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====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.
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