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Sorry to bother everyone on the same topic again, but i did some talkng to a Game Workshop employee who plays dwarvres and decided to change my army list.
Lord GW, GA, SH MRo-steel, Ro-Swiftness, Ro-striking
Runesmith GW, GA, SH MRo-Balance, Ro-Spellbreaking
20x Warriors HW, HA, SH Music, