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NEW POLL (3/14/21) The current Special Rules are:
Looking About Right
Too complicated. Look to streamline rules or trim options
Simple enough but unbalanced (Chaos Dwarfs not good enough)
Simple enough but unbalanced (Chaos Dwarfs still too good, more nerfs needed)
Simple enough and balanced but not original enough. Add flavor.

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Made in us
Average Orc Boy



Abington, MA

SEE BELOW - NEW DRAFT UPDATED 3/14/21

K'Daii removed for Flamethrower teams
Nerfed Infernal Guard (dropped Hates Everyone)
Slight Nerf to Great Taurus (Armour Save reduced to 5+, Frenzy removed, Breath Weapon reduced to S2)
Nerfed Bull Centaurs (Spirit of the Bull only gives Frenzy, not Frenzy and Stubborn)
Decided Ogre Loaders don't affect the game
Slight Nerf to Lammasu (Magic Resistance 1 instead of Magic Resistance 2)
Increased the cost of the Hates Everyone Banner to 60 Points, effectively locking it from the Bull Centaurs so you can't run a Bull Centaur unit that stacks Stubborn, Frenzy, and Hates Everyone
Chaos Dwarf Warriors can't choose to equip additional hand weapons. Instead, they have the option to bring Dwarf Handguns OR Great Weapons.
Updated some names and added in some statlines

I'm definitely getting closer to something I'd want to include as a playable Army with my group. I appreciate the feedback from everyone a ton

This message was edited 17 times. Last update was at 2021/03/18 00:20:25


WHFB 6th Edition
Our club owns most of the models from all 6th Edition armies and plays out of Massachusetts 
   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

You could take the 9th Age early edition Chaos Dwarfs and port back to 6th.

Taking a leaf from them orc slaves benefit from the leadership of the general (they fear him), but cannot rally. Once broken they stay broke.
I would exempt black orcs from that.

Slave units of all types should be capped to the number of ranked up chaos dwarf infantry and cavalry units to keep them 'loyal'.

n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
Made in us
Average Orc Boy



Abington, MA

First of all thank you very much for the feedback, I appreciate it.

Who benefits from the Leadership of CD is a tough one but the 9th Age rule there is very interesting.

I like the sound of the loyalty one but I'm not sure if it would be compatible with my fantasy of small blocks of expensive CD with some big mobs of hobgobbos.

This message was edited 2 times. Last update was at 2021/03/14 16:04:04


WHFB 6th Edition
Our club owns most of the models from all 6th Edition armies and plays out of Massachusetts 
   
Made in us
Average Orc Boy



Abington, MA

ARMY SPECIAL RULES

All Chaos Dwarfs are Relentless. (Never march blocked)
All Chaos Dwarfs are Resolute. (Always Flee and Pursue 2D6"-1)
All Chaos Dwarfs hold a grudge against the Dawi, who they feel abandoned them to their fate. All Chaos Dwarfs Hate all Dwarf units of any type that are not Chaos Dwarf units.
All Chaos Dwarfs Ignore Greenskin Panic (which includes Black Orcs and Hobgoblins).
Disciples of Hashut- Chaos Dwarf Characters and units with this Special Rule are Stubborn, their bull-headed nature enhanced by the will of The Father of Darkness.
Spirit of the Bull- The Chaos Dwarf Bull Centaurs who have guarded the Temple of Hashut for centuries will charge anyone who dares venture too close. They have Frenzy.
Rage of the Taurus - Select few Chaos Dwarfs are able to bend this great beast to their will. To claim dominion over a truly stubborn and hateful creature, they unleash a fury that earns the respect of even the mighty Great Taurus.
Chaos Dwarf Characters with this special rule Hate Everyone.
Cowardly but Cunning - If Sneaky Gits choose "Flee!" as a Charge Reaction and are not caught by the enemy, they automatically rally at the beginning of their next Start of the Turn Phase and may even declare a charge against the enemy they have lured in during their Movement Phase (but are subject to an Animosity Test first during that Start of the Turn phase as well!).
Animosity - All Hobgoblin units follow the same Animosity rules that are listed in the Orcs & Goblins Army Book, with the following exception: A Black Orc Slave Captain or Black Orc Slave Commander embedded in a Hobgoblin unit does not cause them to re-roll a 1 Result. Instead, a Captain simply inflicts D3 wounds to restore order. A Commander inflicts D6. The unit can then move as normal and Declare Charges during the Movement Phase.
Quell Animosity - All Black Orc units and Characters Quell Animosity as normal in all other situations and Ignore Greenskin Panic (which includes Black Orcs and Hobgoblins).
Black Orc Characters do not take up a 2nd Hero slot.
Undesirables - Black Orc Characters and Regiments, Hobgoblin Khans, Hobgoblin Slaves, Hobgoblin Wolf Riderz, and Ogres are prohibited from benefitting from the General's Leadership. They may still benefit from the Leadership of embedded Characters as normal.
Dwarf Handguns - When shooting, Dwarf Handguns are +1 To Hit.
Dwarf Blunderbusses - These use the rules for Blunderbusses described in the 2004 Book.

