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I have a tournament in February and i made my dwarf army as a mix of shooting and melee. I am looking for some criticism and advise to make it even better!
Ms rune of kragg the grim
Rune of cleaving
Rune of fire
Rune of preservation
Rune of stone
Ms rune of spite
Rune of warding
Rune of fury
rune of cleving
Ms rune of swiftness
rune of stone
Ms rune of balance
Rune of spellbreaking
15 Warriors(Thane or runesmith?)
20 dwarf longbeards(thane and runesmith?)
18 hammerers(where the lord goes in)
20 Ironbreakers(battlestandard goes in here)
-Rune of courage
2 bolt thrower
-2x rune of penetrating
-1x rune of burning
I hope to slow the enemy with the gyrocopter and shoot at it as much as possible, and last but not least charge beat them into the ground.
That GW on the lord is useless, you get one with Kragg rune
The Master Rune of Kragg can be put on a GW to maintain its normal powers (2+ strength, strike last). Normally, when you take a GW and you inscribe it with runes, the GW benefits is lost.
The rune of preservation and the rune of warding can be easily be taken off. With the Shieldbearers, the Lord gets a US of 3 which makes him immune to killing blow. Rune of Warding, is for characters who wonder about without a unit. And you might wanna stick him in one of your infantry blocks.
Your Warrior unit should be bulked up to atleast 20. Thats where they work best. If you know, the characters you have, are going to stick with the units the entire battle, you dont have to buy 20 warriors. In your Ironbreaker unit, for example, you can save some points, only buying 19.The same with the Longbeards.
The reason why my units are this big is thatif any of them get shot on the way they don't lose a rank imidiately but maybe i should follow your advise and bulk up my warriors unit. I could get rid of the 2 runes and decrease my ironbreakers and longbeards so i can buy 5 warriors but i lose my magic resistance on my hammerers which already are very vunerable.. But i think i go for the warriors