Chaos dwarf army book pdf

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Warhammer - 5th Edition - Army Book - Chaos Dwarfs Dwarfs army book 7th pdf - Army Book is a standalone book that requires no other. find all the features that normally go to make up a Warhammer Armies book, including The Chaos Dwarf army lists were originally printed without a Special . This Chaos Dwarf army is completely unofficial and is not endorsed by Games Workshop. view online or download by clicking the army book.

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Warhammer - 5th Edition - Army Book - Chaos Dwarfs - Free download as PDF File .pdf) or read online for free. upon the tabletop battlefields of the Warhammer world. This book allows you to turn your collection of Chaos Dwarfs into a diverse and deadly army, a legion of. A fan-made army book for Chaos Dwarfs for use in Warhammer. For the latest updates, visit

First of all - fuck the infantry with a rusty blade. Remember that as standard - all Artillery in the game is Move or Fire, so cannons hit by Dreadquake's template have to pass the test if want to fire. The resulting salvo can rip through entire units at once, decimating flesh, bone, and steel alike. Fleshy patches of abominable sinew sprout from the dormant machines, malicious leering faces appear about the engines with snapping maws in the guise of barrels and muzzles of sharp fangs, while razor-sharp claws, venom oozing tentacles and other revolting appendages flail about in an absurd fashion. The great siege continued for several decades, until the Chaos Dwarfs returned to Zorn Uzkul. Within the city itself are countless citadels and temples surrounded by thick walls and poisonous moats. In addition to Chaos Dwarf slavery, earthquakes and volcanic eruptions tore the Dark Lands apart.

The most potent wear so-called blackshard armour, forged with hellfire and blood, stronger than mere steel and phenomenally resistant to the effects of fire and heat.

A significant number of troops are armed with firearms, from intricate Wheelock pistols to the heavy, bladed fireglaive repeating guns. But the hailshot blunderbuss - a powerful, short-ranged weapon whose murderous fire is amplified when used in ranked fusillade - is the most common and iconic.

It is though for their war machines that the Chaos Dwarfs have become most infamous and dreaded on the battlefield. Unfettered the usual Dwarf reliance on tradition and resistance to change, they have combined their intellect and sophisticated understanding of steam power and mechanism with the hellish lore of Hashut to produce a nightmarish array of weapons.

These range from cannons that fire burning gouts of magma, to steam-driven reapers, to fortress-shattering mortars and colossal siege engines of glittering brass. The most terrible of these war machines are bound with hungering daemons in their fabric granting them both an unholy semblance of life and unmatched killing power.

The might and bloodlust of these hellforged artefacts cannot be denied and they are perilous even to their masters should their occult bindings shake loose. As a result of their unpredictability and the difficulty of their construction, hell-bound war engines are used and fashioned more sparingly than more conventional although no less deadly designs in the Chaos Dwarf arsenal.

Such weapons are often 'tested' in battle by a pact of alliance with the Chaos Warriors of the north so long as it serves the Dhrath-Zharr's purpose, and it is not uncommon to see small contingents of dreaded Chaos Dwarf war machines amid ranks of war bands and hordes of the Chaos Wastes, lending them their immense destructive power. This has produced a bewildering variety of strange and infernal war-engines, daemon-bound weapons and deadly tools of war, many of which they have long traded for resources and captives to the Chaos-worshipping tribes of the northern wastes, but the greatest of their creations they have jealously guarded for themselves, and so decade after decade their power has grown.

Deep within the Dark Lands, shielded by deadly mountain ranges and set amid desolation and the haunts of monstrous beasts, the empire of the Chaos Dwarfs has faded into legend to many in the Old World, but those famed to confront their implacable black-iron clad armies and savage engines know the truth. The day may yet come when the armies of dread Zharr-Naggrund march forth in force to crush the world beneath their beds. In the creation of arms and diabolical engines of destruction, the Chaos Dwarfs of Zharr-Naggrund have no equal in the world save perhaps for the Skaven of Clan Skryre.

Aside however from the superficial similarity of their desire to create ever more powerful devices, the approach and means to an end for the Chaos Dwarfs and the Skaven could not be further apart. Where the Chaos Dwarfs favour craftsmanship and reliability over mere speed of creation, the Skaven care not for such considerations in favour of raw power and getting the device in operation as quickly as. To this end the Skaven favour the use of the treacherous and potent Warpstone in their works, which while not unknown to the Chaos Dwarfs, they favour the arcane binding of Daemons through the sorcerous lore of Hashut in their most powerful devices instead.

The end result can sometimes be no less dangerous to the Hell-smith or crewman called upon to direct such a weapon, but to the minds of Chaos Dwarfs, such calamity that may result will be caused by the result of weakness or illdiscipline by the operator, or the will of Hashut, rather than chance volatility or shoddy workmanship.

This is not to say that one side has not kept a weather eye on the inventions of the other, or indeed sought to steal their secrets from the wreckage strewn on the battlefield, but such is the idiosyncrasies and inherent dangers in the two entirely alien approaches, that seldom has more than disaster and madness resulted from the attempts on either side. More cataclysmic still is when the war machines and infernal devices of the Chaos Dwarfs and the Skaven meet each other in open battle, as happened during the infamous Nightmare of Drakenmoor in the year by Imperial reckoning.

Such were the terrible arcane forces unleashed between the actinic flashes of the Skaven Lightning Cannon, the howling destruction of the Chaos Dwarfs' hell-furnaced colossus, and the reckless devastating spell-craft unleashed by sorcerers and warlocks of either side, that a tear in the fabric of reality opened up over the battlefield and a howling storm of magic laid waste to both armies.

Daemon-abominations were loosed and nightmare phenomena ravaged the lands a hundred leagues in all directions for almost a year before the arcane tempest at last died away. Both sides claimed victory. Fire burned throughout the lower levels of the Tower of Zharr-Naggrund as screaming Goblinoids plundered the weapon vaults and defiled the halls of the Chaos Dwarf capital. The Black Orc Warboss Morgor strode into the lower Temple of Hashut assessing the devastation wrought by his warrior-turned greenskin thralls.

The place reeked of Goblin stool and burnt Dwarf flesh; all gone unnoticed by Morgor, for the potent Black Orc chieftain had only one thing on his mind.

Morgor had heard when the lower temple fell that one of the High Priests had been inside. All the other Chaos Dwarfs had been gutted, their beards scalped, and slain, but the vicious Black Orc Warboss wanted the priest for himself.

Morgor looked up at the dais of the altar to find the once exalted High Priest of Hashut, Gharzak, shackled to the unyielding leg of a bronze statue in the shape of winged bull, and squirming like a worm. Morgor smiled. He had waited a long time for such an opportunity, for one of the mighty High Priest to grovel before him.

The massive Black Orc slowly strode up the steps of the dais with a nasty Orcish grin. Decades of labour and abuse from the Chaos Dwarf slavers had built up an uncontainable rage within the Black Orcs who already possessed a menacing disposition to begin with.

The Black Orc seized Gharzak by his throat, lifting him high into the air, while snapping the shackles attached to the bronze bull. The High Priest flailed his stout limbs, those that had not yet been turned to stone, in a wild manner. Da forces of Gork and Mork willed us into being, not youz!

The High Priest grimaced with great agony. The High Priest looked on with surprise and glee as the Black Orc slid from the sword tip and fell to the ground, nothing more then a husk of dead Orc.

