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Feel free to advise as it is appreciated.
Leaders = 765 points
Runelord w/anvil of doom (HW, Gr, General) 465 points
*Runic Weapon: Rune of Cleaving, Rune of Fury, Rune of Snorri Spangelhelm
*Runic Armor: Rune of Fortitude, Rune of Stone
*Runic Talisman: Rune of Spellbreaking
Thane (HW, Gr, Battle Standard Bearer) 160 points
*Runic Weapon: Master Rune of Flight, Rune of Fury
*Runic Armor: Rune of Stone
Thane (HW, Gr) 140 points
*Runic Weapon: 2x Rune of Fury
*Runic Armor: Master Rune of Gromril
Core Units = 700 points
25 Warriors 250 points
(HW, Heavy Armor, Shield, Full Command Unit)
12 Rangers 145 points
(HW, Heavy Armor, Shield, Full Command Unit)
10 Thunderers 165 points
(Gun, Light Weapon, Full Command Unit)
10 Thunderers 140 points
(Gun, Light Weapon No Command Unit)
Special units = 523 points
15 Hammerers 210 points
(Great Axes, HW, Heavy Armor, Full Command Unit)
10 Slayers 143 points
(Slayer Axes, Full Command Unit, One Giant Slayer)
Canon 125 points
*Rune of Forging
Bolt Thrower 45 points
Rare Units = 260 points
Organ Gun 120 points
Gyrocopter 140 points
Exactl at 2,250 points and this army will go into battle tonight.
Any advice is appreciated.
Dwarfdawg (aka Lance)
Last edited by Dwarfdawg; January 8th, 2009 at 00:37.
I'll try and give it a wack.
I think You lack more anti-magic and staying power for your Runelord. The first units that probably will get to the Anvil, will most likely be flyers or fast cavaly. They are the toughest of units, so its not needed to give him so many attack runes.
My suggestion would be to:
Give him a shield. Drop the RoSnorri. Exchange the RoFortitude for a RoResistance. With a shield, he'll get a 2+ re-rollable armour save. Also, for the 50 extra magic item points, get the MroBalance. It helps you stealing a PD from your opponent, and gives you 7 DD instead. And with a RoSpellbreaking, you should be somewhat set. Some would probably say you should get a Runesmith, but I think you're most likely to overcome the magic with that setting.
Give your BSB the MroGromril. He needs to stay alive, at all cost. Either that or the MroSpite.
Personally, I dislike small dwarf units. They wont stay for long, and your War Machines will be very vulnerable.
Take 5 models off the warrior unit. 20 will suffice.
Drop a unit of Thunderers. You already have 3 War Machines and the Gyro. A good rule of thumb, is to have atleast the same number of CC units, as you have Artillery units. Thats in my book that is
Either drop the Rangers entirely or boost them up to 20.
Consider dropping the Hammerere unit. You dont have a Dwarflord, and the Hammereres are best served with one of these. Consider taking a unit of Ironbreakers instead. They can sustain several charges from Cavalry, without retreating. RoDetermination is an extra option in this unit, but its not vital.
Even though we have a high Leadership, Longbeards is a very neat addition. Their abillity to make friendly units re-roll panic tests could save the day.
I'll recommend the same thing with the Slayers as I did with the Rangers.
Try and fit in an Engineer on the Bolt Thrower. Will increase the hit percentage.
Drop the Champion in the unit, where your normal Thane is going to be. Waste of points. Give the Thundereres a Musician. They arent supposed to see battle anyway. You could also give them a Standard Bearer, but its not that important.
These are all just recommendations, which I think would give the army a little extra boost. Dont have to work for you, just because it, somewhat, works for me
A little extra note that I will add is that Rangers have to have great weapons, also I would say to leave champs in the unit that you have your characters in as they can be quite useful for soaking up unwanted challenges I have found. In my opinion all Thunderers should have a musician but any command models other than a musician on Thunderers or Quarrelers is kind of a waste of points in my opinion as you don't benefit from the champs extra attacks while shooting and you really want to avoid CC with them so the standard is kind of wasted and will probably just end up giving the enemy a free banner capture what I would recommend doing is dropping the full command and giving them a musician and shields. I also agree with King Alrik's Bodyguard in that the hammerers, rangers, and slayers should be 20 strong especially the slayers as people tend to see them and proceed to attempt to just mow them down with shooting, and since you have slayers and no Dwarf Lord I would exchange the hammerers for ironbreakers or longbeards as was suggested.
I have made many changes to the above now. Here is version 2.0
Dwarf Army 2250 Version 2.0
Dwarf Lord (1) 298 points
General, HW, GA, Sh, Oath Stone, Stonebeards: Hammerers
*Runic Weapon: Master Rune of Skalf Blackhammer, Rune of Speed, Rune of Striking
*Runic Armor: Rune of Resistance, Rune of Stone
w/ Hammerers (19) 302 points
Full Command Unit, Immune to Fear and Terror, HW, GW, HA, Sh, Stubborn
*Runic Standard: Rune of Battle
Thane (1) 190 points
Battle Standard Bearer, HW, GA
*Runic Standard: Master Rune of Stromni Redbeard
w/ Dwarf Warriors (19) 215 points
Full Command Unit, HW, GW, HA
Dwarf Warriors (20 ) 205 points
Full Command Unit, HW, HA, Sh
Dragon Slayer (1) 70 points
Slayer, HW, Unbreakable
*Runic Weapon: Rune of Fire, Rune of Speed, Rune of Striking
w/ Slayers (12) 165 points
Full Command Unit (1 GS), HW, Slayer, Unbreakable
Runesmith (1) 145 points
*Runic Armor: Rune of Shielding
*Runic Talisman: Master Rune of Balance
Thunderers (14) 215 points
Musician Only, HW, DH, LA, Sh
Bolt Thrower (1) 60 points
w/ Engineer, HW, LA
Cannon (1) 125 points
*Rune of Forging
Gyrocopter (1) 140 points
Organ Gun (1) 120 points
As always please let me know your thoughts. I am currently out of painted Slayers, so as soon as I pick up 7 more I will finish that unit out to a full 20 man unit,
Looks good; the only changes I would make is to add a rune of penetrating to the bolt thrower thus giving it a str 7 so it can kill chariots in one hit and giving the Dwarf Lord shieldbearers instead of the oathstone as it gives him a 1+ armor save with a rune of stone, two extra strength 4 attacks, and makes him immune to killing blow; with the runes that you already have on him plus the shieldbearers your Lord along with the hammerers should be able to take on most of the nastier characters other armies can throw at you.