Dwarf Tactics

inscribed by Lord Brrrp

 

By Grungi, this old traveler was not about to tell Snorzi Spenglehammer that he

and his city were doomed. Snorzi was after all the son of the king of karak

Azul. Yet, this dwarves beard obviously was longer than his so he stood and

listened to his ancestor's blathering.

The dwarves no longer knew how to fight. . . .their axes grew rusty. . . .they

should take the innitiative. . .Did not this old man know the winds of magic blew

in mysertious, new ways that confounded even Vahalla's Runes? Snorzi was

used to the ravings of the Longbeards but this man was incredulous. His

patience grew thin and ultimately he challenged the stranger to a drinking bout,

wishing to spare his life. If only he knew.

To embarrass his stranger, he challenged him to an open drinking bout in front

of the entire council of dwarves at the banquet hall of Karak Azul. All would see

that the stranger was mad. The dwarves were beaten and must learn to struggle

just to survive.

20 tankards of the strongest dwarven ale were placed on the table of the royal

family. Snorzi grabbed the first, if it was going to be a battle to see which man

stood the longest, he sure wasn't going to let any shortbearded dwarf say he took

advantage of a mad old dwarf. Gulp Gulp Gulp. . . .Snorzi snickered at the

stranger. Then it was the stranger's turn. He threw back the cloak hiding his

face and all stood in awe. Before them was a dwarf of enormous stature and the

whitest, longest beard anyone had ever seen. Scilence fell over the banquet hall

until finally there was a faint wisper, "Grombrindal".

Needless to say, Snorzi was honor-bound to continue the drinking bout and

although he downed over 30 tankards of ale, in the end he knew he was no

match for Grombrindal. The very next day, he shaved his head and became a

slayer. Myth has it he died exploring the South Lands but not before he had his

share of fried frog legs!

Gombrindal spoke to the assembly:

"Dwarves you have lost your heart and souls. Vahalla and Grungi hold their

heads in shame. You have forgotten what it is to be a dwarf and to fight with

honor. Your ancestry is forgotten and you are worth little more than Doc,

Bashful and Sleepy. . .What kind of dwarf would let the rise of Bretonnia or the

new sightings of Lizardmen cause fear? I too have felt the changes in the winds

of magic [historian's note: 5th edition magic] and have seen many strange

occurances on the field of battle [historian's note: 5th edition rules]. I have even

seen the trained monsters of the mountains flee from battle. Yet, you do not

battle or consider strategy. . .instead you have retreated to the few strongholds

you still keep. What of destroying the skaven that infest us, or the orcs and

goblins who raided our ancestral

homes? BAHHH!!

In the past I have come to fight by your side. . .Now I come to teach you to

fight. Take heed shortbeards.:

Grombrindal then spoke many things. His words I often forgot, but I will never

forget his message. I only hope that my disertation reflects his eloquence.

Grombrindal began with a recertation of what dwarves are not. He figured so

long as we bemoaned out own fate, we might as well remind us of our grudges.

First, he reminded us that in battle we were strong but slow. . .no dwarf ever

outran a man and only one unit, name I have forgotten, had ever charged a unit

of Bretonnian Knights and that was only because they prayed entirely too long!

Secondly, he reminded the dwarves that all too often they would break their

enemy only to find that the cowards legs were longer than their own. They

could make them run but running through them was a chore indeed.

Thirdly, he reminded them that their lives were precious [historian's note: They

cost a lot of points] and could not be treated like the worthless lives of goblins

and humans.

Fourthly, he reminded them that they never would learn even the simplest magic

trick as it is impossible to both study magic and drink strong dwarven ale and

they all knew which was more important.

Fifthly, he reminded them of how for some mysterious reason, their ranks

mattered little these days when attacked from the sides or rear.

Sixthly, he reminded them that while they mastered the art of making handguns,

they still remained close combat fighters and would never beat the elves in

target practice.

Next, he reminded them that the winds of magic were a bit less predictable and

that they could no longer hide behind layers of runes. Magic seemed to rise and

form its spells too quickly now for multiple counters.

Finally, he reminded them that all those monsters found in the mountains and

trained for years to fight for the dwarves seemed to develop a bit of a temper and

often left in the midst of battle.

