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Dwarfs: 2000pts friendly/ possibly torunament
uses all Dwarf special rules
Thane: battle standard, Master Rune of Stromni Redbeard, oathstone (w/warriors)
Master Engineer: brace of pistols, Rune of Stone, Rune of Fury, entrenching Organ Gun
Anvil of Doom
24 Warriors: shields, great weapons, musician, standard bearer, veteren
10 Thunders: musician, standard bearer, veteren
10 Thunders: musician, standard bearer, veteren
15 Longbeards: shields, musician, standard bearer, veteren, rangers, Rune of Slowness
Bolt Thrower: Flakkson's Rune of Seeking
Grudge Thrower: Rune of Accuracy
Is this a desent 2k list?? Would this be able to take on (and survive) some High Elves with fast cav??
P.S. In case anyone is wondering, yes, I did get two boxes of Skull Pass, that's why this army might resemble it.
Last edited by IronLordGrungnar; May 2nd, 2007 at 00:55.
Lessee, the bolt thrower probably doesn't need a rune of seeking, just have the Master Engineer join it after entrenching the organ gun. The Grudge thrower might also appreciate a unit engineer.
10 thunderers should probably not have a standard, it just provides VP if something runs the unit down in CC, and you don't have the ranks to hang on to it reliably.
I'd say making your longbeards into rangers is not a good idea. You only have 2 CC units, and you are potentially leaving one of them far away from your lines. It wouldn't be that difficult to flank it and destroy it before you can get reinforcements to it, even with the anvil.
Your BSB is lacking in armor, he's vulnerable to CC destruction, especially as the oathstone requires him to accept all challenges.
HE are likely to be in CC with your war machines by turn 2 (fast cav, normal cav, eagles). They might well choose just to take out your war machines and missile units, and ignore the rest of the army. So make sure you have units protecting your war machines, to ensure you get your real units into CC.
Hope it helps!
Arena of Death Champion: Nexim of the Guldskullz Tribe. Fear my wrath!
I agree with Koosh concerning the Bolt Thrower. If there is a rune you want for it is the Rune of Penetrating to take down chariots with one hit.
Also the BSB on oath stone is not such a good idea as he has no saves to stand against another character in a duel. Since there is only one unit of infantry that you plan to field on your deployment the banner is a bit of an overkill and I would drop it. Your BSB can't have the Master Rune of Gromril (cause Thorek has him) but you could add a Rune of Stone, Rune of Resistance and/or Master Rune of Spite.
Thunderers should have no command at all, except for musician perhaps, but since you have just one melee unit to support them it's highly unlikely that you will decide to flee against a charge and given the fact that High Elves will have cavalry + fliers you won't outrun them after cc to use the +1 to rally. So I suggest you drop the whole command group and if you still want to protect them somehow add shields so they won't die so easily from archers shooting and from eagles.
Ok for the Longbeards now. First of all they need Great Weapons to become Rangers. I think using them is pretty cool and you should try to have them equipped both with GW and shields so you can dodge some spells/shooting. Oh and make sure you don't tell your friend that you have Rangers before deploying them or you'll end up placing them in your deployment zone or some lame forest .
Remember that your Master Engineer will fight in cc either with his runic weapon or his brace of pistols. For what it's worth drop the Rune of Fury and make it a Rune of Cleaving, gives you better chances.
If you do the changes I suggest (and if I calculated correctly) they leave you with 21 more points to spend. I don't have any good idea on how to spend these, maybe take those musicians for the thunderers or add an engineer to your Grudge Thrower
"Farewell friend, for I was a thousand times more evil than though..." -=Michael Moorcock "Stormbringer"=-
This list looks familiar...
oh well, I'll try to help a little here:
units of bows, crossbows, rifles etc. never get a command element, and are never fielded at more than ten.
Hand-to-hand infantry don't need musicians. you'll either win the combat, or lose, and if you lose: the infantry will probably get run down by cavalry. Dwarves have a high enough leadership that they normally rally right after they run anyways.
Miners are able to come up behind the enemy. This is good if the enemy plans to sit still or is as slow as you are. This is bad if they are going to be gone before you get there. Miners are very hit-or-miss. Best to leave them out unless you know your opponent.
