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Post by strutsagget on Feb 22, 2019 16:37:41 GMT
So I will write my thoughts here and elaborate as I try our more units. Please feel free to jump in and discuss.
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Post by strutsagget on Feb 22, 2019 16:58:49 GMT
So after about 10-15 games and still learning these are my thoughts. The great: Prophet Deamonssmith Castellan Kadaii Fireborn Magma Cannon Hobo hero Hobo wolfriders The good Iron daemon Hellcannon Death shrieker Kdaii Fireborn (great against armies with a low amount of chaff and awful against the other) The ok Warriors with hand weapon and shield still overpriced but you need RnF and this is the only option more or less Hobos with HaS or bows Warriors with great weapon, overpriced but decent. Wished shield was an option to not upgrade and gw only costed 2p like for normal dwarfs... Fireglaives are good but just so expensive it's not even close to being priced right. The rest is not tested enough to have an opinion yet 
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Post by knoffles on Feb 22, 2019 19:03:42 GMT
I’ll actually add a counter to this. Chaos dwarf infernal guard with hand weapon and shield cost 120pts for 10 vs normal dwarves similarly equipped are 90pts. For this additional 30pts you get +1 strength, a +1 save (so 3+ vs a 4+ for normal dwarves) and a 5++ Ward vs fire. I would happily pay this for the strength and armour. I’ll add that you hardly ever see dwarves with shields due to the Str 3.
I think where Chaos Dwarves suffer is the lack of flexibility. If you want GWs then they have to keep shields. Ok it helps keep them protected against shooting but means they are 150pts for 10 vs 110pts for standard GW dwarves. In a large unit, that really adds up. And yes I agree that the GW upgrade should be 2pts. 😀
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Post by strutsagget on Feb 22, 2019 19:57:58 GMT
I’ll actually add a counter to this. Chaos dwarf infernal guard with hand weapon and shield cost 120pts for 10 vs normal dwarves similarly equipped are 90pts. For this additional 30pts you get +1 strength, a +1 save (so 3+ vs a 4+ for normal dwarves) and a 5++ Ward vs fire. I would happily pay this for the strength and armour. I’ll add that you hardly ever see dwarves with shields due to the Str 3. I think where Chaos Dwarves suffer is the lack of flexibility. If you want GWs then they have to keep shields. Ok it helps keep them protected against shooting but means they are 150pts for 10 vs 110pts for standard GW dwarves. In a large unit, that really adds up. And yes I agree that the GW upgrade should be 2pts. 😀 The thing is you can with longbeards and they have even better WS and way better rules. The extra strong chaos armor is very nice but it's the only positive army wide rule in the book. Most of the rest of the special rules are negative. No eternal grudge, no shield wall, no resolute. And of top of that a negative resolute... And the option part on adding shields is pretty huge. I would take a 10p gw dwarf warrior over 12p HaS ironsworn any day of the week. Edit: The main problem is there are no real basic warriors in the book. Ironssworn should be compared with more elite units. And the army needs bodies to defend the wm where the great units are. --- I changed my sentence as I looked snappy 
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Post by knoffles on Feb 22, 2019 20:11:38 GMT
That’s a fair comment about warriors but the inflated points cost matches the inflated forge world costs and that’s what you get for turning from the true dwarvish way lol 😉.
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Post by strutsagget on Feb 22, 2019 20:17:56 GMT
That’s a fair comment about warriors but the inflated points cost matches the inflated forge world costs and that’s what you get for turning from the true dwarvish way lol 😉. 😂🤪🤓
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Post by strutsagget on Feb 23, 2019 7:57:31 GMT
Sorcerer-Prophet Great lores, death, hashut, fire and metal. Between T5 and high armor, darkshard weapon and engineer rules. Yes, this is a great sorceress and lord. It better be as there is nothing else to choose 
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Post by strutsagget on Feb 23, 2019 8:00:32 GMT
Daemonsmith-sorcerer Great lores, S5 weapon, and engineer rules. This is also awesome.
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Post by strutsagget on Feb 23, 2019 8:07:43 GMT
Castellan This is the fighting hero. Very though little bugger and you BSB. In low point game you can just add an enchanted shield. Otherwise hammer of hashut and dawn stone or mask of furnace.
Edit: Yes, his rule that makes him and his unit stubborn is one of the reasons he is great.
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Post by strutsagget on Feb 23, 2019 8:27:34 GMT
Kdaii Fireborn The FAQ made these great. I rather play these then their bigger brother the Destroyer. Not having frenzy is positive  Automatic S4 hits, s5 stomp, and 4+ ward. On top of that, your opponent will need to reroll theirs to wounds rolls unless magical. The explain in the faq that you only roll at the start once per game turn on the self-inflicted wounds makes this unit thread through low armour end even better then Trollz.
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Post by grandmasterwang on Feb 26, 2019 9:11:44 GMT
Castellan being stubborn helps make the list. I really like this about them.
Unfortunately the Seige Giant while having an awesome model isn't good for the points as it's unlikely that small arms fire will be used against him anyway due to the toughness so he will be killed with stuff that renders his decent armour save moot. I did kill a Warsphinx with one once but 275 points for something which can be killed relatively easily is a tough ask.
I love the Earthshaker Cannon (mortar) with the ogre giving it 6 wounds. It's faithful to the lore and original iteration. Ogre upgrade for 20points if I recall is a no brainer. Underrated due to the Hellcannon imo. It's a devastating war machine. Can be combined with the Lore of Hashut for Maximum Damage!!
Glad to see the Chaos Dwarfs getting some love. I'll write more later.
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Post by Horace on Feb 26, 2019 9:41:06 GMT
My intended list is Lore of Hashut, dual Earthshakers, Death Rocket, Bull Centaurs and 2 big blocks of Warriors and Blunders. Plus assorted HobGobbos. I don't really know which way I'll go on the Warriors so this is an interesting read!
The Ogre is definitely essential otherwise you only get to shoot every other turn.
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Post by grandmasterwang on Feb 26, 2019 17:01:41 GMT
My intended list is Lore of Hashut, dual Earthshakers, Death Rocket, Bull Centaurs and 2 big blocks of Warriors and Blunders. Plus assorted HobGobbos. I don't really know which way I'll go on the Warriors so this is an interesting read! The Ogre is definitely essential otherwise you only get to shoot every other turn. .....you had me at dual Earthshakers... 
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Post by strutsagget on Feb 26, 2019 17:03:37 GMT
My intended list is Lore of Hashut, dual Earthshakers, Death Rocket, Bull Centaurs and 2 big blocks of Warriors and Blunders. Plus assorted HobGobbos. I don't really know which way I'll go on the Warriors so this is an interesting read! The Ogre is definitely essential otherwise you only get to shoot every other turn. .....you had me at dual Earthshakers...  What rules do you use for earth shakers.
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Post by grandmasterwang on Feb 26, 2019 17:22:59 GMT
.....you had me at dual Earthshakers...  What rules do you use for earth shakers. Forgeworld LOA Dreadquake Mortar rules. The rules are clearly made to suit the oop Earthshaker but with the ogre thrown in to entice people to buy the FW kit. For the Doom Rocket I use the Death Shreiker rules but without the Daemon redirect. As a long time fan I'm really glad that the Legion of Azgorth list and some cool models were released by Forgeworld and that the rules were developed with the oop models in mind.
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