LORDS

Chaos Dwarf Emperor ------ M3 WS7 BS4 S4 T5 W3 I4 A4 LD10
Chaos Dwarf Prophet ------ M3 WS4 BS3 S4 T5 W3 I1 A1 LD10
Bull Centaur Lord (0-1) ------ M8 WS6 BS3 S5 T5 W3 I5 A5 LD9

The Chaos Dwarf Emperor may become a Disciple of Hashut for +25 Points. May be blessed by the Rage of The Taurus for +25 Points. These upgrades count against his 100 Point Budget for Magic Items. May take a Great Taurus or a Lammasu as a Monstrous Mount (and the Mount would occupy a Rare slot). May only join Chaos Dwarf units (Warriors, Blunderbusses, Infernal Guard). Must take Rage of The Taurus to take a Great Taurus as a Mount. Must take a Magic Item or Blessing or something which makes him at least a LVL 1 Wizard to be able to take a Lammasu as a Monstrous Mount.
The Chaos Dwarf Prophet is a LVL 3 Wizard, may upgrade to LVL 4 for +35 Pts. May take a Lammasu as a Monstrous Mount (and the Mount would occupy a Rare slot) Chooses Spells from Fire, Metal, or Shadow. May only join CD units (Warriors, Blunderbusses, Infernal Guard).
The Bull Centaur Lord is a Disciple of Hashut. He has The Spirit of the Bull. He also has Bull Charge from the Ogre Kingdoms Book. He is a Large Target and Causes Fear (Use a Monster Base instead of a Cavalry Base). He may only join CD Bull Centaur units.
The Great Taurus can Fly, but rather than Fly 20" its maximum flight range is 16". It is Stubborn. It is a Large Target, Causes Terror, and has a S2 Breath Weapon. It is Immune to Flaming Attacks. It causes D3 Impact Hits. It has a 4+ Armour Save.
The Lammasu can Fly. It is a Large Target, Causes Terror, and has Magic Resistance (1). It has a 6+ Ward Save.

HEROES

Chaos Dwarf Vizier ------ M3 WS6 BS4 S4 T5 W2 I3 A3 LD9
Chaos Dwarf Sorcerer ------ M3 WS3 BS3 S4 T4 W2 I1 A1 LD9
Chaos Dwarf Daemonsmith ------ M3 WS3 BS3 S4 T4 W2 I1 A1 LD9
Hobgoblin Khan (cannot be the General) ------ M4 WS4 BS4 S4 T4 W2 I2 A2 LD7
Slave Commander (cannot be the General) ------ M4 WS6 BS3 S5 T5 W2 I3 A3 LD8

The Chaos Dwarf Vizier He may become a Disciple of Hashut for +25 Points. This upgrade counts against his 50 Point Budget for Magic Items. May only join CD units. (Warriors, Blunderbusses, Infernal Guard).
The Chaos Dwarf Sorcerer is a LVL 1 Wizard, may upgrade to LVL 2 for +35 Pts. Chooses Spells from Fire, Metal, or Shadow. May only join CD units. (Warriors, Blunderbusses, Infernal Guard).
The Chaos Dwarf Daemonsmith uses the same rules as a Dwarf Master Engineer. He is also a LVL 1 Wizard who chooses spells from the Lores of Fire, Metal, or Shadow. May only join Flamethrower units or War Machine crews.
The Slave Commander follows all rules for a Black Orc Big Boss in the Greenskins Army Book. He may only join Black Orc Regiments or Hobgoblin Slave units.
The Hobgoblin Khan may only join units of Hobgoblin Slaves or Hobgoblin Wolf Riderz.
A Chaos Dwarf Vizier, a Black Orc Slave Commander, or a Hobgoblin Khan may become the Battle Standard Bearer for +25 Points. If he does, he may not choose any other non-magical equipment except for Light, Heavy, or Chaos Armour as appropriate. He may carry a Magic Standard with no points limit, but if he does, he may not choose any other Magic Items.

