Total War: WARHAMMER III

Total War: WARHAMMER III

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Chaos dwarf battle tips
So I'm playing as the legion of azgorh an am around turn 50, the start was good but now i'm having trouble beating armies and I dont want to just keep pressing auto resolve. What is the best play style for this faction?
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Εμφάνιση 16-27 από 27 σχόλια
Αναρτήθηκε αρχικά από Jerroser:
I would recommend leaning slightly more in to the ranged units like blunderbuss' and/or fireglaves. Frankly the labourers are really only useful in the very early game when you literally can't afford anything end and use them to hold the enemy in place and stop the units that matter from getting overwhelmed. I would say past turn 20 you should really be starting to phase them out in favour of hobgoblins.

By turn 50 your main army should be made of mostly just Chaos Dwarfs proper with only a few Hobgoblins if they work in to your strategy and maybe a side army being more hobgoblin heavy. I think by this point in my campaign with the Legion of Azgoth I already had a few regular Infernal Guard filling out my front line supported by around 4 blunderbuss' 2 Flame cannons and a Hellcannon.
Have you tried the iron daemons or skull crushers?
Αναρτήθηκε αρχικά από ZombieKiller8989:
Αναρτήθηκε αρχικά από Jerroser:
I would recommend leaning slightly more in to the ranged units like blunderbuss' and/or fireglaves. Frankly the labourers are really only useful in the very early game when you literally can't afford anything end and use them to hold the enemy in place and stop the units that matter from getting overwhelmed. I would say past turn 20 you should really be starting to phase them out in favour of hobgoblins.

By turn 50 your main army should be made of mostly just Chaos Dwarfs proper with only a few Hobgoblins if they work in to your strategy and maybe a side army being more hobgoblin heavy. I think by this point in my campaign with the Legion of Azgoth I already had a few regular Infernal Guard filling out my front line supported by around 4 blunderbuss' 2 Flame cannons and a Hellcannon.
Have you tried the iron daemons or skull crushers?
I did give each of them a shot in my main army but I wasn't really able to get much use out either of them before they got destroyed. Although I admit that maybe I wasn't using them all that well and suspect they might require a decent level of micro to get the most out of them. (Leaving one in a fight with a Dread Surian for most of a battle while retrieving one of the drill pieced probably didn't help much..)
Αναρτήθηκε αρχικά από Jerroser:
Αναρτήθηκε αρχικά από ZombieKiller8989:
Have you tried the iron daemons or skull crushers?
I did give each of them a shot in my main army but I wasn't really able to get much use out either of them before they got destroyed. Although I admit that maybe I wasn't using them all that well and suspect they might require a decent level of micro to get the most out of them. (Leaving one in a fight with a Dread Surian for most of a battle while retrieving one of the drill pieced probably didn't help much..)

Iron Daemons and Skullcrushers are anti-Infantry units, they are not supposed to fight against Dread Saurians.
Fire Glaives or Bull Centaurs will do much better there.
With Drazhoath I usually spam Flames of Azgoth.
With his unique skill line and if you know what items to beeline from convoy, you start throwing that spell like an unwanted spartan baby.
As for army composition, I pick 3 Deamonsmiths that are my goon squad, 2 Castellans for sniping and getting units to blob around them, 4 Fireglaives + 4 Blunderbussess + 2 Dreadquake for damage and Kdaai for flanks.
Early game I run with Chaos Dwarf Warrior frontline and hobgobbo archers and mounted archers.
The play style is a combination of Dawi static box formations and Lord + goons to disrupt, displace and damage the enemy army with spells and flying monsters.
Add to this whatever weird sh*t you get from the tower or buildings, with summons, bombardments. hell-forge buffs and other r&pe mechanics.
Bottom line, I found that with Chaos Midgets it's not a question of winning, but how much enjoyment I get from the carnage, like a kid messing around with an ant nest.
Just pure sadistic pleasure.
Blunderbuses+shielded warriors+couple of magma cannons+hell cannon+3kadai+2kastelan+fire sorceror

I found this sort of setup destroys anything
Αναρτήθηκε αρχικά από Nagash:
Blunderbuses+shielded warriors+couple of magma cannons+hell cannon+3kadai+2kastelan+fire sorceror

I found this sort of setup destroys anything
have you tried the kadai destroyer yet? If you have how is it?
So far blunderbuses are amazing units, just really hard to use due to the poor arc and low range. If they can stand and shoot at a unit, they'll massacre it, but that seems to be a big if. I'm experimenting early game with having three rows - gobbo laborers, dwarf warriors for the leadership bonus to laborers so they can actually stand for more than a charge, and then blunderbuses behind. it seems to work okay, though certain units will still wreck havoc. More testing required.

