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I've just managed to buy a battle for skull pass NIB from eBay for a reasonable price as well as a nice sized bundle of other dwarfy stuff which when listed gives me the following to work with:
26 Thunderers (or 10 Thunderers and 16 Quarrellers)
1 Master Engineer
2 Cannon and Crew (or 1 Cannon and 1 Organ Gun)
Having never played dwarves before i'm not entirely sure of what runes to utilize or how i divide up my troops into units or even if i should buy more. The only thing i can specify is that i do wish to use everything i already have and since i usually play battles between 1500-2500 a 2000 point army is probably the best because i can always borrow a maneater or 2 from my ogre army (we allow dog's of war aslong as we agree on what is and isn't reasonable before hand, e.g. Mercenary stegadon aint gunna happen as much as i want it to ).
As for the goblins in the kit...well i'll not spoil this forum with greenskin filth XD or atleast not this part anyway...
Your core, you need more.
Big units of warriors about 25+ strong with command, prefferably with great weapons, (little point in shields).
Could go with one big unit of thunderers with command. May be worth shields on these guys if you have points kicking about later or even more GWs.
I would leave the miners for now unless your going to buy more to make a unit of at least 15. 18 would be nice at 6 wide.
If your taking IB then once again you want at the very least 20 if not 25.
I would take 1 cannon and 1 organ gun.organ guins are too good to miss out on.
Gyrocopter, fine. be sure to utilise its flame template attack on large units.
Thane as your general for now though i recomend investing in a dwarf lord on shieldbearers eventualy along with a big unit of hammerers.
You could go cheap and choppy with this guy going, GW, MRo Gromril for a 1+ save and 3 S6 attacks at 94pts.
not sure what to take on him as a lord but be sure to go with a good save and ward. possibly immune to killing blow rune. if you give him a gw theres not much point in magic runes on it as good as it sounds. S6 will be good enough and will let you buy runes elsewhere.
run your slayer naked. as theres no unit to hide him in and no save other than "look out sir" from being within 3" of a freindly unit, theres no point in making him a points sink.
Master engineer, might be wirth just taking him as a basic engineer for the cannon, (so it has 4 crew).
On the cannon go for Rune of Forging and rune of reloading. this will let you reroll the dice if you roll a misifre and let you fire every turn irigardless of it you got a missfire the turn before. The engineer will then let you reroll the missfire result so the cannon has a really low chance of blowing up with all the rerolls you get for just, 150pts.
If you do opt to go for a master engineer then you also cause D6 wounds.
Thanks for the advice, due to the large amount of new skaven players at both my GW Store and local gaming club (too many warmachines that get too damn lucky) I can't help but think it'd be a good idea to stick to my gun's about the miners.
Since a box of miners and a box of warriors would'nt cost me too much I'm leaning towards buying them in the future.
That aside i'm just trying to avoid a gunline, i currently run a high elf gun line ( or more an arrow wave i suppose, it's set up so as many things as possible can shoot but they also work together to ensure that the units remain mobile and don't get bogged down) that's been quite effective so i don't want to start a new army on the grounds of aesthetics. If i can have fun painting my dwarves and get a new tactical experience out of them i'll be pleased.
Also i tend to get dominated by magic with all three of my armies (high elves, dwarves and finally goblins) if you have any advice on how to deal with that with dwarves in mind of course i'd be most grateful. I'll probably try to sell my slayer and buy a nice rune lord instead but apart from that i'm out of ideas.
Couple of corrections for saltrock (even though I agree with pretty much everything else). First only Quarrellers can take GW not thunderers (sorry if you meant changing them to Quarrellers in order to take them) and second in the new rule book dwarf cannons automatically cause d6 wounds according to the FAQ on the GW site the Master engineer now allows any war machine within 3 inches of him to use his ability (no idea if that means you can use him on more than one war machine if he's close enough) and for cannons you get to re roll the first artillery dice used, which ends up making it not that good combined with RoForging as you can't reroll rerolls.
for magic defense a couple of things I have used and experienced. 1 option, go for anvil of doom with rune of balance on the rune lord, that gives you 4 extra dispel dice as well as takes away 1 of their power dice. 2. one rune smith w/ 3x rune of spellbreaking, that's pretty much 3 dispel scrolls which'll help you get to them. 3. using a battle standard bearer with one of the runes on him as master rune of Valaya, gives you an additional +2 on dispel attempts, making it +4 with our normal bonus for just being dwarfs. Now it's up to you to use whichever option you want, but for a 2250 game I'm sure people will tell you not to use an anvil, that's people's preference and experiences with them, so that's your call. But the rune smith with either 3 runes of spell breaking or 1 master rune of balance with 1 spell breaking rune could be very beneficial. Just play around with it. We're dwarfs, if magic is hitting us that hard, then we've done something wrong... or they're running a Slann or Teclis. Which in that case... well... dang.