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Ok, some quick info on me. I played WFB about a dozen years ago when it was on like edition 2 or 3. I played dwarves and loved them, but then I moved to an area where WFB players were few and 40k was the thing. I ended up switching for many years, but my love of fantasy has remained strong. Now I'm finally in an area with quite a few WFB players and I've got a decent job, so I want to start building a WFB army again. I still have some remnants of my old army, but not enough (and much has changed), so I need to have a plan/list to work towards as I slowly get my purchases.
I currently still own: 30 warriors, Bugman+11 rangers (including command), Hammerers command, 2x runesmiths, Thane, 2x bolt throwers, 2x cannons, 8x slayers (including command). I plan on converting the rangers to longbeards.
Anyway, having picked up the new rulebook and dwarf book, and checking out stuff on the forums, I thought I'd throw out a list and see what people think (not having played yet). I'm trying to go for a fun army, that's also fairly balanced. I'd like to get into melee, but also don't want to sit around while trying to get into combat, yet not be overpowered in shooting. It seems most tournaments and friendly games near me are about 2250, so that's the point value I'm aiming for to start.
* Lord (283) - shieldbearers, Master Rune of Swiftness, Rune of Cleaving x2, shield, Master Rune of Spite
[ placed with Hammerers to give them some quick strikes, plus immunity to fear ]
* Thane (200) - BSB, Strollaz Rune, Rune of Courage, Rune of Battle
[ placed with the Longbeards ]
* RuneSmith (126) - shield, GW, Master Rune of Balance
* RuneSmith (126) - shield, GW, Master Rune of Spellbinding
[one each placed with a unit of warriors ]
* Warriors (241) - x24, full cmd, shields -> Runesmith
* Warriors (241) - x24, full cmd, shields -> Runesmith
* Longbeards (291) - x19, full cmd, shields, GW -> Thane (BS
* Hammerers (289) - x18, full cmd, shields, Rune of Battle <- Lord
[am i right the Lord on shieldbearers takes up 2 model spaces?]
* Bolt Thrower (70) - Rune of Penetration
* Bolt Thrower (75) - Rune of Penetration, Rune of Burning
* Cannon (145) - Engineer w/brace of pistols, Rune of Forging
* GrudgeThrower (160) - Engineer w/brace of pistols, Rune of Penetration, Rune of Reloading, Rune of Accuracy
I've got 4 decent infantry units and 4 ranged warmachines for support as I advance. Both my infantry with GW are immune to fear and get an additional +1 to combat res to help offset their smaller size. If I am correct, I should have 7 dispel dice with a +1 to dispel, while also draining one of my opponent's power dice, so I should be good against all but the heaviest magic. I wanted to keep the cost of my characters down, so their loss has minimal impact, besides which I would rather have more troops. I wanted the second warrior unit to be a 19x longbeards, but couldn't easily find the points for the upgrade. I also wanted engineers with the bolt throwers, but eventually dropped them so I could get runic banners for my infantry.
I am concerned that this might be considered 'too shooty' with 4 warmachines, but I don't have any crossbows or thunderers, so I'm hoping that evens it out. I would like the list to be fun, give me something to do each turn, and not be too unbalanced towards the shooting way.
So, I'll shut up now. Any and all constructive thoughts are welcome!
It looks like a solid enough list to me, i dont have my army book with me (im at work) so i cant comment on the runic combo- although im sure some of our dwarf vets with their encyclopedic knowledge of them will help you with that!
My own personal preference is to go very light on warmachines, yes I know they are great and all but i like the certainty that cold steel gives you, plus im usually unlucky with the scatter and artillery dice- thats why i only use a brace of bolt throwers- so if it was me id probably consider losing the cannon and grudge thrower and think about adding some more infantry- possibly a unit of miners or a couple of units of thunderers/quarrellers. Thats only me though! id think your list would do pretty well against most opponents, good solid infantry in nice big unit sizes, solid magic defence, good characters and effective artillery, cannons to take out ranks, BTs to take out chariots and characters and grudge thrower to squash units, i like it.
Now Arklite et al. have at him!
PLAN CLAN MAN!!
He who makes a beast of himself gets rid of the pain of being a man- S. Johnson
Thanks for the reply.
The runic combo might not be the 'best'. What it gives, from what I can tell, is 4x S6 attacks that strike first, he gets a 1+ AS (Gromril, Shield, Shield+HW, Shieldbearers) and a 4+ ward save. I wanted the Lord to be able to soften up enemies for the Hammerers, yet still be somewhat survivable.
I don't know how good at guessing and misfire/scattering I will end up being. I used to be pretty good with the cannons, but again that was ages ago. I'm not a big fan of gunpowder weapons, so I wouldn't mind taking out the cannon. I'd like to keep the grudgethrower though until it has proven itself ineffective. One of my concerns, not having played the game in a long time, is how vulnerable the warmachines will be. Will they be able to handle threats that appear nearby, without infantry support? I could conceivably drop the cannon and grab some slayers to pull warmachine guard, and maybe get an engineer or two into the bolt thrower crews. However, without the big S10 bang of the cannon, will the S7 BTs and S5/10 GT be enough to handle big tough enemies like Giants?
My original concept was to get 5 infantry blocks (1x warriors, 2x longbeards, 1x hammerers, 1x ironbreakers) but that didn't leave me much of anything left for shooting. Without my own shooting, enemies could just run me in circles and/or shoot me to death.
What about a Runelord+Anvil instead, and no other warmachines (except maybe a single BT), then the rest infantry blocks?
Four infantry blocks. You'll surprise people with that.
I like the list.
You might considering adding magic resistance to a unit or two so that you can drop a runesmith for an engineer, who will greatly improve a war machine for you.
I find that if I give magic resistance to the units I want to keep alive, opponents will stop targeting them and try to target units without magic resistance. So I let warriors take the heat, leaving my longbeards and hammerers to do the dirty work.