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Khazalite Holds are the new grounded, heavily armoured duardin built around mountain holds, ancestor gods, artillery and Gholem constructs. Fyreslayers remain Grimnir-worshipping ur-gold berserkers, but Games Workshop now places most of their current units inside the Khazalite Holds battletome. Kharadron Overlords are still a separate sky-fleet faction whose airships, aether-gold economy and concentrated shooting make them the most mobile and technologically distinctive option. Your choice is therefore between resilient hold warfare, fiery close assault or steampunk air-power.

The three armies at a glance

The biggest distinction is the battlefield problem each army asks you to solve. Khazalite Holds win space with durable troops, guns, artillery, constructs and carefully timed Ancestral Vows. Fyreslayers close the distance with aggressive infantry, elite Hearthguard and Magmadroth monsters powered by Ur-gold Runes. Kharadron Overlords use flying ships, transported infantry and focused fire to choose where engagements happen.

Axis Khazalite Holds Fyreslayers Kharadron Overlords
Core fantasy Classic mountain holds, ancestors, runes and forgecraft Grimnir cults, ur-gold, berserker rites and fire Sky-fleet merchants, aether-gold and industrial technology
Battlefield feel Durable infantry, artillery, constructs and timed vows Aggressive melee, elite Hearthguard, Magmadroths and rune bursts Mobile shooting, airship transport, redeployment and gun platforms
Mobility Primarily ground-based, with tunnel and positioning tools Ground assault, with Magmadroth monsters and specialist movement Highest mobility through flying skyvessels and transport
Ranged game Guns, cannons and mortars support a resilient line More limited; emphasis is assault and monster attacks Signature strength is concentrated gunfire from ships and gunners
Current army status New standalone faction and battletome Integrated into Khazalite Holds, with some units moving to Warhammer Legends Separate faction with its own battletome and battle profiles
Best fit Players wanting classic dwarfs and anvil-and-hammer play Players wanting fiery melee and Grimnir-themed lore Players wanting steampunk sky-pirates, mobility and shooting

What defines Khazalite Holds?

A new grounded duardin identity

The 2026 Khazalite Holds preview presents a new duardin army centered on fortified mountain societies rather than sky fleets or a single warrior cult. Its visual and narrative language is familiar to anyone who likes traditional dwarf themes: holds, ancestor gods, runic craft, defensive engineering and a methodical advance supported by heavy weapons.

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The army is designed to feel substantial on the table. Infantry establish a durable battle line, artillery punishes targets that cannot be reached safely, and Gholem constructs provide hard-hitting melee support. The result is an army that can absorb pressure while creating a series of deliberate turns in which a vow, a gun battery or a counter-charge changes the shape of the battle.

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The launch range and Spearhead entry point

The preview lists a battletome, 53 warscroll cards and a Spearhead Army Set. New units named in the preview include Clanshields, Clangunners armed with thrundok rifles or shotcannons, Oathkeeper Cannon and Stonebreaker Mortar options, Valayan Guardians, and Gholems of Gazul or Valaya.

Valayan Guardians are described as defenders of the heart of duardin society, renowned for tenacity and resilience. Clanshields and the gun crews give the army a conventional hold-garrison silhouette, while the artillery choices let you build a force that protects a central position and projects threat across the table. The Gholems add an element that ordinary infantry cannot provide: concentrated melee force in a durable construct body.

Ancestral Vows create once-per-battle timing decisions

Khazalite rules place faith in ancestor gods including Valaya and Gazul. Their defining command-style mechanic is a set of five Ancestral Vows. Each vow can be used once per game, and only one vow may be used in a battle round, so choosing when to spend one is a major part of army management rather than a bonus you repeat every turn.

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  • We Honour Valaya! can inflict mortal damage while also healing a unit or returning models, linking offense to the army’s ability to hold ground.
  • Grimnir’s Wrath Will Burn Bright! gives selected units +1 to wound. It also grants a Strike-first rider to Grimmdron infantry that charged, making it a tool for a planned counter-punch or decisive assault.
  • Another vow enables tunnel movement, allowing a force that is otherwise ground-bound to appear where the opponent has left a gap.
  • A defensive vow fortifies armour, helping a key unit survive the shooting or melee turn that matters most.
  • A final vow improves spell and prayer performance, giving the army a limited window in which its magical or devotional support is more reliable.

Because the vows are both limited and restricted to one per round, a Khazalite player must read the battle several turns ahead. Spending a defensive effect too early may leave no answer for an enemy charge; delaying a damage or movement vow may allow an opponent to claim an objective or destroy a key unit first.

Gholems and the Gazul passive

Gholems cannot use Ancestral Vows, so they do not simply duplicate the army’s infantry synergies. Their role is heavy melee support: they provide the physical force needed when artillery and Clangunners have softened a target but have not removed it.

