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With the new rules I thought now would be a good time to start a fantasy army. So I've decided to go with dwarfs. I just bought the battalion and was wondering what would be the best way to assemble them, hand weapon or shield? Handgun or crossbow? Do they need full command? How should I assemble the artillery?
This and any other information you could give me would be great.
Usualy you will want full command to your troops.
About guns&crossbows each one have it own advantages, usualy I see more guns than crossbows in our gaming community, but it depend on your preference. The main advantage of guns is that they do more damage, and the main advantages of crossbowmen are longer range and better mellee capabilities if you give them great weapons.
About artilery, do what you want with it. All choises are good.
Welcome little beardlings to the Dwarven host!
The Dwarven battalion set is particularly good value and an excellent starting point for a dwarf army giving you a nice number of warriors and thunderers/quallerers (24 and 16 respectively). However with the dawn of 8th edition the dwarf battalion is indeed just a starting point, expand your hold!
Personally I am and always have been an advocate of dwarf warriors being equipped with shields and hand weapons and fielding them in big units. The dwarf army is all about grinding the enemy to a fine paste. You grind them on the way in with your shooting and then you grind them in melee with your axes and hammers (much easier to tenderise smaller bits of meat after all ). The missile troops however are more down to preference. Personally? I’m a big fan of crossbows at the moment. They work out a fair bit cheaper than thunderers and that extra 6" of reach makes more difference than you'd normally think. the downside however is that you often need quite a few more quarrellers than thunderers to get a similar level of death, as I said its down to preference.
As for the command sections, I’d say build the full lot for the warrior unit but only build the musician for the missile troops. They shouldn’t really be seeing combat often after all so no real reason to spend points where it’s not really needed
You might want to consider turning 6 of the missile troops into another 6 dwarf warriors though, bigger blocks of warriors are always effective and 16 missile troops can prove annoying to deploy in the long run particularly when dwarf missile troops are all move or shoot.
Now the war machine is again down to taste, the organ gun is by far one of the deadliest war machines in the game and the last of that rare breed of auto hitting monstrosities which can make entire units explode in a puff of red and pink mist. a most excellent choice, the downside to the organ gun however is that they are compared to the other dwarf war machines its a tad unreliable and have an annoying habit of exploding when you most need them. On the other hand you have the dwarf cannon. Cannons have become fantastic in the new edition as effective and reliable monster killers with their recent upgrade from causing d3 wounds to causing d6 wounds per wounding hit. this pretty much makes nothing safe from the attention of a dwarf cannon and a savvy player behind it just be wary when aiming it at units as they have a somewhat annoying habit of not going all the way through an opponents unit despite needing 2+'s to wound
Hope this helps out
Last edited by Arklite; July 22nd, 2010 at 14:40.
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Contents: Dwarf Cannon (this kit can be built as either a Dwarf Cannon or Dwarf Organ Gun), 32 Dwarf Warriors (including Champion, Standard Bearer and Musician), 16 Thunderers/Quarrellers (can be assembled as Thunderers, Quarrellers and Rangers, including Champion, Standard Bearer and Musician).
Give some thought to a unit of 30 dwarf warriors with great weapons. You can deploy this unit 5 or 6 wide ( with 5 and 4 ranks after the first repspectively ), or 10 wide ( 2 ranks after the first ) to gain the horde rule. 30 dwarfs with great weapons, a killer. Against a regular enemy unit 5 wide you will get to fight with 7 models per rank, making for 21 Ws4 str5 attacks.
Which makes a better 'hammer', slayers or hammerers?
I saw a unit of slayers today finally earning their repuation as they chopped through a unit of ironguts.
The ironguts had great weapons so the slayers went first. 15 slayers with 4 giant slayers and a dragon slayer.
The dragonslayer found a mighty doom in a challenge against the Tyrant in the unit ( a magic weapon, str 8 hits D6 wounds, multiplied into something like 15 - 20 wounds, so the tyrant got the max overkill of 5. )
The slayers chopped and hacked and inflicted enough wounds to drop 3 ironguts.
In combat round 2 they killed the remaining 2 ironguts.
In combat round 4 they chased off the Tyrant.
Next round 2 ogres charged into their flank and wiped the remaining 6 slayers out via impact hits, attacks and stomp attacks.
Against tough but lightly armoured enemies like Ogres slayers are a dream. They are unarmoured though.
Hammerers are going to punch through anything, armoured or not. They are however more expensive, just have heavy armour and are not unbreakable, stubborn though. Due to GW's they will strike last.
Both are pretty good, and very hard units to shift, most likely you will have to kill them all, or most.
Thanks for the advice. Also, what else should be next on my shopping list? I'm probably going to be build a shooty/stabby hybrid style army.
That depends.. what have you assembled the battalion into?
The first things are pretty straight forward: Buy a cool hero to lead your army
Next buy a cannon, or if you assembled the one in the batallion as a cannon, then buy an organ gun! It is best to have them both and are totally worth their points. They usually earn back their points.