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				<title>2500 chaos dwarfs</title>
				<description><![CDATA[ Ok so this list is one I have been using to great success.<br /> <br /> <br /> <br /> Daemonsmith <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 2 metal<br /> Daemonsmith <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 2 metal, dispel scroll<br /> dark castellian <span class="glossaryitem" onmouseover='gp(174);'>bsb</span>, enchanted shield, cheap magic weapon (possibly figure out points for mask of furnace)<br /> 2 khans, wolf, light armor, shield<br /> <br /> core<br /> 50 infernal guard, shield and hand weapon, standard of discipline<br /> <br /> special<br /> 2 magma cannons<br /> 2 deathshrieks<br /> iron deamon<br /> <br /> rare<br /> earthshaker, ogre<br /> Destroyer]]></description>
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				<pubDate><![CDATA[Wed, 15 May 2013 01:46:20]]> GMT</pubDate>
				<author><![CDATA[ pities2004]]></author>
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				<title>2500 chaos dwarfs</title>
				<description><![CDATA[ I've never seen them but deathshrieks seem kinda sucky to me.<br /> <br /> Iron Daemon is cool and all, but there was one thing I was thinking about a bit ago.  I just looked it up to try and confirm:  it's got the coolio steam guns and it smushes stuff, but once in close combat, all it does is thunderstomp and have 3 cheap dwarf attacks.  The problem is, you can't thunderstomp monstrous units (and others).  You can have your 285+pt unit somewhat neutralized by engaging it with something it can't stomp.  It just sits there with the dwarf engineers angrily throwing pies.  It's nearly the cost of a destroyer, which throws much bigger pies.<br /> <br /> I think some Centaurs are also a good investment.  They are super fast and really really tough.  With a shield they are like a 2+ save, parry and T5.  With AHW they become super durable ogres, though much more expensive.  I think <span class="glossaryitem" onmouseover='gp(50);'>GW</span> are way too costly on them though.  But they are some fast units to stop anyone trying to reach your war machines.]]></description>
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				<pubDate><![CDATA[Wed, 15 May 2013 08:16:05]]> GMT</pubDate>
				<author><![CDATA[ DukeRustfield]]></author>
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				<title>2500 chaos dwarfs</title>
				<description><![CDATA[ No chalice seems a missed opportunity and double metal seems a weird choice. Other than that looks really solid.]]></description>
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				<pubDate><![CDATA[Wed, 15 May 2013 10:07:28]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>2500 chaos dwarfs</title>
				<description><![CDATA[ Why the dreadquake mortar over the hellcannon? The only benefit I can see over the hellcannon is if your meta is primarily immune to psych, I wouldn't give your khans armour. Their going to die if they get sneezed on anyway so why would you take away their ability to vanguard? K'daai's are awesome but with virtually every army including dragonbane gems and any HE character being immune to you is he worth it anymore?]]></description>
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				<pubDate><![CDATA[Wed, 15 May 2013 10:13:01]]> GMT</pubDate>
				<author><![CDATA[ Tiarna Fuilteach]]></author>
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				<title>2500 chaos dwarfs</title>
				<description><![CDATA[ <br /> <br /> The hellcannon never does enough for me while the dreadquake, causes not only a ton of damage but the dangerous terrain tests is huge against big horde units.<br /> <br /> <blockquote><div><a href="/dakkaforum/posts/preList/527175/5620729.page"><b>Tiarna Fuilteach wrote:</b></a><br/>Why the dreadquake mortar over the hellcannon? The only benefit I can see over the hellcannon is if your meta is primarily immune to psych, I wouldn't give your khans armour. Their going to die if they get sneezed on anyway so why would you take away their ability to vanguard? K'daai's are awesome but with virtually every army including dragonbane gems and any HE character being immune to you is he worth it anymore?</div></blockquote><br /> <br /> <br /> I'm sorry I was under the impression the K'daai destroyer was the best monster in the game, That thing has killed more in my army than any other unit.<br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/65afb78ba94982239ee431d965e2013a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/527175/5620720.page"><b>FlingitNow wrote:</b></a><br/>No chalice seems a missed opportunity and double metal seems a weird choice. Other than that looks really solid.</div></blockquote><br /> <br /> Yeah I need to get the Chalice in there, I may drop a dreadquake for some upgrades and do some fixes.]]></description>
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				<pubDate><![CDATA[Wed, 15 May 2013 13:31:57]]> GMT</pubDate>
				<author><![CDATA[ pities2004]]></author>