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The Hobgoblin snickered and grinned while licking the dark Orc blood from his blade. It is a saga of a great and hardy people whose nobility would become warped into utter malice, and whose stubborn refusal to die would lead them down a dark and bitter path to damnation.

There are a great many stories about the creation of this race. Most conflict and others are outright lies. There is one thread that seems to stand out from the rest. According to this particular legend, shortly after the Great Catastrophe, the Old World was suffused with magic, and born from this loosed energy were Daemons and other vile creations from the Realm of Chaos.

The High Elves of Ulthuan would valiantly contain this energy, but the damage was done, and the world was forever changed. In the aftermath, Dwarfs experimented with sorcery despite their innate inability to harness the Winds of Magic. Instead of trying to cast spells in the ways of the Elf Wizards, they sought to bind them into images and symbols called runes. Two positions immediately resulted. One group felt this road would lead to their doom, and the other craved the power it promised.

Resentment bloomed and tempers rose, but despite their differences, they were one people, bound by their common heritage. To alleviate the tensions, those Dwarfs who pushed the limits of the newly developing Rune magic travelled north, seeking out new lodes of gold, gemstones, and other precious metals, whilst the rest remained behind to proceed more carefully. These explorers included some of the most talented blacksmiths of all the Dwarf Realms, and they travelled north until, one day, they broke through the other side of the mountains and spied a land scarred and littered with chunks of obsidian, iron ore, and more.

It was apparent to all that this place harboured some great and ancient evil, and so many turned away, continuing their journey north. However, some remained, seduced by the wealth they stood to gain from this blighted place.

They named this new land Zorn Uzkul, the Great Skull Land, and claimed it for their own, building a great mountain hold called Karak Vlag, the Isolated Hold, to guard the place. As the years passed, the Dwarfs sent scouts across the Greenskin-infested badlands, heading for the Mountains of Mourn to explore their fiery peaks. Along the way, they found broken weapons, old war machines, and massive chunks of obsidian, to say nothing of the boulders that shone with the streaks of gold they contained.

When they arrived at the distant mountains, they found them rich with precious metals and gemstones. They built a fort in the open badlands they had dubbed the Plain of Zharr, and sent forth expeditions to mine the lodes from the stone.

Despite the forlorn landscape, and poisonous fumes spewing from the sinister peaks, it seemed the Dwarfs were right to come here, as their hauls were incredibly rich. Soon, Karak Vlag was famed throughout the Dwarf Realms for its wealth and mighty feats of engineering. The Great Eye of Chaos opened and spread its inky darkness south. At its vanguard rode the Tong, the vilest of all Chaos Marauders.

The Dwarfs fled to their forts and holds, and sent pleas for aid to their kin in the southern holds, but no help came. Soon, the darkness swept over them, cutting them off entirely.

Alone, and facing extinction, the Dwarf Runesmiths had a possible answer. Using magical techniques they claimed to have mastered through studying the magical-resistant obsidian, they called out to the void for help.

This time their pleas for aid were answered, but help would come at a heavy cost. The Dwarfs had. For hundreds of years the Dwarf colony of Zorn Uzkul prospered, trading new minerals and resources with their kin in the mountains. Such was the success of the Dwarfs of Zorn Uzkul and the greedy nature of the Dwarfs to obtain greater wealth and resources that other clans of Dwarfs began to set out on their own expeditions into the unknown.

Some of these Dwarfs travelled further north into the great polar region, while others journeyed further east deep into the volcanic Dark Lands and beyond. All of these new Dwarf. However, the Chaos Dwarfs, which is what they now were, realised they were too few to build all that Hashut demanded. The Chaos Dwarfs therefore enslaved a multitude of Orcs, Goblins, Hobgoblins, and Human steppe nomads to work the mines, sacrificing the weak and injured to Hashut. The basis of Chaos Dwarf society was now established.

Eventually, the depredations of the Chaos Dwarfs forced two massive migrations. The nomadic Human tribes of the Steppes were the first to move westward through the high passes of the Worlds Edge Mountains, and into the forested lands of the northern Old World. Then, so Chaos Dwarfs claim, Hashut, the Father of Darkness, rescued his new children, and whisked them away from danger. When the other Dwarfs finally fought their way north through the Hordes of Chaos, they could find no trace of Karak Vlag.

The entire stronghold had disappeared, as if it had never existed. Diminished, the Dwarfs survived, but they were changed, altered in mind and spirit. As they had promised, the Runesmiths became their people's new Priesthood, their Sorcerer-Prophets, and soon wrested control over their new society, dominating the other Dwarfs through their might with magic.

Their first edict was to construct the great city of Zharr-Naggrund, the City of Fire and Desolation. At the centre, they planned a massive obsidian tower shaped like a ziggurat, and at its top they would erect a great altar to Hashut. Not even they themselves know the full saga of the dark times of their Origins, save for that they were almost utterly destroyed, and it was only by their stubborn refusal to surrender in the face of unspeakable horror and death that they endured endured and came to know a new patron god, Hashut, Father of Darkness.

Slowly they began to increase again in number and restore themselves in power and dark majesty, now barely recognisable from what they had been before. The greenskin tribes of the Dark Lands had suffered dramatically from a combination of disasters.

In addition to Chaos Dwarf slavery, earthquakes and volcanic eruptions tore the Dark Lands apart. The greenskins were equipped with armour and weapons manufactured by the Chaos Dwarf smiths, or crude copies made by greenskin artisans.

However, these sturdy instruments of war bore no resemblance to the items that the Chaos Dwarfs forged for themselves. So the Imperial Dwarfs of Karaz Ankor remained ignorant of the Chaos Dwarfs' existence; the Chaos Dwarfs, on the other hand, were already plotting the downfall of their western kin.

The Orc and Goblin migration caused considerable damage to the realm of Karaz Ankor, but it was the second wave, influenced in part by the Chaos Dwarfs from afar, that overran the Imperial Dwarf settlements in the eastern Worlds Edge Mountains. The Imperial Dwarfs no longer presented the remotest threat to their corrupt brethren. In addition, the wars in the Worlds Edge Mountains brought a new source of slaves to the mines of the Chaos Dwarfs: The Ratmen had emerged from the depths of the mountains to plague the Orcs and Goblins as they did the Imperial Dwarfs.

The greenskins were eager to capitalize on this new source of trade with the Chaos Dwarfs, and many Skaven found themselves led to their doom in the mines of Zharr-Naggrund. Large expeditions were sent into the Dark Lands, a vast expanse of barren wastelands, dominated by massive, smoking volcanoes.

Pools of bubbling magma, pits of black tar, choking clouds of filth and piles of Goblin stool pollute these insufferable lands. Filled with tribes of barbarous Goblinoids and other things more foul, the Dark Lands is a realm devoid of tranquillity and any form of beauty or harmony of nature. While the land lacks in vegetation, it is a realm of vast minerals, sulphur, tar and oil, as well as sapphires, silver and gold.

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As a result the Dark Lands appealed to the Chaos Dwarfs being rich in resources, a quality in particular cherished by all Dwarfs. As the Chaos Dwarfs pushed further into the Dark Lands, marauding tribes of Orcs and Goblins constantly assaulted their armies and caravans. The High Priests used their new knowledge of sorcery to manipulate the fiery energies of the volcanic realm, blasting the Goblinoids with hails of fire and huge conflagrations of magical flame.