CORE

Hobgoblin Slaves ------ M4 WS3 BS3 S3 T3 W1 I2 A1 LD6
Hobgoblin Wolf Riderz ------ Wolves: M9 WS3 BS0 S3 T3 W1 I2 A1 LD3
Chaos Dwarf Blunderbusses ------ M3 WS3 BS4 S3 T4 W1 I2 A1 LD9
Chaos Dwarf Warriors (1+ compulsory, +1 for every thousand points starting at 2K) M3 WS4 BS3 S3 T4 W1 I2 A1 LD9

The Hobgoblin Slaves start with Hand Weapons and Light Armour. They can buy Spears, Additional Hand Weapons, Short Bows, and Shields. Instead of a Hobgoblin Champion, these units can purchase a Black Orc Slave Captain (counts as: Black Orc Boss/Champion) for [+25 Points.?]. A Hobgoblin Slave unit can only be joined by one Black Orc at a time (I.E they cant purchase a Black Orc Slave Captain as a unit Champion and then also embed a Black Orc Slave Commander Character.)
The Hobgoblin Wolf Riderz start with Spears and Shields. They can purchase Short Bows for +2 Pts/model. Only Hobgoblin Khans may join these units. Their Champions are normal Hobgoblin Wolf Champions rather than Black Orcs. They may take Light Armour for free, but if they do, they are no longer Fast Cavalry.
The Chaos Dwarf Warriors start with Hand Weapons and Heavy Armour. They can purchase Chaos Armour, Dwarf Handuns OR Great Weapons, and Shields. One unit of Chaos Dwarf Warriors in the Army my be upgraded to Disciples of Hashut for +20 Points. An upgraded unit may have their Standard Bearer carry a Magic Standard worth up to 50 Points.
The Chaos Dwarf Blunderbusses use the 2004 Book rules for Blunderbusses. This unit starts with Hand Weapons, Blunderbusses, and Heavy Armour. They can equip Chaos Armour for extra points.

SPECIAL

Chaos Dwarf Bull Centaurs ------ M8 WS4 BS3 S4 T4 W1 I3 A2 LD8
Sneaky Gits ------ M4 WS3 BS3 S3 T3 W1 I2 A1 LD6
Chaos Dwarf Infernal Guard ------ M3 WS4 BS4 S3 T4 W1 I2 A1 LD9
Chaos Dwarf Death-Shrieker Rocket Launcher
Chaos Dwarf Magma Cannon (instead of copying the Flame Cannon maybe this acts like a normal cannon with a Flaming AOE?)
Hobgoblin Spear Chukka (1-2 Count as 1 Special Slot)

Chaos Dwarf Bull Centaurs have The Spirit of The Bull. They have Frenzy. They also have Bull Charge from the Ogre Kingdom Book. Only a Bull Centaur Lord may join these units. They start with Hand Weapons and Heavy Armour. They can purchase Additional Hand Weapons, Shields, Chaos Armour, and Great Weapons. (They are technically not cavalry, so their Armour Save starts at 5+ but they use Weapons as if they are on foot- for example they could benefit from a Hand Weapon & Shield combo. If they equip Chaos Armour and use the Hand Weapon & Shield combo their Armour Save becomes a 2+ in Close Combat). One Bull Centaur unit in the Army may be upgraded to Disciples of Hashut for +35 Points. An upgraded unit may have their Standard Bearer carry a Magic Standard worth up to 50 Points.
Sneaky Gits are Scouts and Skirmishers. They can always lap round the enemy with an unlimited amount of models regardless of CC score. They come equipped with Hand Weapons, Additional Hand Weapons and Light Armour. If Sneaky Gits choose Flee as a Charge Reaction and are not caught by the enemy, they automatically rally during their next Start of the Turn Phase and may declare a charge against the enemy they have lured in, because they are Cowardly but Cunning. No Characters may join this unit.
Chaos Dwarf Infernal Guard are equipped with Fire Glaives (All Attacks are Magical, counts as Dwarf Handguns for Shooting, counts as Spears (Infantry) with Flaming Attacks in Close Combat) and Chaos Armour. One Infernal Guard unit may have their Standard Bearer carry a Magic Standard worth up to 50 Points. Infernal Guard are Immune to Flaming Attacks.
The Ogre Loader models included in any Chaos Dwarf War Machines are for scenery purposes only and have no effect on the game. Hobgoblin Spear Chukkas cannot buy a Bully.
Chaos Dwarf Daemonsmiths can join Chaos Dwarf War Machine Crews exactly like Dwarf Master Engineers. They may not join Spear Chukkas.
Dogs of War selections from the Ogre Kingdoms take Special slots instead of Rare slots.

