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I am going up against a super experienced Greenskin player next week, and I am trying Dwarves for the 1st time (built many mini's and such, just never fielded them). I have played his army with both my Ogres & Beastmen in the past and had mixed results in the past. This is 1000 point battle. The Greenskin general is a notorious horde style player with many, many, many sneaky goblins, backed up by a few hard hitting chariots or boar units. My only clear choices are the Flame Cannon to cause as much disruption as possible, and the Gyrocopter because I know he loves Fanatics. Any help is appreciated....
No orc can match the tactical knowledge of even the most humble beardling!I am going up against a super experienced Greenskin player next weekBoth the Flame Cannon and the Gyrocopter are rare choices (We will not risk such highly prized mechinary in the hands of a beardling!) so you are limited to only one of them at 1000 points (you almost certainly know this and where just having a forgetful moment). I suggest the Gyrocopter to do fanatic pulling and fast cavalry hunting with the steam gun.The Greenskin general is a notorious horde style player with many, many, many sneaky goblins, backed up by a few hard hitting chariots or boar units. My only clear choices are the Flame Cannon to cause as much disruption as possible, and the Gyrocopter because I know he loves Fanatics. Any help is appreciated....
First things you need are a general (a thane with a juicy runic axe or hammer) and a BSB (probably with a runic weapon as well as most of the normal standards are no good against greenskins) so go and write some up and show us (it's hard to give tactical advise when you have no idea what units you have).
Next thing would be a defensive runesmith which should only be chosen if you are certain your opponent will use magicks.
Bolt throwers with Ro penetrating and cannons (who should always have Ro Forging) slice through chariots. They can also hurt cavalry along side some thunderers (thunderers over quarrellers in this case as greenskins will probably be advancing at you taking the range variable out of it).
Then you want a few blocks of dwarfs. 2 should be good at this points level (I think, i'm not to used to 1000 point dwarfs). One warrior (shields) and one longbeard (great weapons, but get shields as well if you expect shooting) should do it.
Tactically you want to ensure his numbers don't work for him. Use a refused flank, preferably on a hill, and march block his units with the Gyrocopter as well as luring fanatics (lure the units closer to your line FIRST). Shoot up his hard hitters good.
These are very defensive tactics I know but they will see you through till you have some experience (with the added bonus that defensive tactics work great against orcs who kill their own troops with fanatics and create bottlenecks with squabble half the time).
At this points level I tend to take (off the top of my head so can't remember all runes/gear/command):
A Thane - 2 handsed weapon + RO stone
A runesmith - 2 handed weapon + RO spellbreaking
19 warriors w/ shields (think these have full command), thane goes here to beef up the attack strength a bit)
19 ironbreakers w/ full command, runesmith goes here
Bolt thrower (can't remember if using engineer or any runes)
I use the flame cannon to target the goblin units, low ld and to make sure I don't have to deal with fanatics. Bolt thrower to giant hunt, or go after a boss on giant squig if the enemys using either one, after that to target large orc blocks for the rank penetration, supported by the quarrelers to try and force panic tests. The 2 heavy units form the wall with the flame cannon bettween them to the middle, quarrelers on a hill if possible. If fanatic units flee due to flame cannon, the two large dwarf CC blocks should be able to take the charge, or engage the enemy and force them back. If you have no hill form the bear trap with quarrelers at centre.
Thats the most regularly successful army I've had against mixed greenskin armies.
aut viam inveniam aut faciam / I'll either find a way or make one.
I dont think magic will be too bad in a 1k game. You have 4 dice to start with. If he has as many troops as you say, he won't have points for more than one mage. I would make that bolt thrower str 7 with an engineer so you have a really good chance of popping chariots each turn. Heck, you could even take 2, one with burning, so it's a little bit different and kills trolls (though he probably doesn't take trolls in 1k games)
Crossbows probably work better vs greenskins (they don't have much armor on anyway) but give your guys shields and they act as a combat unit when needed. I don't think you need ironbreakers. I think regular dwarves ought to be able to hold their own. Just get a couple of thanes to give you some kills. The BSB would be nasty as it's hard enough to break a dwarf as is, and with rerollable break tests, you shouldn't run from much of anything.
Thank you all for all the advice, after going back and forth, here is the force I came up with...
13 Warriors - Shields/Musician
-1 Thane - Shield/RO Stone (+1 AS)
-1 BSB - RB Master Rune of Grugni (Ward Save vs missiles 6")
15 Longbeards - GW/Full Command
Bolt Thrower - RO Penetration (+1 S)
That comes to 999. What'cha think lads?