Title: Dwarf Tactica
Description: Thoughts Please
King Ulrik Flamebeard - December 5, 2003 02:10 PM (GMT)
Hail my Dwarven friends, I have complied a Dwarf Tactica for a website I'm a member of. There has been a few youngun's asking about dwarfs, so I made this and I was wondering if you Longbeards would take a look.
I really want to know if it's ok. Also any other advise you all could come up with would be helpful (ie tactics). If you would be so kind to add your thoughts to it, I will name this site and put a thanks at the bottom including all who helped.
So without any further adue:
Dwarf Tactica
This tactica will include:
1. Dwarf Basics
2. Characters
3. Core
4. Special
5. Rare
6. Runes
7. Conclusion
So here we go:
Dwarf Basics
So first thing first, lets breakdown the average dwarf. Being as they all have the following I’d like to begin my discussion of the dwarf core unit’s strengths and weaknesses by taking a look at each of its stats and examining how these impact dwarf units on the battlefield.
Ok first thing movement. As I’m sure your aware Dwarfs aren’t exactly tall. And they won’t be winning and 100m sprints, so if you have dreams of taking your Dwarfs into the enemy deployment zone and kicking the crap out of them there, then Dwarfs are not for you, sonny. Dwarfs have a basic move of 3”, pursue and flee 2D6-1”, have no cavalry, possess no magic move spells, and muster no flying units (other than the gyrocopter). Tactically this means that you’re usually not going to get the charge in, that you’ll have a less than even chance of catching fleeing enemies or escaping pursuing ones, that you’ll have a hard time threatening enemy flanks, and that the initiative at the start of any game will usually lie with your opponent. While there are some unit’s that are the exception, if any player has a plan based on flanking then you might as well make your peace and prepare to meet your ancestors.
To slightly equal out the fact of the dwarf’s short legs, they have the “Relentless” rule. This allows them to march even if the enemy is within 8”, but don’t expect your stout dwarfs to become a cavalry unit because it just isn’t going to happen. But this rule does allow them more freedom when the fighting starts. It will give the Dwarfs a real tactical advantage while manoeuvring for flank charges, reforming broken lines, and threatening exposed enemy units.
Most other core units are going to hit you on a 4+, and you’re going to hit back at a 3+. And this will come in very handy if you somehow manage to charge. Dwarfs are average shots. So the Dwarven missiles aren’t going to hit as often as you would like, but when they do they hit hard! Again, average strength. But the fact that the Dwarven core units can take Great Axes tips the balance.
If slowness is the quality that best sums up the Dwarf’s army’s weakness, toughness best sums up its strength. While other armies also have T4 it’s the combo of a high armour save, and LD that make Dwarfs one of the hardest nuts to crack in the world.
Yeah, this isn’t so good, and it bottom line means that Dwarfs usually strike last in combat. Before you think it Dwarfs aren’t dumb or slow witted, they just take their time, measure their opponent well, and then strike. If the movement is the first and most depressing stat on the line for a Dwarf, we’ve saved the best for last. A LD 9 is the basic in a Dwarven army and this is a huge bonus. It means that they are less likely to fail a break test, but if they do then they will most likely be run down easily.
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Characters
Dwarfs get three lord choices and so the decision for which will best fit your army and tactics is a tough one. So here are your choices:
Dwarf Lord
Of the three the Dwarf Lord is the most versatile. He can be made into a combat monster, a defensive character or a good mix of both. With his high WS the Lord will usually hit anything he comes up against in the Warhammer world, also he’ll be harder for them to hit him back.
The Lords S4 is mediocre; it’s good enough to handle lots of rank and file troops as well as a few characters (namely pansy Elves =D), but is by no means great. This of course can be improved with either a Great Weapon or a couple of Runes of Cleaving. Now probably the best stat a dwarf lord has T5, there are not many lords in this game that have T5 so make good use of it. With this high T and a good armour save your lord should be able to take on almost anything in the game, and most armies will find it difficult to wound this wizened Veteran.
Now equipment, I always give my lord Gromril Armour. Now call me a tradionalist but the idea of a Dwarf Lord wearing a leather jacket (Light Armour) just makes me want to bang their heads together and ban them from having any ale (that’ll teach them ;)). The lord also has the option of having a Crossbow, Handgun or Pistols and unless you’ve based your army around large blocks of missile units, then IMHO it’s not worth it, leave that to the units.
I have noticed that many players don’t take the max amount of pts allowed for runes, this I also don’t like. If you have the points take them. I mean can you imagine a Dwarf Lord, king of his hold at the front of his heavily armour clad Hammerer bodyguard, wearing nothing but a leather jacket and carrying a hand weapon? No, neither can I, give him max pts if you can. Although in saying this he doesn’t need a rune weapon. Give him a great weapon, good armour save, and then step back and watch him go.
Runelord
First off a Runelord can predict what kind of an army you will be playing, as he is more defensive based. Even more so if you give him the Anvil Of Doom, but with this it could give your opponent a shock “Dwarfs with magic??!!” And you will most likely get a free magic phase, as who’s going to take defensive magic precautions vs. Dwarfs? But I would only ever take a Runelord in games over 3000pts.
With only two attacks the Runelord isn’t best suited for attacking, unless you give him a runic weapon. But the best use for him is an anti-magic role. Give him as much magic suppression runes as you can, and watch, as your opponent’s magic phase is as uneventful as yours. Although he’s not an attacking character, with a great weapon he could still give your opponent a surprise (two S6 attacks are non to shabby). And again I would give him Gromril Armour or if you can rune armour.
Daemon Slayer
This guy can be devastating if used well, but if used wrong well you might as well as plaster a “Shoot me Now!!” sign to his forehead. Again I would only include a Daemon Slayer in games over 3000pts. Now a slayer character can only ever go in a unit of Slayers or alone as an independent character. I would stick him in a unit or keep him close to a unit so he can’t be targeted.
Due to the fact that he can have only rune weapons and only one, give him one. Don’t give him a great weapon; as for a Slayer character this will equal one dead (expensive) character. The only other thing I can say about a Daemon Slayer is the Master Rune Of Swiftness is a gift from the gods.