RARE

Great Taurus ------ M6 WS5 BS0 S6 T5 W4 I3 A4 LD6
Hellspout Flamethrower Teams ------ M3 WS3 BS4 S3 T4 W2 I1 A2 LD9
Black Orcs (0-1) ------ M4 WS4 BS3 S4 T4 W1 I2 A1 LD8
Earthshaker Mortar
Hellcannon

Hellspout Flamethrower Teams have a unit size of 1-3 50mm models. 2 Wounds per model (all or nothing, there is no "half speed/every other turn" for taking a wound). Only a Daemonsmith using the Lore of Fire may join this unit. Flamethrower: Range- 15". Declare a Target and roll an artillery Die for each Flamethrower Team. This is how many hits the enemy unit takes. (Strength 4, Flaming Attacks, -2 to the Armour Save). On a Misfire the Flamethrower team takes a Wound. Re-roll the unit's first Misfire per shooting phase if the unit is accompanied by a Daemonsmith. They wear Chaos Armour and they use Hand Weapons in Close Combat.
The Great Taurus can Fly, but rather than Fly 20" its maximum flight range is 16". It is Stubborn. It is a Large Target, Causes Terror, and has a S2 Breath Weapon. It is Immune to Flaming Attacks. It causes D3 Impact Hits. It has a 4+ Armour Save.
Black Orcs use the exact same rules they do in the Greenskins Army Book, except their maximum unit size is capped at 25 to ensure loyalty. The Black Orc Regiment may have the Standard Bearer purchase a Magic Standard worth up to 50 Points.
All non-Ogre Dogs of War selections take Rare slots. [The books usually name two units that an Army likes to take (although one listed in the Greenskins book might have never existed?) so we would suggest units like Oglah Khan's Wolf Boyz and Ruglud's Armoured Orcs on this page probably.]

You could run a 2.5K Army with this List that: utilizes only CD models and 0 Slave models, and has no units that are exactly alike (Any Lord, 3 CD Heroes, Warriors, Warriors upgraded to Disciples of Hashut, and Blunderbusses as your 3 Core, Bull Centaurs, Infernal Guard, Rocket Launcher, and Magma Cannon as your 4 Special, and Flamethrowers with a Hellcannon or an Earthshaker Mortar as your 2 Rare). It still allows for slaves/monsters if you like that part of the lore but they can truly stand alone as a Chaos Dwarf army.


MAGIC ITEMS AND STANDARDS

The Black Hammer of Hashut - (No Hobgoblins) Requires two Hands. +2S, Flammable Targets are automatically killed if they take a single wound -- 45 Points
Obsidian Blade - No Armour Save Allowed. If the Target takes an unsaved wound his armour and shield (including magical armour & shields) are destroyed. 50 Points
Dark Mace of Death (One Use Only) - Bearer may choose to make this single attack instead of any other attacks. All models in base contact with the bearer take D3 wounds No Armour Save -- 100 Points

