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Possessing some of 168澳洲幸运5开奖网:Total War: Warhammer 3's strongest units, the Chaos Dwarfs come armed with a large, well-rounded roster, forged in the fires of their infernal factories. Always hungry for more labourers to power their engines of war, the Dawi-Zharr are a force to be reckoned with, regardless of which foe they face.

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A large roster invariably means some units will rise above the rest, so let's take a look at how every unit in the Chaos Dwarf roster ranks, from S-Tier (best) to C-Tier (worst).

4 S-Tier

 Dreadquake Mortar Infernal Ironsworn In Game Models

Bull Centaur Renders (Great Weapons)

In contention for the best anti-large cavalry unit in the game, these half-dwarf, half-bull creatures are a powerful and cost-effective choice to deploy on the flanks. They trade some speed for raw power, with high health and weapon strength meaning they can out-trade other cavalry and march on into the enemy back line. The undoubted best variant of Bull Centaurs, it's hard to find a scenario where they won't be your best cavalry option.

Chaos Dwarf Blunderbusses

The premier missile infantry option for the Chaos Dwarfs, Blunderbusses are quite frankly overpowered. Their low cost and ridiculous damage output makes them an easy pickup for any army, and once augmented with magical attacks, nothing will be able to withstand their fi🔥re. Decent durability allows them to shrug off return fire and being able to increase their capacity from turn one is a real asset to your campaign. Their one weakness is being prone to friendly fire, but blasting down any enemy unit is a price worth paying.

Dreadquake Mortar

The Chaos Dwarfs have some great artillery options, but the Dreadquake Mortar stand🐈s above the rest for its anti-infantry capabilities. When it comes to raw destructive power, it is capable of delivering some truly spectacular results. While it is an expensive, Tier-5 unit, the Dreadquake blasts apart tight stacks of infantry, its shots leaving behind an earthqඣuake effect. This will pulse extra damage in a small area, perfect for dealing with unit blobs and choke points.

Infernal Ironsworn

Due to the strength of the faction's missile and artillery units, your infantry should specialise in creating an impenetrable frontline. Dishing out damage is not their primary concern, and you should value infantry with high bulk and staying power. This is where the Infernal Ironsworn shine, with a monstrous 68 Melee Defence helping them withstand any onslaught.

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3 A-Tier

Hobgoblin Sneaky Gits K'daai Destroyer In Game Models

Chaos Dwarf Warriors

These♊ tanky chaps will excel at their primary job; to hold the line. Able to be recruited from turn one, building up a strong stack of these warriors to protect your Blunderbusses should see you navigate a potentially tricky early game. While they are outperformed by both Infernal Guard and Infernal Ironsworn, their low cost and ease of access make them a core unit of most armies.

Infernal Guard

The middle tier of Chaos Dwarf infantry, these do exactly what regular Chaos Dwarf Warriors do. They stand firm, do decent damage, and hold the line. Whether you choose to recruit Infernal Guard largely depends on your income, as their stats are worth the price but won't do anything differently from their cheaper counterparts. View them as largely interchangeable with the Warriors depending on your budget.

Infernal Guard (Fireglaives)

Your other missile infantry option, Fireglaives are a safer choice than the Blunderbusses, as their greater range and accuracy ensures they won't be blasting your own troops nearly as often. With this comes a small trade-off in power, and you won't be able to gun enemies down with the same speed. Your preference for Fireglaive vs Blunderbuss comes down to your economy and playstyle and whether you value reliability over power.

Iron Daemon

One of the early artillery options, Iron Daemons excel in a hybrid role, charging into and disrupting enemy formations and then withdrawing to fire from range. A combination of a Skullcracker and Magma Cannon, they can be recruited relatively early on in your campaigns. They also work when stacked, as you'll avoid a lot of friendly fire by replacing your infantry with these rolling trains of doom.

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Great Taurus/ Lammasu

Both strong, single-entity monsters, these cost-effective units provide aerial cover and threaten enemy artillery and missile lines. Choose the Great T🌼aurus for more raw power, and the Lammasu to counter magical attackers with its Sor🐓cerous Miasma.

K'daai Destroyer

A testament to the skill and craftsmanship of the Dawi-Zhar, the K'daai Destroyer excels at mowing down enemy infantry and can put up a great fight against the majority of other large single-entity monsters. Able to be healed by Daemonsmiths, the Destroyer acts as a fantastic late-game addition to your armies but is prevented from being in the S-Tier due to its high price and the ability of Chaos Dwarf armies to function without it. View it as a 'win more' luxury unit, rather than a necessity.