Then Gromidal spoke of his visions of the past of successful dwarven armies.

He spoke of armies where the troops all could see their general and all would

rally around the battle standard, of armies where all the dwarves could hear the

battle cries of their fellow mates.

He spoke of concentration and of forcing the enemy to fight not hit and run. He

spoke of taking charges and casulties and destroying the enemy in the ensuing

slogging match to follow. He reminded them that they were slow in battle but

stronger and heartier than all with armor and axes forged by the finest

blacksmith's in the world! He reminded them that there was no dishonor in

fleeing NONE. . .so long as you fled to lead the enemy into a cunning dwarven

trap, but to leave battle was a disgrace. The slayers openly agreed.

Then he spoke of specifics, first starting with the great heroes of the Dwarven

Kingdom.

Strategy

Most dwarven strategies begin with the necessity of huddling together. A dwarf

is nearly impossible to panic with such high leadership, near there general and

around the battle standard. Dwarves can no more afford to chase their

opponenets than the Brettonian knight can sit back waiting for a charge. By

staying closely grouped, the dwarf gains the benefit of psychology. . . .troops

close enough to counter attack any enemy bold enough to dishonorably hit the

dwarves in the flanks. . .and can generally protect themselves. Of course, there

can be more than one huddle. . .After all. . .the crown of command and master

rune of Kingship can be

used! Two virtually unbreakable forces! You must keep some troop able to

pursue the enemy when they break. . .gyrocopters are the most reliable. For the

more daring, a chimera is awefully nice at being vicious, taking out rank

bonuses and flaming the artilery and archers pluse TERROR. Problem is if the

dice are not with you and he struggles at critical times. You can mitigate this by

using the chimera and one gyrocopter.

Likewise, the dwarves must remember they ARE the greatest firepower in the

world. They may not be the best shots but their cannons, gyrocopters,

handguns, x-bowmen, organ guns and flame cannons and stone throwers with

such runes as the rune of forging and rune of acuracy and shooters that could

shake off enemy shots make up for their mediocre bs. Dwarves should not be

afraid of firing on almost anything. Certainly, they will not be moving much so

shooting is only natural. Eventually, the shooters can reform and fight or flee to

allow the advance of the h-t-h troops. A special trick is to take the ruby chalice.

. .that will make you dominate the shooting and hopefully if you take a wound

will help soften the blow of the initial charge as -1 to hit will cause fewer

wounds. Often. . .especially when facing sooo many war machines and shots. .

.the enemy will rush in and charge from maximum distance. It is always wise

to have dwarven shooters flee either shoot and take the damage then flee the

next round when you get whipped or just flee so you can charge right away.

The enemy will rarely have the movement to catch them. In this manner you

can often charge the arrogant knights and enemy. Don't worry much about

rallying. In the huddle, you will be close to the general and battle standard.

You will naturally rally BEFORE the enemy has time to hunt you down!

Charging slayers with 2 handed weapons are enormously powerful against most

any target save heavily armored knights. Seriously consider using slayers

behind your x-bowmen. At worst, they are a cheap block of troops that can

not break from which you can swong other troops around to flank or pick their

fights. Think about putting the warmachines way up front and boobytrapping all

of them with runes of immolation. That is a rude surprise! Flame cannons are

underrated. Forcing multiple panic tests before the enemy can charge is critical

and often you can get a route going. Use 2 and make sure they can cross fire [ie

hit the same unit].

One or more huddles is the key. . .If you need to eliminate threats such as

Empire artillery. . .use gyrocopters which are extremely useful as well as to

blanket enemy archers and x-bowmen giving you the definate shooting

advantage. Keep an enemy monster or two close to the general to be unleased

on the insolent fool who would attack the dwarves from the flanks or rear.

Decimate them before they arrive! An honorable foe will engage you head on.

Special Characters

White Dwarf : Never forget the White Dwarf is now like any special character. .