With their holdings in the Mountains of Mourn and the Plain of Zharrduk secured, the Chaos Dwarfs set about defiling the earth of its bounty. Huge pits were dug to store the black, sticky tar that percolated up from the ground.

Great slag-heaps and huge mounds of coal dotted the landscape, fouling the earth and water with the poisons that seeped from them. Smoke and ash from furnaces and active volcanoes filled the air with clouds of choking, toxic vapours. Within a few generations, the Chaos Dwarfs so polluted their land that nothing could grow in the dim light and the choking air, apart from a few straggly black thorns. The native Greenskins proved unreliable and treacherous.

Fights among the squabbling greenskin slaves — and the occasional full-scale slave revolt — caused inexcusable delays to production. In their frustration, the SorcererProphets instituted a breeding programme to develop a race of stronger and less quarrelsome Orcs. So, the Chaos Dwarf Sorcerers, experimented with their Greenskin slaves and bred a new race of reliable Orc, which they called Black Orcs — larger, stronger, and more disciplined.

The Black Orcs were also more cunning and dangerous than their wilder forebears — a fact that was to lead to near disaster. As time went on, the Council began to see the error of their scheme.

Being much more independently minded and not prone to petty squabbling, the Black Orcs made for perfect leaders amongst their greenskins cousins. Where trivial rivalry and animosity had always kept the Goblinoid thralls in check, the Black Orcs began to organize rebellion, leading the other Orcs and Goblins in huge revolts.

Many of these insurrections had left entire Chaos Dwarf fortresses in ruin and soon their Black Orcs creations were simply too dangerous to be allowed to exist. Within mere hours the lower levels of the ziggurat had been completely overrun by greenskins. Even the Hobgoblins, who had enjoyed a comparatively privileged position as overseers, joined in the slaughter of their Chaos Dwarf masters.

Battle raged throughout the mines, and boiled up into the lower tier of ZharrNaggrund itself. The Immortals fought viciously for every step on every level of the tower, but the Orc and. Goblin hordes were simply too vast. While thousands of greenskins were slaughtered by the SorcererProphets and their followers, their numbers were too many — and the Chaos Dwarfs too few — for the tide of the revolt to be stemmed. Just as all seemed lost the Hobgoblins switched sides, hoping to regain the favour of their masters.

The traitorous Hobgoblins struck their fellow greenskins in their rear, felling Orcs with daggers in their backs and mowing down Orcs of Goblins with large volleys of arrows. The backstabbing Goblinoids provided much needed reinforcements for the Chaos Dwarf Warriors who fought vigorously for the survival of their empire.

The Chaos Dwarfs struck with renewed vigour and their dark powers broke the rebellion, the altars of Hashut smoking with countless sacrifices. In the end the greenskin rebellion was squashed and the Black Orcs nearly completely annihilated by their cruel creators.

It was only through the aid of the Hobgoblins that the Chaos Dwarfs were not wiped out entirely. So, the Chaos Dwarfs reluctantly allied with local tribes of Hobgoblins to further their cause. The Hobgoblins were rewarded for their loyalty and promoted to taskmasters and overseers of the other Goblinoid thralls, who hold bitter resentment towards the distant kin to this day.

But, even with this expanded labour Force, the Chaos Dwarfs were unable to complete their construction without the aid of slaves. They sent Hobgoblins to raid the Silver Road and bring supplies and victims back to. Zharr Naggrund. But, even this was not enough. Thus, the Chaos Dwarfs began trading with the savage Humans of the north, a relationship that has lasted to this day.

In exchange for slaves, the Chaos Dwarfs still toil in their forges to spawn new and horrible creations for their Human allies. In time, the Chaos Dwarfs started expanding their borders southward. Gorgoth became the Chaos Dwarfs' furthest outpost, proving to be particularly rich in minerals and ore but the Sorcerer-Prophets realised that their race was spread too thin to protect their borderlands. For centuries, fiercely independent nomadic Hobgoblin tribes lived in the Steppes just north and east of the Mountains of Mourn.

Still, the Chaos Dwarfs needed allies after the rebellion so they entered into an alliance. This arrangement essentially created what would become the Hobgoblin Hegemony, a buffer state from the Chaos Dwarf perspective.

Moreover, the Chaos Dwarfs reached treaty agreement with the neighbouring Ogre Kingdoms. An annual tribute of weapons and spent and deceased slaves are passed to the large humanoids in order to satisfy their varied diets in return for non-aggression and newly-captured slaves. With this new era of stability established, the Chaos Dwarfs continued to expand.

But two fateful events prevented them from achieving their dream of further conquests. A little over a thousand years after Sigmar's reign the Black Plague that had devastated the Empire found its way into the Dark Lands, spreading to the Chaos Dwarfs.

It took several centuries for the Chaos Dwarf population to recover — though low birth-rates prevented the population from reaching its former level — when another calamity struck. Large numbers of slaves had died in the mines beneath Zharr-Naggrund in the millennia of its existence, and the Chaos Dwarfs let the corpses rot where they fell.

Their indifference was nearly their undoing. On the. The Chaos Dwarfs and their allies were nearly overwhelmed. As in the earlier Black Orc rebellion, the Chaos Dwarfs were driven back to the upper tiers of Zharr-Naggrund, with the loss of many lives. Only the intervention of the Sorcerer-Prophets and the coming of dawn saved the Chaos Dwarfs from obliteration. From this experience, the bodies of slaves are now either tossed into lava pits or pools of highly toxic wastes.

Some are even dismembered and sent to the Ogre Kingdoms as foodstuff rancid meat being considered a delicacy among the monstrosities. The waters of the River Ruin began to run low, and it was no longer able to cool the huge Chaos Dwarf forges to power the steam-driven engines. Troops sent to scout the headwaters did not return, and the Sorcerer-Prophets read disturbing portents in the entrails of sacrificed slaves. As Praag fell in the west, a vast Khornate army besieged Zharr-Naggrund.

Battles raged across the Plain of Zharrduk as Chaos Dwarfs from other mines and factories came to the aid of the obsidian ziggurat.

The Chaos Dwarfs unleashed their fearsome war machines upon the Blood God's ravening horde. The slaughter continued for two years, with neither weather nor weariness lessening its desperate intensity. Then, abruptly, the borders of the Chaos Wastes retreated to the north, and the Khornate army weakened. In one final surge, the Chaos Dwarfs were able to break the siege and obliterate their foe.

Victory was once again theirs — but again at a terrible price, for the Chaos Dwarf race was decimated. At the great river crossing over which, like an obsidian dagger thrust into the burning, smokeladened skies, the Black Fortress of the Chaos Dwarfs stood sentinel, was the only place a force as large and unwieldy as Tamurkhan's horde might cross into the Dark Lands for many leagues.

Lord Drazhoath the Ashen, master of the Black Fortress had drawn up his army. Here Tamurkhan's thousands were matched with rank after rank of compact regimented figures encased from head to toe in thick ornate armour woven from smouldering steel scales and thick blackened plates; brutal blades and strange ornate weapons beating a deadly rhythm in unison against brazen shields. All throughout their lines were batteries of nightmarish war engines, daemon fused cannon and gaping-mouthed mortars.

At the flanks great mobs of Hobgoblin slave. Tamurkhan knew that he had the power and might to force the crossing, even against the legendary wrath of the Chaos Dwarfs of Zharr Naggrund, the sheer fury and monstrous power of the horde would see to that, but the cost would be high indeed.

