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- Dwarf Lord, General. Shield, Shieldbearers. Axe: Master Rune of Swiftness, Rune of Cleaving, Rune of Snorri Spangelheim. Armor: Rune of Preservation. Talisman: Rune of Warding.
- Thane, Battle Standard Bearer. Axe: Rune of Cleaving x 2. Armor: Master Rune of Gromril.
- Runesmith. Shield. Talisman: Master Rune of Spellbinding, Rune of Spellbreaking.
- Master Engineer. Armor: Rune of Stone. Talisman: Master Rune of Dismay.Lord has 1+armor save. 6 attacks including the Shieldbearers. 4 attacks are at Str 5, always go first, and hit most opponents on a 2+.
A BSB with Str 6 attacks is just too fun to pass up. I can see the look on an opponent's face when I announce that he has a 1+ armor save and a str of 6.
The Runesmith's purpose is obvious.
The Master Engineer will join a bolt thrower and the Master Rune of Dismay, while a gambit, will be great fun, even if it doesn't work. Just making someone roll for all those units will make my day.
- Thunderers x 10
- Thunderers x 10
- Warriors x 19, full command, shields.
- Longbeards x 19, full command, shields. Rune of Sanctuary.Longbeards are joined by Rune Smith. They have MR 1. Warriors are joined by BSB.
- Hammerers x 18, full command, shields. Rune of Stoicism.
- Miners x 15. Prospector. Steam Drill. Blasting charges.
- Bolt Thrower, Rune of Seeking, Rune of Penetrating.
- Bolt Thrower, Rune of Burning, Rune of Penetrating.Hammerers are joined by Lord and have MR 2. Miners disrupt. I love the Steam Drill for rerolling underground advance. The Blasting Charges have stopped an Orc Chariot dead in its tracks. It won't do that often, but it's worth it to me.
- Organ GunSo I went for a balance of combat and shooting. Plenty of magic defense will keep the ranked units fairly intact, at least from the magic phase. Lots of staying power until I get into combat with units that have hopefully been whittled down by the shooting.
The rune of stoicism will almost always insure that I have outnumbering on my side. The BSB should keep everyone nice and tidy.
Fairly good list even though it seems like I have critisized it badly most of the rest of this is just minor tinkering.Rune on preservation on the lord is worthless as he is already immune to killing blow (being US 3) and few poison attacks will ignore that 1+ armour save. Rune of warding is also not completely worth it unless you are against a casket in which case it is a must.Dwarf Lord, General. Shield, Shieldbearers. Axe: Master Rune of Swiftness, Rune of Cleaving, Rune of Snorri Spangelheim. Armor: Rune of Preservation. Talisman: Rune of Warding.Your Thane could benifit from runes of fury if you think he can do without the master rune of gromil and just use rune of stone(or you could swap the two runes of cleaving for a great weapon, master rune of kragg the grim, 2 runes of fury and a rune of stone leaving him with 5 str 6 attacks but only a 3+ save).Thane, Battle Standard Bearer. Axe: Rune of Cleaving x 2. Armor: Master Rune of Gromril.Master rune of Balance is better then Master rune of spellbinding (at least at less then 3000 pts)(you could get both but that would be slightly overkill).Runesmith. Shield. Talisman: Master Rune of Spellbinding, Rune of Spellbreaking.Master rune of dismay is useless against some armies (undead, other dwarves etc) and great against others (OK, Greenskins...), use it well.Master Engineer. Armor: Rune of Stone. Talisman: Master Rune of Dismay.Do Dwarves really need musicians? It's only a few points I know but the musicians should be the first thing you strip off if you need more points. Rune of Sanctuary is the same deal as the rune of warding on your lord, is it really needed when you have 5 dice (6 with rune of balance) and a spell breaker? (and the enemy is one dice down if you get rune of balance).Warriors x 19, full command, shields.
Longbeards x 19, full command, shields. Rune of Sanctuary.Why do they need high US? It can't be to combat auto break from fear as they are already immune due to royal blood, and if this unit needs a +1 to combat resolution you may as well just make it a rune of battle so that if you outnumber the unit without the doubled US you get the bonus anyway.Hammerers x 18, full command, shields. Rune of Stoicism.XX points for D6 str 6 hits? and only If they have movement 4 or less? (I may be wrong, but because the blasting charges are only range 4" and can only be fired in stand and shoot reactions, doesn't that mean that any unit that moves more then 4 cannot be targetted as they are less then half their charge away when you come into range meaning you can't fire? I may be wrong but this seems to be the case).Miners x 15. Prospector. Steam Drill. Blasting charges.I would suggest giving the one with the rune of seeking an Engineer and placing the Master engineer in the other. Whats with the rune of Burning? It doesn't seem worth it as it will only see use against treemen (rare) and regeneration (rare).Bolt Thrower, Rune of Seeking, Rune of Penetrating.