. .He is mighty and only costs 3 vps! Consider Louen vs. . .the white dwarf and

a

hippogriff by his side. Obviously the charge is critical, but it is unlikely the

White Dwarf will be killed in one round. Furthermore, he can wait till AFTER

the charge to reveal himslef. Take THAT Louen. After the charge. . .Louen has

st 4-7. . .The White Dwarf has st 7 each and every attack. The White Dwarve's

axe is deadly as he gets 2 rolls to hit and 2 to wound EVERY HIT and EVERY

WOUND and the enemy must roll twice to save and take the worst result.

Needless to say. . .Louen would have a hard time slaying the White Dwarf

should he have enough strength to fight back. Nothing helps dwarves in the new

edition better than the ability to ignore all spells directed at a unit! The Crown is

an instant huddle device. Sure the dwarves may panic and flee, flee to put the

chargers within charge range of the stunties legs AND still automatically rally

the beginning of the dwarfs next turn.

Other Dwarven Special Characters Have the Great Benefit of Specifically being

allowed to substitute magic items for their listed items! What a huge advantage.

King Kazador is nothing more than a king with runes any other king could get

with a very useful point of strength.

The Slayer King is wonderful. First. . .he will never flee [good and bad

expecially with new general dies you take panic test rules]. His ability to always

wound on a 4+ can not be underestimated. On top of all this he can take any 3

magic items you want, including runic items. Absolutely fantastic! Add

multiple attack weapons or runes of spite for big baddies. POP goes the enemy.

I also like to take master rune of swiftness with an additional attack or rune of

spite and golly is he going to punch hard. Armor of fortune is nice. Against

Brets you might add rune of cutting. Custom magic items are still incredible

[sure sure tournament rules] Side

Note: In a tournament Master rune of swiftness with a curse rune often either

kills the enemy outright [you test right after you hit BEFORE you wound] or

causes them to hit lie girls. Otherwise. . .I do indeed like adding 2 runes of

cutting. -3 to save will slice and dice expensive Bretonnians.

Rune Lord: The ULTIMATE in monster slayers [if he catches them that is!]

Huddle Huddle Huddle. Keep the Hammer. Strength 10 no matter what you

opponent's toughness is. . .does not stike last! Plus any of these st 10 hits will

each do d6 wounds. His armor is mighty as well. 3+ save to start and a 4+ save

unmodified plus an AUTOMATIC dispel. Two great things about dwarves,

many characters can buy the 4+ unmodified save unlike other races. This helps

enormously absorb a charge. Secondly, the rune of spelleating is extremely

useful. The First spell is AUTOMATICALLY dispelled, so a 50pt destroy

scroll [sound familiar] except ou don't have a chance of destroying the spell

instead there is a good chanceyou can automatically dispel several spells. Even

a mighty power 3 spell will only sate the AUTOMATIC dispel 1/2 times. No

this does not help the rank and file but helps keep the lone characters alive. .

.especially rune lords on

anvils! Blast away without worrying about being attacked from afar. Runestaff

needs to go. . .yes rune of passage is nice but is the anvil really well served

going chasing the enemy? Perhaps against woodies. I like to take three runes of

spell breaking. 3 autodispels for 75pts. Dwarves need them.

Gotrek: Against Chaos or any non-shooting army I really do like the pair. Again

huddle and use Gotrek to attack or counter-attack large units of deamons. Now

you can only try to dispel or counter a spell once, BUT. . . .you always test if

you have an ability to avoid or resist the magic. IE. . .Gotrek CAN first see if

Vahalla Rune works THEN use doom if it does not.

Thorgrim: 4 magic slots. Enough Said

Bugman: Cute but not useful.

Burlok: So many many options just change the items and remember you get 2

magic items with str 7 base. One of the best and cheapest.

Regiments

Long Beards: Strength 4 attacks only. I'd leave them at home, well actually

against humans they ar not bad for their initiative is the same.

Hammerers: Outstanding. You have 4+ save against shots and in h-t-h you can

hit at st 6. I think because the 2handers are optional you have a hand weapon

AND the 2handed and can decide which route is best. Maybe I am wrong. At

any rate. Whatever troops are left in the front rank after a charge WILL pound

the enemy into submission. 17pts vs. 39 for a Bret Knight. . .wanna bet who

will win?

Iron Breakers: Much better than they look. 3+ save may not seem like much but

their heavy armor is MAGICAL. . .ie.. a magical 4+ save which is useful

against so many items or spells that check vs. magic armor. Other that the

magicness of the save. . .use cheaper long beards or hammerers.