The army’s Gazul, Remember the Fallen! passive adds one attack to the melee weapons of a duardin unit that has lost at least half of its models. This rewards a controlled willingness to take casualties. A damaged unit is not automatically finished; if it survives, it can become more dangerous in the following combat phase. That rule also creates a target-priority puzzle for the opponent, who may prefer to eliminate a unit completely rather than leave it alive with enhanced attacks.

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What makes Fyreslayers different?

Warrior-cults built around Grimnir

Fyreslayers are an entire civilisation of warrior-cults organised into clan-lodges. Their lodges seek fragments of Grimnir’s divine essence, known as ur-gold. Zharrgrim forge-priests work the metal into runes that are embedded in the flesh of their kin, turning religious devotion into a visible and mechanical source of power.

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Their battlefield identity is consequently more aggressive than the traditional hold line. Fyreslayer units want to reach combat, trigger rune effects and overwhelm a point before the opponent can establish a firing position. Their signature monsters are Magmadroths, which function as sacred symbols in the lore and as major battlefield assets in the army.

Ur-gold Runes and assault tempo

Fyreslayer rules use five Ur-gold Rune abilities, with one rune available per battle round. This gives the army a timed burst system similar in structure to the Khazalite vow limit, but the emphasis is different: Fyreslayer runes reinforce the moment of impact, improve an assault or help a lodge survive long enough to deliver its next charge.

Hearthguard provide elite infantry support, while Magmadroth heroes and other named units add speed, durability and monster attacks. Compared with Khazalite artillery formations, a Fyreslayer force generally gives up some long-range reach in exchange for a more immediate threat once units are within charge distance.

How Fyreslayers now fit into Khazalite Holds

Games Workshop’s 2026 Khazalite article describes Fyreslayers as aggressive, hot-headed assault troops and monsters that complement Kromdron guns, artillery and stalwart defence. In practical terms, Fyreslayers have become part of the Khazalite Holds battletome as Grimmdron rather than remaining an entirely separate battletome faction in the current material.

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You can still field a full Fyreslayers-themed army, and the Fyrd of Fyrepeak Army of Renown remains an option for players who want a focused Fyreslayer concept. The important change is the rules location and roster relationship: most current Fyreslayer choices are now presented alongside the new Khazalite units, allowing a collection to combine a hold’s guns and shields with Grimnir’s assault specialists.

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The Legends transition for older units

The integration removes some older units from the current battletome. Games Workshop says those units remain legal in competitive events for 12 months after the release before moving to Warhammer Legends. Vulkite Berzerkers are specifically listed among the units moving to Legends, while Hearthguard, Flameseekers, Magmadroth heroes and other named units remain in the battletome.

That timetable matters if you are buying or expanding an existing collection for organised play. A model can remain usable during the stated transition and still have a different long-term status from a unit retained in the battletome. Check the current battle profiles and event pack before submitting a tournament army, because points, eligibility and the end of the transition are date-sensitive.

Why Kharadron Overlords remain a separate choice

Sky-fleet merchants and aether-gold

Kharadron Overlords are mercantile duardin who live through sky fleets rather than mountain holds. They ply the Mortal Realms in endrin-powered airships, hunt aether-gold, work as mercenaries and pursue profit through technological innovation. Their culture is industrial and commercial: contracts, navigation and engineering are as important to their identity as ancestral tradition is to Khazalite Holds.

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On the table, the visual shorthand is unmistakable. Armoured skyvessels carry infantry, endrin-powered machinery keeps them airborne, and professional gunners protect the fleet with disciplined volleys. The army’s technology is not a side element; it is the way the faction controls distance, objectives and firing angles.

Mobility through ships and transport

The 2025 Kharadron Overlords battletome retains skyvessel traits that let ships carry infantry and redeploy them. This creates a style built around moving a unit to the objective or firing lane where it is most valuable, then using the ship’s mobility to avoid a poor counter-engagement.

Newer technology named in the 2025 material includes the Zontari Endrin Dock and Auto-Endrins. Together with the faction’s airships, these tools reinforce a force that can shift its center of gravity rapidly. A Kharadron army is therefore less dependent on winning a straight march across the table than a Khazalite or Fyreslayer force.

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Concentrated shooting rather than static gun lines

Kharadron Overlords are famous for firepower, but their shooting is tied to movement. Flying ships and endrineers can establish angles that ground armies cannot easily match, while transported infantry can disembark where a target is exposed. The faction’s strength is not simply owning guns; it is concentrating those guns at the decisive point and then redeploying before the opponent can answer efficiently.

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This makes Kharadron a separate strategic proposition from Khazalite Holds. Khazalite artillery supports a resilient ground line. Kharadron ships make the firing line itself mobile, forcing opponents to predict where the next volley will come from.

