Total War: WARHAMMER Wiki

This article is a stub. You can help Total War: WARHAMMER Wiki by expanding it.

Disciples of Hashut is a playable Chaos Dwarfs faction introduced in Total War: Warhammer III. It is led by Astragoth Ironhand.

How they play[]

  • TBA

Legendary Lords[]

Name Lord Effects Starting Army
Mechanical: So entrenched in the dark sorcery of Hashut is he that more and more of this one's body parts have had to be substituted for mechanical replacements. In fact, he's probably more machine than Dwarf these days…
  • Passive ability: "Mechanical Overdrive"
  • Casualty replenishment rate: +5% (Lord's army)
  • Ward save: 15% for Bull Centaur Renders units (Lord's army)

Starting territory[]

The Realm of Chaos

Immortal Empires

Faction effects[]

  • Conclave Influence gained from all sources: +10%
  • Research rate: +10%
  • Control: +2 (all provinces)

Victory objectives[]

The Realm of Chaos[]

Immortal Empires[]

Short Campaign Victory[]

Long Campaign Victory[]

Diplomacy[]

Diplomatic traits[]

The Realm of Chaos

  • TBA

Immortal Empires . Corrupter . Warbringer - Declares war on races they despise and brings destruction to their lands by burning cities that are uncorrupted. . Resource Hoarder . Greedy

Starting agreements[]

The Realm of Chaos

  • TBA

Immortal Empires

Strategy[]

Immortal Empires[]

Starting in a highly central location with the secure anchor of Zharr-Naggrund to the south, Astragoth Ironhand has more choice than most in terms of where he takes his campaign. First, though, you must be ready to deal with Grimgor Ironhide. Don't try and delude yourself into thinking he isn't going to come down that mountain pass eventually, because anti-player bias dictates that he will, and he'll be bringing plenty of Waagh stacks with him.

This does not mean you have to expand into the Mountains of Mourn necessarily - although certainly one way of tackling him is to take the initiative and colonise Path to the East and see if you can wait for a good opportunity to strike him. Another way is to turn Sabre Mountain into a tower and then build it into a defensive bulwark; but because Greenskins have access to the Underway and can bypass it this strategy carries risk as well. One way or another you are going to be fighting a huge horde of them, and you need to create a situation where they're getting fed into a nice chokepoint where your Blunderbusses can make short work of them. Blunderbusses were made to slaughter Orcs with and are your key advantage over them, so long as you have something to deal with their own archers, which out-range them (Bull Centaur Renders and Hobgoblin Sneaky Gits.)

Once Grimgor has been deal with, you can take your quest to industrialise the world wherever you like - Kislev, the World's Edge Mountains, Cathay or the Darklands are all perfectly viable targets. As with all Chaos Dwarf factions it is recommended to concentrate on Raw Material production to begin with, enabling you to level up your major settlements quicker, before concentrating more on Armaments. Hobgoblin crapstacks backed up by just a few Chaos Dwarf units can carry you further than you may think, particularly as Astragoth himself is an absolute beast in combat.