Warhammer - 5th Edition - Army Book - Chaos Dwarfs

As for the commander of the defending force, Drazhoath knew that he faced a battle of a kind unwitnessed in the land of Zharr since time immemorial and his reason calculated the odds poorly in his favour. Though death and destruction were inevitable, he would not disgrace the Chaos Dwarfs of Zharr nor sell cheaply the legacy of Hashut, his Father in Darkness.

Each perhaps had the echo of some other outcome of the confrontation than mutual destruction in mind from the start, but first both pride and the desires of the Dark Gods must be borne.

There would be blood. For many hours the tide of Chaos crashed upon the army of the lords of Hashut. In wave after wave it advanced upon the thin line of Chaos Dwarfs only to be beaten back under a hail of arrows and gunfire. Strange missiles leapt from the Chaos Dwarf ranks and fell upon their enemies with great resounding crashes like thunder. Warriors and beasts were blown into so many pieces of shredded flash and mangled iron or burned, the flames charring their flesh even under the waters of the black River Ruin.

Yet, like the tide, the army of Tamurkhan came on relentlessly. As one warrior fell another stepped into his place and soon by storm and winged beast the supply trains oldie army of Zharr began to come under attack from above. Rottingwing corpse-vultures and daemon-furies struck from the skies, while sorcerous lightning arced down to burn and blast, causing powder kegs to erupt in lethal fireballs incinerating all around them.

The dragon-rider Orbbal Vipergut led the aerial assault behind the Chaos Dwarf lines, scattering Hobgoblin caravan guards and butchering screaming slaves bound in their tracts and unable to lee. Soon enough however, the Chaos Dwarfs' guns slowed and many were struck silent, their ammunition and powder spent. Of course some sacrifice had been necessary: That the path to glory was awash with blood no one would ever deny. Drazhoath the Ashen was neither fool, nor inexperienced as a general, and saw immediately the peril his forces were in.

Swiftly he commanded a detachment of his Infernal Guard to hold the line until slain and ordered his fellow Daemonsmiths to work with fear and mind-clouding magics to hurl the Hobgoblin slave-soldiers at their command into the teeth of the foe to delay them while the greater and more valuable Chaos Dwarf force and its engines of war sought a retreat. The plan however did not survive the charge of the ground-shaking war mammoths across the causeway, and even the Infernal Guard could not hold back such a weight of muscle and fury and rise centre of the line on the far bank was shattered id the huge beasts' first mighty assault.

The retreat became a disarrayed rout, as the weapons of the Kurgan fell mercilessly upon the Orcs and Hobgoblins who made up the greatest part of the slave army, and many more of the cowardly creatures died in the rush to escape as the panicked Hobgoblins fought and clawed over each other in their eagerness to flee.

Those not trampled to death by their comrades were simply buried and suffocated in the press. Isolated blocks of Chaos Dwarfs stood their ground rather than face the ignominy of being cut down in flight, both at their war machines and in defensive squares of steel-shod warriors.

They fought savagely and bravely, but they stood little chance as the horde washed over them. Slowly the horde regrouped to renew the attack, and this time the Dolgan war mammoths were to lead the assault, and behind them heavily armoured Chaos knights and warriors were taking up key positions before the foe.

The morning's battle had simply been a preliminary attempt to draw the enemy's fire. The Chaos Dwarfs had unknowingly wasted their cannons and powder on the most expendable parts of the horde:. But his wicked heart leapt as he thought of the legendary riches of the west, of iron and stone and gemstones, of the plunder of slaves, of gold and flesh and blood. But most of all the lore he might glean. For many years now stories had reached the dark empire of the Chaos Dwarfs of the powerful battle magic and war - engines that had risen in the human lands of the west — tales spoken of by caravan-masters seeking to curry favour and confessions extorted under torture from captives and freshly bought slave stock.

No doubt was in Drazhoath's mind that these purely human creations would prove inferior to the craftsmanship of the Daemonsmiths of Zharr, but there would be great merit in their measuring. Should he lead an expedition and match the might of his legion against the humans of the west in victory and take their secrets for his own, then among Hashut's dark priesthood his star would rise anew, and so the flames of glory to come were fanned in Drazhoath's cold and spiteful breast.

None of this reasoning the lord of the Black Fortress allowed to slip before the baleful Chaos Sorcerer before him. Drazhoath would ensure the bargaining would prove long and arduous before at last a pact was sealed.

It was Sayl the Faithless, he of the twisted flesh and serpent's tongue, that was chosen as emissary in Tamurkhan's stead to deliver his word to the Chaos Dwarfs, now holed-up in their near-impregnable fortress — a great hollowed-out and sculpted mountain surrounded by cinder-pits where molten magma flowed like water at the whim of its masters.

Tamurkhan's message to the Chaos Dwarf Lord was thus: Would you Lord Drazhoath, perish knowing that your land will be despoiled and your fortress plundered?

By all witness of the Dark Gods you have fought with honour and brought glory to thy Master — now yield without shame. Our war is not with the Lords of Hashut but with the lands of Men.

Join us, grant us the blessing of steel and thy fell arts of war, and the spoils of victory shall fall to all alike. As it has been before between the Kurgan and the sons of Zharr, let it be again and a pact struck between us.

Although the decline of their population has lessened since the Chaos Incursion of , the Chaos Dwarfs are still fewer in number than at any time. Despite the fact that they are a dying race, the power of their Sorcerer-Prophets and the prowess of their warriors ensure the dominance of the Chaos Dwarfs throughout most of the Dark Lands. Still, there is some speculation among the few who know of their existence that they may well become extinct in the next several hundred years.

The Chaos Dwarf demand for slaves remains insatiable, though they are wary of any new slave rebellions. A repeat of the revolt on the scale of the one led by the Black Orcs would surely cripple, if not end, the Chaos Dwarfs and their Empire. Though brutally suppressed, a recent uprising in Uzkulak exemplifies the danger to the Chaos Dwarfs' way of life. Chaos Dwarf slaving bands have recently expanded their operations to include the Worlds Edge Mountains and the western foothills.

In many cases, the Chaos Dwarfs employ a number of agents to lure the unwary into forced servitude. Additionally, the Chaos Dwarfs have cemented a trade arrangement with the Hobgobla-Khan whereby the masters of the Dark Lands would supply the Steppe Hobgoblins with higher quality arms and armour to stave off the encroachment of the Dolgan tribes and the remnants of other wild Human tribes roaming the steppes in exchange for the slaves captured from the Wheatland colonies and caravans on the Silk Road.

Knowing the Chaos Dwarf preference for Human and Dwarf slaves, the Steppe Hobgoblins extracted a heavy price from the Chaos Dwarfs and use their gains to. Strangers to any of these regions may find themselves set upon by the inhabitants and traded to the Steppe Hobgoblins. If not for the decimation of the Orc horde that followed Grimgor Ironhide into The Empire, the greenskins might well turn their attention to their erstwhile trading partners. In recent years, the Sorcerer-Prophets detected ominous signs in the entrails of sacrificial victims as well as the increase in activities of the wild Human tribes of the steppes.

These portents indicated that changes were coming, none of which boded well for the Chaos Dwarfs if they grew too careless. The Sorcerers of House Blackhand had long preferred to enslave Daemons captured in battle rather than summoned into their hellforges, believing that such creatures, already given the taste of blood, prove more vicious and powerful.

