Copied from Warvault:
Unlike all the other armies, the Chaos Dwarfs are not a race you can register as (we are trying to organise a petition for all the good it will do). So this presented us with a challenge, and our alliance with the Orcs is the solution. We don't have the luxury of being able to go alone and have our own fluff objectives, so most of ours are linked to our greenskin alliance.
What I present below are the fluff objectives as they stand at the moment. Our war council is still looking at where we will focus our attack in each region fluff wise.
CHAOS DWARF NEMESIS CROWN FLUFF OBJECTIVES
We will have a weekly narrative for each region so anyone interested can read it, but this simplified list is much shorter and more straightforward.
The Nemesis Crown. Obviously the Chaos Dwarfs cannot win this by themselves. This doesn't mean however that we don't want it. The Hand of Hashut (the name of our war council) has come up with a fiendish plan that we will reveal mid campaign to help us with this... However, the O&G are our main allies in this campaign, so we have to respect their plans for the crown.
Main 3 objectives (aside from wanting the crown)
These are our top objectives for becoming official mentions (in order of importance):
1. First and foremost the chaos Dwarfs have allied with Orcs because they are more than prepared to turn over the majority of slaves they capture. Whilst some will be eaten or kept for entertainment by the Orcs, slaves are no challenge once they are beaten. So as our main objective we'd like to be taking literally thousands of slaves. Whilst this isn’t fluff advancement as such, it represents something that all Chaos Dwarf players would want.
2. Secondly, the Chaos Dwarfs should be referred to as being 'combat engineers’. This is realistic given our industrial background, but more than that it would reflect our small numbers in a very important way. Though they may be few in number, they can do damage that slows or kills many times their numbers. Whereas in the Storm of chaos our artillery was the main focus, here we can demonstrate how few can achieve great things with engineering. This being described in two ways:
Slowing down our enemies:
The Chaos Dwarfs are master engineers, they have knowledge of gunpowder and rocket technology. Within the Great Forest they can blow up temporary bridges people have made across rivers and set hundreds of traps. These traps can take many forms; vast numbers of trees rigged to collapse, areas set so the ground collapses, landslides, bolt throwers, flame throwers, traps with daemon bound machines, pits with spikes in, building dams and then flooding etc. Basically slowing them down any way we can.
Speeding up the Orcs (and ourselves):
The Chaos Dwarfs will be hugely helpful in speeding up the progress of the Orcs, their engineering abilities being invaluable. The Chaos Dwarfs can build bridges overnight over minor rivers, cut paths through the thick forests with deadly machines and build temporary strong points. They can also help in fortifying camps and destroying the camps of our enemies as quickly as possible. Where speed is of the essence we can help.
3. Thirdly we use artillery in important ways. In the confines of the Great Forest, artillery will be inflicting a horrific amount of casualties. Whilst line of sight on the tabletop might imply otherwise, realistically this would be hugely important in the fluff. War machines will be firing into forests (so the falling trees etc will themselves also be causing damage), and will be entrenched or dug in behind impenetrable forests. Alternatively they might be on the few places of high ground, meaning that armies will take massive detours and ages to cut their way through to them, taking casualties all the time.
The daemonic and conventional (gunpowder) siege artillery of the Chaos Dwarfs will be very important here in aiding the Orcs. We can take down enemy war machines much faster, freeing up troops and speeding up their progress. Also the artillery can be used to destroy or distract any forces located in fortified positions.
Other things to mention:
The three fluff objectives above represent our biggest fluff objectives in the campaign. In addition to that, we have other things that would be excellent if people can periodically mention (in no particular order):
1. The Hand of Hashut War Council. This is the war council of the Chaos Dwarfs, enough said really.
2. The Diabullus. This is the strategic command point of the Hand of Hashut in the whole campaign located in the Barren Hills.
The Diabullus is a towering statue shaped like an immense bull in honour of Hashut, standing over 80 feet tall and made from thick iron. Within the torso the Hand of Hashut war council plan their campaign of destruction. It has been rumoured that the Diabullus is actually a giant Kollossus (mechanical giant), the huge cog mechanisms visible around its four legs seeming supporting such rumours.
3. Slash and Burn. To co-ordinate with our Orc allies, we will burn everything upon our exit from the Great Forest. This ultimately will help to weaken the Empire, thus allowing our slave raider armies to return more easily in the future.
4. The Hammer of Hashut. This is a Chaos Dwarf submersible that will be dropping off troops and supplies in the Reik’s Marches and Great Confluence regions. So armies fighting in those regions can mention sightings of the Hammer of Hashut; the Chaos Dwarf submarine travelling along the river.
5. Trading with Orcs. This will obviously be important to both sides during the campaign; the Chaos Dwarfs trading military hardware (armour, weapons, Iron backs and perhaps some other mechanical things…), the Orcs providing perhaps some important prisoners or captured magical artefacts in addition to yet more slaves. The Chaos Dwarfs are rich enough that we won’t need the rare amounts of gold/ silver etc to be found during the campaign.
6. Rykarth the Unbreakable. (<link, see bottom of page) He is the only named Chaos Dwarf hero taking part, so we need to look at where to fit him in (in the Talabec Borders obviously).
Other ideas which are not fluff objectives, but will find their way into our narrative. None of which are 'private', but I had hoped to surprise and entertain people on several forums with our narrative, so ideally keeping these inside this forum.
O The aim for the Draken Downs is to track down Hellcannons that were 'lost' during the SoC. Here I hope we can bring in such ideas as beastmen/ cultists worshiping one (feeding it stuff), the greenskins as having 'orcfied' one, and one being buried causing wierd things to happen nearby... Then there's one that will be in the Dragons cave, so we will be aiding the Dark Elves indirectly here as we fight to get it out.
O The aim for the Drakwald forest is a CD mining army that has been under siege since the SoC by a massive skaven horde moving towards Middenheim. Now they've learnt that an even bigger army is coming in going towards the Great Forest above them, so they'll be digging their way out and trying to keep their hated foe underground.
O The CD first learnt of the Nemesis crown from a dwarf prisoner they captured with a wierd map cut into his skin. Prisoner died, skin flayed off etc. I had thought to make this like 200 years ago, meaning that the CD had plenty of time to get prepared and troops into the region.
O We will have a machanical giant attacking Giants at the Giants Tump to test his effectiveness.