras and trolls. *'''[[Black Orc]]s:''' Remember that fluff bit about these guys being Chaos Dwarf experiments? Yeah, now you own them. not green mob cheap, same price range as your other cheap dwarfs, so treat them as such. They have Choppas, their flexible loadout, and immunity to psychology. These bastards are also not subject to animosity and now boost 2 attacks. Utility-wise, black orcs are between the high strength and armor of an immortal and the number of attacks and minor boost to mobile of a Zealot Berzerker. Don't have the same combat resolution power an upgraded ACOLYTES OF HASHUT has. Still, Black Orcs don't need a lot extra (they can't take magic standards) to produce more melee kills than most of your other dwarf infantry and are adaptable to most melee matchups, becoming both hammer and lesser anvil. Also, having Immunity to Psychology makes them immune to a good number of nasty bullshit the enemy could throw. *'''[[K'daai Fireborn]]:''' The opposite rule to Bull Centaur Render, while Bull Centaurs are meant to be a hammer made from an anvil with a stick, K'daai are expensive suicide Monstrous Infantry, running into fights with humanoids to burn them and themselves to death. They look tough with S5, 3W, a faster I4, Fear, inflict automatic S3 Flaming hits to every model in BtB, with non-magical attack loses a point of strength and Deamon Ward save makes them look Deadly with respectable durability. But The Catch is they live on borrowed time from Burning Bright. It only starts after the first turn; on your subsequent turns, you must pass toughness tests (a 33% chance of failing) or lose D3 Wounds. Got it less bad than in 8th, so enemies focus firing them off the board before they incinerate their clanrats is now the leading cause of death for a K'daai. *'''Bull Centaur Chariots:''' 100pts. Each of these has a Bull Centaur push forward, some crazy contraption that automatically hits anything in the front arc but leaves them to fight the sides and rear. **'''Whirlwind:''' A Bull Centaur chariot that deals d6 S5 hits at the start of each round. chops up infantry in front of it. **'''Tenderizer:''' A Bull Centaur chariot that deals d3 S6 hits that deal d3 multi-wounds each round. A Buzzsaw designed to carve up monsters. *'''Sneaky Gitz:''' A special sneaky kind of Hobbo with poison. They can add another rank to fight for each round of combat they're in, making a prolonged fight almost even out. They arrive by ambush, vanguard, or even scout to wound unguarded warmachines and archers with their poison Throwing weapons, then charge to tie them up. Sneaky Gitz lake any protection except that -1 from ranged, so have them only charge guys with bows or double team into someone's flank. *'''Hobgoblin Spear Chukka:''' 30pts. A crude little bolt thrower that can misfire on a 1 to hit. You can grab 2 as a single special choice, let's legally spam 4 to 6 of them in a game. It makes for the cheapest Warmachine you can field, and you probably want to take advantage of that if you are fielding lots of greenskins. *'''[[Iron Daemon War Engine]]:''' 225/255pts. This expensive unit has 2 setups and uses, depending on what upgrades you get it. It's a chariot with Monster stats. Obstacles don't slow it (only water). Iron Daemons cannot wheel on the charge. When the Iron Daemon charges, it moves directly forward, no wheels to maximize, but it "closes the door". :*The first version is the default one. It comes with a Steam Cannonade. This weapon is the bane of Monsters, War Machines, and lone characters up till 18" range, because roll the Artilary Dice for shots, Roll To Hit (no penalty for moving), and To Wound with S5, armour piercing shots. This version deals D6+1 S6 Impact Hits each turn. It's Deadly at all ranges. :*The second version is the Skullcracker upgrade, and it substitutes the Steam Cannonade. It deals 2D6 Impact Hits and stomps and gains +1 To Wound against fortifications and buildings. *'''[[Magma Cannon (Warhammer Fantasy)|Magma Cannon]]''': This cannon makes the Dwarf Flamethrower pale, as it works exactly like one, but better in every aspect. At 140 points, we are looking at the ability to drop Flaming S5 Templates with D3 Multiple wounds at 24" range. Nasty. Take at least one in every game for deathstar-rapey goodness. *'''[[Deathshrieker Rocket Launcher]]:''' This machine comes cheap at 95 points. Gets two Fire Modes. The Deathshrieker Rockets works as a Stone Thrower with a Large Firey Blast, without double strength or multiple wounds, at a base Strength 3. It also alternately launches Demolition Rockets, a normal Flamming Stonethrower with less range. Deathshrieker is better at dealing with infantry blocks, while the Demolition hunt people with more armor, especially the monstrous variety, especially when considering the Daemonsmith's rerolls. ===Rare Units=== *'''[[Dreadquake Mortar]]:''' 110pts. This piece of