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				<title>2500 chaos dwarfs</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/09d4225497fbc3e62b407c1d065cbd0e.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/527175/5621253.page"><b>pities2004 wrote:</b></a><br/><br /> <br /> The hellcannon never does enough for me while the dreadquake, causes not only a ton of damage but the dangerous terrain tests is huge against big horde units.<br /> <br /> <blockquote><div><a href="/dakkaforum/posts/preList/527175/5620729.page"><b>Tiarna Fuilteach wrote:</b></a><br/>Why the dreadquake mortar over the hellcannon? The only benefit I can see over the hellcannon is if your meta is primarily immune to psych, I wouldn't give your khans armour. Their going to die if they get sneezed on anyway so why would you take away their ability to vanguard? K'daai's are awesome but with virtually every army including dragonbane gems and any HE character being immune to you is he worth it anymore?</div></blockquote><br /> <br /> <br /> I'm sorry I was under the impression the K'daai destroyer was the best monster in the game, That thing has killed more in my army than any other unit.<br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/65afb78ba94982239ee431d965e2013a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/527175/5620720.page"><b>FlingitNow wrote:</b></a><br/>No chalice seems a missed opportunity and double metal seems a weird choice. Other than that looks really solid.</div></blockquote><br /> <br /> Yeah I need to get the Chalice in there, I may drop a dreadquake for some upgrades and do some fixes.</div></blockquote><br /> <br /> He is exceptionnally good, don't get me wrong, just a decent opponent will feed him chaff for the game or have him running around in circles, ld8 frenzy tests doesn't bode well from what I've found. The hellcannon should do the same amount of damage as the dreadquake and gives you -1 <span class="glossaryitem" onmouseover='gp(82);'>LD</span> checks, would you not try one of your level 2's on death? Doom and darkness combined with war machines is brutally effective and LD9 for the sig, what sort of deployment are you using?]]></description>
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				<pubDate><![CDATA[Wed, 15 May 2013 14:14:57]]> GMT</pubDate>
				<author><![CDATA[ Tiarna Fuilteach]]></author>
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				<title>Re:2500 chaos dwarfs</title>
				<description><![CDATA[ Iron Daemon looks like the weak link in the army to me.<br /> <br /> I haven't played my CD yet (still putting them together - <span class="glossaryitem" onmouseover='gp(39);'>FW</span> models don't go together very well)<br /> <br /> I would think the Rockets would be good ~ stone thrower that moves towards the nearest unit if it misses<br /> I like the Hellcannon better just because of the slightly smaller footprint and less point cost.  I see the benefit of having an ogre guard your warmachine and having armor piercing is always good too, so I think both are worth taking.<br /> Iron deamon moves weird and doesn't seem to do a lot of damage for a high point cost.  It doesn't shoot well or far enough to justify the points.<br /> <br /> I think the  Kdai destroyer is fine, you're not going to fail that many tests, you should have leadership 9-10 on the first turn, and really only 1-2 test after that in a game.  You want him in combat and don't have to test for frenzy in combat.  No One is leading you around the board because we're not playing 7th edition.<br /> I think the character selection is the only thing I would take issue with out of the list besides the iron deamon.  lvl2 just don't work that well for me if I face a lvl4 (which I always do)  Metal is probably the best lore we have access to, but I would caution you against the new highelves, most of our weapons and magic bounce off of several of their units.  You may want to invest in a hobgoblin unit or two, just to slow the enemy down and not get surrounded.  You only get parrey to the front.]]></description>
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				<pubDate><![CDATA[Wed, 15 May 2013 18:30:09]]> GMT</pubDate>
				<author><![CDATA[ buckero0]]></author>
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				<title>2500 chaos dwarfs</title>
				<description><![CDATA[ I've gone the hobgoblin route before, I have 140 of those bastards. Going to see about the Iron Daemon. I haven't played this list in a tournament setting so I will be testing it out a little more before than. I'll try to put up a Battle report. ]]></description>
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				<pubDate><![CDATA[Wed, 15 May 2013 19:11:23]]> GMT</pubDate>
				<author><![CDATA[ pities2004]]></author>