The Black Armour of Zharr-Naggrund - (Chaos Dwarf Characters Only) Confers a 1+ Armour Save and 4+ Ward Save that cannot be combined with any other item or improved in any way. -- 55 Points
Commander Regg's Glowin' Boss Hat - (Black Orc Characters Only) This helmet glows and crackles with sinister black lightning when the bearer gets angry. A Black Orc wearing this helmet Causes Fear when he is charging. -- 30 Points
Wurmla the Wily's Wolf Pelt - (Only Hobgoblin Khans riding a Wolf) This ominous odiferous outerwear confers Cowardly but Cunning onto the Character and any unit of Wolf Riderz he joins. -- 40 Points
Weezlur's Black Orc Boss 'at - (Only Hobgoblin Khans riding a Wolf) One night, after successfully poisoning his Captain, a particularly brave/cowardly (depending on whom you ask) Hobgoblin Slave killed his oppressor in his sleep and earned himself a Wolf. His legend lived on, even after his assassination just shy of two winters later. This helmet Confers Quell Animosity and +1 LD onto the Khan. -- 50 Points.

The Onyx Staff of the Beast Master - (Chaos Dwarf Sorcerers and Prophets only) Enemy monsters may not allocate any attacks against the Sorcerer/Prophet or target him with Breath Weapons. Monsters (friendly and enemy) within 18" never roll on the Monster Reaction Chart; instead, the Sorcerer/Prophet decides what their result is. -- 30 Points

The Slave Banner - (Only Black Orcs and Hobgoblins may take this) All Undesirable units within 12" of the Standard may re-roll all Psychology tests -- 50 Points
The Standard of Hashut's Chosen- The character and any unit he is in becomes Unbreakable -- 100 Points
The Burning Flag- All Attacks count as Magical. All Attacks count as Flaming Attacks. -- 20 Points
The Stone Standard- Gives the bearer/unit Magic Resistance (1) -- 30 Points
The Banner of Contempt- (No Hobgoblins) This unit Hates Everyone -- 60 Points
The Flag of the Iron Mountain - (One Use Only) The Character or unit may re-roll one failed Terror, Fear, or Panic Test -- 50 Points
The Banner of the Bull - The bearer/unit is Stubborn -- 60 Points.


... In the back of the book...

HASHUT'S CHOSEN LIST VARIANT

CHARACTERS: The General would be a Named Chaos Dwarf Bull Centaur Lord who Causes Terror. Sorcerers use The Lore of Beasts [unless there is a Lore of Hashut?]. Other Characters as normal.
CORE: Infernal Guard and Bull Centaurs move from Special to Core. Any number of Chaos Dwarf Warriors can be Disciples of Hashut. They lose their 1+ requirement, instead it is transferred to the Bull Centaurs. Hobgoblin Slaves as normal.
SPECIAL: Blunderbusses and Hobgoblin Wolf Riderz move to Special. Other Special as normal.
RARE: Hellcannon and Flamethrowers are dropped from Rare to make room for a Doom Bull and a Great Taurus. Black Orc Regiment Removed (but Slave Captains and Slave Commanders remain in the Character slots)

THE "BEFORE THE GREENSKIN UPRISING" LIST VARIANT

CHARACTERS: Chaos Dwarf Daemonsmiths and Bull Centaur Lords are removed to make room for an Orc Big Boss Hero and a Black Orc Lord (occupies a Hero slot as well)
CORE: Orc Boyz and Arrer Boyz (No Savage Orcs, No Big Uns). Chaos Dwarf Warriors are still Core and still retain their 1+ requirement but Blunderbusses move to Rare. Hobgoblin Slaves and Wolf Riderz as normal.
SPECIAL: We shift Black Orcs from Rare to Special but keep their (0-1) restriction. Chaos Trolls are added to the Special choices. Chaos Dwarf Bull Centaurs are moved to Rare. Infernal Guard are removed entirely. The Special War Machines are unchanged.
RARE: Hellcannon, Earthshaker Mortar, and Famethrowers are removed from Rare to make room for a Hobgoblin Doom Diver Catapult, a Slave Giant, the Blunderbusses, and the Bull Centaurs.

THE GREAT HORDES OF THE HOBGOBLA KHAN LIST VARIANT

CHARACTERS: Chaos Dwarf Characters and units are removed entirely, including Black Orcs, CD War Machines and K'Daii?
This List would add Hobgoblin Lords and Hobgoblin Shamans in Character slots. Shamans use the Lore of the Little Waaagh
CORE: We still have Hobgoblin Infantry and Hobgoblin Wolf Cavalry, and lets also add some Hobsnotling Swarms (0-1)
SPECIAL: Chaos Trolls and a Hobgoblin Wolf Chariot to join the Sneaky Gits. Oglah Khan's Wolf Boyz can be taken in Special instead of Rare, as well as Ogre Kingdom Dogs of War selections.
RARE: Scary Monster (0-1)***, a Hobgoblin Doom Diver Catapult and a Slave Giant.