House Blackhand had enjoyed a long and fruitful relationship with Hothgar Daemonbane, and provided many of the Daemons bound into the engines that he constructed and eventually sold to Archaon the Everchosen. It is even rumoured that Krunngar was part of the delegation with Rykarth that brokered the original deal with the Lord of the End Times.

When Archaon marched to war, Krunngar went so far as to provide him with Chaos Dwarf troops and, in what some in Zharr-Naggrund considered a fit of sudden madness, joined them too. He was never heard from again. However, his sons succeeded him and, though House Blackhand was now without a Sorcerer Lord to lead it, they had other resources. House Blackhand's lust for fresh Daemons to enslave had for generations led to them contributing their Warriors to the so-called Embersworn Clans.

These elite Chaos Dwarf Warriors specialise in hunting Daemons, travelling many hundreds of leagues in search of powerful entities to bind in obsidian cages and bring back to Zharr-Naggrund for the Daemonsmiths to use in their dark experiments. Many members of the Embersworn go on to serve in the Onyx Guard, Immortals trained and equipped to destroy Daemons.


The two sons of Blackhand, Kromlek and Marrog, are both captains of the Embersworn, and it is rumoured that Marrog may possess the spark required to one day become a Sorcerer, and that Hothgar Daemonbane has taken a special interest in the son of his old ally. The two brothers are currently somewhere at large in the Dark Lands at the head of a band of Embersworn, allegedly in the service of Ghorth the Cruel, but doubtless with some aim of their own in mind.

Marrog Blackhand is known to harbour the ambition of a true Sorcerer, and seeks to restore House Blackhand to its former glory with the aid of his Daemon hunters.

Sorcerer-Prophets felt the winds of Chaos blowing ever stronger from the north and realised that the Northern Wastes would soon expand southward as it did over years before. In the Chaos Warlord Archaon was crowned the Everchosen by the Ruinous Powers, a champion amongst champions charged with the task of bringing about the End Times of the realms of Men, Dwarfs and Elves. Rallying all the Chaos Warbands of the wastes to his side, as well as countless tribes of Beastmen and hordes of Daemons, Archaon plans to descend into the lands of Men initiating his bloody campaign against the civilized world.

Archaon personally rode to the Plain of Zharr, seeking parley with the Council of Hashut. Archaon accounted the details of the inevitable End Times and how the Chaos Dwarf Empire would have a place in the new mortal Plane of the Realm of Chaos. Ultimately a bargain was reached between the Everchosen and the High Priest.

In exchange for an innumerable amount of prisoners and precious quantities of gold and silver, the legions of the Lord of the End Times would be supplied with the Daemonforged war engines and weapons of the Chaos Dwarfs.

Additionally, the Chaos Dwarfs would allow safe passage for the Chaos hordes through their territory in the Dark Lands. No written records of these times survive although legend tells of the gradual colonisation of the Worlds Edge Mountains by Dwarfs.

The Dwarfs of the west believe their eastern kin have perished, destroyed by the tides of Chaos from the north. C Abandoned by their gods. C The first High Priest is completely turned into black obsidian resulting from the use of sorcery.

C Legend tells how the mighty ziggurat Mingol Zharr-Naggrund lit. Within the great Plain of Zharr, the culmination of Chaos Dwarf Sorcery and Goblinoid thralls build the massive weapon foundries and armouries of the Chaos Dwarfs.

A loose alliance of Greenskin tribes to the west are broken in an almighty slaughter that lasted for eight days. C The Goblin Wars. Many Dwarf holds fall to their enemies. In an attempt to break the strength of the Greenskins, who had grown vastly in number, an extended campaign is undertaken to kill or enslave as many as they can.

The survivors are enslaved and forced to build the fortress of Vorag to the east of the Plain of Bones. Whilst besieging the mountain hold of some nearby Goblins, Vorag is killed by a Bolt Thrower and the army disbands. After leading an armed revolt that ravages the lower levels of Zharr-Naggrund they are purged from the ziggurat.

The Ogres are defeated and routed as they attempt to cross the River Ruin, which runs red for a week after the slaughter. To date they remain the greatest artistic achievement of the Chaos Dwarfs, their incredible level of intricacy and flawless details remain unsurpassed.

During this brutal war the Dwarfs and Chaos Dwarfs demonstrated previously unthinkable acts of vengeance upon each other, enough to fill several volumes in the Grudge Books of both races. C Rich volcanic deposits first mined at Gorgoth.

Slave raids begin in the land of Cathay. A great sea canal is constructed linking the Falls of Doom with the Sea of Chaos giving the fleet an exit in the north. However just before imprisonment within the chariot, Ulrishta breaks free for a mere instant and slays all of his summoners. The Daemon-bound chariot remains forgotten for centuries. Afterwards the lands to the south are known as the Desolation of Azgorh, for the ruination left by the vile Overlord would never fully recover.

Hundreds of Dawi Zharr are slain or captured, but the unforgiving environment eventually forces the besieging Hobgoblins to retreat. Within weeks a Skaven invasion force from Hell Pit arrives. After numerous defeats by a never ending swarm of Skaven, Arcane Engineers collapse many miles of tunnels in an enormous explosion, effectively bringing an end to the war.

After a fighting retreat to barges on the River Ruin, a coven of Chaos Dwarf Sorcerers led by Ghorth the Cruel bring the ruins of the city crashing down upon the Ogres. A quick brutal war and a merciless hunt of survivors see off any potential threats. Barbarian raiders are fought back as they attempt to besiege Zharr Naggrund from the Eastern shore. The trail of blood follows the River Ruin all the way to the sea. There the Lord Brakuz razes many outlaying settlements to the ground before engaging in battle with the Celestial Dragon Monks of the Dragon-Throne Empire.

The Chaos Everchosen is slain by Magnus himself. After a two-year expedition, two thousand Black Orcs are brought before the Altar of Hashut inside the Tower of Zharr and sacrificed into great roaring furnaces for the glory of Hashut.

The mountain had been a stronghold of raiding Greenskins for thousands of years. Tamurkhan the Maggot Lord, bodythief and favoured of Nurgle, leads a mighty incursion of Chaos in a great scything arc down the Mountains of Mourn and sweeping across the Dark Lands, laying all desolate in his wake.

With the Chaos Dwarfs as his allies, he lays waste to the Border Princes and strikes at the Empire's under-belly. Chaos Dwarf Overlord, Gharkzarch smites the vile Vampire in single combat causing the Undead horde to collapse and the Daemons vanquished.

Crom the Conquerer meets the assembled Chaos Dwarfs outside the walls of Zharr Naggrund, striking a deal to have the use of Hellcannons for slaves. This vile realm is home to hundreds of tribes of Goblinoids and other menacing monsters such as appalling Magma Trolls and horrifying Ripperbeasts.

The Dark Lands is a wasteland, devoid of natural plantlife except for pitch black thorns growing out of the cracks in the ground, inexplicably growing larger with each year, strangling any inquisitive animals that come too close, their spines digging into the animals throats, their dark liquid dripping into the animal, infecting their body with their seed, allowing these dark plants to reproduce.

Thick black clouds permanently hang over the sky, blotting out the sun, affording the land with no light, providing an eternal night from one stretch of mountains to another. This is not helped by the fumes constantly thrown out of the volcanoes that stretch the entirety of the Dark Lands, ash plumes never dying, settling on the land, compressed so much that not even the wind can move, staining this dread land in all shades of black and grey.

