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I was making some changes to my dwarf list, and it made me remember how amazing my main block of troops is. It is unit of 18 Hammerers with characters in it.
-3 characters to accept challenges
-Lord – 5 str 6 attacks hitting on 2+ most of the time (WS 7 with +1 to hit)
0+ armor save, re-rollable and immune to fire
Shieldbearers give him 2 more WS 5 str 4 attacks
Counts as US 3, so immune to killing blow
-BSB - 3 str 4 attacks with WS 6
4+ armor save
Unit causes fear banner
Unit counts as double unit strength banner
-Combat Rez starting at +7(3 ranks, outnumber, standard, battle standard, warbanner)
-Stubborn on a 9, rerollable(BSb)
-Re-roll failed panic tests on a 10(unit of longbeards will always be in range)
-5+ ward against shooting, including magic missles(standard from longbeards, again will always be in range
-Immune to fear and terror (Bodyguard rule – If joined by a character of Royal Blood (Lord) this unit becomes immune to fear and terror
-Magic Resist(1) from the oathstone carried by the bsb
-Option for no flanks or rear and always keep rank bonus (oathstone carried by the bsb)
-Once per game, can roll 1 dice on a break test instead of 2. (auto hold since they are stubborn)
-Fear causing unit that starts with a US of 46(bsb)
-WS5, T4 block troops with 3+ armor save
I honestly can't think of a more solid unit.
Last edited by Lordsoth3; November 20th, 2008 at 15:42.
there are some problems with some runes:
1st how does the lord gets 5 attacks strength 6 with +1 to hit in combination with a 0+ armour save (the latter means that he uses a shield so he won't wield a great weapon)
2nd one banner rune to much: the master rune of fear goes on the BSB, so the master rune of grungni has to go on the unit's banner, which has it's point limit already reached with that. Apart from those two master runes, you have 3 other banner runes, even though the BSB can only take another two and the unit banner is already full
Apart from that there is the risk that the opponent will just avoid it and pound your other units. This setup requires about 40% of a 2000 point army (and that's not even counting the longbeards) and nearly has to be placed in the middle of your deployment zone (because setting it up on a flank will most likely increase the chance of your opponent denying any contact, as they still are only dwarves with movement 3)
So this build has some possibility of just being victory points denied to your opponent (as most shooting won't bring them below half unit strength and dwarf characters are with their high toughness resilient against sniping attacks)
At least I strongly recommend to include the master rune of challenge so that you can force an enemy to charge (or flee, which will also disrupt his battle plans and hopefully cause panic)
It ain't easy bein' green... :-)
Yep, good call, he is in fact at a 1+, not a 0+. Sometimes I give Army Builder too much credit. His actual items are:
Master Rune of Kragg the Grim(allows other runes to be placed on a great weapon)
Rune of Fury(+1 attack)
Rune of Snorri Spangelhelm(+1 to hit).
Rune of Resistance(reroll failed armor saves)
Rune of Stone(+1 armor save)
Rune of the Furnace(immune to fire)
Grimril Armor(4+ armor save)
Shieldbearers(+2 armor save)
If a Thane is the BSB, he can carry a runic standard with no point limits. This is on pg 51 of the rulebook on the right margin. I have the Master Rune of Fear and Rune of Stoicism on the BSB, and the Rune of Battle(25pts) and Rune of Determination(20pts) on the Hammerers standard bearer.
And yes, the opponent can simply avoid it, but I place all my units fairly close together, so if they charge any unit, I'm ready for a counter charge. If they decide to sit back and not engage, that's their choice. I will take my time shooting them up and I never feel bad using points denial agianst an opponent that avoids all combat. The dwarfs are designed to be defensvie and that's how I play them.
Yeah, I would like to take the Master Rune of Challange and have in fact taken it in the past. But lately I've wanted to have a more fighty Lord who retains his defensiveness. I will definatly consider dropping the Rune of Fury and lose one attack. But so far, I haven't had an issue with people not wanting to kill that unit.
Hell if u want a rune of challange throw it on a runepiest and slap him in it. the unit is a hige point sink as it is lol.
P.S look out for pit of shades
just making a general rules observation here in regards to the dwarf lord. through shieldbearers it is not possible to get a save better than a 1+. its in the description. this is something i've noticed army builder fails to notice
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! ^_^
Welcome! That is quite the awe-smaking awesome unit.
So, are you saying in the first post that the BSB carries an oath stone? Or is it an optional thing that you take sometimes? If the BSB always takes an oath stone than I'm afraid this unit wouldn't work. The Lord wouldn't be able to join the unit as well. Only the character bearing the Oath Stone can join the unit.
I agree that good Hammerer units do indeed rock I have a somewhat similar setup with a few differences being the only character I have in the unit is the Dwarf Lord and I have him equipped with a Master Rune of Swiftness, Rune of Fury, Rune of Stone, Rune of cleaving, and Master Rune of Challenge so he has 5 str 5 attacks and always strikes first(fun to surprise high elves with since they have to roll for initiative against a Dwarf) and with the Master Rune of Challenge combined with Swiftness I can force charges straight into his axe and any that survive usually get beaten down by the hammerers. Although I have not gotten to test this that much as I have noticed that people for these reasons tend to avoid my Hammerers like the plague.
Hmm I think you may be right about that all I know is that when I played against a high elf player at the shop I go to we rolled for initiative but it was against a chariot so I may have confused the steed's initiative with the crew's cause I remember I had to roll for it there.By the way, the high elfs still strike first. Their initiative is higher ( right? or is elf initiative also 4? ) and if both sides have the alwaysstrikefirst rule, than the person with the highest initiative goes first.
Last edited by Vargrim21; November 23rd, 2008 at 21:50.
Lol, I need to stop posting my good stuff because it points out my mistakes. Yeah, you cannot have a character in a unit that is the oath stone bearers, so it looks like i'll have to drop the oathstone from the BSB.