Chaos Armys Vs Dwarfs? - Warhammer 40K Fantasy
 

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  1. #1
    Junior Member AngelKilla's Avatar
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    For 500 pts and 1000 pts?


    Omg, I hate the Iron Breakers Lol.

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  3. #2
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    just go choosen chaos warriors with mark of khorne and hand weapon/w shield or additional handweapon, charge and you should be fine :hmm:

  4. #3
    EWOP adamwelton's Avatar
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    A Tzeentch force of Daemons like Horrors and Flamers has plenty of magic missiles to keep the warriors away and does the job for me.

    Another idea might be to give Marauder Horse throwing weapons to pin warrior units down and a small unit of Chaos Knights can hit hard enough to break missile units on the charge.
    Give a man a gun and he can rob a bank. Give a man a bank and he can rob the world.

  5. #4
    Junior Member AngelKilla's Avatar
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    But what about the artillery? And that f***ing rune of reloading. Artillery kills Knights of Chaos like flies (?)
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  6. #5
    Member ForgottenKnight2001's Avatar
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    Depending on what your opponent fields fighting dwarves can be like beating a nurgling against a wall. Messy and painful (well for the nurgling anyway)

    Most of my experience comes from 2000 point games, but can be applied to smaller games in most cases.

    If s/he tends to field lots of artillery or thunderers :blink: you&#39;re going to want either a LOT of scenery, some fast units, large numbers, baiting or screening units or sometimes, just shooting back.

    Since scenery isn&#39;t always available (depends on the game/scenario) and if you place your own scenery there&#39;s a good chance he&#39;ll be set up on a hill, i recommend speed and numbers.

    ---------------------------------------------------------------
    Speed
    ---------------------------------------------------------------

    1. Marauder Horsemen. Artillery people don&#39;t like these for some reason. You can set them up on your flank or behind some scenery and turn 2 you can hit their artillery lines if they&#39;re not properly guarded. The joys of these guys is even after giving them a flail (which i usually do) they&#39;re still cheap. You can field 2 of these units for the same points as a mounted daemonettes unit.

    Make sure you take advantage of the fast calvary rule with these guys and face them towards the artillery at all times. You don&#39;t want a shot coming down the side of them and wiping out a full rank. But if you field a group of 5 and face them towards the cannons, you&#39;ll only lose one.
    I tend to give my guys flails. The low strength attack they usually have has very little effect on O&G and Dwarves with their higher toughness. The extra 2 strength on the first round and your higher weapon skill is usually enough to take out 2 of the crew on the charge.

    2. Mounted Daemonettes. For slaanesh, there&#39;s always the mounted daemonettes for hassling enemy units and killing gun-lines. These deadly beauties enjoy the fast calvary rule, can take more punishment and deal out more damage than the horsmen. Of course this is all for a price. They each have 3 attacks, but you cannot add weapons to them, so don&#39;t get any flail or other bonuses in combat. Of course their steeds, which strike first, have poisoned attacks, which can make up for that. They also get the save for being mounted as well as their daemonic ward save.

    3. Flayerkin. I added these to the speed section even though they don&#39;t travel all that fast. They joy of these folks is the extra attack and killing blow. They start closer to the enemy than the rest of your army (due to scouts rule) and are harder to hit with shooting (thanks to being skirmishers). All added together these make a half decent killing machine. You should get the charge off with them if your guessing is good since they charge 2 inches farther than dwarves.

    4. Screamers. For Tzeentch followers, there&#39;s the joy of flying. The extra range from flying get these guys where they need to be in a hurry. They come packing a punch with multiple attacks and multiple wounds. But be prepared to pay for them, not nearly as cheap as other units. Since they&#39;re fliers they enjoy the penalty for shooting at skirmishers and they get their daemonic save. They work good against empire with just the slashing attack as well. Just fly over one cannon on your way to the next and deal a few hits on the way. A major joy of fliers is they can charge over units too. So if somebody puts spearmen in front of a hill with a cannon on it you can still charge the cannon.

    5. Furies. Not as good as the screamers, but still annoying for gunlines. a group of 10ish furies will usually get across the table without too much difficulty. They enjoy the same benefits as the screamers as they have daemonic saves and fly, but don&#39;t have nearly as much impact when they get where they&#39;re going. Of course the group of 10 of these is still cheaper than 5 screamers.

    ---------------------------------------------------------------
    Numbers
    ---------------------------------------------------------------
    Chaos tends to be an expensive (pointswise) army to field. We have the most expensive knights in the game (even though they are killing machines, cannons, bolt throwers and the like reduce them to piles of tin bits), exepensive foot troops core-wise (warriors) and various other beasties and daemons that don&#39;t come cheap.

    However, we do get our marauders.
    These guys are cheap.... comparitively. They&#39;re not night goblin cheap, but then marauders SHOULD eat them for breakfast then go looking for a good fight elsewhere.
    They&#39;re also customizable. You can give them light armor, shield and handweapon for a half decent save (4+ in combat, 5+ otherwise), you can add halberds for that extra kick of damage. Their high initiative usually means you get a few blows in first. Especially against dwarves. You can give them great weapons if you expect them to survive against their foes and try to cleave them in half.