Hellcannon

Since the first edition of Total War: Warhammer, the Hellcannon has been a reliable if uninspiring artillery piece. A highly accurate missile enables it to be an effective sniper aga🤪inst high-priority targets, and the Unbreakable trait means it can take some punishment before being put out of commission. Probably your best artillery before unlocking Dreadquake Mortars.

Hobgoblin Sneaky Gits/ Cutthroats

An upgrade over Labourers but lacking the durability of elite Dwarfs, these middle-tier infantry provide an effective stopgap between your chaff armies and the more limited units. Sneaky ജGits come a𒀰rmed with a great ranged weapon and can be a powerful flanking option. The Cutthroats prefer to hold the line, which they will do decently, especially when considering their affordable price point.

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2 B-Tier

Bale Taurus Goblin Labourers In Game Models

Bale Taurus

The upgraded version of the 🌊Great Taurus, this flying monster comes armed with a powerful fire breath attack,𒀰 and all-around better stats. However, it also is much more expensive, sitting at 1800 gold and due to fulfilling the same role, cannot be recommended over the basic Great Taurus.

Hobgoblin Archers

Not as🅠 cheap as expected, Hobgoblin Archers suffer a little from being out🍸-scaled by its competition. Better range and the ability to inflict fire damage are nice qualities to have, and these guys are by no means a bad unit choice, but in the world of Blunderbusses and Fireglaives, the Hobgoblin Archers struggle to find a home outside of Hobgoblin doom stacks.

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Hobgoblin Wolf Riders (Spears/ Bows)

The fastest units available to the Chaos Dwarfs, not much separates these two from their base Greenskin variants. Fast but squishy, they can be used to harass enemy artillery and missiles, but won't be able to stand up in a one-on-one fight with mid-tier cavalry. Nice for Hobgoblin stacks or if you've maxed out your Bull Centaur capacity.

Goblin Labourers

The cheapest unit available to the Chaos Dwarfs, these guys are nothing more than cannon fodder. Able to delay and provide a meat shield against bigger units, they should be used to take the brunt of any incoming damage, as their Expendable trait means allied units won't care when they fall. Very cheap and useful if you need to quickly fill the last couple of unit slots.

Magma Cannon

The cheapest artillery𝄹 piece, the Magma Cannon possesses nice accuracy and range. Its damage may not be exceptional, but as an early-game artillery unit you could do much worse, and it should reliably pay for itself until you can upgrade to bigger and better options.

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1 C-Tier

Deathshrieker Rocket Launcher K'daai Fireborn In Game Models

Bull Centaur Renders/ Dual Axes

These units are not bad. The issue is that the Great Weapon variants exist, so there is no practical reason to ever recruit them. Basic Bull Centaurs⛄ only cost 50 less gold, and you already have plenty of anti-infantry options, making the Dual Axe variants obsolete.

Chaos Dwarf Warriors (Great Weapons) / Infernal Guard (Great Weapons)

The purpose of Chaos Dwarf infantry is to hold the line. Their damage output is much less important, as you rely on your missiles and artillery units to dish out the destruction. These two variants are worse at holding, and you won't appreciate paying more gold for a unit that doesn't play to your faction's strengths.

Deathshrieker Rocket Launcher

A weirdly underpowerꦰed artillery piece, it is difficult to ever recommend using this. The ability to switch between AoE anti-infantry blasts and a single targeted missile for large enemies is nice in theory, but in practicality, both deal very subpar damage. Add to that the high price point and the Deathshrieker Rocket Launcher falls by the wayside.

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K'daai Fireborn

Visually striking yes. Useful? No. A very cool unit but overshadowed by Bull Centaurs, these fiery demons struggle to find a home in your Chaos Dwarf armies. They have decent stats and you probably won't be saddened by using one, but due to how well-rounded the unit roster is, they have no specific niche to fill and are currently doomed to being a luxury, 'just for fun' unit.

Orc Labourers

Bigger and tougher than Goblin Labourers, you might think a cheap source of armour-piercing damage would be good. However, shockingly low melee defence and being almost double the price of their Goblin counterparts hurts them. If you're after cheap expendable chaff, you want Goblins, and if you want something more substantial but not unit capped, you choose Hobgoblins.

Skullcracker

Currently, there is no situation you would prefer to recruit a Skullcracker over an Iron Daemon. More expensive and w▨ith worse stats, it feels like this unit was mistuned, and it has zero relevance to the Chaos Dwarf roster.

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