*** The Hobgoblin player can choose any one (but ONLY one) of the following to include in the Army: A Wyvern, A Hydra, or a Manticore. All Scary Monsters have the following rules: Large Target, Cause Terror, Chained Up. The Scary Monsters are prodded into the direction of the enemy by a team of 5 Hobgoblins, whose rules are similar to Skink Handlers in Salamander Hunting Packs. Chained Up means The Monster and Prodders do not Fly but move along the ground at the Prodders' speed in a skirmishing pack. Each Close Combat Phase, if the Monster is not fighting an enemy, roll a D6. On a roll of 1, D3 Hobgoblins are killed by the Scary Monster. If all the Hobgoblin Prodders have been slain for any reason, the Monster takes a Monster Reaction Test at the end of the phase.

SPECIAL SCENARIO

The special Scenario I envision in the back of the CD Book would be a battle that represents the Greenskin Uprising when they revolted against their Dwarf Masters, only to be betrayed in the 11th hour by the treacherous Hobgoblins.

This message was edited 61 times. Last update was at 2021/03/18 00:23:10


WHFB 6th Edition
Our club owns most of the models from all 6th Edition armies and plays out of Massachusetts 
   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

Here is a link to what I was talking about

https://www.deviantart.com/dutchwargamer/art/The-9th-Age-1-1-Infernal-Dwarves-Armybook-833969178

Most names are translatable from context. If you have any questions understanding early 9th Age concepts to port back to 6th ask here. Remember you will need to understand 8th to understand 9th 1.1. Assuming you do, whether you agree with the design decisions of 8th you have enough info to port back to 6th, because it is a two stage process.

There is less to it than meets the eye.


n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
Made in us
Average Orc Boy



Abington, MA

I took a look at that book and stole a few ideas

Thank you very much for the feedback and for pointing me towards another resource

I've made some changes (see above):
Nerfed Infernal Guard (dropped Hates Everyone)
Slight Nerf to Great Taurus (Armour Save reduced to 5+, Frenzy removed, Breath Weapon reduced to S2)
Nerfed Bull Centaurs (Spirit of the Bull only gives Frenzy, not Frenzy and Stubborn)
Decided Ogre Loaders don't affect the game
Slight Nerf to Lammasu (Magic Resistance 1 instead of Magic Resistance 2)
Slight Nerf to K'Daii (Armour Save reduced to 5+)
Increased the cost of the Hates Everyone Banner to 60 Points, effectively locking it from the Bull Centaurs so you can't run a Bull Centaur unit that stacks Stubborn, Frenzy, and Hates Everyone
Chaos Dwarf Warriors can't choose to equip additional hand weapons. Instead, they have the option to bring Dwarf Handguns OR Great Weapons.
Updated some names and added in some statlines

I'm definitely getting closer to something I'd want to include as a playable Army with my group. I appreciate the feedback from everyone a ton

This message was edited 1 time. Last update was at 2021/03/14 17:33:08


WHFB 6th Edition
Our club owns most of the models from all 6th Edition armies and plays out of Massachusetts 
   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

Next look at models. Now I dont know if you have any chaos dwarfs but the prime current source is Mantic.

You need not follow Mantic's lead with the support units, and can source those elsewhere but if you have a source of corrupted dwarfs it may pay you to pay attention to what is available.

https://www.manticgames.com/games/kings-of-war/abyssal-dwarf/


n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
Made in us
Average Orc Boy



Abington, MA

I just saw the Abyssal Dwarf Dragon Fire team and WOW

I think I want to replace the K'Daii with that. It would be like the CD version of a Salamander Hunting Pack

WHFB 6th Edition
Our club owns most of the models from all 6th Edition armies and plays out of Massachusetts 
   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

For searching for appropriate miniatures 9th Age is also the site to go to. You shouldnt have too much difficulty 'translating' the category names.
There is a page for each of the factions.

https://www.the-ninth-age.com/community/lexicon/index.php?lexicon/469-infernal-dwarves-id/

n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
 
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