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===Core Units=== *'''Infernal Guard:''' This unit is the core of your army. Better than their Dawi hold dwelling cousins, they have a good profile and come with 3+ armour save and a 5+ ward save against flaming attacks, and a regular 6++ parry save due to their shields (not to mention a base Strength of 4). However, such a sweet statline doesn't come cheap, and units between 20 and 25 is usually the way to go. The warriors have additional 3 weapon options, and these really dictate what you do with the unit. **'''Great Weapons''' are a great choice for a hammer/anvil unit. It makes them strike at S6 (with easy access to hatred) and as they are I2 anyway, you're not giving up much to attack last. The only really cost if the loss of the shield, but being T4 with a 4+ makes them pretty durable. As Chaos Dwarfs are only M3, they make a great anvil unit, but your opponent will easily be able to avoid them, unless you force them to come at you (so grab some rockets, mortars or cannons). For the Dawi Zhar lord that wants a combat army... yes please to 24 with great weapons. **'''Fireglaives''' are your 'mid' option. It allows you to fire at a relatively close range, but at S4 with armour piercing, which is nice, and also acts as a halberd in close combat. This is a great choice, the only downside being it's points. You'll want to make sure everyone can fire (so 2 ranks) but the unit is also a combat one (so 4 ranks). This puts it in an awkward spot of doing two things decently but doing neither of them well; if you want you could get your opponent to charge a 2 rank unit, rely on your Ld10 stubborn hero to make sure you stay, and then reform for the next turn of combat but that is a costly maneuver and vulnerable to hero-hunting. On the plus side, they are very effective against flanking units and they'll take charges from traditional warmachine hunters like champs, so if you want them then get a big, steadfast block of Hobgoblins for the center and some warmachines in your backline. **'''Blunderbusses''' are your final option, and they make the unit horrendously expensive, especially as the guns are only really worth their points if you're firing 20 or more. This means you need to be taking units of at least 24 and at 18 points per model that unit get expensive FAST! So why are they good? Easy, 20 models firing D3 shots give you an average of 40 shots that basically ignore all to hit penalties and re-roll to wound. In addition, if you get into combat you keep you shield for that fantastic 3+ 6++. Get these guys in a building, and just delete anyone that comes within 12". All that said, their short range, huge drop off when the unit gets to 19 minis and the humongous points cost means these should be reserved for fun games (and more often than not, left on the shelf). *'''Hobgoblin Cutthroats:''' These guys are small, sneaky, and can be spammed for a relative low cost. They come with Throwing Knives and Light Armour by default. You can give them shields at 0.5 points a piece, so it's recommended as it makes them much harder to kill in combat. You can buy them bows for 1 point, or an additional hand weapon for 0.5, so you have many options available with them. They benefit from your General's Inspiring Presence so they can be used as a tarpit. ::Do note that taking them as-is would not be a stupid idea, since you can use them to screen your Guard to two purposes: A) making them harder to shoot, and B) force-failing enemy charges. If something charges your Hobgoblins and you choose to flee, your Chaos Dwarfs won't give a shit. If that something isn't comfortably within range of your CD's but they are of another Hobgoblin unit, that one can flee too once it's charged, and now your opponent has automatically failed their charge and is stumbling forward, setting themselves up for an easy counter-charge or round of shooting from your dudes. Sneaky, as it should be.
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