    These guys can come in large blocks (personally i tend to field them in groups of 16-25 (4x4 or 5x5 block)) and can wither reasonable shooting and still have a few left when they get to the other side of the board, assuming they don&#39;t turn tail and run. (bloody mortals)

    Remember, these guys are cheap and expendable. Marching a group of them up the table and watching them wiped off the board isn&#39;t the worst thing that could happen. As long as they survive a turn or 2 of shooting, they&#39;ve done their job in my books. (my books saying if marauders die, knights and warriors are not being shot at)

    ---------------------------------------------------------------
    Baiting
    --------------------------------------------------------------

    This is hard to do for a lot of players. It takes a lot of points to have a good piece of bait thundering up the board. I&#39;ve tried using BIG blocks of marauders 25+ for this purpose, but most people ignore them, so tend to try to do it with other stuff.

    The point of this tactic is to have something the opponent would really want to shoot a lot. Lords work. But that&#39;d be foolish since they start expensive and have relatively few wounds. A properly kitted out lord can take a lot of punishment though (but you can&#39;t even take them in <2000 pt games).

    Things i like to use for this are giants who, with their high number of wounds, great toughness and the ability to cause a world of hurt when they get to the other side of the board. These guys have HUGE magnets on them apparently. I&#39;ve played against a dwarf army and watched him put 2 cannons a group of thunderers and a bolt thrower into one of these guys on one turn. Needless to say his skin would not work well for a canoe after that, but the rest of my army got 1 turn closer thanks to him. Fielding 2 would give the dwarf that much more to shoot at O_o. You can give them a save too, but as bait, it&#39;s not worth it since the shots will negate it.

    Dragon Ogres are another good unit for this. And if they get to the other side of the board (which they can in 2 turns) they&#39;ll deal a great deal of damage to whatever they hit. They have their armor, good strength and a half decent toughness. Using these guys over a giant gives you the ability to absorb more punishment from cannons and bolt throwers since it can only kill one at a time where a cannon can drop a giant in one shot with good/lucky rolling.

    Doombulls, these guys are lords and unless you&#39;re playing beasts or a 3000 pt game, you won&#39;t get them out, but i&#39;ve seen them take a lot of punishment in 3000 pt games. (doombull and giant on the board and it took a full turn of shooting each for the O&G player to kill &#39;em)

    --------------------------------------------------------------
    Screening
    --------------------------------------------------------------
    If you don&#39;t love your units you can use them as nice friendly meat shields. As long as the artillery is not on a hill, if they can&#39;t see you, they can&#39;t shoot you. Warhounds and marauder horsemen are my main 2 shielding units.

    --------------------------------------------------------------
    Shooting Back
    --------------------------------------------------------------
    A good laugh for most chaos players. Heh, shooting? You&#39;d think these guys would at least learn how to throw a rock. Well we hired the chaos dwarves for that. In 2000+ pt games, you can field a hellcannon. These things, if you hit, will make mincemeat out of artillery, it&#39;s strong enough to crush the cannon, forget about the crew. You can hire Dogs of War too. There&#39;s quite a few units that would be a welcome addition to a chaos army. I&#39;m personally tring to convert a band of marauders into the marksmen of mirraglio or whatever they&#39;re called.

    Magic works too. I know it&#39;s not technically shooting, but that&#39;s where it is in this. A good fireball or 2 can even kill dwarves (bloody magic resistance) or using the steed of shadows to fly a hero in with a nice sword to chop dwarves to itty bits when he lands. I realize a lot of people say chaos is only a close combat army, but i have a 2000 pts tzeentch army that has 19 casting dice and 3 bound spells per magic round. Barring miscasts, there&#39;s a lot of pain there... okay with miscasts, there&#39;s pain, but i&#39;d rather hurt the dwarves.

    *** End Rant ***

    ForgottenKnight

  7. #6
    Junior Member AngelKilla's Avatar
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    Wow, thaks a lot, man


    Its time for me to kill those bloody dwarves :shifty:



    Btw, I do not have the stats of Manflayers in my Horders of Chaos book - is there a new book or do I find the stats somewhere else? ... And I&#39;m not asking for the stats, but only where to find it
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  8. #7
    Keeper of Records and Ale King Ulrik Flamebeard's Avatar
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    The manflayers are a DE DoW unit, their rules maybe found in one of the recent WDs or maybe online at GW.


    KU

  9. #8
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    What about chaos hounds? They screen your key units very cheaply and are fast as well, so can threaten war machine crew too. And that&#39;s not all they are useful for.
    asquabbling they squandered and gambled
    till dawn did freeze their drunken dice

  10. #9
    Member ForgottenKnight2001's Avatar
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    Sorry, i used the wrong name for those guys again.

    Not manflayers, Flayerkin, those are what i meant and they can be found in the Storm of Chaos book.

    ForgottenKnight

  11. #10
    Junior Member AngelKilla's Avatar
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    Originally posted by ForgottenKnight2001@Jan 3 2005, 16:33
    Sorry, i used the wrong name for those guys again.

    Not manflayers, Flayerkin, those are what i meant and they can be found in the Storm of Chaos book.

    ForgottenKnight
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