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		<title><![CDATA[Latest posts for the thread "Tamurkhan"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Tamurkhan"]]></description>
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				<title>Tamurkhan</title>
				<description><![CDATA[ I'm sure I'm going to have a ton of questions as time goes on.  I just got the book.  It's gigantic.  It has the best artwork of any <span class="glossaryitem" onmouseover='gp(50);'>GW</span> book I own (and I own like 95% of them).  And it make some of the Lords/Heroes in this forum's Proposed Rules section look like wet paper bag pansies.<br /> <br /> -Chaos Dwarves have the own army list with Lords/Heroes/Core/Specials/Rares, but also have rules for being in <span class="glossaryitem" onmouseover='gp(385);'>WoC</span>.  In that little blurb section, it moves a bunch of the Specials to Rares and says the CD cannot be Generals.  But  under Hobgoblins it says a CD must be general.  So very simple question, can Chaos Dwarfs be their own army outside of <span class="glossaryitem" onmouseover='gp(385);'>WoC</span> or must they be included in <span class="glossaryitem" onmouseover='gp(385);'>WoC</span> with a non-Dwarf General?<br /> <br /> -Iron Daemon.  How does this thing wheel and pivot if it's carrying other war machines?  Do you treat them like they are one unit on one tray?  Is there a gap in between them?<br /> <br /> -Does the spell Ash Storm (which has to be one of the awesomer spells in <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span>, despite the lackluster Hashut list in general) prevent an army from engaging in melee at all?  It says they can only use their "base movement and not charge, march or fly."  The <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> states the only way into combat is to charge.  So if they were 1" away and get Ash Stormed, they have to just sit there (or pivot and move somewhere else).<br /> <br /> <br /> Overall, it's a fun book.  I haven't read all the fluff yet.  I think the Core are too expensive for what they do.  I think their Special <span class="glossaryitem" onmouseover='gp(615);'>MI</span> are pretty bad (they kill themselves).  I think some of their rules for mega super big monsters are a good direction for monsters in general.  And they have without a doubt the best war machines in the game.  Like everything and its mother can be made T8.  It also has some new scenarios which are pretty good and campaign rules and restrictions which are pretty good.  Oh, and there's also some heroes for Empire which are super duper crazy good and some <span class="glossaryitem" onmouseover='gp(385);'>WoC</span> troops which are mega powerful.  If they made mistakes, I think they tended to overcost units than undercost.  Like Bile Trolls, which are like O&G river trolls with slightly different stats, are 15 more points.  But better safe than sorry I guess.]]></description>
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				<pubDate><![CDATA[Thu, 9 Feb 2012 19:39:24]]> GMT</pubDate>
				<author><![CDATA[ DukeRustfield]]></author>
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				<title>Tamurkhan</title>
				<description><![CDATA[ Their are two ways to field the chaos dwarves, as part of the <span class="glossaryitem" onmouseover='gp(385);'>WoC</span> army, or on their own.  Chaos Dwarves on their own have the "Official" approval and can be used in events without opponents permission.<br /> Iron daemon: Treat is at one bigger base, it's the only way to do it.<br /> Ash Storm: If it says you can't charge, then no, you cannot charge.<br /> <br /> My experience facing the army was that the core is expensive, but worth their cost.  They pack a decent punch, have some ranged options, and aren't easy to kill.  They don't hit as hard as chaos warriors, but the shooting they do put out isn't something to dismiss.  <br /> Between being hard to kill and having excellent leadership, they can hold long enough for a heavy hitter to flank.<br /> It's a more balanced list; feels like your fighting a cross between warriors of chaos and empire.<br /> <br /> -Matt<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 9 Feb 2012 20:38:03]]> GMT</pubDate>
				<author><![CDATA[ HawaiiMatt]]></author>
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				<title>Tamurkhan</title>
				<description><![CDATA[ I think more like Dwarfs and Empire.  Their Core shooting, i.e., Fireglaives, are really really expensive.  Their Blunderbusses, while you can get some crazy numbers in your head, may never get to fire even once because their range is so short and a good general could outmaneuver them.  And they are +1 point on Fireglaives.<br /> <br /> I looked specifically at Warriors and Saurus and Bloodletters as comparisons.  I just don't think they're in that same league.  If you take them naked, resisting the temptation of giving them those guns, they are very good.  Basically Ironbreakers at -1 <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and -1 point cost and a ward save vs. Fire--except Core instead of Special and ability to get a few special items.  But Blunderbuss is +50% cost per dude and Fireglave is that -1 point.  Ironsworn are just regular guys + Fireglaives without the gun and ability to parry and +1WS for same cost but Special.  Meh.<br /> <br /> Fireborn are a real gamble.  Sure, they're daemons with a better ward save than daemons(!) but they also spontaneously combust themselves and are pricey.  A few bad rolls and they all die on turn 2.<br /> <br /> But I'll say anything that is Flammable or uses Flaming weapons will auto lose against CD.  <span class="glossaryitem" onmouseover='gp(418);'>TK</span> have zero chance.<br /> <br /> OH, and as far as lore goes.  I'm now under the impression that anything can be corrupted to Chaos.  Hashnut is likely just some arch-daemon.  Not even a god.]]></description>
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				<pubDate><![CDATA[Thu, 9 Feb 2012 23:06:56]]> GMT</pubDate>
				<author><![CDATA[ DukeRustfield]]></author>
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