Cannons: i agree that they are expensive. Sure, they can pierce ranks and so forth and they don't roll to hit. However, the bolt-thrower does the same thing for fewer points. The only time a cannon is any better than a BT is when you are shooting at monsters or very tough characters.
BSB: he's a good sturdy thing to put your army around, and if have stubborn units, its all the better. But he needs to be protected, a lone model will get charged and run-down. Toss some armor on him and put him in one of your toughest units, or hide him in with a unit that won't be seeing much combat.
Anvil: a must have at about 2000pts, because you need some offensive magic. At less than that, the anvil becomes a very large part of your army.
Shooting vs. Hand-to-Hand. It is best to have more hand-hand units than shooting units in your deployment zone. Shooting is usually only prime for the first few turns of a game, and then the lines close too much. Without hand-hand units, your gunners will die. The alternative is to have a few big, tough hand-hand units, and then make larger (15man) shooting units. Just before the charges, reform the shooter into 5x3 ranks and use them to flank your enemy once they charge the big units. Of course, you need to keep the shooting units from getting charged.
This is even more important against cavalry, because a dense formation can keep cavalry away from your flanks, and stubborn units are very difficult for cavalry to break. Cavalry is only going to hurt you on the charge, and then it needs to run away. If you hold on the charge, the rest is cake.
I don't like Thorek. He's just broken. Many places and tourney that allow special characters have even banned specificly him. For good reason. I wonder what they were smoking when they thought him up.
first of all welcome to dwarves grab a pint and lets take a look at your list.ok rather than going into a huge rant regarding thorek ill ask you a question. do you want to win? or have fun? if you want to win by all means use thorek but i promise you things will become boring mighty fast and people will not want to play you.Lords
if you do want an anvil however, play a normal one. Unlike thorek a normal anvil of doom on a rune lord is very balanced and fun to use assuming you use it properly. And by properly i say use the ancient power every time. Take the risk and have fun. If it explodes? oh well it makes a pretty boom.id have to disagree here however. the anvil is really not a must have at 2000 points. a dwarf lord is significantly more useful in my opinion and when combined with a unit of iron breakers or hammerers can turn the tide of battles.Anvil: a must have at about 2000pts, because you need some offensive magic. At less than that, the anvil becomes a very large part of your army.
anyways that turned into more of a rant than i hoped.... so onto the list!generally speaking dwarf runic banners are not a good idea on BSB's. The biggest advantage a battle standard gives you are re-rolls on the ld9. a clever foe will know that and single him out. and with a 4+ base save it won't be hard to do. I recommend dropping the master rune of stromni and kitting him out for defence with a master rune of gromril and a rune of striking (assuming you drop thorek)Heros
Thane: battle standard, Master Rune of Stromni Redbeard, oathstone (w/warriors)pretty good. but i suggest dropping the rune of fury. it doesn't support his pistols in anyway and if the enemy are still in combat with you he's a goner either way.Master Engineer: brace of pistols, Rune of Stone, Rune of Fury, entrenching Organ Gunfairly good. but i recommend not equipping the long beards as rangers for 2 reasons. 1: scouting dwarves don't work well. We are too slow and need the support of the army to protect their flanks. And 2: you need great weapons before they can be rangers. Another suggestion is to swap the rune of slowness for a rune of courage making them near enough immune to negative psychology.24 Warriors: shields, great weapons, musician, standard bearer, veteran
10 Thunders: musician, standard bearer, veteran
10 Thunders: musician, standard bearer, veteran
15 Longbeards: shields, musician, standard bearer, veteran, rangers, Rune of SlownessThe rune of seeking is ok if you are expecting a lot of flyers. However attaching a dwarf engineer or tagging the master engineer on will be a better deal all round.Bolt Thrower: Flakkson's Rune of Seeking
Grudge Thrower: Rune of Accuracya classic and can't be argued against.Organ Gun
spambot kill tally: 79
[16:19] <@Alzer> Arky's right though
[16:20] <@Kaiser-> I know he is.
[16:20] <@Kaiser-> He usually is.
[16:20] <@Kaiser-> Sometimes it's intentional.
[00:01] <+zubus> i love you, ya skirt wearin nothern monkey! ^_^