However ever you don’t have to use a Lord character, thanes can work very well as a general. If you get two or three this will help bolster the fighting power of your army. But a lord is great; I mean T5 is a godsend in CC.
Hero Characters
Thane
This is the character I would always choose as my general in games below 2000 pts; as he’s cheap but can still pack a punch. First off you must decide how you want he to be, if you want someone who take out as many rank and file as possible then give him a rune weapon and armour, then I suggest Rune Of Cleaving and a Rune Of Fury with Gromril Armour and a shield etched with a Rune of Stone. This gives him four S5 attacks with a 2+ armour save. Or if you want him to take on tough troops or characters then give him rune armour and a great weapon. With this combo he has a 4+ re-rollable save; you will be hitting last but with three S6 attacks will leave no-one laughing in your wake.
The other possibility for a Thane is that he can carry the Battle Standard. Now he can only have one magic item, so I would give him either rune armour or a rune standard. Whichever you go for make sure that he’s well protected, give him Gromril Armour and stick him in a unit. This way he gets a 4+ armour save and the special “Look Out, Sir!” save.
If you go for rune armour then one good combo is Gromril Armour, Master Rune Of Gromril, Rune Of Resistance or Master Rune Of Spite and the Rune Of Stone. Both of these are designed to make sure he survives and you still get the BSB’s bonuses.
Or you can go for the rune banner. If you go for this then defiantly make sure he’s protected stick him in a unit and give him Gromril Armour, believe me you’ll need it. If you choose a Master Rune, make sure it’s in a place where it will do most good. For example if you gave him Master Rune Of Fear, put him in your biggest unit to maximise on the bonuses of Fear.
Runesmith
The Runesmith beefs up your magic suppression, he adds on dispel dice to your pool and can take anti-magic runes, what’s not to like. I always take at least one (two if possible), and he should always be given runes that help him do his job; suppress magic. So the Masters Runes of Spellbinding and Balance, Spelleater Rune and Rune Of Spellbreaking all come to mind. So make sure to give him as much as you can, also give him Gromril Armour and if you have the pts add a Rune Of Stone. Then for fun give him a Great Weapon (making him S6), now his two attacks is nothing to laugh at.
Engineer
This guy is great if you take lots of war machines, as he makes them less likely to blow up, can take over from a dead crew member, and can allow you to make two guess ranges with a Stone Thrower or Cannon (or with a bolt thrower you can use his BS). Another good use for him is to make sure your rare war machines don’t blow up. How? Give him a couple of Runes Of Luck and then when the flame cannon or Organ Gun misfires you the rune to re-roll it. Also you could give him a handgun, now while he can’t use his special skill and fire his own weapon at the same time, he will be hitting on 4+ with no modifiers.
Dragon Slayer
The same as what I suggested for the Daemon Slayer.
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Now on to the units; first Core.
Core Units
Dwarf Warriors
Point for point, the best infantry in the game. The best thing about warriors is that they are one of the only CORE units that can always have great weapons, but if you do go for the great weapon option just make sure that you give them full armour options and command. For 9 points apiece, you get a great stat line plus heavy armour and a shield that gives you a 3+ armour save in hand-to-hand. Add another two points for a great weapon that ups your strength to 5, and you’ve got an 11-point model that can give as much as they get. Remember, you can choose to use either the great weapon and its STR 5 attack or the hand weapon and the 3+ armour save, so you also get a degree of flexibility most other core units just don’t have. I suggest at least 2 units of 20, armed whichever way you wish, but a unit of 25 is great and daunting.
Dwarf Crossbows
These are a very popular choice amongst Dwarf players nowadays, the extra range of 30” and S4 is great, but you can get more. If armed with a shield these guys have a 4+ in combat, which is not something to turn your nose up at. If you think that there’s a chance they might see combat, then give them a standard and musician (just incase). Downside is the crossbow is move-or-fire so make sure you put them in a good position when setting up, otherwise these guys might waste turns moving instead of firing. I would suggest keeping a unit of these near any war machines, just incase they are caught by a flyer, if they are pile the crossbowmen into combat.
Dwarf Thunderers
Although they do shoot a mere 24”, they are also move-and-fire. Which is a huge tactical bonus for any formed shooting unit, and they also get a +1 to hit at short range, and they are also piercing-piercing, which gives them a –2 to enemy armour saves. So all in all a damn fine unit, but don’t expect much from them. With a BS3 they aren’t going to be winning no archer contests, but they are pretty good shots at close range. As with the crossbowmen give them shields, as they will have a 4+ armour save in cc. Also I would suggest a Standard and Musician for them. The best place for Thunderers are on a flank, move them 3” forward and fire then do the same every turn, soon they’ll get into close range then the fun begins.
Dwarf Miners
I quite like these, they are one of the most colourful units a dwarf army can have, but if your going to take them then go the whole hog. Give them full command and at least 15 but 20’s better. Essentially 12-point Dwarf Warriors in heavy armour with great weapons and no option to use shields, the only reason to take them is for their “Underground Advance” Special Rule, which allows them to enter on any board edge beginning on the second turn. On the other hand, Underground Advance is the only way you’re ever going to see heavy Dwarf infantry in the enemy’s deployment zone before turn five, and it can be very effective when used to attack unguarded enemy war machines. But be warned the miners can’t charge the turn they appear, so be careful of war machines turning around and blasting your miners back to the golden halls of their ancestors.
It’s also pretty useful for striking at an advancing enemy’s flanks, especially if the Miners can stop a march move and get the charge the next turn, or if they can flank charge into an existing combat. More typically, however, your Miners just won’t be fast enough to be a viable threat on the flank, and quicker enemy units will just move away from them. They’re still dwarfs, and you must place them very, very, carefully. When they work, they can be devastating, but they’re by no means a sure thing and are all but useless against some armies. Use with care.
