What are your thoughts on the 3ed changes to the Abyssal Dwarfs??
Immortal Guard with Regen, LOGS with charnox, a mobile rocket launcher on the Decimators, Brakki with Dread as standard and Hellfane’s Brutal and Wildcharge Auras…all sound amazing.
I’m gutted to see that Infernok and Dravak have disappeared though
Mutated Throwing Mastiffs are no longer as fun…those re-rolls were soooo good!
Also, the Greater Golem is so pricey now and dragon fire team have gone up 35 points with minor changes.
Basusu has also lost vicious, has one less attack and is still pretty costly.
What are your thoughts? What are your hell-yeahs and hell-noooo’s?
I don’t have a lot of experience with the AD, but I would love to see some advice for lists and concepts.
Any suggestions for a soon to be AD player?
Are hordes of Slave Orcs or Blacksouls playable? I really like Braki Brakka as well as the Lord on wingedHalfbreed. Both are excelent supporting and dominating units
I still consider myself quite a new player but happy to help if I can!
I actually tend to avoid hordes of infantry. I prefer the manoeuvrability of regiments. That being said, Blacksouls are a real solid unit with a lot of options available.
Hordes of Lesser Golems, however, are essential imo! They hit hard and stick around. You need an iron caster with them though with surge and heal options.
Gargoyles are also essential! So cheap and so useful. You can cause your opponent a lot of nuisance with just a couple of troops at 85 points each.
I haven’t used the winged half-breed yet but i really want to! I have used Basusu a few times, but i’m still not confident on my strategy on how to utilise him just yet, especially when paying 210 for him.
Brakki is excellent. If you can afford him, definitely take him!
AD war machines are also pretty useful. When they hit, they hit hard! However, I had a game last week where none hit at all! All comes down to the dice lol.
Happy to share my next list when it’s ready and would be grateful for any feedback you might have!
Thanks a lot man… interesting read.
Maybe I need to make room for those mortars. I guess taking more than one is key, and that’s why they haven’t worked for me in the past.
They are now less important to have in multiples (since extra shoots) - so even one big and one little (for 210?) is not a bad shout and able to put out decent damage.
What you don’t (or unlikely too) get now are the massive 1 turn swings when a couple of the big mortars hit and take anything off the table
Looks like a really solid list! Let me know how it plays…
I managed to keep most of my units with higher unit strength alive, which really counted for determining who controlled the objectives.
The mortars both performed really well. First roll of the G’rog got me 8 hits and 7 wounds. I grouped the immortal guard regiments and hellfane together to start with, so they had a good round of shooting. Hellfane’s range is 18" which is really useful.
I could have probably done with another reg of decimators though, either that or a supporting dragonfire team or something. I also saw a lot of opportunity where i could have used the LOG Charnox…but couldn’t quite afford it this time around.
Lots to consider…but really happy with the outcome in the end
After being wavered after an unbelievable nerve roll, I managed to keep them alive and threaten flanks. Their high speed and melee 3+ makes them really useful on the flanks, but low def and fairly low nerve means they need support to stay in the game!
When playing with such slow units such as LOGS and dwarfs, it’s nice to have an alternative unit that is speedy!