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Dwarfs are difficult to face as they are even more shooty than CDs. My advice is to concentrate on faster troops and artillery, as blunderbusses are too short ranged. When both armies core troops move at 3-6" a turn, its unlikely they'll spend much time in range (although its always going to be fu when those miners appear in their firezone. I would tend to minimise the number of CD warriors, and use them to form a core reserve guarding the artillery from the likes of miners and gyrocopters. If you are going for magic then as Archaon says, don't go half way, you need a lot to get through. That said, if you dont want to max out magic then even a level one with 2 scrolls is a must to counter the anvils. My first pics would be bull centaurs, wolfriders, and as much artillery as you can lay your hands on.

Ignore oathstones, just smash the stonebearers with artillery if you get the chance to claim the VPs. Gyrocopters are you're main target for artillery though as they virtually ignore blunders. It may even be worth taking a few hobgoblin archers to deal with these pests. Black orcs and big'uns are also a good choice. Remember that you are not relentless so CD infantry is outmanouvered even by dwarfs (which is about the most embarrasing thing in the world). I would also invest in a taurus and some BC heroes to lead your wolfboyz.
A dwarf player I knew put a thane on an oathstone in a unit of quarrellers with great weapons and shields. Not only were they a good CC unit, but they could shoot all round. No sneaking behind the lines with flyers. I still haven't thought of a counter to this except Shoot em
@!*$? I will have to have words...I thought it was too effective a tactic to use legally, but I thought it was just rangers that weren't allowed them
Greetings my evil kin.

ANVIL OF DOOM
One of the biggest perceived threats in the Dwarf list is the Anvil of Doom. Yes,it can have alarge effect on the game(if he is lucky), but it is also a large chunk of points in 2K. It will be about 400 points, maybe more if he loads up on Runes.

-The Anvil's powers are used in shooting phase, so it seems it should be effected by the Earthshaker. So if you fire your Earthshaker cannons near his Anvil, you have a good chance of stopping it next turn.(4+ warmachine)

-The Anvil's powers can't be used if its locked in combat. Possibly some fast Wolfriders can hold it up for awhile. olfriders will be seen as a lesser threat then Bull Centaurs. I doubt any Dwarf Genersal would let you get a unit of Bull Centaurs inm his deployment zone. If you manage this,it seems the battle is going well already!

-Flyers like the Taurus & Lammassu should make short work of the RuneLord & Anvil. Challenge him!!! The RuneLord must accept, the Anvil Guards will stand back & do nothing. They can be slaughtered next turn. Beware though, a smart RuneLord will target your flying monstrosities first, robbing them of their wings! They are still pretty fast with M6.

-An inexperienced Dwarf General can be his own worst enemy & your best ally. Let him keep banging away on the Anvil trying for Ancient Power. Eventually he'll fluff his roll and the Anvil could explode netting you the VP's!

HAIL HASHUT!
Cheers! Great model, but its 1,000 points, so not a popular option in a 2K game. Happy
I distilled this thread into a Chaos Dwarfs vs Dwarfs page on the Wiki, linked off the Chaos Dwarf Tactics page.
I generally try to shoot at the warmachines, due to what I see as an "Over Reliance" on ranged firepower, but that's no guarantee.

Haven't dealt with the Anvil yet (My main opponents are Empire,Bretonnia/ Lizardmen) but all I can say is shoot it. It may have a +4 ward, but he's gonna miss SOME of those, and hopefully you kill the Runelord....
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