Dwarf Rangers
I’m not sure about these guys. On the one hand they are a scout unit that has the bonus of ranks, command etc and all the other stuff an ordinary infantry unit has. They can also move through wooded terrain in a full block formation. But on the other they’re expensive and can’t skirmish. The fact that they move in block formation is a little bit unusual, and don’t really fit the idea of a Dwarven army. These work quite well when used with other units for example they can be very useful if used in conjunction with Miners and Gyrocopters. This will give your opponent a whole bunch of choices; they won’t which to take down first. Then there’s the pts cost, 12 pts for a Dwarven warrior carrying a great weapon and wearing light armour. If you want to make them more useful and make them a missile unit then adding a crossbow makes them 17 pts per model. A throwing axe can make them a good disruption unit, albeit a bit short ranged. But within a forest they should be able to flee before charged, thus drawing a unit away into difficult terrain. A whole unit of these can be very expensive, and with the crossbow they are not going to be moving.
I’ve heard of many giving them crossbows and shields and making them into a disruption unit. They hide in the edge of woods and fire their crossbows, and then when the enemy charges them they flee leaving them out of position and trapped in difficult terrain. I’ve never really used them, but I’ve heard that quite a few like them. So I guess you’ll just have to try them and make your own mind up about them, I’m still in two minds.
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Right now; Special units.
Special Units
Dwarf Troll Slayers
What's not to like about these guys? First, they're probably the most colourful troops in the Warhammer world. Most player use slayers wrong. They see the fact that they’re unbreakable and have two attacks each, and then throw them into the “Mudpit” role. The key to using Slayers is to understand all their strengths and weaknesses (both of which are considerable).
To maximize your Slayer's abilities, send them up against high-toughness, low-armour value units. Avoid low-toughness, high-armour value units. Since Slayers are slow-moving Dwarfs, this means that initial placement is very important. Of course certain armies they will perform well e.g. monster heavy Dark Elf armies, and vs. Orcs because they then also get their hatred re-rolls. But unfortunately there will be time when they must take the “Mudpit” role. Here's where most players think, "Hmm…cheap, unbreakable unit? Hey, let's throw a few of them out on the flank to hold up those pesky fast-moving knights!" Wrong! Although they can be used to hold almost any unit in combat, this isn’t the best use for them.
Most Dwarf players don't expect their Slayers to win any combats, and since Slayers don't break, they don't much care. I think this is a mistake; one of the reasons Slayers don't win combats is because no one expects them to, so they're deployed in small units without a Banner or a Musician. Any time you've got a T4 unit with multiple attacks, you've got a chance of winning. Adding a couple of ranks and a Banner to your unit can mean up to a +4 to your CR.
Strengths - . They’re cheap, at 11 pts per model, they have two attacks each and the best thing about them is… they’re unbreakable. Most players forget about their Slayer skill, this skill allows the slayer to always hit on a 4+ (unless it’s 3 or less). So a Slayer attacking a Wyvern would attack at S5 with -2 to the armour save. We must also not overlook another Slayer strength: he'd attack twice, since they carry a big axe in each fist. That's all good. While a slayer taking on a empire knight would attack twice with S3 and no save modifier.
Weaknesses - As mentioned above avoid low T- high save units. But the main weakness of these psychos is the complete lack of armour. And almost any missile fire will targeted against them, and they will die quickly and in large amounts. Another reason why they should be taken in big units. Although they are T4 this won’t save them my much, so try to deploy them last and out of missile range. Since they die fast and are cheap, I advise fighting with big units of Slayers--15 at least, and preferably 20. This not only adds to their lifespan and holds up enemy units much longer, but also means you've got a decent chance of winning some combats.
All slayers can be upgraded to giant slayers, while you’ll gain an extra bit of punch these guys are also T4 and have no armour save, so they die frighteningly easily for a 26-point model. So it’s up to you.
To sum up: With Slayers, field big units, take care deploying them, go after high-toughness units, and avoid low-toughness units and missile fire. Don't underestimate their ability to win combats. Use as Mudpit if you must, but try to manoeuvre for flank charges.
Hammerers, Longbeards, and Ironbreakers
All three of these troops all have the same stats line, which is the same as the basic Dwarf line with an additional point to WS (up to 5) and S (up to 4). This means that they are monsters in close combat. Each can tote a runic banner worth up to 50 points. Musicians, Standard Bearers and champions cost the same for each unit.
Hammerers
Since these guys are the General's bodyguard, you can only have one unit of them. They cost 14 points apiece and come with heavy armour and a great weapon, but a shield will cost you one more point, and it's worth it for the added protection against missile fire and the flexibility of using either a hand weapon/shield combo or a great weapon in combat. This puts them at an effective cost of 15 points each, and makes them the most expensive of the Dwarf elites. They do, however, have the King's Bodyguard ability, which makes them Stubborn so long as they're with the Dwarf General.
Strengths: Rolling on a 9 or 10 for all break tests is sweet, especially if the BSB is around somewhere. They are a tough infantry unit with S6 attack and WS5 means almost always 3+ to hit and 2 or 3+ to wound with -3 to armour save. Can afford to use great weapons and suffer hits thanks to stubborn ability. Great weapons are well great, they will help your poor dwarfs to chop those knights save down and make it so you can actually kill some.
Weaknesses: Expensive. Using great weapon means lowering armour save to vulnerable 5+. Overall army flexibility decreased since general must remain with unit for it to remain stubborn.
Longbeards
Why nobody likes these I don’t know, as the Dwarven fluff indicates that these are in fact the most commonly seen of the Dwarven elites. The reason is because people see them as a lite version of the Hammerers. They have the same equipment but come with a shield as standard and cost one less pt, but the reason is they’re immune to panic, while Hammerers are stubborn. Immune to panic is nowhere near as useful as stubborn but it’s still far from useless. Whilst the Hammerers will refuse to flee from combat, they can still be panicked and then run. Longbeards on the other hand are so old that they’ve been through it all and nothing will make them hitch up their beards and run for the hills.
If you can last through the first round of combat against cavalry units, your WS 5, S6, -3 armour save attacks will probably wear them out after they've lost their charge bonus. But if you choose to use your great weapon, your armour save is reduced to 5+, which means no save at all against such powerful opponents in the first round of combat, which means lots of casualties and few attacks back, which means you'll probably be taking a break test with a big minus tacked on, which means you'll often run.
