So how about them Chaos Dwarves?

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But Fate of Bjuna and Caress of Laniph work on lots of characters.
My GG held true to Kemmler and slaughtered loads in the face of two organ guns.
 
The Dread King said:
Tooled up wight king (with Fencer's Blades and Other Trickster's Shard, for example-this is the nasty combo that I've most frequently heard of) could do the trick.

Paired weapon. That means he gets an extra attack but no shield, right? If so...not so grand. It means a 5+ armor save and nothing else for this slow mover. Though many opponents will need 5s to hit him.
 
Yorga said:
The Dread King said:
Tooled up wight king (with Fencer's Blades and Other Trickster's Shard, for example-this is the nasty combo that I've most frequently heard of) could do the trick.

Paired weapon. That means he gets an extra attack but no shield, right? If so...not so grand. It means a 5+ armor save and nothing else for this slow mover. Though many opponents will need 5s to hit him.

Yah but you have toughness 5 and 3 wounds. That is good defense
 
You don't need the wight king to stay alive for most of the game, you need the wight king to stay alive long enough to kill a CD character. Plus you can heal the wight king with IoN and the lore attrbute.
 
I've been using Cairn Wraiths to provide some more hitting power to my units, but unfortunately CD have greater access than most to magical attacks, so the unit really needs to pick it's targets.

Ironsworn are the bane of my existence though. He has a unit of 30 of them, with the BSB in there. The entire unit has Ensorcelled Weapons (like Chaos Knights), so they've got strength 5 magical attacks, plus a 3+ armour save and parry. They are 17pts apiece, but add on Ld 10, weapon skill 5, and Stubborn, you've got a rock-solid unit that can lay down some damage, and one that I'm finding difficult to deal with.
 
Parry? Are you sure, because only basic hand weapons and basic shields can give you parry. Sounds to me that these ensorcelled weapons would get rid of it
 
That's true. Parry only applies to normal HW+Shield troops - they shouldn't get it with Ensorcelled Weapons, unless it specifically says otherwise.
 
Apparently they do allow parry saves, at least that's what my opponent says, according to the Forgeworld FAQ. That thing is bollocks, I tell thee, with the parry-giving and the ruling which makes the Destroyer impossible to wound. That is one saving grace of his army, though, he doesn't take the K'daai, thank Nagash.

@ Rothgar: I'd love to take Lou Ferrigno in Vampire form, but sadly my theme doesn't allow it, Necromancer's Union and so forth, we no can dunk, but we've got good fundamentals.
 
Chunk said:
Apparently they do allow parry saves, at least that's what my opponent says, according to the Forgeworld FAQ. That thing is bollocks, I tell thee, with the parry-giving and the ruling which makes the Destroyer impossible to wound. That is one saving grace of his army, though, he doesn't take the K'daai, thank Nagash.

@ Rothgar: I'd love to take Lou Ferrigno in Vampire form, but sadly my theme doesn't allow it, Necromancer's Union and so forth, we no can dunk, but we've got good fundamentals.

Sounds like forgeworld are still stuck in 7th ed, then.
 
The Dread King said:
You don't need the wight king to stay alive for most of the game, you need the wight king to stay alive long enough to kill a CD character. Plus you can heal the wight king with IoN and the lore attrbute.

See:

https://www.vampirecounts.net/Thread-krell-easy-to-heal

So no can do. Lore artribute can restore one wound per successful casting if within 12.
 
Lore attribute still works on Krell. And seeing as kemmler would be your main caster, krell would be able to be healed almost every time kemmler cast a spell.
 
Hi All,

I found the latest Chaos Dwarfs FAQ. Well I had it emailed to me so couldn't post a hyperlink to it. This is the best I can do. Enjoy and note that the DESTROYER NO LONGER IS -1 TO WOUND it's instead re-roll successful wounds which is almost as bad ahhhh:-

Tamurkhan: The Throne of Chaos
Q&A and Errata
Amended June 14th 2012
With thanks to the members of Chaos Dwarfs Online and Neil Peckett
ERRATA
Pg184 and 185: Replace the Blazing Body rules text with the following:
‘Any model (friend or foe) in base contact with one or more Bale Taurus or K’daai, except a Chaos Dwarf using it as a mount or another K’daai, takes an automatic Strength 4 hit at the start of the Close Combat phase. This is a Flaming attack.
Additionally, any non-Magical attacks must re-roll successful To Wound rolls.’

Pg188: The mention of an increased profile for Cinderbreath should be ignored. The entry should read:
‘It is a particularly powerful Bale Taurus with a Strength 5 Flaming attack Breath weapon…’

Pg192: Infernal Ironsworn command group costs should read:
Upgrade one Infernal Ironsword to a Musician…………….…..10pts
Upgrade one Infernal Ironsworn to a Standard Bearer……….10pts
Upgrade one Infernal Ironsworn to a Deathmask……………..12pts

Pg191: Infernal Guard upgrade options – substitute ‘Deathmask’ for ‘Overseer’ Pg189: Infernal Castellan – substitute ‘Infernal Castellan’ for ‘Dark Castellan’

FAQ
Q. Can an Iron Daemon benefit from the re-roll granted to a war machine by the Infernal Engineer rule?
A. No. The Iron Daemon is a Unique Unit and not a War Machine as shown in its troop type.

Q. Do I roll for the K’daai ‘Burning Bright’ rule at the start of each player turn after the 2nd?
A. No, at the start of each game turn after the 2nd.

Q. Can I use the Chalice of Blood and Darkness’s ability at any point in the Magic phase? A. Yes – at any point in the Magic phase of either player’s turn.