artillery has both the longest reach in the game and access to a special upgrade, the Slave Ogre. Without it, it is subject to Slow Reload (firing every 2 turns unless a 3+ roll is made). with Ogre upgrade is purchased, the Mortar has T7 and 7 Wounds, making it into a very tough and hard-to-remove unit. It fires like a Stone Thrower, with S5 (10 under the hole), armour piercing with range 12"-72". Any unit that takes a casualty from it has to test for Dangerous Terrain if they wish to move (charging, reforming, everything counts) and hinders the ability to shoot weapons. On the other hand, it's very expensive, so think carefully before taking one (particularly since your Rare slot also includes the K'daai Destroyer). it is still a Stone thrower using a small template, so Extral important compared to your cheaper cannon to have a Smith to calibrate its accuracy, making for an Elite Killer that hinders their usability. *'''[[Hellcannon]]:''' 190pts. same tire of Dreadquake Mortar firepower. It fires as a Daemonic Stone Thrower and forces Panic tests (with -1Ld penalty) on units suffering casualties from it. But don't be fooled, it's also a Monster with a Breaths weapon, where the crew's job is trying to prevent it from chasing brave enemy Light Cavalry, being unable to fire the Stone Thrower that turn. It's even better than the Warriors of Chaos version due to having Daemonsmith's re-rolls. A solid choice. *'''Juggernaut Siege Tower:''' 230pts. A massive motherfucker of a chariot with a 3+ save and Terror and Unbreakable, but don't ever send this thing to punch things. The siege cannon has a monster defense with 10 wounds, but is hits in melee automatically and can't pursue or charge well, but it does have five blunderbusses garrisoned and two S7 d3 wound-inflicting cannons, as well as the angry Bull Centaur, pushing it to fight on the other arcs. Not that it's helping much. It exists as a mobile monster slaying laser pointer like the ones that dominated 8 ed, with the defenses to take hits (with the Spear Chukka in competition with how dirt cheap spamable it is). Declaring a charge with a Tower at max charge range is optimal if you must to proc a flee if they fail the Run for Your Lives! or panic test from the blunderbusses, at a sacrifice of firing the laser pointer. *'''[[Kollossus]]:''' 225pts. A GIANT FUCKING CHAOS DWARF ROBOT. HOLY SHIT. It's got heavy armour and is as strong as a daemon, and if it dies, everyone in b2b eats an S5 explosion. It also has a suite of upgrades to customize it, though each can only be bought once per army unless mentioned otherwise, and each Kollosus can only buy up to two. **Lava Thrower: Want a Breath Weapon that burns and ignores armor? This is yours for 50 points. **Greathammer: This adds +1 Strength. Buy a second for a bonus attack. **Daemon Crystal: Magic Resistance 3. Just in case you fight a caster-heavy army. **High-Powered Engine: Adds +1 M/S/A. **Furnace of Hashut: A Kollossus can trigger this to add +2 M and +d6 attacks, but it eats d6 S6 hits that pass through the armor **Crush: You own an S10 d6 wound stomp attack. **Armoured Plating: Want a 3+ save? This is how for only 5 points, the cheapest of the upgrades. *'''[[Chaos Siege Giant]]:''' 190 pts. Your other option for a monster besides the K'daai Destroyer. It costs only 60pts less but is basically worse in every way. Giants have a random attack system, so you're never quite sure what they will do, which is bad in the first place. It can be quite effective if you roll the right attack against the right opponent, but it can also be a wasted turn. It comes with two upgrades: Runes of Hate lets you re-roll your random attack roll (important) and gives berserk rage (not good, but negligible at LD10) but increases the costs to a solid 225pts - only 50pts away from the Destroyer! Scaling spikes are pretty much useless unless you're in an actual siege (Siege Giant, duh!). Siege Giants compete for your precious rare allowance and are the worst of the choices. Take only if you love giants and/or have your list somehow tailored to it. *'''[[K'daai Destroyer]]:''' 300pts. Remember how we said that this thing deserved a point to its own? We meant it. Extremely fast at 9", Elven Steed territory, slightly slower than Flying unit. Don't get it into combat with: stubborn/unbreakable blocks, and don't let it overrun off the board. Otherwise, this thing will quite happily kill half an army for you, especially with its special upgrades. **''Razor Horns'': You're already a monster, but who'd turn down d6 Impact Hits? **''Gore Blades'': Punish your enemy for their foolishness. If they roll a 1 to hit this guy, they eat an instant S3 hit. **''Brazen Wings'': Fly(7)? S4 Flaming Breath Weapon? Well shit, you just got a dragon! **''Dark Colossus'': 2 extra wounds, just in case you feel like you need them.
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