Strengths: Immune to Panic is more useful than you think. Tough infantry unit with S6 attack and WS5 means almost always 3+ to hit and 2-3+ to wound with -3 to armour save.
Weaknesses: Using great weapon means lowering armour save to vulnerable 5+; Hammerers a much better deal for a little bit more cost.
Ironbreakers
The most common of the Dwarven elites, why? Because of the 2+ save in combat they receive, these guys are armed with Gromril Armour, a shield and have a hand weapon. They have the elite stats but only have S4, where as the Hammerers and longbeards get the great weapons and a special rule Ironbreakers only get S4 and gromril armour. And to compensate your going to put in a runic banner, which will make them more expensive.
Ironbreakers are tough and the 2+ save is great, but don’t shove these elite into combat with high toughness units as you just won’t win (leave them to the other two elites). But they are pretty good at holding a low T/high S up, (i.e. cav units) being as they will still get a decent save –2 AS for lance = 4+ AS. If they don’t break then the unit looses the charge bonus. And will allow your close by GW armed warriors to hit in their flank.
Strengths: Cheap, 2+ armour save in hand-to-hand.
Weaknesses: No special abilities, max S4 strength.
Bolt Thrower
This is becoming a firm favourite with Dwarven players, why? Because you get two per special slot, they’re cheap at 45 pts and both can have three runes with no max pts limit. Not to mention that it doesn’t explode because you use the BS of the crew. Ok BS3 isn’t that good but when it hits it hits hard. The bolt goes through ranks and allows NO save, not to mention causing multiple wounds (very useful vs. large creatures). Against low T armies like Humans or elves it’ll go through the units easily and there’s a good chance of getting a min of 3 wounds. A bad thing is the crews BS is used, so don’t expect it always to hit; especially at long range.
Strengths – Allows no save and will go straight through ranks (with good rolling) – so multiple kills. Causes multiple wounds and is a quite effective monster killer, and it’s allowed runes. And no misfire chart.
Weaknesses – Uses crew’s BS so not as accurate as other war machines, and can’t destroy T7 units without a rune.
Stone Thrower
The Stone Thrower is a very versatile machine in the Dwarf army. It’s a guess weapon, meaning it takes skill and practice to use correctly. It can be very inaccurate, as it’s based on your skill and luck. However, it has several advantages. It does S4 hits to every model it covers, and a 50/50 chance on models it touches. The poor sod that’s directly under it takes a S8 hit. All hits ignore armour, making it very good against cavalry and well-armoured troops, as well as vs. horde armies. It also does d6 wounds to every model. That makes it your biggest hitting weapon, capable of taking out nearly any model in the game. It can also be enhanced by runes, making it hit harder, and more accurately. You do run the risk of misfires, and its destruction. But you risk them with nearly every war machine.
Strengths – Template will cover most of a unit, causes D6 wounds. Can have runes and allows no save.
Weaknesses – Guess weapon so it takes good guessing to hit anything, and risks a misfire.
Cannon
This the most common war machine you will see in a dwarf army, nearly ever army has at least one. The thing about the cannon is you have to guess how far you’ll fire then just hope that you get a good roll and then a good bounce, but this doesn’t always happen. So the best thing to do is to slightly under-guess, this way the cannon ball should bounce just in front of the unit and then the bounce roll takes it straight though it. . This can be very tricky. The artillery die ranges from 2-10 inches. That means you can overshoot a target easily, or end up with a bounce that doesn’t reach them. A misfire on the first roll can spell doom for your cannon, while a misfire on the second roll merely means the ball does not bounce.
Strengths – Will kill almost anything it hits with no save allowed and causing multiple wounds, a pretty effective monster killer. Can be given runes.
Weaknesses – Again a guess weapon, two chances to misfire and thus hit nothing. Although only one chance to blow up.
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Now the; Rare Category.
Rare Units
Flame Cannon
This machine will inspire fear in the heart of your opponent, especially if they are a horde army like Orcs & Goblins or Skaven. It works just like a cannon but instead of a bounce you place the flame template there. Now for the nasty part anything covered is hit by a S5 flaming attack, this causes D3 wounds and if one models dies it causes a panic test. Now that sound great, but the problem is the range it’s guess at max of 12” so when it fires the enemy is going to be close. But it’s destroyed on a one or a two instead of a one because it’s so volatile, also it can’t have any runes on it.
Strengths – S5 will easily make toast of most units it hits, multiple wounds and template will cover most of a unit. It causes panic and is a flaming attack.
Weaknesses – A guess weapon, but easier to destroy on a misfire. No runes allowed.
Gyrocopter
This is the fastest thing in the Dwarven army with a fly move of 20”. This has a steam weapon at S3 and –1 to save, and now it has toughness, wounds and armour save! So now it can take quite a kicking before going down. But again being as it’s a rare choice it’s no longer allowed runes, so gone are the days of the “Stealth Gyro”. But now the main thing the gyrocopter is being used for is to stop or restrict marching, thus giving your artillery more turns to destroy the enemy or try to. It’s also quite useful for getting behind those large units and squirting them with steam, very useful vs. low T and armour save units.
Strengths – Fastest thing available, great for stopping marching. Has T, and an AS and is a bit more resilient. Steam cannon can be useful vs. skirmishers or war machine crews.
Weaknesses – Will be out in front and unsupported, so is vulnerable. It’s easy to crash with no control over where it lands. No runes available and no more bombs <_< :(
Organ Gun
This has gone under the most drastic change, it’s no longer a multi-barrelled cannon but is now more a kin to the Empire Helblaster. The range has been dropped to 18” and the S to 5 with a –3 modifier. The number of hits is now determined by a dice roll with the min of 2 and max of 10. With no real attack roll being made, as long as that unit is in range, you’ve blasted them. Its good strength and armour save modifier means it’s a threat to everything in its sights. It’s also the cheapest of your rare units, at only 125pts. It cannot take Runes as with the other rare war machines, and it will explode on a misfire roll of 1 or 2. But, placed next to your main combat units, it provides a nice attack against anything coming at you. If there were a war machine to add to a small army, I would go with this one.
