We all know tactica's that tell you what units do and wether they are worth their money etc. These are very usefull but I think it's handy to get a big topic ( sticky? ) with cool tricks dwarfs can use on the table. Great you know what your units do, but deployment combo's, movement traps and tricks and such can be of real use in a battle. Therefore I pronounce this topic..opened!
If this topic gets a good response I can put all the tricks in the first post.
Tricks with the Master Rune of Challenge
- strong block ( depends on enemy ) ,
- strollaz' rune and masterrune of challenge
a funny trick to draw the enemy's battleline out of formation, when using a marching dwarf army. Use Strollaz' rune to march forward, then march another 6" and use the masterrune of challenge. Use this on cavalry units, because most infantry units can't get the 12" to your block to charge. The cavalry unit can either rush forward, away from its mates and be crushed inderneath the dwarfblock or flee, and possibly run off the table. It would be really funny if they do and there's quite a good chance they actually do. Their bases are 2" so its 10" to the table edge. rolling 10+ with 3 dice only requires 2 3's and a 4.
Slayers' rune of challenge
- slayer unit
- thane with Master Rune of challenge
WARNING: This tactic is sometimes looked upon as unsporting, it should only be used in extreme tournaments, or against people who REALLY annoy you.
Slayers are really good at killing big nasty things (Steam Tanks, Dragons, Tyrants), but they are only M3, making them difficult to get into such an enemy. Wouldn't it be great if we could put a Master Rune of Challenge in there to force an enemy to charge. OH NO, We cant put Master Rune of Challenge on Slayer Characters, and we cant put non-Slayer characters in a unit of Slayers, looks like that plan is over.
Cheap Thane (consider JUST MRoC on him and a great weapon or shield) = T
Big unit of Slayers (15-20 = S )
You set up your Thane right next to your Slayers, in such a way that the enemy is only just in charge range (20" for most big nasties). In his turn you crack out the master rune of challenge. When your opponent charges, he hits both your slayers and thane. Then you say "My Thane will choose to flee" - as long as the back of your Slayer unit is no more than 20" from where the enemy started, he will still be charging into the Slayers. Either he sticks there for ages or you slowly grind him down. Thane Rallies, and runs off to do something more exciting.
- warmachines ( so basically always )
When deploying, try to put down your warmachines as late as possible. That way you can put your warmachines in the appropriate place to deal with the appropriate enemy. Put boltthrowers on a spot where they will most certainly have line of sight to enemy monsters, large targets or other units with multiple wounds. Put the organgun in places wher you are sure enemy units will have to get into it's limited range and where knights or skirmishers are, etc.
A good spot to place an organgun is in the middle of your combatline, between your blocks while maximizing the area it can target ( so an inch ahead of the blocks to give it 360 degrees ). That way it will be able to shoot at least a turn earlier than when it is deployed 6" back on a hill, and it also cannot be targeted by all the enemy shooting, due to their own units being in the line of fire, which isn't the case when deployed on a hill.
Warmachines in forests
- warmachines ( so basically always )
- a forest in your deployment zone
It's fine to deploy your warmachines on a hill, good for the line of sight. But if you put all your artillery on the same hill, they will get rolled up once anything gets there. Spread the warmachines around!
So what I like to do when I find I have a good forest in my deployment zone, is to deploy a warmachine inside it, just under 2" from the edge.
- This will make it harder for enemies to shoot at it, with the additional -1 modifier
- It also harder for warmachine hunters to get to it. They won't be able to see it if they come from behind or the sides because it's more than 2" from those edges, and flyers can't fly into a forest either ( skink terradons excluded ) so they will have to walk, which usually gives you an extra turn to shoot them.
It's a great deployment tactic and at the sign of trouble, your crew can push the warmachine an inch back into the forest, so the enemy can't see it. They might chase into the forest and be stuck there for a few turns or move away, and then you just push the thing back into position.
- 'bait' unit, like missiletroops or warriors, or maybe 5 miners, even cheaper.
- longbeard unit
- optional 'rune of slowness ( I'm not sure if it works though in this case )
Longbeards are immune to panic and you can use that to your advantage when your own units have to flee through them. Put a unit in front of the longbeards, maybe some cheap warriors as missile screen, or a unit of missile troops. Those can shoot at the enemy all battle untill the enemy reaches your battleline. Keep at least some distance between both of your units, 4" or 5" maybe. When the enemy charges them, choose flee as a chargereaction and flee through the longbeards, who won't even notice it. With your excellent leadership you should rally the turn after. If you kept your distance between both units and/or have the rune of slowness, the enemy will stop in front of you, so that you get the charge next turn.