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I finally managed to find someone willing to take the goblins off me from the BfSP box, so I'm going to finally get some dwarfs XD
I'm looking for advice on gaming and army building, specifically against other Dwarf armies and most importantly, High Elves, which I expect to be my main opponents. I'm trying to keep spending at a minimum (cash isn't too common nowadays ), so I'm going more for a competitive army right out of the box, rather than trying everything as I have done in 40k in the past.
Some general things to keep in mind
-Dwarfs are the slowest army in warhammer so deployment is extremely important
-Get your best units stuck in combat as quickly as possible as there's very few units in warhammer that can beat them in direct combat and shooting never does anyone any good
-Watch for flankers
-Don't go crazy with points on lords and heroes because nine opponents out of ten will expect the worst from them and avoid them, leaving an expensive unit running around useless
Against High Elves I'd recommend taking some long-range war machines to flush them out and avoid unnecessary shooting casualties by putting your guys in cover (not too deep, as dwarfs move slowly as it is) and getting them shields whenever possible. HElves are big on shooting (counter with shields, cover, crossbows), magic (counter with magic resistance on armor and banners, as well as runesmiths on a really magic-heavy army), and chariots (counter with war machines, cover (chariots take wounds in certain types of cover), hard-hitting heroes, and careful positioning to avoid gaps in the battleline.)
Against HElves I'd recommend a unit of warriors and one or two of crossbows, some hammerers or ironbreakers for a solid army core, slayers for guarding the flank (they lack an armor save and get shot to pieces on the front line), as well as cannons and bolt throwers. Tone the heroes down; have one with higher strength for chariot busting, possibly one for breaking pesky magic weapons, and remember to give them all the relatively inexpensive Rune of Shielding (2+ ward save against missiles or magic missiles). Spend any extra points on shields or runes.
Why are there six pedals if there's only four directions?!
I like the super-shooty list myself, nothing but thunderers, canons, and then a uit of slayers to scare the enemy to stay away.
First thing you want to invest in outside of the BFSP box for your dwarves (baring the army book,) considering the forces you have specified is in my opinion a grudge thrower. Now you may get told to go for cannon and bolt throwers by other people but a grudge thrower is really what you want.
Dwarves tend to stick in block units of around 20 strong, presenting the perfect target for stone throwers. On top of this, dwarves are great in close combat and have a great armour save compared to other armies so if you can neutralize this in anyway your on to a winner.
Bolt throwers are good at taking down a rank at a time and don’t allow armour saves, but gradually loose strength as they cause damage making it harder to damage really big units which can cope with loosing 4 -5 models a turn. Now you can’t misfire and blow up with bolt throwers, nor do you have to guess ranges, rolling to hit on BS like hand held missile weapons, and to sweeten the deal you can take 2 for 1 as a Special choice. But one reason I feel bolt throwers fall down is that they can only cause a number of hits equal to the number of ranks in the units, and even then, you must successfully roll to kill the models one at a time, stopping should you fail to kill one.
Now this is why I believe Dwarven Stone throwers are a must against block infantry armies. To begin with, they hit using a template with a possibility of hitting 16-19 models in a unit of 20 with a direct hit, allowing no armour saves. Equipped with specific runes, you can increase the outside of the template from a base strength of 4, to a strength 7. With other rune combinations you can enable the Stone thrower to re-roll the scatter, and misfire dice, as well as equip the stone thrower with engineers allowing you to then re-roll results on the misfire table. Runes also make the munitions magical which can ignore some ward saves. The template also gives you a better chance of hitting skirmishers.
This will kill off T3 elves with little problem should you hit, and slow moving dwarves will rue the day you got your grudge thrower.
Another dwarf must is the Organ gun. Able to pump out 10 S5 armour piercing shots per turn at 24” without having to roll to hit and suffers therefore no penalties is amazing for dealing with heavy cavalry and skirmishers. Put it next to / between thunderers and you soon present a formidable gun line that can be stood on one flank and will deter all but the toughest or most fool hardy of enemy troops.
Realising you want to try and stick to the box I still think you should invest in a war machine other than just the cannon, probably the organ gun being that it is most useful for your existing units. Secondly upgrade one of your units to longbeareds from warriors. They are immune to panic and allow near by units to re-roll there own panic tests, as well as providing an elite unit. This is a good idea if you expect to come under heavy fire.
Miners that come in the box you will also find useful. They will keep your opponent on the guard knowing that you could bring a unit up behind his lines at any time, making him wary to send all his troops into the battle unless you appear in his flank / rear. If you find a gap open up in your own lines on the other hand they prove to be a great reserve, coming onto the field with great weapons providing some hard hitting power to force back whatever unit just broke your line.
Unfortunately sticking to the box will limit you effectiveness against other dwarf armies as you need big artillery to soften up the block units to give your unit’s the advantage in combat. Same with the elves. New rules coming out with the new range will see High Elves obtain the “Always Strike First” rule across their entire troop options, even with great weapons. Now although base Elves will only be S3, weapon modifiers that could soon start punishing T4 dwarves. Many units will be able to strike in two (three in the case of spearmen,) ranks, meaning that you will in combat only get to attack with those models in your unit who didn’t die to the barrage of attacks that hit will strike you first, greatly reducing your units effectiveness. I know this is a bit of a rant so I’ll sum it up like this. Get some war machines to break them before getting into combat.
Use one of your models or buy a new one for a rune smith or two, swapping them out for thanes against other dwarves. I am a favourite of dwarf lords in big games as they certainly give a kick to units, but if you want to go out and get you enemy look into taking an anvil of doom over war machines and start seeing your units fly across the table.
Hope this has been more help than a hindrance,