Dwarf Warriors. . . . .Use spears or go for equivalently equipped x-bowmen. I

avoid them except agains wood elves/skaven.

Dwarven Crossbowmen: I would take them BEFORE any dwarven warriors

with 2-handed. After all they are the same stats with 3pts for a crossbow, which

is well worth it. Shoot then either flee and regroup to support the primary attack

troops or reform early [I prefer getting the extra round of shoots. . .take the

charge, stand and shoot and don't be the least bit afraid of the inevitable flee].

These are your basic troops.

Thunderers: Against Calvery sure. . .-2 to save seems nice. But Brets prayer

makes x-bowmen's extra rounds of shots seem more important.

Miners: Again, I prefer dwarven crossbowmen with shields and 2 handers. The

advantage of miners is that they wear heavy armor. +1 to save even in h-t-h.

Worth it, not usually. I'd prefer to softe up my enemy with horrific amounts of

crossbowfire.

Slayers: Unique. . .powerful and potentially fragile. Archers can mow them

down even with 4 toughness. Remember they are not about to rush into combat

[lil legs]. They are mighty sitting right behind the x-bowmen that will flee

through them! They do not BREAK. I like this because it gives the other

stunties time to ctch up to the flanks and rear of the enemy troops. I have seen

them take the brunt of a bret chaarge and then allow time for me to chug troops

to slaughter the knights from the sides and rear. Against, high tougness troops

take an extra hand weapon. 2 attacks mirroring the enemy's toghness. nly

against weak enemies with high armor [Brettonians only] would I take 2-

handers. Since most things can be slaughtered with st 7 attacks [or with

anything matching their toughness], I rarely take characters. . .Having no armor

and only one magic item is tough for me to swallow.

War Machines

Stone Throwers: If they hit they are vicious. Rune of accuracy gives you

another chance. . . .tell me though, how many stone throwers do you find it takes

to get a good hit? A 74 pt thrower with a 50pt rune. . . .almost worth just using

2 throwers!

Gyrocopter: Flexible and your flyers! Sure they are expensive and can

potentially be beat up. Just don't get caught, flee if you are charged! Shots

except from x-bows and handgunners just rarely will hit the piolet and if they do

rarely wound. Steam archers, x-bowmen or anything that threatens the dwarves

BEFORE h-t-h. Runes are useful. Disguise is nice but probably unintended.

Penetrating and disguise if it doesn't bother your conscience. The way you will

have to run down troops.

Bolt Throwers: Depends on the enemy but against Bretonians these are

hysterical with the runes of penetrating. Start at st 7 or 8 and go down each

rank. . . .you will skewer quite a few of them if you hit. . .sure you will need

several but that is ok. If I were better with guessing I would say use cannons. . .

After all my BS doesn't matter with cannons.

Organ Guns: Well they are CHEAP. . .You know they will misfire and that will

cost you a VP so think. . .I love to fire cannons at most anything. Can you take

the rune of forging? Doubt it [recall there is some debate here]. After all, you

can afford a misfire 2 organ cannons vs a cannon with rune of forging are

about the same price. Take the Organ cannons. They create a great deal of fear

in opponents like the hellblaster. Don't bother against Wood Elves who have

few ranks. For them take template weapons. However, organ guns do not cause

panic tests like flame cannons. . .in the final analysis causing a unit to take 2

panic tests right before it

charges is more useful than 2-4 cannon balls.

Flame Cannons: Personally, I love them. . . .they create MASS havoc right

before the enemy gets to charge. I often get a unit to flee [they take panic tests

when injured] and that can often cause another unit to flee with them. You must

respect that the flame cannon can potentially send your attackers running. Aim

short. . .after all you WILL have 12" of template to cover. I find this device is

easier to hit with. Sure they are unreliable if wounded. . . .but by the time an

enemy attacks your machines your going to have your crew long gone. Plus it is

tougness 7. . .and you don't have to shoot! Nice to have them invisible and up

front in your deployment zone on the far flanks but perpidicular to the troops. .

.when the enemy gets in range you shoot them from the sides with 2 invis

cannons. . . .I find this

hysterical! Shoot the same targets with both cannons ensuring you cause 2 sets

of panic tests.

