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===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.
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