Wednesday, May 15, 2013

Day 3 - Chaos Dwarfs

I had debated on whether or not to include Chaos Dwarfs or not.  No one that I know of here in our gaming group actively plays Chaos Dwarfs and the Tamurkhan book itself is a little hard to come by.  But on the other hand just about every tournament that I know of allows the army to be played so it makes sense to familiarize myself with it on the off chance I see it across the table.  I do have to admit that there's a little soft spot in my heart for Chaos Dwarfs since they are the favorite of all my Blood Bowl teams.  I was pretty excited when Forge World decided to release the new models and they certainly didn't disappoint.  Maybe one day I'll pick up a few models but I don't see myself starting them as an army.  They don't seem particularly fun to play but who knows.  After I delve into the book, I might find that there's an army build that would be enjoyable to play.

So let's just start with special rules for Chaos Dwarfs since they are completely new to me.  There are three special rules that relate to the Dwarfs themselves and one special rule for their Hailshot Blunderbuss.  

Resolute - If I'm not mistaken, I think this is the same rule that applies to regular Dwarfs where they flee and pursue 2D6 - 1".  They say it's because the don't want to give up their position in the battlefield but we all know it's because their little stunty legs won't let them move fast enough. 
Relentless - CD's don't have to take a leadership test to march whenever they are within 8" of an enemy.  An okay rule but with leadership 9 for most units I think they would have been fine in most cases anyway.
Contempt - Basically they won't take panic tests when friendly units are destroyed or break within 6" unless it's another Chaos Dwarf or Bull Centaur unit.  They ain't skeered.

Hailshot Blunderbuss - 12" range, St 3, Armor Piercing, Multiple Shots (D3), Hailshot
Hailshot - Doesn't suffer from Multiple shot penalties; as long as 10 are shooting from the same unit, they ignore long range or as a stand and shoot; if 20 or more are firing, they get the same bonuses plus they get to reroll failed To Wound rolls.  

I guess the question is which is better the Helglaive (18", St4, AP, and +1St in close combat) or the Hailshot.  Perhaps we'll do some number crunching on that later on.  


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