Kings of War/Tactics/Abyssal Dwarfs

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Why Play Abyssal Dwarfs

Abyssal Dwarfs are the Chaos Dwarves of Kings of War. They even got big hats. So if you like big hats, chaos squats, and war engines, this is the army for you.

Army Special Rules

  • Cruel Masters: All Abyssal Dwarf units have the Vicious special rule, meaning they re-roll all to damage rolls of 1.
  • Mutated Throwing Mastiffs: Any unit equipped with mutated throwing mastiffs has a once per game shooting attack with a range of 12 inches. This shooting attack gives you 5 dice that hit on a 4+ and re-roll all failed damage rolls. Any damage caused then grants you the same number of dice to repeat this attack. This process repeats until you don't score any damage or the unit is wiped out.

Unit Analysis

Hero

  • Abyssal Grotesque Champion:
  • Abyssal Halfbreed Champion:
  • Ba’su’su the Vile:
  • Brakki Barka:
  • Iron-Caster:
  • Overmaster:
  • Overmaster on Great Abyssal Dragon:
  • Slave Driver:
  • Supreme Iron-Caster on Great Winged Halfbreed:

Infantry

  • Abyssal Berserkers:
  • Abyssal Grotesques:
  • Blacksouls: Your basic Abyssal Dwarf infantry unit. Cheaper than the Immortal Guard, more expensive than Slave Orcs. They get the same amount of attacks as Slave Orcs and hit on the same 4+, but on the plus side they have a defence of 5+ instead of 4+. They are also not Yellow-Bellied, which isn't that much better, and have Vicious, which is slightly more relevant. They can take a mutated throwing mastiff for 15 points, a good idea in general, and can switch out their shields for two-handed weapons, dropping to a 4+ defence and gaining Crushing Strength (1).
  • Decimators: Your infantry shooting unit. This is represented by their breath attack and Piercing (1). They cannot take mutated throwing mastiffs or other upgrades, but given that you're shooting with them every turn instead this understandable. A mainstay for any Abyssal Dwarf army.
  • Dragon Fire Team:
  • Gargoyles: Available in troop size only. They hit on a 4+ with a low defence of 3+, but they gain Fly and Regeneration (3+). You want to use this to harass the flanks of smaller enemy units so you don't get wiped out before you can use your Regeneration. Low model count means you're fleeing on an 11, which isn't very high at all, so you need that Regeneration to reduce your total wounds on the unit.
  • Immortal Guard: More elite version of Blacksouls, although they do not have the Elite special rule. They hit on a 3+ and have all the same upgrades as Blacksouls at a cost of 20 more points for a troop and 30 points for a regiment. Coupled with Vicious this means you are hitting with most of your dice. Unfortunately you cannot take a horde or legion of this unit, so you're looking at a smaller, more mobile unit instead of a large horde.
  • Slave Orcs: The cheapest infantry unit in the army. At a reduction of 15 points from a Blacksoul you lose 1 defence and Vicious, while gain Yellow-Bellied and Crushing Strength (1). They are also on 25mm bases, meaning their physical size is slightly bigger than your other infantry. The cheap, expendable unit of the army.

Large Infantry

  • Lesser Obsidian Golems:

Cavalry

  • Abyssal Halfbreeds:
  • Slave Orc Gore Riders:

Monsters

  • Greater Obsidian Golem:

War Engines

  • Angkor Heavy Mortar:
  • G'rog Mortar:
  • Katsuchan Rocket Launcher:

Tactics

Tactica here.