Mountains of tuff exist around each and every volcano, most existing on top of one another, forming parasitic cones, having never ceased in their eruptions since the day they were formed, lava continuing to dribble out vents. Rivers of lava lead from these volcanoes, some having melted through the land, some seeping through the cracks creating underground lava flows, with some others being artificially made by the Dawi-Zharr, dug out by thousands of slaves before being killed by the lava flow filling up the newly dug up canal.

Some are ablaze as a river of molten lava has run into them, while others have had all their liquid extracted by the Dawi-Zharr for their dark machines, leaving holes in the landscape, sometimes even miles deep. Many of these excavations and volcanoes have given rise to all kinds of valuable materials and gems hidden beneath the earth: Here, the twisted Dwarfs of Chaos dominate the desolate realm from grim, obsidian fortresses and black temples of evil. The Chaos Dwarfs rule an empire like no other.

Unlike the merciless sadism of the Dark Elves or the insane barbarism of the followers of the Chaos Gods, the Chaos Dwarf slave empire functions like a giant carefully crafted machine.

Within this Dark Empire the Chaos dwarfs have grown accustomed to the hellish nightmare that is the Dark Lands. Excluding the area inhabited by the Dawi-Zharr, known as the Plain of Zharr, this infernal land is split up into three distinct, but very similar areas: Desolation of Azgorh. Each is the same desolate land as the rest of the Dark Lands, life appearing to have given up on trying, leaving this cracked and broken ground thousands of miles wide.

At the centre of these three areas is the Tower of Gorgoth, high above the land on a complex of mines and volcanoes. These mines are the largest complex of artificial caverns in the entire of the Dark Lands, dug underneath a mountain monolith, completely flat, like a titan had taken up his axe and cut completely clean slice through the entire mountain complex, leaving this formation as it still stands today.

To the west of this complex is Mount Grey Hag, a Goblin Lair that the Dawi-Zharr use periodically to gather slaves for any of their insidious projects. Leading from the Tower of Gorgoth to the north-east is a road that leads directly to Zharr-Naggrund, capitol and the only major city of the Dawi-Zharr Empire.

Directly halfway between the two is a massive gateway known as the Gates of Zharr. They are a giant monolithic gateway leading to Zharr-Naggrund from the Tower of Gorgoth. Though there are numerous mines. The Tower of ZharrNaggrund is built of obsidian, black volcanic glass whose light reflects the flames of the myriad furnaces that burn both day and night. The entire city is built in a series of tall steps, like a ziggurat, each step hundreds of feet high and surmounted by battlements that jut upwards like a row of ugly fangs.

Each step is square, and the bottom step is pierced by four huge stone gateways bound in iron. The gates are almost as high as the walls and massive beyond any obvious need. From the east and west gateways roads paved with slabs of gold and brass lead to the Mountains of Mourn and the Dark Lands. The north and south gateways are the river sluices through which the waters of the River Ruin pour.

The cold river enters the city from the north and it is put to use cooling the huge forges of the Chaos Dwarf Sorcerers, powering the steam-driven engines, and flushing the effluent of industry out to the south. Where it leaves the city the river is stained red and yellow with filth, laden with noxious sediments and its steaming water is thick and poisonous. A foul yellow cloud hangs about the river and its banks are choked with drifts of spectacularly coloured pollutants.

Massive cauldrons of bubbling metal pour out their molten contents into twisted moulds of intricate construction. The roaring of furnaces, groaning of huge wheels and grinding of arcane machines fills the oily air.

The noise and the labours never cease. The Dark Lands are shrouded in thick volcanic clouds and smoke from the workshops of Zharrduk. The succeeding step of the ziggurat houses an ascending level of Chaos Dwarf society.

The third and fourth highest steps are the sanctuary of the SorcererProphets, open only to members of their harems and their most trusted servants.

The lower levels house the bulk of the clan's population. The Hobgoblin overseers also reside in the lower levels, but closer to the workshops, forges and slave pens. This ensures that the Hobgoblins can respond quickly to any trouble.

It also places them between the slaves and their Chaos Dwarf masters in the event of a slave revolt. Huge doors, guarded by massive Bull Centaurs, bar entry to the uppermost tiers. A separate passageway, with heavily-guarded doors, bypasses these tiers and leads to the very top of Zharr-Naggrund, and the Great Temple of Hashut.

The immense temple can accommodate the entire Chaos Dwarf population of Zharr-Naggrund. A thousand massive furnaces burn within the vastness of Zharr-Naggrund, smelting the metals that are the lifeblood of the city. The city is a huge living workshop full of smoke and noise, illuminated by its inner fires and driven by machines of vast size and power. Gigantic steamdriven hammers stamp out sheets of iron.

His temple is guarded by Bull Centaurs, creatures mutated from Chaos Dwarfs long ago. They have the body of a bull but the torso of a Chaos Dwarf, with long snaggly tusks and exotically curled beards.

Inside the temple its guardians perform bloodthirsty rites, throwing captives into cauldrons of molten metal to the echoing laughter of the assembled Chaos Dwarf Sorcerers. On top of the temple stands the iron statue of Hashut. Its hollow iron belly contains a furnace heated by coals so that the statue glows red hot and anyone who touches its surface suffers searing wounds.

The god is the embodiment of the city, its deity and its master, whose power flows through the Chaos Dwarf Sorcerers, and for whom thousands of slaves are sacrificed by fire and furnace.

A gilded, ogresized altar stands before the statue, with two sunken vats of molten metal flanking it. The temple walls depict battle scenes where the victorious Chaos Dwarfs march their captives to the mines. Sacrificial slaves are usually dropped into one of the vats of molten metal. A few, mostly mighty warriors vanquished in battle, are held on the altar as they are ripped from sternum to waist and their heart removed before their eyes. The presiding Sorcerer-Prophet then honours the fallen foe by eating the still beating heart.

The carcass is dropped into a chute behind the statue of Hashut, which falls away to a river of lava thousands of feet below the surface. The Hobgoblins, afraid to incur the wrath of their masters, have not reported the worsening situation; instead, they have done their best to seal off these sections, and avoid them whenever possible. Occasional heavily armed raiding parties venture in with the aim of recapturing some of the renegade slaves.

Many thousands of years ago when the Dwarfs first migrated into the Dark Lands, they chose to settle within the gigantic walls of a long extinct volcano to build their first city. Here the marauding Greenskins could easily be fought off and stone for building was plentiful. When later they arose from the darkness as Chaos Dwarfs they set about building a huge fortress city from within as the capital of their dark empire.

Over several hundred years of planning and a thousand years of building, the city of Zharr Naggrund has become one of the most heavily fortified cities in the known world. It rivals even the unassailable fortress of Karaz-a-Karak in the West with the ingenuity of its construction. Long before reaching the city itself, enemies approaching from west of the River Ruin will have to overcome the many strongholds located throughout the Plain of Zharr, each a mighty bastion in its own right.

Around these lie many deadfalls, tar pits, and other natural obstacles that can be turned into traps with ease. Each of these bastions are connected both to each other and to Zharr Naggrund itself through a vast network of tunnels, allowing the defenders to withdraw to the city in safety if needed. Should an enemy overcome these outlying defences, they will then have to break through the immense outer wall of the city itself.

