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Warhammer Palace > Dwarves > 2000p Dwarf Army, comments appreciated!


Title: 2000p Dwarf Army, comments appreciated!


Tchakolli - April 3, 2007 04:28 AM (GMT)
This is the Dwarf Army I regularly field against opponents at my local gaming club. It usually does well, either managing a draw or a win.

Characters:
1x Runelord (Anvil, rfortune) - 340p
1x Thane - (MRswift, 2rfury, rstone, s) - 137p
1x Thane - 65p

S/A: 542

Core:
19x Longbeards (hw, s, ha, FullC) - 253p
19x Warriors (gw, ha, FullC) - 215p
12x Quarrellers - 132p
12x Thunderers - 168p

S/A: 768p

Special:
20x Ironbreakers (FullC) - 290p
14x Miners - (FullC, steamdrill) - 204p
1x Cannon - 90p
1x Stone Thrower - (Racc) 105p

S/A: 689p

TOTAL: 1999p

QUOTE
Deployment:
The plan is to deploy in a corner of the battlefield. Optimally a corner with a hill, but it works eitherway.

As a Dwarf army, it is very defensive. The Anvil of Doom is either deployed behind a hill or behind the main formation, close to the table edge so that there isn't any chance of tunnelling teams or what-not. And never near a wood, I have bad experience with Green Knights.

The 3 blocks of infantry are aligned in a half-circle formation around the potential hill, or else around the Anvil of Doom. The GW-armed warriors in the middle with the other two units protecting each flank. The vanilla thane is deployed with the longbeards and the other thane deployed with the GW-armed warriors.

If I've got the advantage of a hill, the Thunderers are deployed on it. If not, they are deployed in front of my ironbreakers. The crossbowmen are deployed in front of my longbeards so that they can flee as a charge reaction and draw enemy troops into my longbeards without having to worry about panic tests (Longbeards have the old grumblers rule).

The war machines are either deployed on the hill or in the space between my infantry blocks.


Battleplan:

The general idea is to, like always, wither down the enemy with missile fire and anvil of doom magics as he advances on my army. The formation should mean that there shouldn't be any overly-exposed flanks for the enemy to take advantage of. Once my enemy gets close enough to charge, they either have to charge either ranged-units infront of my longbeards or my ironbreakers, or my GW-armed warriors. For most sensible people, the GW-armed warriors would be a good choice since they have bad armor save compared to the others and thus there is a better chance for the charging enemy (usually cavalry) to wipe out the first rank. So when they do charge my GW-armed warriors, my surprise thane pulls out his 6x str 4 attacks that are sometimes enough to wipe out their entire front rank instead :D (should be noted I alternate between swapping one rune of fury for a rune of cleaving when the extra str is needed). The other two blocks of infantry can usually stand up to a charge without a problem, and due to longbeards panic tests are never really a problem.

Something that has helped me win many games and is always a life-saver is the Miners+Anvil of Doom combo with the rune of oath and honour. Even though I regularly play against the same opponents who all know of this combo, they still fall for it. Either they leave a strong regiment guarding any potential war machines, which is beneficial to me since it means less units thrown against my line and thus less chance of flank charges, or they are extremely careful with all the movement staying away from table edges which once again brings down the chance of flank charges. With the steam drill miners usually turn up on either turn 2 or turn 3 (I've never had them never turn up with the new rules so far) and using the oath and honour rune they always make up their points value by annihilating (or routing) some expensive unit of cavalry that would otherwise have charged my main line.

Like said, miners are extremely useful, and the rune of fortune makes sure the anvil doesn't blow up. I have to say I'm not exactly sure on the rules there, the FAQ's I've read do state that the anvil definently is a war machine that can even be entrenched by an engineer, so it figures the runes should work.

(Besides the models above, I also have my crossbowmen converted so they are armed with GW which means I can field them as 12x rangers instead, I have 3 extra models I could use for either warriors regiment, I've got a full 20 slayers I field sometimes (though I haven't really fielded them in a while, the above army usually works fine against any enemy), and a single gyrocopter and a flame cannon. I also have close to several hundred points of Kislev I can use to augment my forces, consisting of 10 winged lancers and 5 horse archers, and I can make some winged lancers into mounted boyars if needed. Likewise I can also use converted warrior models to make BSB's or Thanes/Lords if needed.)

Any comments, suggestions, criticism, ideas or anything at all is welcome!

@ztech - April 3, 2007 04:01 PM (GMT)
Welcome, it's not often that a member who has posted 6 times since 2004 comes back to ask for advice. I don't have much to tell you, though: your army's solid. ;)

I would remove two Quarellers and give a Battle Standard to one of your thanes: for a defensive and tightly-packed army like the Dwarfs, a BSB is very helpful, making several units even harder to break. All Dwarf armies of 2000 points must have one.

LordKjarl - April 3, 2007 04:16 PM (GMT)
I like the list, but a bsb s very usefull indeed. If you do what @ztach said you have some points left to take an organgunn instead of stone thrower, my dwarven army never leaves without its organgunn.

Burro Boskov - April 10, 2007 06:16 AM (GMT)
It looks good, but I have to admit it is the tactics that surprised me.

I never realized the potential of the panic immune Longbeards. It is a really good idea, and I will be sure to use it sometime against my normal enemies.

I have to repeat what the others say, a BSB will do wonders for your army. I find that after the turn the enemy charged, Dwarves usually end up winning the combat. To be able to reroll an unlucky roll in that first round, could be very useful.

I think the stone thrower is fine, as your focus is on combat.

Burro Boskov

@ztech - April 10, 2007 03:57 PM (GMT)
QUOTE (Burro Boskov @ Apr 10 2007, 01:16 AM)
I think the stone thrower is fine, as your focus is on combat.

Besides, technically speaking, nothing forbids you to shoot in close combat with a stone thrower. Rules say you cannot target an unit that is engaged in close combat with a ranged weapon (unless you're a Skaven), but a stone thrower does not aim at an unit: it aims at a spot of the battlefield. If a few expendable Dwarfs are in close combat with a big regiment of elite warriors, you can aim in the middle of the enemy unit and hope your scatter dice don't betray you.

We had a topic about that some time ago, but I think it was lost in The Crash.

Burro Boskov - April 10, 2007 06:31 PM (GMT)
Yes, but only a vile skaven would try something like that, *cough* or maybe an elf *cough*

Burro Boskov




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