Throne of Power: Sure you can't move but who wants to as a dwarf! Absorb

wounds means the charge won't hurt that much. Powerful champions holding

the throne you get for dirt cheap. Problem is only if you face a mass of good

artilery shots. Archers won't get through the armor or toughness. I like getting

the extra 4 wounds for h-t-h and that ultimate combat in my deployment zone. It

often is the difference between winning the battle when the enemy charges.

Anvil of Doom: Take it now and always. It allows the runesmith to store magic

cards and use them like any mage. You now can store 4 cards WOW! It is like

having 4 mages. You may use these stored cards to assist counters [like the old

destroy spell card]. If you don't need them or are in a crunch the lightning can

do a number of things from weaken a powerful monster or character to

destroying war machines if you get in range [I'd use gyros so you don't move

this guy]. Charriot strikes BEWARE. . . .Small but strong untis such as dragon

ogres are good targets as well. So much flexibility along with the ability to act

like the finest mages is all the reason you need for an anvil. Store 4 and you still

can shut down the magic phase of the enemy. You should between your stored

cards and new cards have

a dispel or two.

Characters

Battle Standards are costly. . . .Keep him out of combat but they help the huddle

enormously. First, rerolling break tests is important as you WILL fight deep in

your territory. Master Runes are hugely helpfulI like the master rune of Groth. .

. .You can keep those x-bowmen in the fray long enough to chug into a flank

attack. Terror/panic no big deal. . . .I like this rune. Vahalla is exceptional but

between the 3 spellbreaker runes and the anvil that gives further cards to help

with dispelling you may not need this.

Champions: You bet. . . .they take the brunt of the enemy charge. Overkill may

hurt but at least you have more troops to strike back.

Heroes: We all know how to use them. . . .Remember though. . . .your heroes

unlike your enemy's will not be able to pick their targets. . .black gem may never

get used on a worthwile target etc. Useful if you keep the army tight. 6" charge

if all troops are within 8" isn't bad. Still. . . be defensive. Put a hero in the

battery with the talisman of ravensdark and of course the flying hammer from

hell. Drop that hero/monster etc. Armor him up just in case the enemy is flying

regiments.

General: You can figure this one out

Runes

Weapons

Snorri's [always hits]: Decent but why not always wound? Very good

against troops with -to hit modifiers. Side Note: I like the ruby chalice with

dwarves. . .make them hard to hit the x-bowmen from shootng and when they do

get injured then in h-t-h they will be -1 to hit on the charge [very useful].

Always hits is enormously useful for slayer champions/heroes. . .Then all

attacks wound on a 4+. Add rune of spite and OUCH. . .Now tell me how you

will keep this guy alive to counter-attack? Of course this rune with the curse

rune is vicious. You automatically take your # of attacks and reduce strength or

toughness. YIKES! Skalf. . . .So many uses. I love to auto wound such

things as chariots, steam tanks, treemen etc. Great thing about this is that it can

be used with rune of Spite to take out anything. Mad. . . .No save even

for magic armor [No save of any kind]. . . .enough said. Master Rune

of Death. . . .excellent if you survive the charge and great on

slayers. Master Rune of Swiftness. . . .my favorite. Since you will take

the charge usually. . .why not whip em before they can think. Add this with

anything. . .extra attacks, extra strength or rune of spite. Rune of curse often

works well to absorb a charge. . . .reduce their strength prior to them hitting your

troops.

My favorite no question. Slaying Runes : [obvious] Flight:

Can you stand and shoot with it? Says used in shooting phase hmmm. . . .If so. .

.give it to the character protecting your battery. You will hit and you can do all

kinds of things with the rune. Don't use rune of breaking [your here to slay the

beast] Rune of spite or curse rune helps [auto hit auto -st or -

tougnness]. Rune of Cutting: Against brets but of

course. Rune of Fire: Usually I will use something else.Rune

of Fate: I can't pick my targets remember. I have no idea who I will be

fighting. Pick something else.Rune of Fury: Good because you can

tie this with other runes, otherwise just like the blades in magic

supl.Rune of Might: Slayer skill on drugs. Doubling strength will

take you over the toughness of the enemy!Rune of Parrying:

Hysterical in combination. Use three of them then challenge. I love

it!Rune of Smiting: So many uses. Just a fabulous

rune.Rune of Striking: Useful in extreme circumstances but nothing to

take often.