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				<title>Re:2500 chaos dwarfs</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/527175/5622306.page"><b>buckero0 wrote:</b></a><br/>Iron Daemon looks like the weak link in the army to me.<br /> <br /> I haven't played my CD yet (still putting them together - <span class="glossaryitem" onmouseover='gp(39);'>FW</span> models don't go together very well)<br /> <br /> I would think the Rockets would be good ~ stone thrower that moves towards the nearest unit if it misses<br /> I like the Hellcannon better just because of the slightly smaller footprint and less point cost.  I see the benefit of having an ogre guard your warmachine and having armor piercing is always good too, so I think both are worth taking.<br /> Iron deamon moves weird and doesn't seem to do a lot of damage for a high point cost.  It doesn't shoot well or far enough to justify the points.<br /> <br /> I think the  Kdai destroyer is fine, you're not going to fail that many tests, you should have leadership 9-10 on the first turn, and really only 1-2 test after that in a game.  You want him in combat and don't have to test for frenzy in combat.  No One is leading you around the board because we're not playing 7th edition.<br /> I think the character selection is the only thing I would take issue with out of the list besides the iron deamon.  lvl2 just don't work that well for me if I face a lvl4 (which I always do)  Metal is probably the best lore we have access to, but I would caution you against the new highelves, most of our weapons and magic bounce off of several of their units.  You may want to invest in a hobgoblin unit or two, just to slow the enemy down and not get surrounded.  You only get parrey to the front.</div></blockquote><br /> <br /> People are leading him around the board because he has to overrun ]]></description>
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				<pubDate><![CDATA[Wed, 15 May 2013 21:27:19]]> GMT</pubDate>
				<author><![CDATA[ Tiarna Fuilteach]]></author>
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				<title>Re:2500 chaos dwarfs</title>
				<description><![CDATA[ He only overruns <span class="glossaryitem" onmouseover='gp(1);'>2d6</span>, after that he can turn and with his wide arch, he ought to be able to pick the next target area.  You only overrun if there is something to overrun. If he's being charged, most chaff is going to be destroyed to a man, so nothing to overrun. Look at page 70.  If he didn't charge just kille the chaff unit then reform.  If he's charging you with big units, most often they will cost decent points and have the opportunity to be run down and lost]]></description>
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				<pubDate><![CDATA[Thu, 16 May 2013 01:54:34]]> GMT</pubDate>
				<author><![CDATA[ buckero0]]></author>
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				<title>Re:2500 chaos dwarfs</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/527175/5623792.page"><b>buckero0 wrote:</b></a><br/>He only overruns <span class="glossaryitem" onmouseover='gp(1);'>2d6</span>, after that he can turn and with his wide arch, he ought to be able to pick the next target area.  You only overrun if there is something to overrun. If he's being charged, most chaff is going to be destroyed to a man, so nothing to overrun. Look at page 70.  If he didn't charge just kille the chaff unit then reform.  If he's charging you with big units, most often they will cost decent points and have the opportunity to be run down and lost</div></blockquote><br /> <br /> Yes but as you can't turn until your following movement phase your opponent will have had time to set up his next re-director]]></description>
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				<pubDate><![CDATA[Thu, 16 May 2013 11:13:33]]> GMT</pubDate>
				<author><![CDATA[ Tiarna Fuilteach]]></author>
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				<title>2500 chaos dwarfs</title>
				<description><![CDATA[ Yeah but the K'daai is still worth bringing, and i'm in the states so chaos dwarfs are pretty rare. ]]></description>
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				<pubDate><![CDATA[Thu, 16 May 2013 13:46:16]]> GMT</pubDate>
				<author><![CDATA[ pities2004]]></author>
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				<title>Re:2500 chaos dwarfs</title>
				<description><![CDATA[ Not trying to pick a fight, but he has to charge you some of the time.  Outside of Skaven and dark elves, lizardmen, there aren't that many armies with unlimited disposable redirectors unless they're playing an odd list.  Most of the time you may get slowed 2 turns a game, by then I think you've reformed  enough that you can charge something you want to .  I think redirection is a great tactic, but it's hard to totally take a unit out of the game unless you have 80 zombies/skavenslaves in your armie every game which most armies don't.<br /> <br /> I just think redirection is not as useful as it used to be in 7th or 6th even.  Maybe it's just the armies I face.  Even the <span class="glossaryitem" onmouseover='gp(418);'>TK</span> redirectors got the shaft in the last <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>.  To make it work, you have to invest too many points into your redirectors, otherwise, the Kdaii has a chance of eating them and reforming, then charging his turn where he wants to go.]]></description>
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				<pubDate><![CDATA[Thu, 16 May 2013 18:34:26]]> GMT</pubDate>
				<author><![CDATA[ buckero0]]></author>
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