Q. On pg171 the Daemonsmith appears to be armed with a Darkforged weapon. However on pg189 in the army list section the Daemonsmith is armed with a Ensorcelled Hand Weapon. Which weapon is he supposed to be armed with?
A. References to ‘Daemonsmith’ on pg171 should be replaced with ‘Sorceror-Prophet’. Daemonsmith Sorcerors are armed with an Ensorcelled Hand Weapon as per page 189.

Q. Can you take a magic weapon when already equipped with a Darkforged Weapon? A. You may replace the Darkforged weapon with another magic weapon but you may not have both. If this is done no points are ‘recouped’ by replacing the Darkforged weapon.

Q. Does the Hellcannon benefit from the Daemonsmith’s re-rolls? A. Yes, as long as they are selected as part of a Legion of Azgorh army.

Q. If Breath of Hatred is cast on a unit which has already been engaged in close combat, does the unit still benefit from the hatred special rule (ie. it is not the first turn for that specific combat)? A. Yes. If this is the case, the next close combat phase of the turn in which Breath of Hatred is cast counts as the first for the purposes of the Hatred special rule.

Q. Does the Dreadquake Mortar cause D6 wounds only to the enemy under the small template’s central hole? Or is the D6 wounds caused to any model under the template? A. As stated, the Dreadquake Mortar operates as a Stone Thrower except where noted. This means that D6 wounds are caused to the model directly beneath the hole but not to any lower strength hits inflicted from the rest of the template.

Q. Does Flames of Azgorh need line of sight? (Direct Damage spells don't need line of sight). A. Yes. As specified this is an exception to the usual rules for such spells. In all other respects it is treated as a Direct Damage spell and NOT a Magic Missile.

Q. Does the +1 to hit for the Hobgoblin bloody murder result apply to both shooting and hand to hand? A. Yes!

Q. Can the Iron Daemon stand and shoot? A. No, it cannot. Q. Can you take Mace Tail, Sorcerous Exhalation and Level 2 Wizard upgrades for the Lammasu? A. Yes, you can, at the costs listed in the Storm of Magic supplement.

Q. Can you clarify whether the Legion of Azgorh is a list that can be taken in a Great Host? If so, how do the Great Host rules work with the Legion of Azgorh? A. Yes, it is. The
 
Wow that is better than -1 to wound IMO. Going against things that have high strength all of a sudden you could really care less. Go forgeworld:slapface:
 
Got to agree with Johnny, anything that was able to wound it before is in a lot more trouble. A few nice things in there, good to know that the sorcerer-lord doesn't get his cool weapon in addition to a magic weapon (we played it that because it was standard it isn't a 'magic weapon' in the sense of taking up the slot, otherwise you'd never be able to buy a different one)
 
K'daai Destroyer is huge played against it in the final round at blood in the sun 2. I gave him no option but to charge my wraith wall with a strigoi "fencer blades and potion of st" i had to terror gheist that nuke his st8 chariot shooty thing off the board turn 2. so he did not want to take 2 scream. personal i got lucky with the strigoi killing him first round but i did have a 2 up ward verse fire and he had no anwser to etheral with his only daemon magical attack getting blown off the board.

If you are going to play in a tourny that envoles chaos dwarves then expect this model as it is a game winning. make sure you have alot of chaff to see where this model is going and make a game play.
 
Just out of curiosity and totaly out of topic,

what model do peoples use to represent the destroyer ?
 
When I played CD I used the FW Demon Prince model for my destroyer.

Personally, I think CD are mid tier at best. The Destroyer is so easy to deal with I would drop it for Bull Centaurs if I was going to a tourney in the future and still playing them.

Ways to deal with it:

1) Any character with a 2+ ward and magic weapon which is easy to make on a vamp or vamp lord. Or even a WK BSB. The last time I played it I killed it with a goblin on a spider. Yes, a GOBLIN. Sword of might and dragon bane gem.

2) Ethereal - nuff said.

3) Divert it. With frenzy making it always overrun, even if you cant get the above two to deal with it you can do this because:

A) The base size is huge so hard to really avoid directors
B) CD army is tiny so you will be able to both out deploy it AND out chaff it. Wolves and bats can both do this job.

With frenzy you can either dictate where it goes with diverters or make it move around to avoid them, making dealing with it in points 1 or 2 a lot easier to set up.

Saying that, if you let the destroyer get to where it wants to go it WILL destroy you but then it is a 300+ points unit that can kill itself. What you shouldn't do is chuck ranked up units into it.

Other than that, the warmachines are realy good but the rest of the army is incredibly over priced for what you get and gets VERY expensive very quickly.

The wolf riders are the worst in the game due to the fact that if they fail animosity they have a chance of taking a panic check and running off.
 
Whats everyones thoughts on there magic item, the chalice of blood and darkness. My feelings on this item are that its overpowered. Its a 50 point item but you can use it every magic phase. The way it works is you can use it at anytime in the phase. Both you and your opponent roll and each lose d3 power/dispel dice. How it is being used is lets say the CD player has 6 PD and you have 6 DD. He rolls all 6 of his dice and before you can dispel he pops the item. You lose d3 and he loses none! This pretty much guarantees his spell is going off. He can also use it in his dispel phase! Thoughts?
 
? How is that garbage? They pop the item when they throw the last of there dice so they dont lose any and you lose your available dispel dice and cant dispel. That is far from garbage.
 
It also sounds wrong to me. I wouldn't have thought they were allowed to activate it half way through casting a spell.

And if they can, just roll your dice fast before they have a chance to roll the dice for removing dispel dice:)
 

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