Arising from the old volcano walls, and standing over a hundred feet tall and forty feet thick with towers containing deadly war machines to provide crossfire, it would be a strong enemy indeed who could break through. Should besiegers overcome this defence they will then have to break through an inner wall almost as strong, but with many more war machines and Devastators positioned to create killing zones.

As the enemy feebly attempts to breach this inner defence yet more traps will be activated; the ground below them collapsing down hundreds of feet, or erupting into a sea of alchemical fire as flames spew forth from the mouths of statues to Hashut. Within the city itself are countless citadels and temples surrounded by thick walls and poisonous moats. Beneath these run a network of tunnels allowing the Chaos Dwarf army to strike into the heart of a besieging enemy and take them completely by surprise.

Should an enemy attempt to tunnel into the city they will come up against the labyrinthine mines and passages that spread out across most of the Plain of Zharr. The construction of the network is so intricate that no single Dawi Zharr has a complete knowledge of them, all being filled with natural traps and fortified strong points. Across this gargantuan industrial city of iron and stone the Chaos Dwarfs work unceasingly.

Huge workshops with mechanical forge hammers work night and day beating out a cacophony of noise that can be heard from many miles away. From all across the city towering chimneys rise to pierce the sky, spilling out their black smoke and covering the lands in a perpetual choking darkness.

Hundreds of ziggurats built from black obsidian stretch as far as the eye can see, each illuminated ominously by flaming torches. Try it against anything packed with war machines or chariots heavy. Don't have too high expectations about causing mass panic, as in 8th edition, especially within general's inspiring presence, LD tends to be high. Especially if you know what to expect of your opponent. Sorcerer Prophets and Daemonsmiths come with or have access to several special items besides magic items.

First to remember is a devastating effect of miscast on your sorcerers, so chose wisely if you want to cast and with how many dices. By devastating effect I mean - after applying miscast effects you do a T test. If failed, you'd get additional 1 wound that no save may stop. But for first wound you get this way your T is now permanently raised by 1. This way, your Chaos Dwarf slowly irresistibly turns into stone.

Standard lore composition as per all the lores - Attribute, Signature, 6 spells. Always aim for number 4, and number 6 later. Cheat, bribe, blackmail, torture but get the bloody number 4. Ok, the lore - here we go:. How many flammable models we have in the game? Almost none. So usable probably after successful Ashstorm only. Range 12", Augment, Remains in play, cast on 6 gives hatred to unit within a range.

Roll 15 on casting to have a 12" big bubble. Range 8", Magic Missle that causes D6 S6 flaming hits cast on 6, however you may cast boosted version on 12 giving 2D6.

Potentially good combo with -4LD test caused by Hellcanon. But for a good results you have to cast it couple times. Range 18", Direct Damage, targets single model even if in unit.

Cast on Range 24", hex, affects target unit till your next magic phase. Unlucky bastards have -1 to hit in CC, -2 to hit in shooting, can't march, fly, or charge - just move. Unit treats all terrain as dangerous. Flammable models gets wounds inflicted doubled If these were being made by flaming attacks. You dig? Just imagine these Imperial Knights like in the middle of the burning forest with all the ash and thick smoke clouds making them nearly blind.

Ashstorm them and then:. OK, I went too far. Don't bother about using Lore of Fire. Metal is better. Also after proper damage treatment unit will have to Panic and if forced to run, will have to do the dangerous terrain test. Don't leave home without it. Castable at 13, direct damage, range 3D6 in a straight line like a cannonball. Each model gets S6 hit with D3 multiple wounds. If unit gets a wound, it has to do the panic test. Boosted version is castable at 18 and doubles the range.

Unlimited range. Direct Damage small round template, scatter D6. Models touched get S6 hit with multiple wounds D6. Model directly under the hole takes Toughness test at -2 and if failed is slain with no saves allowed. Any saves.

Cast on 18, boosted at 25, but you can use large template there. Two key words - unlimited range. Just put the template at the target and cast it. Although you risk miscast. Hell - 6 dice roll you'll probably get one.

With lvl 4 Prophet you'd need 21 on 6 dices that means 5 x 3 and 1 x 6 i. Just use it after sniping enemy wizards with your Dreadquakes and Hellcannons. You don't want such an effort to be auto dispelled by the scroll, do you? You have some straightforward tactical options, and some unusual bits you may want to add. Potentially with no synergy, but to find one, you'll have to look deeper.

So, below you'd find some tactical bits and pieces.

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For better damage output go for Infernal Guard. They would fill up Core requirements, and their single model is cheaper - 12 vs 17 pts. The first difference is in WS 4 vs 5, but your basic WS 4 will be enough in most cases. If in doubts check your To Hit table. Next difference is in S - 4 vs 5.

In first case Infernals will have S6 vs S5 Ironsworn. Initiative won't matter much, unless you're playing against Dwarfs or other low I armies. And you will have 2 or less anyway. In second case fireglaive it will be S5 vs S5, and point value 17 per each model, but Infernals will give you nice output in shooting phase, and Ironsworn will remain with better armour save. Situational, as depends who would you field it against and in what role.

Ironsworn should be more comparable to Dwarfen Ironbreakers. Almost same stats, same Armour Save. But Ironsworn have S5, and cost you 17 pts and Ironbreakers S4 and 14 pts. So I'd say they have potential, if you're looking for damage delivering tarpit.

Due to a tarpit nature, I strongly suggest adding a Castellan to ensure their stubbornness. Using them as small flanking units doesn't make sense. Not much damage output. Equipment depends on who you'll play against, but in my opinion their role should be same as horde of Clanrats - tarpit. If given bows you'll get short range shooters dealing damage on same basis as night goblins.

Mediocre the most. If with 2 hand weapons - good amount of low S attacks against low or none armoured units. Of course my greenskins had been decimated eventually, but bought me some time for fireglaivers and great weapons to save my cannons. Your Hobgoblins also have these throwing knives to be used in stand and shoot reaction or just on proximity.

But it's not over. Good idea is to insert 3 or 4 or more khans on foot in the unit. I've read opinions of people who had real boners for khan on wolf - but that will not work against experienced generals or when you play on 60 inches or more wide battlefield. I played lot as Dwarfs and get my opponents eventually used to a surprising appearance of miners on their backs.

So much, they eventually started doing the same. I played against Skaven and had Stormfiends on my ass once, and it wasn't pleasant I played Dark Elves that time and eventually nerfed them with shooting and magic. Similar as with Snitch, who single handedly raped my 3 war-machines once.

One of my opponents recently purchased Wulfrik, and I can bet money I'll have an ambushing Marauders on my ass next time didn't. So no. Don't bother about Khan on Wolf.

Now - about my idea - few khans in a hobgoblin heavy brick. Once we had 4 armies battle. I suggested him, to turn some of his Nightgoblins in the unit to a heroes. Guy set up a 50 models strong unit of Nightgoblins with 10 heroes, and they all had Great Weapons.

It was all legit and, fuck me This unit shattered 6 Skullcrushers of Khorne and at some point guy had no opponents around this unit. We were too scared. You can't give your khans GW, but with S4, just keep giving them extra hand weapons, magic weapons and other items to fill up your 25 pts allowance. At least till their 1st round of close combat. Also - don't bother about animosity. Yours has Still - would be nice to have Castellan with Banner of Slavery right behind them.

