Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Fighting Orcs or Bretonnians TOMORROW. 90 dwarves, a few warmachines and gyros. Please help!!! Runes are denoted in ().
General: Thane, Gt Wpn, Armor (MR Gromril), Rune (MR Dismay) - 119pts.
Std Bearer: Wpn (Fury and Cleaving), Armor (Stone) - 145 pts.
Runesmith: Gt Wpn, Armor (Stone), Ring (Spellbreaking) - 104 pts.
19 warriors, full command, shield, gt wpn - 234 pts.
19 warriors, full command, shield - 196 pts.
12 rangers, vet, mus, shield, gt wpn- 147 pts.
16 slayers, 2 giantslayers - 206 pts.
16 hammerers, full command, shield, Banner (Courage) - 268 pts.
8 miners, musician - 93 pts.
Bolt Thrower (Penetrating), Engineer - 85 pts.
Bolt Thrower (MR Immolation), Engineer, Brace of Pistols - 95 pts.
Gyrocopter - 140 pts.
Gyrocopter - 140 pts.
Total 1972 pts, 5 dd, 1 scroll.
Too many characters? Too susceptible to panic? Wrong Runes? Lemme Know!
To stand up to your enemy generals, I strongly suggest a dwarf lord as you general. You need a tough guy to take them in challenge.
The master rune of challenge will be much more useful, it will allow you to either draw out the opponent's main unit, or break is battleline by forcing them to flee.
Rune smith with 2 runes if spellbreaking, a master rune of challenge, and a shield should sufice.
You should upgrade one of your units of warriors to longbeards.
You could also switch a gyrocopter for an organ gun, I find it hard to effectively hide 2 of them.
Downsize the slayers to 12, and pump the hammerers to 20.
Thanks for the suggestions! I'm unsure on a few points, could you clarify?
1. Why is the MR challenge better? Aren't they usually going to charge my biggest unit with theirs anyway? I'm facing Orcs and Brets, niether of whom usually back down from a fight. The nasty units I face are infantry orcs, and cav Brets. So they'll charge with the rest of their army anyway. How will the MR Challenge change this?
2. You suggest upgrading to longbeards, increasing the hammerers, and adding a lord. My original concept army had all these elements (love my lords), but I ran out of points. What would you lose to pay for the upgrades?
3. You say it is hard to hide 2 gyrocopters. Why on earth would I hide them? They are my fast cav, distracting one flank of the enemy and their war machines whilst my horde-o-dwarves slogs up the other flank and smashes them. Pursuing will be a bear, but then, I'm playing dwarves.
Last edited by kooshlord; July 10th, 2006 at 15:34.
The master rune of challenge doesn't need your opponent to fail a leadership test, and can pull out a unit earlier than anticipated. Force a lance to charge or flee 3d6 off the board isn't a great prospect.
If he charges you will have the upper hand in mouvement for once, as you will be able to counter charge the charger on your own term. He will also have to dramatically make is remaining moves. If he flees, this will delay him or create a hole in is battle line.
Downsize slayers to 12, 1 giant slayer, no command.
Drop a Gyrocopter.
You could drop the battle standard bearer, who could provide points for you to upgrade to a lord, and tool the runesmith.
The rune of immolation is fairly bad, I would drop it.
As it turned out, I ended up fighting High Elves. But here's some lessons learned from the encounter.
1. I am unlikely to find an advantageous place to deploy Rangers that isn't my own side in 2000 pts. Even HE pretty much use all the places scouts could usefully go. Other armies will have many more troops, making it more unlikely to find places to scout. So they get dropped.
2. Gt wpns with warriors were almost never used. (although they were invaluable in providing enough kills to keep the rangers alive when they got charged by dragon princes and flanked by silver helms.) I'll probably drop them from my warrior units.
3. If your opponent gets distracted by gyrocopters, it is easy to sneak up and pound them with lines of infantry dwarves. Gyrocopters are also AMAZING at CC against mages and war machines.
4. Miners, in all battles I've used them in, always get killed to a man by shooting. They usually take out their points costs first, and often distract other units, but they should be taken in very small or very large numbers. On the plus side, they also distract people from shooting my main infantry.