Best Chaos Dwarf factions in Warhammer 3 — Immortal Empires starts compared
Every playable Chaos Dwarf faction in Immortal Empires side by side: the game's difficulty rating, the start, how many factions start nearby, climates, resources and a co-op partner. Patch 9.0.2.
Ordered by the quietest start: fewest other factions within 10% of the map's width, factions without a settlement last. How each number is worked out is under the list.
- 1

The Warhost of Zharrnormal- Starts at The Volary with 2 regions
- 10 factions start within 10% (0 within 4%); nearest The Northern Provinces, 5.2%
- 11 of 12 climates Suitable
- 1 resource in its starting regions
- Co-op partner: Grimgor's 'Ardboyz
- 2

Disciples of Hashutnormal- Starts at Uzkulak
- 15 factions start within 10% (2 within 4%); nearest Slaves of Zharr, 3.3%
- 11 of 12 climates Suitable
- 1 resource in its starting regions
- Co-op partner: Wargrove of Woe
- 3

The Legion of Azgorhnormal- Starts at Black Fortress
- 15 factions start within 10% (3 within 4%); nearest Thunderguts, 2.2%
- 11 of 12 climates Suitable
- 1 resource in its starting regions
- Co-op partner: Caravan of Blue Roses
COMPUTEDImmortal Empires, as the game starts it. Game's rating is the difficulty the faction-select screen gives the lord (frontend_faction_leaders.difficulty) — the game rates only some lords, mostly Warhammer III's own. Regions are those owned on turn one (start_pos_regions); a faction with none starts with only its army. Neighbours are other factions (AI ones too) whose starting capital lies within 4% or 10% of the map's width of this one's, measured on the game's minimap. Climates: how many of the 12 climates the game rates Suitable for it (climate). Resources: in its starting regions, from the start position. Not a tier list: a crowded start can be easy for a strong faction — these are the facts the game sets up.
More on Chaos Dwarfs: race page · best Chaos Dwarf lords · best Chaos Dwarfs units · every faction: easiest and hardest factions