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Just in case. Dreadquake Mortar - make advantage of its range Always take Ogre to avoid slow loading and to add extra 4 wound. Shoots S5 S10 in centre with your small template and should be directed to enemy's wizards, artillery, buff wagons, cavalry.

When taking Hellbound upgrade - be aware, as it bounds a daemon in your war machine and that means lore of light or Luminark may do a bu-bu to it. It is bit fucked up, and to be honest you have to discuss it with your mates, but me and mine established eventually that Hellcannons and Hellbound Warmachines - as crunch keeps saying about bounding daemons in these - are daemonic.

And that leads us to next paragraph - how to use your Mortar and artillery. First of all - fuck the infantry with a rusty blade. Your infantry would and should deal with them. Dreadquake has task of destroying dangerous stuff, or to stop them from moving due to a Quake. Turn your Daemonsmith to a sniper using a train-wagon-mortar.

One of my Dreadquakes recently survived Empire's Luminark, and 2 shoots from cannon. With 1 wound left. In my last game I had 2 Mortars, Hellcannon and Deathshriek - not to mention blunderbusses, fireglaives, throwing knives and shooting Iron Daemon.

Basically the only non shooty unit in my army was K'daai Destroyer. And boy - against Empire tank, 3 cannons, 2 hellblasters, Luminark , Skaven wheel, 2 zzzapguns, around 6 jezails, bell and Chaos 2 Hellcannons, warshrine I've been shooting all around like a fucking maniac.

No remorse, no respite, no regrets". Remember that as standard - all Artillery in the game is Move or Fire, so cannons hit by Dreadquake's template have to pass the test if want to fire. As per description of Quake. Daemonsmith nearby obligatory. Steam Carriage only as hard cover if you think you'll be eventually within your foes shooting-non-artillery units.

But Dreadquake on carriage looks soooooo damn good: If towed by Iron Deamon, you may maneouver with your choo-choo-rape-train to give a mobile hard cover to some of your infantry units.

If you have doubts - it shoots as Stone Thrower from Rulebook, and Stone Thrower uses small round template. Deathshriek - I never fire at characters with it. Even with daemon-smith's re-rolls it's still too random - cos u have to get a direct hit. In terms of character on foot it's almost fucking-impossible. If you aim at something big or on flyer, or Chariot, or buff wagon it looks slightly better. But still - sniping shot is an act of desperation. It is good however on delivering fire damage to flammable units Hello Ashstorm my old friend You use a large template, and roll, but if you missed the unit, you try to hit again with small template.

So technically you roll to establish where, then you re-roll due to a daemon-smith's re-rolls and if dices still hate you to guts, you roll 3rd time to get the hit into the target with small template now. Played 12 rounds - 4 armies - 23k-ish points game.

Kept missing tragically through 11 rounds 1 hit , and then in 12th with a sniping shot actually managed to deliver tactically critical hit and destroy Empire's Great Cannon. Hellcannon - Daemonsmith's re-rolls make it more reliable then when set up in WoC army. Main thing to remember is it is Monster.

Monster with Handlers, that shoots, and it is how it should be treated. Also as Monster it Thunderstomps when charged. Solid choice. But I'd go for a Dreadquake due to a range and Quake, and amount of wounds it can take. Magma Cannon - If you plan to sit around that hill and not to move for x rounds, DO take it. With Ashstorm it will leave ruin and smoking melting boneyard of your foes. D3 wounds, proper S?

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Just make sure you didn't take too many, cos your friends may stop playing with you. Iron Daemon - shooting - May move and shoot, may act even, when you'll roll 2 x misfire, as you'd blow the cannons only. The way it moves is slightly different than normal unit, yet similar to Empire's Steamtank btw: I fragged it from 10W to 2W, and still couldn't kill the fucking thing. And it was still shooting. It is a brutal and reliable machine, that grinds through infantry, and the only thing you have to be careful about are direct hits from cannons with S Short range of steam boiler cannons - 18 " only, but very reliable.

Mine shoot to death Deathmaster Snitch, finished severely wounded Doomwheel, and stopped Skaven Bell and 40 clanrats. I can only regret I have only 1.

I didn't use one - I wanted but FW removed it from its range. Simply speaking - Iron Daemon that does not shoot, but uses steam power to keep these drills running. Even more brutal when in combat with 2D6 Thunderstomps compering to 1D6 of normal Iron Daemon , but has to get there.

K'daai Fireborn - Main issue with their Burning Bright is that since turn 2 you have to test their T. Let me remind you how Characteristic Test looks like - If you'd roll less or equal to your characteristic, you had passed. In this case roll of "1" is an auto pass. Well, ok, you may take some for lolz, as an expendable units, or if the battlefield is small and you expect CC since round 1 or 2. Avoid all spells lowering T stats. It does not have an official model, so it leaves you with bit of creativity or some of the alternatives see above.

It goes on the base x mm so such as - Arachnarok Spider, Hellcannon, or 3 chariots. Like the Fireborn they are unbreakable but also unstable, which means that losing a combat will still hurt.

Daemon in terms of spells from light lore, so watch yourself. And unit eater if you'd manage to get it in contact against block of foes.

I have one as it has highest I in the whole army I5 , and I needed something big and bulky to counter Stormfiends as soon as they'd appear know your enemy. It's awesome, but broken - things resistant to fire or magical attacks will stop it. He killed most of them, then eventually destroyed them to a point they lost steadfast, made them run like a lil' bitches, chased them and killed the rest. Only to be smashed by Hellblaster.

So - 50 models. And I had 1 wound left at the very start. Had some amazing rolls, and my opponent rolled 1 "6" to wound in 3 rounds of CC. It's same thing with Destroyer as with Empire Steam Tank - first wound on it will hurt the most, and the rest of them is inevitable.

Bull Centaurs - solid choice. However with low initiative, in the battle on attrition against the aformentioned, they will eventually fail. Maybe they would have more sense in 7th, but not in 8th edition that elevates infantry, war-machines and supportive magic rules - better buy more Dawi Zharr: Siege Giant - I have no good opinion about giants at all.

Once my Chaos Giant had been eaten alive by giant rats as they wounded him more than he did them - He failed on LD, run away few inches, and they just followed finishing him off.

So this variant, even if armoured, still has random attacks. And that makes giants in my eyes un-re-li-ab-le. If you really want to spent ish points on something, you have better choices. First of all - you don't have good fighting lords. You just have Drazoath - that is mediocre in terms of stats and skills, although the model itself looks nice.

Fighting Prophet is So you have to use what you got - these versatile heroes and make sure to have quite a few. What saves you in here are good LoA magic items, access to magic items from main rule-book and 75 pts big slot to fill. And that is the real charm of Warhammer - what gives you a real twist - finding a balance.

A bloody zen in the Hashut garden. Gold proportion in between units in your army and army's composition. As LoA really rely on your infantry, guns and Prophets, use Castellans as supportive character. Give them some real damage dealing weapons, and see the world burns. Of course - what you get to your Castellans depends on location, tactics and who you intend to play against. If opponents will be moaning "you fielded too much artillery", well, your excuse is - lack of Lords, apart of one sad type and one sad character only to be used in AoS fuck AoS.

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And use him as a shooting regiment, wizard or war-machine lone hunter. As you can see it works perfectly with Ashstorm. Just to have Hero in Unit with damage output. Ok - Dwarfs wielding magic. That is just against their nature.