Battlefield differences that affect your choice

Question Khazalite Holds Fyreslayers Kharadron Overlords
How does the army take objectives? By occupying them with durable infantry and supporting them with artillery and constructs. By threatening a charge and using resilient assault units to contest the point at close range. By moving ships and transported units onto objectives or away from danger.
What happens when the plan goes wrong? Vows, armour fortification, tunnel movement and the damaged-unit attack passive provide recovery tools. Rune bursts, elite Hearthguard and Magmadroths try to regain momentum through an assault. Redeployment and flight can shift the army to a different flank or firing lane.
What is the main damage pattern? Layered guns, cannons, mortars and a later melee push from infantry or Gholems. Close-range melee, monster attacks and timed Ur-gold effects. Concentrated ranged fire from ships and gunners, followed by selective infantry actions.
What does the army ask you to practise? Positioning, target priority and deciding when a once-per-game vow is worth spending. Charge timing, threat projection and coordinating runes with melee units. Movement planning, firing lanes, transport and avoiding an unfavourable counter-attack.

Roster and rules status in the current material

These factions are not in the same administrative position, even though all three use duardin themes. The following distinctions are the ones most likely to affect a new collection.

  • Khazalite Holds: a new standalone faction with its own battletome, 53 warscroll cards and Spearhead Army Set announced in 2026.
  • Fyreslayers: their current units are largely presented within the Khazalite Holds battletome as Grimmdron. Some older choices, including Vulkite Berzerkers, have a stated 12-month competitive transition before moving to Warhammer Legends.
  • Kharadron Overlords: a separate faction with its own 2025 battletome, warscrolls and battle profiles.

Because battletome contents, Legends status, points, pre-order timing and retail stock can change, verify the latest official battle profiles and event rules when you are assembling an army for a dated event. The faction identities above are stable enough to guide a collection choice, but a specific unit’s eligibility is a current-rules question.

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Which faction is best for a new player?

Choose Khazalite Holds for the classic hold experience

Khazalite Holds are the most natural starting point if you picture dwarfs behind shields, supported by cannons and mortars, with ancestor gods and runic technology shaping the battle. The army has several layers of decision-making without abandoning straightforward fundamentals: protect the line, use shooting to create an advantage, then spend the right vow at the right moment.

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It is also the direct entry option if you want the launch product. Games Workshop says the Khazalite Holds Army Set includes a full Spearhead and the battletome. Exact contents and retail availability should be confirmed when you buy, but the product is designed to give a new player the rules and a playable starting force together.

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Choose Fyreslayers for aggressive melee and Grimnir lore

Fyreslayers are the better fit when the appeal is ur-gold runes, forge-priests, clan-lodges, Magmadroths and the image of warriors charging through flame. Their games revolve around bringing the right unit into combat and making a limited rune effect count. The current integration means you can add their assault units to a wider Khazalite collection rather than treating the themes as mutually exclusive.

Before buying older kits solely for competitive use, check whether the unit is among those moving to Legends and whether the 12-month transition still applies for your event date. A Fyreslayer collection can remain valuable for narrative games even when its competitive rules status changes.

Choose Kharadron Overlords for movement and shooting

Kharadron Overlords suit players who would rather plan flight paths and firing lanes than advance a shield wall. Airships, aether-gold prospecting and endrin technology create a visual language unlike the other two armies, while transport and redeployment reward players who enjoy predicting the opponent’s next move.

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The faction can be demanding because mobility creates more decisions, not fewer. You must track where ships can move, which units need transport, which target deserves concentrated fire and when a redeployment leaves an objective unprotected. If that sounds like the fun part, Kharadron is the clearest choice.

A practical decision checklist

  1. Start with the model story. Pick holds and ancestor gods for grounded tradition, Grimnir and ur-gold for fiery cults, or airships and aether-gold for industrial sky merchants.
  2. Choose your preferred damage range. Khazalite Holds combine guns with melee, Fyreslayers emphasize assault, and Kharadron Overlords concentrate firepower from mobile platforms.
  3. Decide how much movement complexity you want. Khazalites are primarily ground-based, Fyreslayers advance toward combat, and Kharadron ships create the highest mobility ceiling.
  4. Check the current roster before purchasing. Fyreslayer unit status is changing as older entries move toward Legends, while points and event legality are always date-sensitive.
  5. Plan the first expansion around the army’s core. Add artillery and constructs to a Khazalite line, Hearthguard or Magmadroth support to a Fyreslayer-led force, or additional skyvessels and gunners to a Kharadron fleet.

Bottom-line differences

Khazalite Holds are the grounded, resilient all-rounder: classic hold imagery, durable infantry, artillery, constructs and five once-per-game Ancestral Vows. Fyreslayers are the aggressive specialist: Grimnir’s warrior-cults, ur-gold runes, Hearthguard and Magmadroths, now functioning as a major assault component within the Khazalite rules framework. Kharadron Overlords remain the independent high-mobility option: mercantile sky fleets, aether-gold, airship transport and concentrated shooting.

Choose the army whose movement and damage pattern you will enjoy practising repeatedly. The lore may get you to the painting table, but the way each faction wins space—hold it, storm it or fly around it—is what determines whether the army remains satisfying after the first games.

Product prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on Amazon at the time of purchase will apply.

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