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I'm starting up my second army. Having gotten sick and tired of crumbling skellies, and preferring a defensive game, I chose Dwarfs. Now, I love shooting things. Warmachines, bows and guns are my pals. Slings and thrown rocks and other miscellanea work as well. Now, don't want a list that takes no skill to use. Neither do I want a list that will get my gannon banned for cheesiness or boring playstyle.
So, could you venerable longbeards please impart this beardling some advice on how to play properly and defensively, with loads of iron flying through the skies, but without going fully gunline? Basically, I want the foe charging me, but not accusing me of being beardy (Is that actually considered an insult among the manlings?).
I buy the next round if you give me any advice. And I always keep my word.
And a whole barrel of fine, stout ale to the first who can give me the final, definitive answer on the question: What's best - Quarrelers or Thunderers? ( )
Rambling related to my choice of Dwarfs, but not pertaining to the main question:
Reasons I chose Dwarfs:
- Uniform look across ranks
- Presumably easier to rank up, and sturdier
- Lots of dispel dice
- Defensive play style
- No monsters or steeds, only dwarfs
- Viking style
I think I'll go for the dark metal/ice blue combo, perhaps even mixing the blue with white, and base them on snow - meaning I'll have to get yet another box of flock. I'm gonna limit myself to three armies maximum for any game, and this will be my second after the crumbelievable Tomb Kings. I have the little Skull Pass guys sitting in the box, all glued up and awaiting the reaper - that is, the Reaper of Mold Lines. I think I'll at least make the option available of a convservative army - one Grudge Thrower, two Bolt Throwers, and some Quarrelers.
Hear that? You got a convert.
Last edited by Tutankhankh; October 2nd, 2008 at 23:09.
I would suggest you have a sturdy throng of infantry backed up by shooting enough to make the foe come to you. 1-2 Warrior blocks, 1 Longbeard block and 1 Hammer/Ironbreaker block (depending on which way you swing) with 1 unit of both quarrellers and thunderers with some bolt throwers and organ guns thrown in as well. This should give you a 'balanced' force while still being 'defensive'.Neither! They both have a clearly defined purpose. Quarrellers shot enemy shooters and Thunderers kill heavily armoured enemies.And a whole barrel of fine, stout ale to the first who can give me the final, definitive answer on the question: What's best - Quarrelers or Thunderers? ( )
Thank you, m'friends. May your beards grow at a vastly accelerated pace.
Personally I've always preferred Thunderers... somehow guns capture the Dwarfey spirit a whole lot more and the armour penetrating rule is more fun. I'd stick with thunderers therefore, unless you're playing another army with a lot of 24" range troops.
"Well... that hurt" - Vampire Jon Skellan (Mannfred's right hand man) after being beaten up, falling down an underground waterfall and being impaled by a stalactite.
I prefer thunderers also. fluffwise I think both crossbows and handguns suit them, both in a different way. But in the game I like the +1 to hit and armourpiercing more than 6" more range. Those enemies will have to get closer sooner or later or you are fighting woodelfs.... the thunderers will sometimes take away the enemy's entire armoursave, which is great so those enemies are dead, instant.
Hmm... What about Organ Guns?
Take as many as you can. They are so deadly. Remember if you roll bad the first throw you can always reroll it(not counting misfires) I can't remember how many times my opponent cheers when I roll a 2 and then I reroll it for a 10 and watch their face go white.
How feasible is an old-fashioned army, meaning no Thunderers, Cannons, Organ Guns, Flames Cannons or Gyrocopters?