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raytard22
April 26th, 2008, 07:35
Hi all, LO longtime member but new to dwarfs and this edition of fantasy.... I did like alot of people and bought up several skull pass dwarf sets and here is an army that I have assembled and plan to take to GT style tournies... I guess it's pretty standard issue dwarf gun line I'd love feedback though... thanks in advance...

5x 10 thunderers full command

2x organ gun

cannon RoForging/RoImolation

cannon RoForging

20 warriors full command w.shields

20 longbeards-full command w.shields RoBattle

10 miners prospector

1 thane -shield/MRoSwiftness/RoFury/RoCeaving/RoStone/oathstone

1 runesmith -shield/RoSpellbreakingx2

Arklite
April 26th, 2008, 11:54
5x 10 thunderers full command

this seems a little extreme to be honest. for starters are you sure you will have enough deployment room for 5 10 wide units? if you are dead set on a gunline i reccomend dropping this down to 3 units of ten and removing standards. if the enemy reach melee all your doing is giving them extra unit standards.

2x organ gun

solid choice really, i'd prefere some veriaty myself as flame cannons are hardly pushovers and a gyrocopter could very well be critical for march blocking the enemy as they advance and giving you more time to shoot.

cannon RoForging/RoImolation

however much fun the master rune of immolation is i don't think this is a good idea. its a hugely expensive warmachine after all and throwing it away doesn't seem like a bright idea.

cannon RoForging

20 warriors full command w.shields

20 longbeards-full command w.shields RoBattle

nothing really wrong here to speak of. i'd prefer it if you get another unit of troops into this list somewhere for combat. shooting rarely wins in WFB so making sure you can defeat what can and can't reach you is important.

10 miners prospector

1 thane -shield/MRoSwiftness/RoFury/RoCeaving/RoStone/oathstone

1 runesmith -shield/RoSpellbreakingx2


a little too many thunderers i reckon. deployment would be hellish in general i would think. so tune it back a little and try to get another combat block. it should mean that you are able to defeat the enemy when they reach you (and they will, regardless of how much lead you can throw out ;Y)

raytard22
April 28th, 2008, 06:43
Arklite,
Thank your for your sound advice... with regard to the thunderers, with 6' table edges, 5 10" long units isn't much of an issue at least in my games thus far.... I tend to get creative with the angles/los you can take up 8" of frontage if you will by slightly turning the unit, then if you have a hill on your side there is almost no problem... Again your advice is sound, I think i may conceide and drop down too 4 squads...
Now with regard to the banners, I understand the logic about giving the opponent free vp's, there are several parts of my strategy where the banners help or don't matter... first they make it harder for those screen units like gnoblars/skinks/ect to do anything to the thunderers should they reach my lines... Also I tend to deply most of them near the board edge charge reaction run against units that would otherwise wipe them... again I havn't played enough to feel out if these limited instances are worth the risk of 400 or 500 extra vp's for my opponent...
Lastly, is a mechanics question for the immolation rune... it says before combat rez you may activate it... usually the scenario that plays out is, my warmachine crew gets slaughtered before they overrun the cannon I pop the rune.... now my grasp on the rules isn't the best and by the context of your reply i think i'm doing something wrong in that scenario... the way I see it is avg 7 S4 hits for 3x pts on a war machine that has probably had 2 or 3 rounds of firing isn't the worst thing in the world, especially if it's gonna end up flanker food anyway...
Again thanks for the sound input....