Strengths – Good S and Armour mod, more than capable of making a mess of most units. Auto hits if they are in range so a guaranteed 2- 10 hits. Rightly feared by most players.
Weaknesses – Short range with guaranteed kills, no runes allows. Has a big problem with misfires and these happen easier.
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Dwarf Runes
Gone are the runic days of the 3rd edition when you could even find runes which would kill specific creatures, gone are the powerful runes of the 4/5th edition where all you needed was your Dwarf Lord, now we have the 6th edition. Are they any good though? As a Dwarf player, I am not even going to answer that, but put it like this, with only a few minor restrictions, a few less then in the previous editions and the ability to give your characters more magic item point allowance then other army, you can kick some serious butt. Next goblin please...
Weapon Runes
Although having undergone the surgeon’s knife, the weapons runes are still mightily powerful and allow the unique customerisation that all dwarf players have been use too. Just a shame that we still have some pointless runes and that there are such a few number of them.
Master Rune of Snorri Spangelhelm An interesting rune that allows all your attacks to hit. Considering that the only Dwarfs to be able to have this are Lords or Runesmiths, which come with a good enough weapon skill, personally makes it feel a little bit too expensive. However since a Daemon slayer can only have Weapons runes, combined with his slayer skill, this one can be quite handy.
Master Rune of Skalf Blackhammer Possibly one of the most useful weapon runes, especially when facing high toughness races like chaos or armies which employ loads of monsters (Dark Elves) or who are just annoying (Vampire Counts or O&G), again only giveable to a Lord or a Runesmith.
Master Rune of Alaric the Mad Possible my most favourite rune ever, this allows the target no save what so ever, so combined with a rune of cleaving or fury this is a handy rune, low in points cost so that Thanes can also take it, it has to stand out as one of the most useful runes a Dwarf Player can have. No longer will there be a problem taking out high saves as well, they will no longer have a save. Very useful vs. armies with lots of knights, like Empire.
Master Rune of Flight A rune which can be highly annoying if you never get to use it, although the gem of this rune is that it allows you to pick out models which would not normally be able to pick out, so its handy with people like bretts who put damsels in the middle or backs, skaven with there odd ranking system and foreseeable "lead from the back" rule. Combined with a rune of cleaving or two you should be wounding on 2s.
Master Rune of Breaking Ideal for taking against an opponent who has tooled up his general to take out yours with a high strength weapon or something just as Nasty. Long as you charge first, your quid’s in with this rune, although a little over priced for what it does.
Master Rune of Swiftness At long last, a Rune which is cheap and highly useful, allowing your dwarf to strike 1st, incredible handy when facing high initiative troops who just always have to go first. This is a godsend for Slayer characters, they now at least get to take a few out first.
Rune of Might Cheap, although pointless unless facing a high toughness army
Rune of Fury
A nice rune allowing +1 attack, always add it to your master runes as a useful addition
Rune of Cleaving Even cheaper then the rune of Fury, allow +1st, although don’t bother taking if you taking the master rune of Alaric the Mad. Even if your playing chaos, use the rune of might instead.
Grudge Rune A cheap but useless rune unless you can get into combat with that opponent with your M3. Exactly, leave this one at home unless facing ethereal troops
Rune of Striking A pointless rune unless needing to make your blade magical
Rune of Speed Even more pointless, a +1 I is not going to make the slightest bit of difference
Rune of Fire Useful if you want to make your axe magical or set fire to some treeman and mummies. Or stop things regenerating like trolls and vampires. Bargain bucket rune and well worth the costs when playing such races that have the aforementioned items in them.
Armour Rune
With the sad demise of the rune that allowed you to have a toughness of 10, we have to make do with what is left, but I for one am not moaning.
Master Rune of Steel Allows your opponent to reroll successful wounds against you I suppose could be interesting, but unless they come with a powerful weapon, don’t bother with this highly expensive and useless rune.
Master Rune of Adamant +1T is seems highly useful when you come with a Toughness of 5 already for a lord but if you look at the warhammer chart, its only makes a difference if facing high strength characters. Not worth the points unless you’re facing some meaty opposition.
Master Rune of Gromril The best quality amour rune allowed, costing a bargain of 25 points and allowing a 1+ save, is excellent. Always take this but be weary of opponents who will by pass your amour (take some other protection too!)
Rune of Fortitude Interesting rune that in all my time of playing Dwarfs I have never taken, never seems worth it as I either Die in battle quickly or not at all, never a 1/2 and 1/2 thing where this rune may come in handy
Rune of Shielding A cheap rune which gives a 2+ ward save against all missiles, handy for allowing your character to wander around the place without the need for a unit for protection
Rune of Resistance Useful when combined with the Master Rune of Gromril unless your opponent can by-pass your armour.
Rune of Iron Taking two of these allows a 5+ Ward save, but for another 15pts, the rune of spite is so much better
Rune of Stone A lovely rune at only 5 pts giving +1 save, useful for when you can’t think what to spend those last 5 points on.
Runic Standard
This section has to be the biggest change and upset to the entire runic list. Many of the highly useful Runes of Fear and Rune of Courage are now "master runes" meaning only one thing, they are only allowed once, only allowed on the battle standard and of course no two master runes may ever share the same item. Pants or what, however, if your a clever Dwarf, these are only minor considerations and of course, with a much better Master Rune of Valya, you should be rocking your way to victory.
Master Rune of Valya An absolute god send to any dwarf player suffering hammering from too much magic, and cheaper and more useful then a Runesmith as it always gives a +2 to any dispel, whilst dispelling anything nearby. A must for any dwarf with a battle standard bearer.
Master Rune of Stromni Redbeard This rune will be useful if you need the extra CR, so useful vs. Vampire Counts.
Master Rune of Taunting A one use magic item that costs a fortune and only allowed on the battle standard. I’ve personally never used it but it could be useful to force that rock hard unit to charge your toughest unit that they were trying their hardest to avoid.
