Tried the new faction and wanted to share some thoughts. Its not really a guide.
I would say, this is an easy faction. When you capture bunch of goblin strongholds and start to build mines, you will swim in money. I have not encountered any script invasions against Chaos Dwarfs, and against no-script armies its all pretty simple. By the time I got rid of eastern Dwarves, Gobs and Orks, Chaos Undivided started a massive invasion, and they are allied to me, and I cant attack them, so it seems the game is as good as finished. Maybe I should play as the imperial next time to really experience the storm of Chaos.
Its a turn 86.
Chaos Dwarves have two starting spots on the east of the map - one at North, and one on extreme south. That leads to simultaneous expansion in two different directions. At north I left the Goblins be for a while and attacked rebel/dwarf/elf strongholds on the coast. I moved all the way to some "tower" settlement and stopped there, didnt want to overextend. One full stack was enough to accomplish it.
At the south Orks attacked me right away. I built the army, grabbed the closest rebel settlement and then moved on Orks, hard. After taking Ork capital, Goblins came, so I had to exterminate them too.
I say, 90% of all my victories was because of Chaos Dwarf Blunderbuss. Those units have relatively short firing distance, and they can be a pain to position, after putting them I have to zoom in on each unit to see if anything is obstructing their view. Also, they miss most of the time if they shoot down, so the leveled plain is ideal.
But when they hit, oh man! Its not unikely for them to wipe out half or two thirds of a unit. If you are against low-morale armies like Orks or Gobs, they will most likely run away, and even highly armored dwarfs would stop their charge. In one of the battle against several full stacks of goblins my 3 units of blunderbasses scored about 1500 - 2000 kills each.
Now, they are awesome, but they have limitations. They can be recruited only in dwarf settements, have high requirements and two turns to recruit. When in battle, they are very slow. Very. They dont have "skirmish" option, and also have trouble running away if engaged. And they have to be on front to do any damage, so you have to find the right time to move your meatshild from behind. When in hand-to-hand, they suck. And to replace them, you have to transport them from provinces far away.
They have short firing range, so you have to have a unit to counter the enemies archers.
Also, they dont do very well against highly armored enemies. Regular infantry? No problem? Charging Black Orks? You'll stop the charge at most. Knights on armored horses? You are screwed. Trolls? Forget about Blunderbuss, bring lots of orks instead to burry them in bodies. You might also speed the game up to x6 speed and go make yourself some coffee - it will take a while for your orks to chew through 12 hp and 30 armor.
Artillery helps a lot. I dont use Chaos Cannon as much - too inaccurate, and the ark of fire is very shallow. If it hits it destroys everything, but it never hits. Fortunately, the new artillery pieces do their job perfect.
Death Rockets have very long range, average accuracy, and can attack enemies at angles. They also have very high damage against buildings for some reason.
Earth shaker cannons are very useful too. Unfortunately, its not a mortar, its a cannon, but its angle of attack is something in between, so you can hit from behind the walls. The firing distance is rather small. But the shell of this cannon has a unique property - when it hits, it does little damage, but that is followed by a delayed underground explosion. The shock wave not only disrupts the enemy formation, it is also highly deadly to all standing at impact place, killing up to half of the unit. I found it to be the best weapon to deal with trolls - send 1 unit of orks to attack to keep trolls busy, and order your Earthshakers to fire at trolls. Watch them fly. Repeat.
Just watch out against Shamans - they easily out-shoot your Deathrockets.
You can also occasionally recruit Chaos Trolls and Chaos ogres at the Dogs of War camps - very expensive, very powerfull.
The rest of the army is nothing special. Chaos dwarfs warriors are upped version of normal dwarfs with higher morale. Orks are orks. Hobgoblins are something in between goblins and orks, they dont wear armor but have higher defence skill. They have one unit though, Sneaky Gits, who have high attack and skill and can hide anywhere - those are very usefull for ambushes.
Too bad the best cavalry available is Hobgoblin wolf riders. Slow, weak, unreliable. IIRC, Chorne Juggernauts were built by Chaos Dwarves, but you cant build them. Also, in the table version you apparently could recruit some flying fire-breathing bulls. I guess the team didnt have enough time to implement them. Oh well.
I also think that Chaos Dwarves should not be able to recruit Orks and Black Orks. Yes, they are awesome, but it goes against the lore.
Regarding the game in general it is still very pron to crashing. I save every turn, before and after each battle - saves me a lot of brain cells.
Several buildings have corrupted description (blacksmith 2 I think, and sewers 2 and 3), if you click on them the game will crash, but it is easily fixable.
There was one very annoying bug, though - I took all the eastern ork settlements, when Chaos Undiveded launched an attack through the ork lands. They script-attack your settlements even when they are allied to you, and restore the alliance after the attack. Fortunately, they dont have any siege engines and dont build any siege towers or ladders, so if you chose to fight manually you win as they cant reach you.





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