
Show Notes
In our Warhammer Old World Lore deep dive episode 74, our final episode on the Chaos Dwarf, we look at their army design across Warhammer Fantasy editions, focusing on the transition from the 3rd to 4th edition lists, the focus of the episode, and closing out with the 8th and Old World lists. We look at the hodgepodge nature of their introduction to warhammer which included solid blocks of “Chaos Warrior Dwarfs” supported by a plethora of warmachines. We dive into the 4th edition list and some of the rules which combined heavily armoured Chaos Dwarf infantry, numerous Hobgoblin units, and goblinoid slave contingents. All augmented with Bull Centaurs, monsters, and crude but powerful artillery such as the Earthshaker Cannon. We close out the episode with a look at how Forge World radically reshaped the faction into a smaller, more elite force dominated by Sorcerer-Prophets, Infernal Guard, and daemon-bound war machines. Chat with us on Discord Patreon Merchandise Quartermaster Listen Ad-Free SHOW IMAGES: 3rd Edition
Chaos Dwarf Army list - Hobgoblin army list - Ass Cannon
4th Edition
Heroic Infantry - General on Great Taurus - Sorcerer on Lammasu
Chaos Dwarf Infantry - Bull Centaurs
Hobgoblin Warriors - Archers - Wolfriders - Sneaky Gits
Enslaved Orcs
Warmachines
The Old World
Legends Chaos Dwarf Army List
Theme Music: Tavern by Alex Rufire
More from Laying Down The Lore: Old World
In our Warhammer Old World lore dive episode 95, we explore the Spawning Pools and Sacred Spawnings of the Lizardmen, revealing how the mysterious creations of the Old Ones shape every aspect of their civilisation. Rather than being born, Lizardmen emerge fully formed from ancient sacred pools, their species, instincts and purpose already determined, with entire broods often appearing together to fulfil some role within the Great Plan. We examine how unpredictable spawnings can occur centuries apart, how unusual colours and physical traits are interpreted as divine signs, and how blessings associated with Old Ones such as Chotec, Huanchi, Itzl, Quetzl and Tzunki can create extraordinary warriors. From the albino Mark of the Old Ones to the chosen spawnings that produced Nakai, Kroq-Gar and Gor-Rok, every emergence can carry prophetic significance. Show Images Chat with us on Discord Patreon Merchandise Quartermaster Listen Ad-Free Theme Music
In our Warhammer Old World lore dive episode 94, we explore the closing years of the Lizardmen’s Age of Awakening, as the ancient defences protecting the world begin to fail and the struggle against Chaos becomes open war. The Slann reinforce Ulthuan’s weakening Great Vortex, send Tehenhauin against a dangerous Skaven invention and witness the extraordinary return of Oxyotl after seven thousand years within the Realm of Chaos. As Daemons pour repeatedly from Xahutec, the Lizardmen reclaim Old One sites as far away as Albion and even found the new temple-city of Konquata. But when the Great Warding falters, Vashnaar the Tormentor leads a vast Chaos host against Hexoatl, beginning a desperate sixty-three-day siege. Kroq-Gar and Lord Mazdamundi ultimately return to annihilate the invaders, but the victory carries a grim warning. The Age of Awakening ends with the Slann convening in mind-council and all Lustria mobilising, convinced that an even greater war against Chaos is coming. Show Images Chat with us on Discord Patreon Merchandise Quartermaster Listen Ad-Free Theme Music
In our Warhammer Old World lore dive episode 93, we enter the Lizardmen’s Age of Awakening, as the ancient Slann finally turn from contemplation toward an active war against Chaos. While Human settlements and expeditions continue spreading around Lustria, celestial omens convince Lord Mazdamundi and his fellow Mage-Priests that the Great Plan itself is again under threat. We witness their unseen intervention in the Great War Against Chaos, strengthening the Great Warding and Ulthuan’s Vortex, before the terrifying Black Sun unleashes Daemonic armies across Lustria. The Lizardmen increasingly intervene beyond their borders, even saving the High Elf Citadel of Dusk because its survival serves the Great Plan, while ancient magic transforms Lustria’s jungles into an increasingly lethal defence. Finally, Mage-Priest Tecciztec attempts the extraordinary feat of driving Morrslieb from the heavens... with hilarious consequences. Show Images Chat with us on Discord Patreon Merchandise Quartermaster Listen Ad-Free Theme Music
In our Warhammer Old World lore dive episode 92, we continue the Lizardmen’s Age of Strife, as Lustria becomes a permanent frontier for explorers, pirates and would-be conquerors. We follow Dark Elf raids against ancient temple-cities, the catastrophic Cathayan expedition of Yin-Tuan, and the growth of coastal settlements such as Port Reaver that prove increasingly difficult to eradicate. While Prince Rodrik’s Bretonnians discover the deadly reality behind Lustria’s supposedly abandoned ruins, the Lizardmen restore Pahuax and continue guarding sacred sites against relentless intrusion. The age grows darker with Lord Nanahua’s infection by the lingering plagues of Clan Pestilens and culminates in Mazdamundi’s destruction of El Cadavo’s persistent colony through a devastating earthquake. Finally, at the Sentinels of Xeti, a Skink Priest claims to hear the voice of the long-silent Old Ones—only for the Slann to reject the message after years of contemplation Show Images Chat with us on Discord Patreon Merchandise Quartermaster Listen Ad-Free Theme Music
In our Warhammer Old World lore dive episode 91, we continue the Lizardmen’s Age of Strife, as Lustria’s isolation gives way to an age of exploration, piracy and foreign ambition. We witness Lord Mazdamundi reshape the continent itself to halt a Dark Elf invasion, while Luthor Harkon expands the Vampire Coast and ancient Daemonic breaches continue to threaten the temple-cities. Beyond Lustria, the Arabyan explorer Ibn Jellaba reaches Zlatlan, demonstrating that diplomacy and even cooperation with the Lizardmen are possible. Finally, Marco Colombo crosses the Great Ocean in 1492, trading and fighting alongside the Lizardmen before returning to Tilea laden with fabulous wealth. His stories ignite a rush of explorers, mercenaries and treasure hunters, forcing the Slann to reoccupy abandoned cities and defend their sacred lands. Show Images Chat with us on Discord Patreon Merchandise Quartermaster Listen Ad-Free Theme Music