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 Dwarf Army, 2200 points
Hillbilly Carl
Posted: Oct 1 2009, 05:06 AM
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Here is my army for the next league:

Dwarf Lord with shieldbearers
- Master Rune of Kragg the Grim (keeps the characteristics of a great weapon)
- Rune of Might (double strength vs. T5 or more)
- Rune of Snorri Spanglehelm (+1 to Hit)
- Rune of Stone (+1 to armour save)
- Master Rune of Spite (4+ ward save)

Dwarf Thane with Battle Standard
- Master Rune of Swiftness (strikes first)
- Rune of Fury (+1 attack)
- Master Rune of Gromril (1+ armour save)

20 Longbeards with full command
- Rune of Stoicism (counts as double unit strength)
- Rune of Sanctuary (magic resistance 1)

10 Thunderers

10 Thunderers

18 Hammerers with full command (Lord goes here)
- Rune of Battle (+1 to combat resolution)
- Rune of Sanctuary (magic resistance 1)

17 Ironbreakers with full command (BSB goes here)
- Rune of Courage (immune to fear and terror)
- Rune of Sanctuary (magic resistance 1)

Bolt thrower with Engineer
- Rune of Penetrating (+1 strength)

Bolt thrower with Engineer
- Rune of Penetrating (+1 strength)
- Rune of Burning (burning ammunition)

Bolt thrower with Engineer
- Rune of Penetrating (+1 strength)
- Rune of Penetrating (+1 strength)

Bolt thrower with Engineer
- Rune of Penetrating (+1 strength)
- Rune of Penetrating (+1 strength)
- Rune of Burning (burning ammunition)

Organ Gun

Total points: 2200

Thoughts?
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Zelt Arruin
Posted: Oct 1 2009, 04:15 PM
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I like it, though, I would like to see the Ironbreakers at 19, so as to get the full rank bonus. Otherwise very keen! Course, I like stone throwers more than bolt throwers, but they are fine too.
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Hillbilly Carl
Posted: Oct 1 2009, 04:32 PM
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I just love the reliability of bolt throwers. They don't misfire and with an engineer they hit large targets on a 2+ at close range. Plus I've added runes so that two are Strength 7 and 2 are strength 8 - Hydras, dragons, giants, treemen look out! A chariot-heavy army is also pretty screwed for that matter.

I'm thinking I will divide the shooting units into two fire-teams of 10 thunderers and 2 bolt throwers (1 S7 & 1 S8 on each side) I wanted to try to fit 2 organ guns but I just couldn't find the points. As it is I'll just put the organ gun where it is most needed (wherever the war machine hunters are pointed). In some games I'll swap the organ gun for a flame cannon or gyrocopter by dropping a rune or two.

I would like to have the extra 2 ironbreakers too but I just couldn't fit them in. I could drop some of my runes to fit them but I like the combos I have now. If I go up against non-magic-heavy armies then I'll definitely drop the MR runes on a few of the combat units which will free up the points I need to fill up the ironbreakers.
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Geep
Posted: Oct 2 2009, 01:55 AM
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4 bolt throwers are pretty good- especially with Str 7 and 8. I've found just 2 goblin bolt throwers to be really good.

I'm not familiar enough with Dwarfs to make many other comments, but it looks like a decent list.
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Hillbilly Carl
Posted: Oct 2 2009, 02:40 AM
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The combo on the lord is my favorite part. He hits most enemies on 2+ and wounds everything on a 2+.
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WinterGuardian
Posted: Oct 7 2009, 06:47 AM
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i always wanted to play dwarfs. That was the next army i woulda picked after Wood Elves. They seem like fun.
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Flailing-Axes
Posted: Nov 14 2009, 07:29 PM
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I played dwarfs years ago rolleyes.gif

The Rune of Might is sort of wasted, you already have a great weapon. Might as well use it on a regular axe and throw in an extra attack or something, still hits strength8 against any grizzlies.

the magic resistance runes won't help that much either, you only get 4 dispel dice, against anything magic heavy you'll be blown out of the water.

Drop the thunderers to quarrellers, if you want the points. Crossbows have the same strength and longer range, ideal for picking off warmachines and the like, an organ gun is quite effective at taking out anything high-armour, unless we're talking about a death-star unit, but thunderers can't beat that either.

Bolt Throwers are mean, yeah. but at the price you're paying it might be better to invest in a cannon instead. Rune of Forging it and it'll near enough never misfire.

Your BSb is kitted out the same I have mine. very pretty.
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Hillbilly Carl
Posted: Nov 14 2009, 10:07 PM
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The rune of might is on the lord so that he wounds everything on a 2+ T4? I'm S6. T5? I'm Strength 10! Plus I hit pretty much everything on a 2+ as well with the +1 to hit so he is pretty effective in combat.

I love thunderers. The +1 to hit and armour piercing is more than worth the loss of range vs. quarrellers.

I like the magic resistance as well, against damaging magic it means I pretty much double my number of dispel dice if he is targetting my combat units. I have yet to play a game with this army so I'll wait and see what happens but for now I'm going to keep them in.

The bolt throwers are my favorite things in the army. I never have any luck with cannons but bolt throwers have never failed me. 2 S8 and 2 S7 bolt throwers should be enough to take down pretty much any big monsters or heavily armoured units coming at me and imagine what they would do to a chariot heavy army!

The list will probably change once I've had a chance to play-test it but for now I'm probably going to keep it as is.
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Flailing-Axes
Posted: Nov 15 2009, 09:01 AM
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QUOTE (Hillbilly Carl @ Nov 14 2009, 10:07 PM)
The rune of might is on the lord so that he wounds everything on a 2+  T4? I'm S6.  T5? I'm Strength 10!  Plus I hit pretty much everything on a 2+ as well with the +1 to hit so he is pretty effective in combat.

Okay. So let's take a hand weapon. Keep rune of Might, add a rune of cleaving instead of Kragg the Grim. Only time you'll be wounding on 3's is against T4, and you can now have a shield.

I'm guessing you've been very lucky against damaging magic, to only ever have 2 dice used against you. What with demons and vampires and lizzies now dominating magic, they can afford to hurl 4 or even 5-dice spells at 2 units a turn.

This makes me want to write my own Dwarf list... watch this space ninja.gif

This post has been edited by Flailing-Axes on Nov 15 2009, 09:01 AM
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Hillbilly Carl
Posted: Nov 16 2009, 12:20 PM
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QUOTE
Okay. So let's take a hand weapon. Keep rune of Might, add a rune of cleaving instead of Kragg the Grim. Only time you'll be wounding on 3's is against T4, and you can now have a shield.


Except that everything seems to be T4 these days! Plus I don't really need a shield, my armour save is already 1+. Granted 0+ is impressive but not as necessary in my opinion.

And the league I play in isn't all that magic-heavy. Dwarfs are pretty resilient to damaging magic anyway. I just played 2 leagues in a row with only 2 dispel dice with Wood Elves and Bretonnians. I made the playoffs both times and one of the times I made it right to the finals. It is just a matter of deciding which spells need to be dispelled and dispelling those and letting the rest through. I'm not going to add a runesmith because I don't like how squishy they are (for dwarfs) so the magic resistance on all my big units is the next best thing. Like I said before, I haven't tested it out yet so everything might change but I'm pretty happy with what the list looks like on paper. If I do play a few games and I see that something needs to be changed, those changes will probably be along the lines of what you are suggesting.

This post has been edited by Hillbilly Carl on Nov 16 2009, 12:21 PM
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