Armour

Adamant. . . .YUCK! Get 2 runes of stone cheap Gromril:

Toughness 10 slaughterhouse character would be great if I could get him into

combat when and where I want.Resistence: The core rune of dwarven

armor. Armor of Fortune for everyone!Spell Eating: A good way to

encourage enemy's NOT to cast cheap spells at large targets such as Kings on

Thrones of Power or runesmiths on anvil. For

characters in units, this rune is not all that helpful.Rune of Stone:

Excellent cheap magic for champions. . . .easy to get a 1+ save with heavy

armor and shield and 15pts of runes. Nice champion for

challenging.Rune of Iron: You have to respect additional toughness

but I still like the rune of resistence.Rune of Fortitude: Very useful for

open exposed characters such as Generals on Thrones and Runesmiths.

Protection

 

Strommi: Well if you were trying to break units fine, but who is going

to catch up with all these troops.Groth: Psychology tests are crucial

deep within your deployment zone.Vahalla . . . .good but many ways

of getting a 4+ save and you have a runesmith with lots of cards to

dispel.Battle: Multiple Runes are helpful, but so is a battle

banner.Rune of Courage: My Mainstay! No psychology and no

breaking. . .fight to the last man. What a way to defeat brets. . .after charge you

will deal damage and stick around to remember it. Great way to force the

enemy to stay around long enough to get your troops to do the charging.

Excellent way to avoid a general route of troops deep within

deployment.Rune of Fear: You think you have enough troops to

outnumber the enemy???? Against some armies I love it. After all, if you get

lucky they will not charge. A crap shoot.Rune of Slowness: Listen

VERY carefully. When the enemy decides to charge you roll and deduct from

his charge distance. You MAY then flee. . .Now he is not going to come close

to catching you. That is the beauty of the rune. So long as you are not fighting,

why stick around unless you want to shoot em up. Again, using it this way is a

crap shoot. . . .what if they roll low.Rune of Warding. . . .Don't take

this unless you already have banner of arcane protection [same cost less

effective].

Engineering

Accuracy: Almost cheaper to buy an additional

thrower.Burning: Not enough useful targetsDisguise: A

must. . . .trap them with flame throwers. Best trick. . .2 flame throwers facing

one another on far flanks of deployement zone Gyros invis cheesy? Well, it is

not my style but do as you please. Flame cannon pointing ----------> Troops<----

--------Flame cannon pointing Keep the cannons invis. As the enemy charges up

the middle slow them down. Runes of slowness or whatever. Turn cannons to

shoot and send the fleeing troops into position to get fried next time by the other

cannon. Just don't shoot your cannon. Otherwise, I suggest putting both on the

same side.Immolation: A great bait rune. . . .esp if only one machine

is not hidden. Put on a hill and tempt the flyer to come. I like to make place

them at the beginning of my deployment zone. Shoot until the enemy charges

then BANG!!!!!! Sock em with huge casulties. Against Bretonnians this is

incredible. Fire the machines as the knights are forced into the battery blow it

up. You could keep the machines invisible. Can the crews flee and still blow up

the machine? If so would you get Vps? Where is the line between clever play

and cheese here? Batteries are great 2" apart. . .you can almost force the enemy

go through the war machines. BANG!!!!!!Penetrating: Useful for

Gyrocoters and possibly flame cannons. Other machines do just fine. Gyros

pretty much are only way to us this.

Talismanic

 

Dismay: An excellent tool right before the enemy charge! Get an

extra round of firing.Kingship: Expensive Crown of Command. .

.Useful if you need 2 huddles far apart.Spite: Black amulet is better

but useful as a "second" amulet. Furnace: High Magic, Skaven magic

and warp fire, Chaos Dwarves. . . .otherwise why do it?Luck: Reroll

that critical die roll you failed. Very useful. Very useful and you can put them

on a champion for dirt cheap.Passage: I don't use it much. . .avoid

terrain, avoid moving.Spellbreaking: A must for runesmiths. You

need to take out enemy magic.

