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Hi there all fellow dwarfers8Y!
One of the nastiest unit types for dwarfs to face is a heavy cavalry unit, and a dwarf players' greatest nemisis is an all cavalry army, (being on the recieving end of an empire one of these i can tell you first hand they really are!).
Anyway, i was just wondering if anyone had any anti-cavalry tactics/units that they don't mind sharing with all other dwarf players?
Thanks for taking time to read/reply to this !
- Thunderers. Blow the crap out of them before they hit you.
- Bolt throwers/cannons. Position near flanks for enfilading shots.
- Banners. Try throwing in an Ancestor Rune or Runes of Determination as well as runes of battle.
- Anvil of Doom. Can both slow down the enemy and give you a surprise charge.
- Gyrocopters. Marchblock, hold up (by charging in flank, so only 1 enemy can attack you) or redirect (against frenzied cavalry, charge them in the rear or flank and take advantage of the fact that they must pursue, they may end up in the middle of a terrain feature or off the board).
- Thane of Pain (or even better, Lord of Pain). Master Rune of Swiftness (possibly replace with Master Rune of Alaric the Mad?), Rune of Fury and Rune of Cleaving.
- As long as you don't break after the charge the cavalry will fall. Get BSB and a lord to ensure holding.
The key to defeating cavalry heavy forces is large, strong and resolute combat units. Only the highest end knights are truly able to smash a unit of dwarves and all others fall significantly short of the mark with their S5 attacks. Ideal tools include the battle standard, which makes dwarves even harder to break than the norm. An ideal knight breaker set-up is a keystone unit such as long beards, for example;
master rune of grungi
Try attaching a thane with battle standard to this unit and place it directly at the centre of your line. What you end up with is a moral anchor. This unit allows units within 6" to re-roll panic tests, receive a 5+ ward against missile fire (not to be underestimated) and allow units within 12" to re-roll break tests. The marvellous thing is that most players don't spot the risk of leaving such a unit alive until its too late.
The other key to dealing with knights is short-range manouvouring. Never let your enemy dictate the entire course of a battle, its foolish at best. a better idea is short range rapid moves to force the enemy into charging single units at a time.
There are also several units in the dwarf army who are perfect for taking multiple charges, even in the flanks. The best of these are slayers and hammerers who, due to being stubborn/unbreakable, can take a charge in the flank and front without much risk of breaking (more so for hammerers if the battle standard is in range).
The other powerful way to deal with knights of course is tactical use of artillery. Grudge throwers and organ guns are wondrously effective anti knight weapons due to their good chance of hitting multiple models/generating lots of shoot and their hefty impact on enemy saves. the key is to make sure the enemy face you head on. Missile fire should be focused on any units you think can threaten your flanks.
Hope this helps.
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Shoot the buggers! Due to the small size of cavalry units it is appalingly easy to force a panic test, not so usefull against elves, but against more merely human opponents, always fun. I will never forget the look on my mates face when his chaos chosen knights leggend it after taking a pair of cannonballs on the first turn, entire plan screwed on turn one! *chuckles*
aut viam inveniam aut faciam / I'll either find a way or make one.
I have found that ranks are usually the tipping point. There will always be more Dwarfs than cavaliers, so maximising this will keep you from running. Since 90% of the damage that Heavy Cavalry does comes from the charge, if you can weather that first impact, you're all set.
From there, it can be as simple a matter as continuing to fight, or flank charge them. In any event, even holding them in place is a good thing because every turn that an expensive Heavy Cavalry unit is not moving is another turn they're not making their points back.
WHFB: Dwarfs || WH40k: Imperial Fists, Necrons || WM/H: Trollbloods || BFG: Necrons
Nice ideas there thanks! Will take note of those!
Good 2 see everyone contribution to the greater cause :happy:!
Always bring a big hammer / axe (optional). A warrior unit of 19 with a runesmith w/GW routed 9 empire inner circle knights with a war priest TWICE in a game for me. Not to repeat what others have said, but dwarfs are tough! The problem with cavalry for me is not to be charged in the front. With a BSB that always works out. The problem is when someone else than slayers and hammerers get their flanks bashed in.
Shoot them to death, or take lots of big immobile units that wont break on the charge, cavalry units wont win a war of attrition againt an elite dwarf infantry unit- also make sure your flanks are protected.
If all else fails you could always consider some Dogs of War cavalry units- although I wouldnt suggest this at the risk of offending the dwarfish purists
PLAN CLAN MAN!!
He who makes a beast of himself gets rid of the pain of being a man- S. Johnson
Many dwarf players will tell you that you need to shoot cavalry to beat the unit. This is a viable tactic, however, remember often you will be on the receiving end on turn 2. With an all Cav army if they go first they are probably between 14-16 inches across the board, your probably looking at taking a 2nd turn charge which leaves you 1 turn to dwindle them down.
If you going with shooting:
-focus your fire. Do they have 3 lances, well knock 2 down to reduce numbers/attacks. I've found an organ gun is awesome vs most cav armies as your most likely wounding on 2's. Flame cannons work pretty sweet to. If you luck out and it land, you'll probably get the entire lance, or most of a ranked up cav unit like in empire.
-do they have a blessing? use a rock. bolt throwers can be stopped by a ward save. so each rank gets its option for a 5+ save, so your opponent will get lucky. Land the rock in the middle, and they still get it. I like the bolt thrower vs empire, and the grudge thrower vs brets. just seems to do well.
-thunderers- this is hit of miss honestly. Vs a bret player your at probably hitting on 4's, then wounding on 3's. But that still give them the 4+ then 6+ ward. Not bad odds. Still not great.
If your going to stand your ground:
-unit of Hammerers with a lord on a shield. This will take a charge and stop it dead vs most lances as long as your Lord is still breathing at the end. If they focus on the lord they are most likely hitting on 4's, wounding on 4's or 3's. With a properly kitted out dwarf lord your looking at being able to save a large amount, then strike back. With a greatweapon, he's str 6, which should kill 2-3 knights no matter what kind. If they strike the unit, who cares your stubborn, if they hit your lord and he dies, your still stubborn.
-Rangers. March block them on turn 1. This goes with if your shooting, or standing your ground. Slow them down! Don't advance. Every dwarf army should have warmachines so volley away at the units that aren't march blocked. Focus on them then advance. Also never underestimate the 10 man unit of warriors with great weapons. A 5 wide knight unit that hits into a ranked up unit of 5 wide dwarves may run into problems if all your units are right next to each other. You might be able to force a clip and drag your other units in giving you outnumber and extra ranks.
40K-Beakies(9-14-4),Guard(4-7-2),Orks(34-12-11). FANTASY-Dwarves(15-6-7),Beasts (14-14-1), Skaven (17-17-10) DoC (6-1-2). CYGNAR (28-15-1)