Bolt Thrower, Rune of Burning, Rune of Penetrating.
Thanks, krox. I hadn't thought about the rune of preservation and my lord being US3.
The thane can't have a great weapon and hold the BSB. AnNd since stand and shoot reactions take place once the charging unit gets in range--4" in this case--they can use them as normal.
The argument for the rune of battle makes sense.
One of the bolthrowers does have an engineer. Just failed to list it.
Thanks for the critique. I'll look at tweaking the list.
Its scarily similar to my usual 3000 dwarf list apart from a missing unit of slayers and an extra unit of thunderers in lieu of crossbows.
I always think im lacking a little bit of range by taking an organ gun instead of a cannon- but this isnt a major problem against the majority of opponents.
With the tweaks mentioned above by kroxigor it looks solid enough!
PLAN CLAN MAN!!
He who makes a beast of himself gets rid of the pain of being a man- S. Johnson
I think it's a nice list as well. I like some of the advice krox gave though. I wish he would do that for all my lists. It's like a double check against the silly things I sometimes am thinking(or not thinking) when I put a list together. It helps cut out the extra stuff, you may not need.
*wanders his way into the conversation and begins to analyse the list*
hmm... lets see now. one or two things seem somewhat out of place in my opinion.
Dwarf Lord, General. Shield, Shieldbearers. Axe: Master Rune of Swiftness, Rune oflets start with your command base. Something irks me about the lord. on one hand you have him tooled for rank killing but at the same time you have him with a rune of preservation and a rune of warding. Personally i think its better served for the rune smiths to handle anti magic exclusively within the dwarf army.Cleaving, Rune of Snorri Spangelheim. Armor: Rune of Preservation. Talisman: Rune of Warding.
Thane, Battle Standard Bearer. Axe: Rune of Cleaving x 2. Armor: Master Rune of Gromril.
Runesmith. Shield. Talisman: Master Rune of Spellbinding, Rune of Spellbreaking.
Master Engineer. Armor: Rune of Stone. Talisman: Master Rune of Dismay.
they are able to carry large amounts of runic equipment while not forcing your other characters to carry anything not geared to attack or defence. so for starters i would suggest loosing the rune of warding and try to move the MR1 to a magic banner else where for the list. the rune of preservation is indeed wasted in this situation with the lord already being immune to KB thanks to the shield bearers, I would propose swapping this out for a rune of stone to bring your save up to a 1+ and make him that little bit tougher.
As for the weapon Iím not a big fan of the master rune of swiftness these days. its prime use is to defend your troops from enemy chargers but generally speaking its difficult to back up such a rune with much in the ways of high strength or a high number of attacks without getting to the silly points ranges and not ending up with a weapon to make the points worth while. You would probably be better served with the following combo:
Great weapon - master rune of kragg the grim, rune of fury, rune of snorri.
While the combo is a tad slightly more expensive this lord is a significantly better kill generator against pretty much any foe you can come against. The hammerers are able to use their shields in the face of a powerful charging opponent letting the dwarf lord have merry havoc with the unit. (5 attacks hitting on +1 at S6 often means 2's to hit and wound after all generally means 5 dead enemies)
I can't say Iím too happy with the thane. while i can see you want to have him a solid attacker i don't think thatís very wise. Holding the battle standard makes him a prime target for the enemy so I would think he is better served with defensive items. the best combo for points economy Iíve found is a master rune of gromril on the armour and a rune of striking on his weapon. this puts him at WS7 meaning that normal rank and file troops require 5's to hit him and many lords would require 4's in place of 3's. always remember that while thanes are one of the better characters in the hero class its not often all that good idea to try and multitask him across roles. the only exception to this is a BSB with oath stone combo as far as i can tell where he needs all the protection he can get.
not too much to say on the rune smith though i would recommend the master rune of balance just as krox has mentioned.
the master engineer is ok but i personally find the master rune of dismay rather unreliable even against low ld armies. the master rune of challenge is often a lot more useful and makes sure that the enemy don't avoid the lord and his unit, i've always found it much more fun to force a dragon into the face of a lord and his bodyguard and its doom ^_^ . a brace of pistols would also be nice but thats more of a personal taste.not too bad here but i propose you switch the positions of the BSB and the rune smith. a BSB and long beards combo is a personal favourite as it creates a centralised focus point for your leadership support. both in panic and break tests. it makes it much easier to spread these two effects over your three units if the centre one generates both.Thunderers x 10
Thunderers x 10
Warriors x 19, full command, shields.