Master Rune of Fear So highly useful if you want to place your dwarf battle standard bearer in a huge unit. Pointless otherwise and more expensive and less useful then the 4/5th edition versions.
Master Rune of Groth One-eye Again, careful planning is needed here as to where you will place your battle standard bearer. Making a unit stubborn is great as long as the battle standard survives combat and you have a meaty unit. Cheap though.
Rune of Courage A useful rune, although not as highly useful as it was in the 4/5th edition. This rune no longer makes the unit immune to break tests, just psychology. Remember this well! Also if placed in a unit which suffers from some kind of psychology like stubborn, it will loose that stubborn rule.
Rune of Kadrin Useful but needs to be in a unit which shoots as well as in hand to hand, which means placing it on a battle standard bearer so that it can be in the crossbow unit or handgun unit. A bit pointless don’t you think?
Rune of Slowness Another rune which until now I have found pretty pointless, however combined with the Dwarfs relentless rule, you can now safely march to a unit, get close enough to charge and then see your opponent fail to charge you, lovely and so worth it to see that look on there face!
Rune of Battle No longer allowed in multiples, buy this rune while you can! Add this to units that will defiantly see combat.
Rune of Sanctuary Again, a nice cheap rune that adds to magic ability of the unit, only worth it if you need to really protect the unit and the Dwarfs in it.
Engineering Runes
With no points limit on the amount that you can spend on Dwarf war machine runes, your only maximum is the normal limit of 3, you can spend spend spend. Also possible one of the most improved parts of the Runic System
Master Rune of Defence Cheap rune and highly useful when playing against armies which love to shoot your war machines to pieces. Take this rune and you will not be sorry.
Master Rune of Disguise No longer allowed to make your stealth gyrocopters or any flash unit, you will have to put up with this on your cannons etc, still useful and cheap though.
Master Rune of Immolation Pointless, what dwarf would blow up his war machine on purpose?
Master Rune of Skewing Oh yes, a 2+ hit with no modifiers, make sure if you take a bolt thrower, you take this rune with it.
Rune of Forging Allows the cannon misfire dice to be rerolled. Useful but not allowed in multiples.
Rune of Reloading If you do start to loose crew or have a habit of loosing crew to combat/shooting, take this rune.
Rune of Accuracy Again a useful rune for those of us with stone throwers, don’t leave your dwarf stronghold with out it
Rune of Fortune Another useful rune but only if you need it.
Valiant Rune
Personally I’ve never used this rune but for those that have thought about it; A rune that makes your dwarf crew unbreakable??? Take this rune, add a funky engineer and kick some [profanity removed].
Rune of Penetrating Useful for bolt throwers and makes them into chariot killers. Or on a stone thrower for the extra strength.
Flakkson Rune of Seeking Useful for getting rid of pesky fliers, like wood elves, dark elves and anything else that flies
Stalwart Rune Pointless, if you’re going to die, do it in style, but I think this rune is useless
Rune of Burning The cheapest way to make your shots magical, and of course, as a bonus, makes them ignite too. Always take this when facing Vampire counts, khremi or wood elves.
Runic Talismans
Another section that has been changed and modified but for the better
Master Rune of Kingship Lovely rune, allowing your general to make the unit stubborn, and immune to fear and terror. Think carefully before taking this rune as it allows your Lord very much down on points to spend on other items. However, put him in with your longbeards, and suddenly you have a unit which is immune to fear, terror and panic oh and is stubborn too, beautiful.
Master Rune of Balance A bargain at 50 pts, and the ability to take a dice in the power phase this rune is a defiant one if your taking a Runesmith with you
Master Rune of Spell Binding Highly useful but a tad expensive at 50 points. However, combined with the above rune, and the Master Rune of Valya it gives a +3 against magic and less dice for your opponent. Beautiful.
Master Rune of Spite Again a beautiful rune, combine this with a good armour save, and your dwarfs are home and dry.
Master Rune of Dismay Another pointless and one use only, only buy it if facing some seriously low leadership troops like skaven, O&G empire etc
Spell Eater Rune One use only, but the ability to remove a spell on a 4+ it means a serious think about this, I believe it to be worth while, but take a rune of luck just in case too
Rune of Fate A 2+ Ward save against the 1st wound you suffer? Brilliant, but there is some confusion about this. Is it until u loose the wound or just that single save???
Rune of Spell Breaking A dispel scroll. Nuff said
Rune of Luck Expensive but handy when needed
Rune of Warding Another dice to the dispel pool if magic is cast against this unit. Again useful if facing magic dealing foes
Rune of Furnace
Playing skaven and dragons’ alot, then this is your rune!
____________________________________________________________________
Conclusion
With the best infantry in the game for the cost, the dwarf army is a formidable force to reckon with. Not only do we have a great base of infantry, but also we alone have customisable magic items whose combinations can be built to suit any plan or need. This flexibility is afforded no other army, and is wisely taken advantage of whenever possible. And, remember, in close range, the dwarf infantry is also the fastest; as we still get to march move while our opponents do not. This is a huge advantage that most people seem to lose sight of, but a good dwarf general will remember this and use it to his best skill.
Good luck and may your holds endure as long as the mountains stand!
Ok these are just my thought's on the dwarven army, so feel free to disagree. I will soon be adding Runes and a couple of tactics.
I would like some feedback on this, and by all means feel free to post your own tactics, or thoughts.
Kingphesphestus - December 6, 2003 01:08 AM (GMT)
Im not the best typer at this site so don't take this wron, but there is a few mistakes in the tactis. Eg slayer skill is not o hit it is to wound.
I know what you mean but if this is for new guys it might confuse them.
I'll post my thought about the army a little bit later.
Good Job. ^_^
cjb103 - December 6, 2003 04:03 PM (GMT)
Dwarf engineers only let you re-roll failed 'to hit' dice when used with a bolt thrower - you cannot use their BS.
Also, I fail to see the 'usefulness' of the Rune of Disguise?? Why would I ever pay 30 points not to be able to fire my war machines?? It might have been useful on the short range machines: flame cannon + organ gun, but that ain't allowed these days....