Overall, chaos dwarfs have some of the most powerful ranged units in the game, but they are difficult to use.
My basic early game army was 3 warriors, 2 blunderbusses, 4 hob gob archers, 2 sneaky hobs, 2 magma cannons, 1 bull centaur, 1 flying cow, Gordo, one of each hero and the Lord.

I set up my frontline with the warriors interspersed with the blunderbusses (W-B-W-B-W), with the archers behind, and the cannons behind them. The Sneaky Hobs with Gordo were kept off to the flanks to charge the enemy once the enemy hit the line. The Centaurs with the Centaur hero would deal with enemy cavalry or also do cycle flank charges absent enemy cavalry. The flying cow with the sorcerer (once they get their own flying cow, which they do rather quickly) I would use as a quick react force, dealing with enemy artillery and skirmishers. I'd focus my magma cannons on enemy ranged units.


Upgrading the army sees me replacing warriors with ironsworn, the sneaky hobbos with infernal guard w/ great weapons, two of the hob archers with fire glaives (which I kept with the Castellan), 2 of the hob archers with dreadquakes, the flying cow with a burning flying cow, and Gordo with a Kdai destroyer (Gordo goes into hob only army for raiding purposes).

The basic idea is the same, though the gw infernal guard stay on the flanks of the line, to either support the blunderbusses if they get heavily engaged, stop flank attacks, or to swing around the ends of the line to flank attack. The fire glaives I keep either elevated or mobile to flank the line. The Big Kdai stays out front of the line to draw the enemy to it.
Αναρτήθηκε αρχικά από sevensided:
My basic early game army was 3 warriors, 2 blunderbusses, 4 hob gob archers, 2 sneaky hobs, 2 magma cannons, 1 bull centaur, 1 flying cow, Gordo, one of each hero and the Lord.

I set up my frontline with the warriors interspersed with the blunderbusses (W-B-W-B-W), with the archers behind, and the cannons behind them. The Sneaky Hobs with Gordo were kept off to the flanks to charge the enemy once the enemy hit the line. The Centaurs with the Centaur hero would deal with enemy cavalry or also do cycle flank charges absent enemy cavalry. The flying cow with the sorcerer (once they get their own flying cow, which they do rather quickly) I would use as a quick react force, dealing with enemy artillery and skirmishers. I'd focus my magma cannons on enemy ranged units.


Upgrading the army sees me replacing warriors with ironsworn, the sneaky hobbos with infernal guard w/ great weapons, two of the hob archers with fire glaives (which I kept with the Castellan), 2 of the hob archers with dreadquakes, the flying cow with a burning flying cow, and Gordo with a Kdai destroyer (Gordo goes into hob only army for raiding purposes).

The basic idea is the same, though the gw infernal guard stay on the flanks of the line, to either support the blunderbusses if they get heavily engaged, stop flank attacks, or to swing around the ends of the line to flank attack. The fire glaives I keep either elevated or mobile to flank the line. The Big Kdai stays out front of the line to draw the enemy to it.
I never thought of trying that wbwbw strategy before, should test it out some time.
Just don't try to get blasting charges off. For some reason, the moment you attack click an enemy unit to focus fire, the entire unit of Infernal Guard just turns around.

I think they're mooning the enemy for BM, but I can't say for sure.
Αναρτήθηκε αρχικά από ZombieKiller8989:
I never thought of trying that wbwbw strategy before, should test it out some time.

I should add I don't let the blunderbusses skirmish- they stand pat until I decide to move them. Usually I will pull them back a smidge manually once the enemy gets too close, letting the enemy's charge snag on the warriors.

Αναρτήθηκε αρχικά από Whysoserious:
Just don't try to get blasting charges off. For some reason, the moment you attack click an enemy unit to focus fire, the entire unit of Infernal Guard just turns around.

I think they're mooning the enemy for BM, but I can't say for sure.

LOL.
Τελευταία επεξεργασία από sevensided; 15 Απρ 2023, 18:46
Αναρτήθηκε αρχικά από Whysoserious:
Just don't try to get blasting charges off. For some reason, the moment you attack click an enemy unit to focus fire, the entire unit of Infernal Guard just turns around.

I think they're mooning the enemy for BM, but I can't say for sure.
thats weird, hopefully they will fix that.
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Ημ/νία ανάρτησης: 15 Απρ 2023, 10:38
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