Normal Magic Items

 

Book of Grudges: Hate is a wonderful thing. Reroll misses and

unmod 10. . .. Again, it allows for another huddle.Armor of Skaldor:

2+ then 4+ saves. . .even against no save armor. . .Better than armor of fortune

but not much.Grimnir and Gotrek's axe: If you hit this is deadly! I

use them a lot.Fiery Ring: If used right you will charge. Use when

the enemy decides to charge, then he must move as if the charge failed. Now

you may be in range!Sceptre: Once in combat this helps. You won't

be oving your trops much so forget it.Banner of Defiance can often let

you win that initial charge esp against knights.

 

I think I have mentoned lots of tactics throughout this article, to recap. .

Use x-bowmen as standard troops and back them up with slayers or hammerers.

Huddle around the general/hero with crown of command/Groth battle standard.

Think of having a monster follow the general closeby to threaten flyers who

come close, attack any troops trying to flank etc. I know it doesn't use the

general's leadership and 1-3 he will do something and 2-3 it will be struggle.

Can you say use the RUNES OF LUCK?!!!!!?!!!!! Take Lots of them!

Gyrocopters are usually the key to taking out things which can damage dwarves

from afar, archers, x-bowmen and artillery. Later use on mass troops.

Flame Cannons are ideal right before the enemy charges. Create panic. Put

them on the side perpindicular to enemy. Remember they can pivot!

Consider having your battery way up the deployment zone. Threaten enemy to

go through you and use runes of immolation. If they don't go through you

shoot them up with x-bowmen on a hill.

Just follow some of the advice above and you CAN compete. I know in

tournaments things are different. . .but I like the following. I can take the throne

of power and since you only have 50 pt magic items I will likely slam you after

you charge. I can take the anvil so I store a huge number of cards. I can take 3

dispel scrolls [essentially] on the runesmith PLUS other useful items like ring of

corin and ring of volans. [Ring of Volans is good because battle magic spells

are terribly useful for dwarves. Pray for hold fast!].

 

Weapon Runes for Tournament: Without question I would use master rune of

swiftness to avoid getting crunched and curse rune as it can cover most anything

where rune of breaking is limited. Armour: Give most important characters

runes of resistance.

Protection: Runes of Fear are excellent with large units of dwarves. The enemy

may well be outnumbered and might possibly flee. Rune of slownes is my

favorite. Throw it on the x-bowmen and Flee leaving the untis just inches

behind ready to slap the enemy OR stand and shoot if they charged from far

away then flee the next round.

Engineering: Penetrating/Disguise or none. . . .

What to buy: I like organ guns with runes of immolation. Get 3 of them. . .You

can place them forward, make them invisible and shoot the dikens outta the

enemy right as he is commited to having to go through you. Then BAM. . .

.That or just keep them invis until the enemy is in range. Flame cannons are

really nice. Get a pair and fry the enemy, cause panic tests. I always like at

least one gyrocopter to take out archers,x-bows and artillery. I almost always

get a Chimera or Griffon. If I get the Chimmera I only take one gyro [in case

Chimmera flees] and I go quickly to attack war machines and other threats.

Terror is useful of course. You need runes of luck to handle the naughty

monster though.

Take a large unit of x-bowmen with double handed and shields. . .standard

bearer and musician and of course rune of slowness. Use slowness to reform!

Take a unit of attack troops. . .I like hammerers with the throne of power using

general. Give general the master rune of swiftness and curse rune and let him

tear apart big characters or lots of little troops. Give general Rune of

Resistence] crossbow. Runesmith with Anvil of doom + 3 spellbreakers/armor

out the gazoo with 3

runes of stone/ crossbow/2 hander and Hero with black amulet/ 3 runes of luck

[help the monster know what to do or use them to rebound more wounds]

2hander of course and plenty of armor. Crossbow.

These are just ideas not a full list. Some players may wish to use slayers to bait

the enemy and then swing other troops in to do the killing and breaking. Best

way to do this is a unit of x-bowmen that flee through the slayers [keep them

from getting shot up] letting the slayers with 2 hand weapons charge the next

turn.

 

 

 

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