I find rangers with throwing axes very useful for stopping enemy marches + generally harassing enemy units. You have not mentioned this option for them.
In my opinion there is no need to keep referring to the older editions of the game. It is quite apparent that this advice is aimed mainly at newbies - experienced dwarf generals (who remember the older editions) will have worked out their own strategies and unit preferences!!
Otherwise I agree with pretty much everything that's said.
It might be worth explaining the rules of the runes for any newbies + maybe try breaking up the text a bit by, say, having 3/4 separate files: one that covers units, 1 characters, 1 runes, 1 tactics - it's pretty difficult to read such a large block of text.
King Ulrik Flamebeard - December 6, 2003 10:20 PM (GMT)
Actually in one of the warhammer annual's it has an eradica for the engineer. The have now changed it so they get to use his BS instead of the re-roll.
Thanks for your replies, I'll think about what you have all suggested.
cjb103 - December 7, 2003 11:04 AM (GMT)
Really? I didn't see that annual.
I have a Q&A though that says it IS an engineer re-roll, not BS. Now I'm confused.
In which supplement does it say you can use his BS?
I really like your whole guide to the Dwarfs though, it'll be excellent advice for newbies. Was thinkin it might even be worth contacting an administrator and havin it put as an 'important' topic at the top of the board - that way it'll be the 1st thing any new beardlings see (like the sneaky high elves have done on their board!!).
Any thoughts??
Kingphesphestus - December 7, 2003 12:25 PM (GMT)
there would be no problem getting it pinned if you want it all you have to do is contact the mod of this forum, a global mod or moonshadow.
For the rune of disguise it can be useful against very fast armies or armies with tunnelers.
cjb103 - December 7, 2003 08:00 PM (GMT)
I can see the argument for using the Rune of Disguise if your opponent has flyers/tunellers, but it seems to me that if he does, you won't be fring your machine for at least the first two turns. So why bother taking the machine in the first place??
In my opinion 30 points is a lot for a rune which effectively negates the effects of your machines - they are probably gonna do most damage in turns 1+2 anyway, cos they ain't gonna have the same choice of targets once units get into combat (say from turn 3 onwards).
The rune would be much more beneficial if you could still shoot, but enemies had to roll, say, a 5+ in order to be able to target them??
Just a thought....
King Ulrik Flamebeard - December 8, 2003 12:42 PM (GMT)
cjb103 the change is in Warhammer Chronicles 2003, Page 140. It's has some changes to the army book and the first one is to replace the second paragraph of the engineer's entry in the book.
I was thinking of asking for that, but I want to get more people's thoughts. But thanks :)
cjb103 - December 8, 2003 07:55 PM (GMT)
OK matey. Guess I might have to get the chronicles then. I hate that - you get WD every year then they release the chronicles compedium and charge like £12 for articles you already have, only they are slightly different. I remember the same happened with the wood elf list, back when I collected them.
Like GW doesn't have enough of our money already.....
Anyway Flamebeard good work on the Dwarf advice. I just have one more question: anymore Dwarfs round here??
Dwarf_Beardling - December 29, 2003 10:07 AM (GMT)
comliments to ulrik on the tactica.....gave me a few different views for my dwarf army...but i gotta question silly but here it is....i have a friend who is for some reason godly in warhammer (i think he sold his soul to the devil for good warhammer skills) anyway he has a skaven army and i get wooped everytime i play him.....and ideas on facing skaven witha dwarven army......also runesmiths to me are also a weakness to dwarves considering how you might pay a chunk of points into them to prevent magic and then your oppenent doesnt take magic...well the points spent on stopping magic are wasted...even tho the runesmiths arent weak there still not ment for combat...anyway thats what i have to say for now ill probably come up with more questions soon...
Demon_Aenarion - December 29, 2003 03:22 PM (GMT)
I always like reading tactica, it helps me know how to defeat people, but this is an amazing one King Ulrik. Great job!
King Ulrik Flamebeard - December 30, 2003 08:57 PM (GMT)
Thanks for the input. I've shown this to a complete Dwarf site and I've had some feedback. It's been suggested that I down play the miners, rangers to much, and I might change some of the text to make it easier for the youn' Beardlings to understand. Do any agree? Or have any other comments, that would make it better?
Boris the Bulletdodger - January 19, 2004 04:54 PM (GMT)
I REALLY like this - it'd be great for beginners, but just needs breaking down into some more bite-sized chunks: I admit I haven't read the whole thing, it's just too long and (in arrogant mode) doesn't tell me a whole lot of stuff I don't already know.
Maybe you play down the Rangers a little, but then I don't particularly like them either. You should mention their throwing axes option, that is more useful than crossbows in my opinion because they can harass the enemy with shooting, yet stay mobile. They will always have ahigh points cost though, which makes them pretty pants.
It's nice to see that you've put so much time and effort into giving advice to new players though. Good work!! :D
King Ulrik Flamebeard - January 19, 2004 05:00 PM (GMT)
Yeah, when I get chance I'll go back to the word doc version and edit parts. I got the feeling I spent to much time on one section, and I have played down a few units. Thanks for the pointer everyone, now one thing I am missing is other players thoughts. So I want more of you lots to add you thoughts on the dwarfs, I want to know any tactics you have, your best rune combos, your thoughts on certain units/characaters/war machines etc. If I feel they will help I will put you name in a small section labelled "Credits" So anyone?
Boris the Bulletdodger - January 19, 2004 05:24 PM (GMT)
Tactics: have Slayers on one end of battle line + stubborn hammerers on the other. This should be enough to prevent the enemy rolling up your flanks, providing you can keep your Slayers alive for long enough!
Miners might then be able to enter play and counter-charge any enemy flankers (unless your opponeent has dangerous war machines, or course!)
My advice: always take a BSB: the re-roll is invaluable if (when!) you get charged. Don't worry to much about a Runic banner, this will make him worth too many vps if he dies. Instead think about spending his 50 point allowance on armour runes.
