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I've almost completed painting a Dwarf starter army I scavanged from the FLGS used bin, and it seems like a workable 1000 point list.
Thane (with Warriors) - 117
- Rune of Stone
- Rune of Resistance
- Axe - Rune of Cleaving
19 Warriors - 196
10 Thunderers - 165
10 Thunderers - 165
Cannon - 125
- Rune of Forging
Bolt Thrower - 60 (to be proxied by a cannon till I fund a new purchase...)
13 Miners - 168
After reveiwing several other lists, I wonder if opponents will find the firepower unsporting. I've never fielded Dwarfs before, and the concept here was to anchor a single spot with the warrior throng and thane, cannon and skewer opponents for a few turns, while forcing them to march on the guns via pressure from the miners. The throng would advance to meet the forefront of any advance to defeat them basically through CR.
I have 10 unbuilt warriors slated to be assembled and painted as longbeards and an impulse purchase of a runelord with staff. If I should rebuild the list, I'm open to ideas; just short on cash for purchases. (Proxy time!)
First thing i can spot is drop the full command on the thunderers units. If fielded in one line your not getting a rank bonus so the banners +1 CR probably wont help in a situation. The veteran i would only bother to take if you were giving him a brace of pistols but i end not to bother too much. A musician is more useful, however if you get charged and end up fleeing from combat you are quite likely to get run down, if not run off the board depending on your unit placing.The musician will help you win a drawn combat though. What you should take however is shields on them and nothing else. At range you will get a 5+ save and in combat 4+ making them a hard nut to crack.
I could leave the minners for now. relativly low save in a dwarf army, and in small games that are more about killing your opponent than securing table quarters you may find them coming on behind an advancing army which you simply cannot catch up with, in the mean time they will become an easy target for wizards and missile troops sensing some easy victory points.
If you have the points but Rune of Sanctuary for the thane for MR1. as your only block unit with your general in, against magic lists i think this unit will bear the brunt.
Thanks for the advice. While I'm thin on miniatures, I'm sure I can run the thunderers with the assumption that the command models are for show only, and don't represent actual standards and musicians. Luckily, the Skull Pass Thunderers come with champs with pistols, so I'm covered there. I have plenty of shields left over from the warriors kit, so outfitting them with shields will be pretty simple.
As you advice, I'll draw up separate plans for secure table quarters and kill the enemy games that use or drop the miners. If the miners get left behind, I'll probably run a 10+ unit of longbeards as a counterattack unit that stays to the flanks of the warriors.
Thinking about magic lists, I may sacrifice a warmachine to fund a Runesmith that would accompany the thunderers just to provide an extra dispell die and the possibility of a dispell rune.