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Haven't played WFB in like 10 years but I decided to get back into it now that I have a regular opponent to play against.
This is the first list I've made in a while, just wanted to see if I was on the right track or not. I've played a few games against Gobbos and Beasts already. I never had good experiences in the past with shooty/turtlely Dwarf armies so I try and go for the marching armies.
Thane (General) - Shield, Master Rune of Swiftness, Rune of Stone
Thane - Shield, Rune of Stone
14 Warriors - Full command, Shields
14 Warriors - Full command, Shields
20 Longbeards - Full command, Great Weapons
15 Hammerers - Full command, Shields, Master Rune of Grungni
15 Iron Breakers - Full Command, Rune of Courage
1 Bolt Thrower - Rune of Penetrating
I think it's weak to large monsters/chariots. I had a cannon before but it was dying to scouts/ambush after the first shot. The last game I played I shot once, took out a chariot, and lost to ambushing hounds. I basically spent 125 points (it had a rune) to take out a beast chariot. Not a good trade IMO. So I thought a BT for support while I march forward would be better. Gyro can maneuver to the enemy so I thought it might work out better than a flame cannon.
My ideas on how to set-up:
Irons - Warriors - Hammers - Warriors - Bolt - Longs - Gyro
Hopefully the Grungi rune will help get me to the enemy without losing too many. I'd probably take the rune out for an army like Beasts with no archers and replace it with a Rune of Stoicism for the Hammers and Rune of Determination for Longs.
Welcome to LO, hope you like it here.
I'd include a runesmith or a BSB instead of a 2nd generic thane. Rerolling failed break tests is invaluable with an army that rarely gets the charge. Your anti-magic is probably sufficient for 1500, but Pit of Shades can end dwarf armies all by itself.
I'd try and include more core warriors (units of 20-25) and fewer exotic dwarves. your units of 15 (presumably including warriors + characters) will have +3 static CR (2 ranks + banner), unless the enemy shoots even a single model, in which case they only get +2. Most block infantry will beat that in CC (3 ranks, banner, outnumber for +5), and you'll be relying on kills to make up the difference.
The bolt thrower should have an engineer also, BS 4 is nice.
Hope it helps,
Thanks for the reply.
My original idea was for the elite troops to hold the line while the warriors flank whatever is engaged with them. I figured I'd be able to choose to either help the left, middle, or right sides depending on which was weaker.
What ended up happening was my Ironbreakers failed every armor save and lost 10 models in two combats (mainly to a chariot). My entire left side collapsed and the warriors didn't stand a chance vs centigors. The hammerers broke through the middle but I couldn't turn them around and get them back into combat fast enough. The longbeards held their ground against 3 minotaurs and a flanking beast herd. I'm quite happy with their performance.
So I'm contemplating nixing the Ironbreakers and pumping up the warrior units to at least 20. Should I bother with Great Weapons on the warriors?
I think the Runesmith is a good idea. I'm getting a little tired of 4 dispel dice vs magic heavy lists.
And your suggestion about the engineer cemented my decision to include him. I had thought about it before but was on the fence about it. The only thing is that my opponent always hits my war machines with ambushing warhounds and I just hate to pump more points into something I'm going to lose 3rd turn. But maybe the extra crew will help in the defense.
Thanks for the advice.
I would personally drop the ironbreakers to beef up the warriors, as you suggested. I like the look of ironbreakers, but other units are much more valuable to me, so I never actually field them. If you already have great weapons on both longbeards and hammerers, I think great weapons on the core dwarves are unnecessary. Bulk up their numbers to win static CR, and otherwise keep them cheap(ish).
How are ambushing hounds killing your war machines? They should only be able to get 3-4 in base contact with you, they hit half the time, wound 1/3 of the time, and occasionally fail to get through armor. Seems like with the stubborn you should have a reasonable chance of fighting them off, or at least tying them up for several turns. an engineer would give you another body, a master engineer would let you entrench one machine and provide some oomph in combat. If your gyro is around, you can use it to assault small units of dogs and have a pretty good chance of winning. or just steam-cannon them.
Not sure how I keep losing to hounds. I theoretically shouldn't. He fields 5 of them and they always come up from behind and charge. I've lost 2 cannons and a BT in 3 games. They always tie up my war machines and after 2 or 3 rounds of draws (or lost by one point) they finally manage a wound and I fail a save. It's all downhill from there. I think I just have really bad luck with my war machine crew rolls. I hate losing a war machine to weeny units.
Anyway, I should be able to try out the updated list this weekend. I basically sacked the IBs and pumped warrior numbers to 24 (plus characters), dropped the thane, and added a runesmith with a rune of spellbreaking.