Longbeards x 19, full command, shields. Rune of Sanctuarythe hammerers would be better served with the rune of battle. they don't need to outnumber the enemy after all. and Iíd much rather have a fixed +1 on these guys. the rune of stoicism is better served on iron breakers who are tough enough to hold their numbers.Hammerers x 18, full command, shields. Rune of Stoicism.
Miners x 15. Prospector. Steam Drill. Blasting charges.
Bolt Thrower, Rune of Seeking, Rune of Penetrating.
Bolt Thrower, Rune of Burning, Rune of Penetrating.
the miners are a little big i think. it might be worth lowering them to 10 strong and use them as a support flanking/harassment element. you only need so many dwarves to negate ranks after all. (12 would also be a good number to maximise attacks.) in turn i would also suggest loosing the blast charges. the last thing you want is to have your 5+ save miners take a charge. not when you can bring them in behind the enemy. the only foe i could suggest this against would be wood elves.
as for the bolt throwers Iím getting the impression that this list is designed with wood elves in mind. though the flaksons rune of seeking is a fair AA weapon the master engineer would be good enough to swat annoying birds out the sky (not to mention the organ gun being better at AA in general). it might be worth loosing this out or swapping it out for 2 runes of burning (again i reckon your gearing this against wood elves... too many thunderers/fire weapons for a normal force )
while it looks overall pretty good I just have the feeling that you have a certain foe in mind. though i don't object really, I would recommend making the list a little more reliable. random is fun but against who i think you are going to play... well i'd play it safe ;Y
*wanders off again*
spambot kill tally: 79
[16:19] <@Alzer> Arky's right though
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[16:20] <@Kaiser-> He usually is.
[16:20] <@Kaiser-> Sometimes it's intentional.
[00:01] <+zubus> i love you, ya skirt wearin nothern monkey! ^_^
No, it's meant to be a generic list. How is it too many thunderers? To me, the armor piercing and superior craftsmanship rules make them a better buy than quarrelers, even with 6" less range.
Some of the items are there for those "What if" moments. Against a dragon (already a large target) or skirmishing flyers, the rune of seeking seems like it'd make taking down one of the beasties a sure bet.
Yeah, I can see the Rune of Dismay being one of those things that works seldom, but it sure would be great for the times that it does. To be honest, it looks like fun, and I need a bit of fun built into my lists so that I feel like I'm enjoying them, which explains the blasting charges and steam drill.
People here really like their magic. After seeing my Wood Elves die by the dozens to magic, I'm ready to shut people down for a change.
The advice has been great. Here's a rethought list based on what I want from the army and what people have said.
- Lord, shieldbearers, great weapon, rune of kragg the grim, rune of fury, rune of snorri spangelheim, rune of stone, rune of luck, rune of warding x 2
- Thane, BSB rune of cleaving x 2, rune of striking, master rune of gromril
- Runesmith, rune of balance, rune of spellbreaking
- Master Engineer, rune of stone, rune of dismay
- Thunderers x 10
- Thunderers x 10
- Warriors x 19, full command, shields
- Longbeards, full command, shields, rune of sanctuary
- Miners x 13 (thought I had it at 12, but apparently not), prospector, steam drill, blasting charges (fun factor!)
- Hammerers x 18, full command, shields, rune of battle
- bolt thrower, engineer, rune of seeking, rune of penetrating
- bolt thrower, rune of burning, rune of penetrating
- Organ gun
The revised list took a narrow minor victory against Skaven tonight. It was looking like a massacre, but then he started to get hot with magic. The rune of dismay actually stopped a unit.
The warriors were the weakest unit. I'm thinking about putting the BSB back in there instead of with the Longbeards since he was consistently killing rats, albeit toughness 3 models.
It was fun to play. The organ gun was jumped early and didn't do much. The strength 7 bolt throwers were fantastic against big units of rats. Not until str 4 (the fourth rank in) did I need 3's to wound.