For newbies starting out I recommend: Thane/Lord, Runesmith, BSB, Thunderers, 3x Warrior boxed sets - arm half with hand weapons and half with great weapons, bolt throwers, a stone thrower and a gyrocopter. I give pretty much the same advice every time some1 asks!
Lord's usual rune combo = stone, resistance, spite + maybe some weapon runes if I have the points to spare. With these runes, T5 and a shield he is very hard to kill.....
grave gard 89 - January 20, 2004 08:06 PM (GMT)
wow u have put a lota time in o dis i find all of this so much help as a newbe this iz very heplfull ^_^
king gotrek - January 22, 2004 08:07 PM (GMT)
It took me a while to read but i can easily say you have summed up the dwarf army. I find that miners are a very good unit against high elves. With great weapons and there underground advance is very usefull against mages or archers that stray too close to the board edge.
King Ulrik Flamebeard - January 22, 2004 10:50 PM (GMT)
Thanks, I've tryed to cover all bases. Btw with miners in WD 290 the BR Dwarfs vs VC they tried different rules with them, they used the TK "It came from below..." rules. And I've got to say I think it was better, it sounded really cool and I would say it fits more with the Miner fluff. What do you think?
Vriishnak the Twisted - January 22, 2004 10:56 PM (GMT)
I'd be happy if they were able to charge the turn they showed up; as it is, all the warmachines they're supposed to be destroying get a free round of shooting...
King Ulrik Flamebeard - January 22, 2004 11:01 PM (GMT)
Well with the ICFB rules they can. I think they should as you say they can do much for one turn, and while they do this they get shot to bits. Also it might be a great deterant for a flanking force, I mean what you don't want is a unit of 20 GW armed dwarfs with full command popping up out of nowhere on you flank do you? :D
very nooby man - January 23, 2004 01:18 AM (GMT)
great ulrik, but i think u should put this topic on the top of the forum as a sticky.
King Ulrik Flamebeard - January 23, 2004 01:19 AM (GMT)
I would if I could, but I'm not a mod. Although we should be getting a new mod soon, btw thanks I try to help :D
Tombguard321 - January 23, 2004 01:22 AM (GMT)
Well I have seen alot of people asking for this to be pinned and so it shall.
Otherwise this is a great way for members and visitors alike, who are begining to start Dwarves and are keen to know strength and weaknesses (I know I was keen to know that)
King Ulrik Flamebeard - January 23, 2004 12:06 PM (GMT)
Hey thanks :D Here you go people, makew yourselves at home ;)
Moonshadow - January 28, 2004 11:29 PM (GMT)
Though I don't play Dwarves, I must say that this is very well written and very well organized. Good job, Ulrik.
(Also, it helped me understand my enemy Dwarf. Thanks. :rolleyes: :D )
King Ulrik Flamebeard - January 28, 2004 11:31 PM (GMT)
Hey no problem :) I might have to change parts though - when I get time.
Argan - January 31, 2004 07:27 PM (GMT)
1 thing, the thunderers aren't a move-or-shoot wep, all the better.
Nice article, wish we had one on the Skaven page.H
ow long did it take u to write??
King Ulrik Flamebeard - February 2, 2004 01:18 PM (GMT)
Actually the Dwarf Handgun is move-and-shoot, it was missed out in the army book but was put in one of the annuals. I'm glad you liked it, I hope it helps people.
I can't remember how long it took me, I was doing it between work, painting etc So I lost count of how long.
plasmapuff - February 2, 2004 01:42 PM (GMT)
Just wondering King Ulkrik Flamebeard, do you prefer crossbowmen or thunderers?
Because people at my club always seem to use crossbowmen because
1) They are cheaper in points
2) they have longer range
3) They are cheaper in money- boxed sets
4) With BS3 and usually deployed near the back, most of my opponents dont really expect them to hit much anyway so they may as well be cheaper
5) They have other things for taking down armoured stuff- like artillery (negating the -2 save for the handgun advantage)
What do you think? Your article was pretty unbias on this issue :rolleyes:
King Ulrik Flamebeard - February 2, 2004 01:56 PM (GMT)
Well it'll depend, but I do usually go for crossbowmen first. I choose these becasue of the things you said, the extra range, their cheaper etc. But I will usually include a unit of thunderers just for the extra punch.
Crossbowmen aren't the best shooters in the game I'll admit but, I've always liked them. Also sometimes I just don't want the blackpower army of death that lots of dwarf players have (ie lots of thunderers, and almost all war machines).
I just like to take something that won't make my beard stink for days ;)
Vriishnak the Twisted - February 2, 2004 06:40 PM (GMT)
Actually, the Dwarf book does say that thunderers are move and shoot, in the section on the dwarf armoury.
Also, I personally take thunderers over crossbows as long as I have the points; the ability to turn or move up before firing makes them a lot more useful in my eyes.
LordLoverocket - February 16, 2004 03:43 PM (GMT)
I concur, the abilities of the thunderers far outweigh the crossbowmen. The ability to move and shoot is a godsend. Skirmishers up you rear ( :o ) just about turn and let rip. +1 to hit at short range combined with the armour piercing capabilities are just too good compared with the 6inch extra range of the crossbows. Nearly forgot the 4+as in h-t-h. And they are core :lol:
plasmapuff - August 11, 2004 07:58 AM (GMT)
Hi KU,
Is there a chance you could write a tactica article for the new SOC slayer army?
Or at least some tips?
Thx
from plasmapuff
King Ulrik Flamebeard - August 11, 2004 01:47 PM (GMT)
I dunno, as I don't play with them. If we can't find anyone who does I'll see about it. But don't hold your breath.
KU
Tchakolli - November 7, 2004 05:30 PM (GMT)
| QUOTE (cjb103 @ Dec 6 2003, 11:03 AM) |
Also, I fail to see the 'usefulness' of the Rune of Disguise?? Why would I ever pay 30 points not to be able to fire my war machines?? It might have been useful on the short range machines: flame cannon + organ gun, but that ain't allowed these days.... |
If you're playing against another army with lots of warmachines (say, Empire?), its good to protect your own cannon/stone thrower incase you're opponent gets the first turn.