While I'm waiting for my big 4000 point battle, another enemy has caught my eye trying to desecrate the forest.
2250 points Vs Dwarfs.
I'm not sure what to expect, he said that he was trying out a new army composition. Usually it's a gunline enforced with a large Slayer unit, a Gyro and large blocks with some good 'ol warmachines. No Organ gun, so maybe he will bring it this time around.
This is what I've come up with while reading Foes of the Forest. I didn't play a lot of Dwarfs, so any tips are welcome!
Spellweaver L4 Calaignor's Stave, steed.
Alter Noble, gw, la, sh, HotH, HoDA
6x 8 Dryads
2x 7 Wardancers, mus
2x 5 Wildriders, mus, stb
1x 5 Waywatchers
1x 1 Treeman
The Treeman I'm going to hide and Strangle Root a bit, the Alter is for Warmachines with the HoDA for a gunline or slayers, sneaking though the woods to the rear. I was thinking about placing all the dryads in the open so I can use the wood for Wardancers and Wild riders, plus characters.
I'm not so sure about deploying my woods, will have to come up with a tactic.
Edit. Oh yeah he uses runes on his warmachines, so they will have Magical attacks.
I hate dwraven gunlines, but I'd say you're well equipped to deal with them.
If he likes Anvils of Doom or *shudder* Thorek and his anvil you'll have some trouble. Words are not enough to express my hate of these things.
You may have enough magic to get through, but don't rely on it. I'm pretty sure dwarves get a spell destroying item- if he's clever he can make Calaingor's Stave useless.
When is the game?
the battle is upcoming sunday. I'm kinda bad at battle reports, but I'll try to give highlights.
We'll see how I do. Greets Glim.
Hmm, dwarfs. I play both wood elves and dwarfs but I've never fought dwarfs with wood elves (or the other way around).
The only war machines that you really need to worry about is the organ gun (that thing will destroy your skirmishers). On the up side you have tons of small units which makes it hard for him to decide on targets. Cannons and bolt throwers will be aiming for your treeman or spellcasters since they can't do much to the skirmishers or fast cav. I'd put your waywatchers somewhere in the trees where they can shoot at bolt throwers or thunderers, just stay away from that organ gun (or flame cannon) since they don't have to roll to hit.
You don't have much shooting so you'll have to get into combat quickly and with overwhelming advantages. Send your wild riders into the flanks of any infantry unit so that they negate the ranks and charge the front with wardancers and dryads.
Hope that he goes heavy anti-magic since runesmiths and runelords are pretty crappy combat characters compared to thanes and lords. If he has an anvil watch out for charging dwarfs in the shooting phase! Your combat units can't flee any charges (immune to psychology) so make sure of your units' position with respect to their charge range. Remember, with the anvil up to three dwarf units can move 12" in a turn!
Your list is good, fast and hard-hitting with some nasty magic, I'd personally tone down the magic (since dwarfs are good at dispelling it) and take some combat-oriented characters or maybe upgrade your alter to a highborn and give him a machine-gun (Bow of Loren, arcane bodkins) to help kill off ironbreakers but that's just me. Good luck on Sunday!