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Hi there, been playing dwarfs for a long time now but not since 8th edition. It has been a struggle to field a competitive army (against things like hordes of bloodletters, ogres, or graveguard before revamp (pun intended)). I feel that this is pretty good and sturdy.
Dwarf Lord (with nothing so far)
Thane w/BSB (nothing either)
2x25 Warriors w/GW and FC
40 Hammerers w/MRoGrungni and FC
3 Grudges (1 w/acc,pen,reload 1 w/acc,2xpen 1w/acc,pen,burn)
Deployment: Hammerers form center flanked by warrior blocks. Organ guns flank the formation with grudge throwers behind the hammerers. Lord and BSB set up with hammerers and engineer with grudges. If castling, organs would both set up on the open flank, not much different otherwise.
What shooting needs to do: Take down nasty hordes like 40xbloodletters to a more palatable size. Organ guns to guard flanks and grudgethrowers from pesky speedsters or help out with the former objective.
Considering: Removing the lord, making engineer general. I'm paying a lot of points for Ld10 (and that's really the only reason I have him). If removed - I don't know what to field instead... Maybe a group of miners since many scenarios have additional battle points for having units in enemy's deployment or for WM hunting.
You have no real magic defence. If you want to drop your lord take a Rune Lord instead, give him maybe one Ro Spellbreaking, then tool him up so he doesnt die on you. Failing that a basic Rune Smith with Ro Spellbreaking should do. You take a Dwarf lord for your hammerers to become immune to Fear and Terror but that isnt so great anymore like it used to be.
Never make your Engineer General, ever.
Warriors might do better at 30 strong and a slightly smaller hammerer unit.
3 Grudge Throwers is overkill, swap one out for a cannon at least, for sniping monsters, and give it burning to get rid of regen.
Dont think you need 2 organ guns either. You would be better off getting a unit of quarrelers with GW in your list as a scoring unit.
Why is your vamp oponent not using the new book? im guessing because GG are more effective with the Regen banner, Banner of Barrows, and someone with helm of command to make them ws7, somthing they cant do anymore in the new book. If i was you i would encourage the vamp player to start using the new book. Im sure there would be complaints if a Lizardman player decided he was going to use the old rules for a slann where he gets a free dice every cast, doesnt miscast, and can choose every magic missile for all the magic lores, becuase that is better.
I agree on a lack of magic defense - don't know why I didn't notice. A runelord would make a fine substitution for the regular lord. That begs the question of whether I should have 2 separate runesmiths or 1 runelord. Really the same either way but more survivable with the 2 - what do you think? I don't plan on kitting them out - I don't plan on them seeing combat.
Why a smaller hammerer unit? That unit will form my center and take on above said big nasties - needing all the numbers it can get. If in your experience the warrior units fare better at 30 - the points would have to come from the grudges or organ guns which doesn't sound good to me. Why should the warrior unit be bigger?
Could you elaborate on why 3 grudges is too many, why 2 organ guns is too many, and why the hammerer unit should be smaller? I don't see any good reason above. The GW quarreler option seems pricey for its purpose - I'd rather just get a smaller unit of GW warriors since crossbows are not worth the points imo.
I understand its an opinion - but it would help me to get and understanding of why.
Oh and thank you for your comments - I can't tell you the umber of times I may post a list and get nothing. I greatly appreciate the advice.
In my opinion the hammerers, although idealy we would all like big units 40 strong, seems to put alot of eggs into one basket points wise. Thining them out a bit may damage there staying potential, but gives you points to strengthen the rest of your army. They may even benifit from the cheap rune one there standard which lets them take a break test on one dice (one use only per rune), for when they flop in a combat phase. Nothing better than ensuring that there is no way they will run away when your stubborn LD9/10 and the maximum you can roll is a 6. Its a bit of overkill in that respect but now and again it comes in handy.
I guess you can make do with 25 warriors, i have had better results running them 6 wide by 5 deep than 5x5 blocks. the extra 2 attacks you benifit from have often made a difference to me considering you hit with a high ws and s.
If you know that 3 grudge throwers will do the business for you then fair enough. Just from experiance, not enough variation in units often doesnt work well. Even swapping one out for a cannon could help a little being able to see the path the cannonball will take giving you a more acurate shot when you need it. personaly i would rather take the points for one GT and buy a unit of quarrerlers with GWs. They can be used to harrass smaller units where a GT could be overkill or miss all together, and can go off to support your block units and capture objectives.
Organ guns are great, when they work, but too many times i have found the comparably short range an issue as they dont get to shoot too often, and when they do you can end up with not enough shots that you need, and thats before you missfire. I dont like leaving things to chance and too often organ guns have let me down. Its why when i do field them i field them next to a range unit like thunderers or quarrellers so that if the organ gun doesnt do its job then theres a back up unit ready to finish off the enemy unit. As you dont have and missile infintry i just think maybe they are being relied upon too much for a certain role to guard/deny flanks.
As for your characters, who are you going to take as general? A Rune Smith? If so give him at least a 4+ward, and give the other Rune Smith Ro Spellbreaking.
I figured out the character/magic defense issue. I am taking 1 Runesmith with MRoBalance and RoSpellbreaking. Yes - he will be the "general" but no - he will not see combat, heck he will probably sit with the GTs to help against fast cav. No point in giving him anything imo (I spoiled him with a shield but that's it!) besides, those points are valuable magic defense points. This way, I get the 2 dice I would with a single Runelord, steal a die from the enemy (far better than it used to be) and get a scroll and have points to spare. Downside is the loss of a wound, toughness, and WS but I don't want those anyway (certainly not worth 70pts). Do you think MRoBalance is better than 2 more RoSpellbreaking considering you can steal the die at ANY time?
There are 2 tournaments next month for me - to the first I will go with this list. The second swapping a GT for your suggestion of quarrelers w/GW. Also taking a few points out of hammerers to beef up the warrior units. If I have character deaths when I don't want them - I will add some defense for them.
With 25 warriors - is it still a good idea to run 6x4? Btw, with the some extra points I got them up 26 - I'm considering dropping MRoBalance for a RoSpelleater and adding another to each for 27 then perhaps taking out 5 hammerers to get them up to 30. How does that sound?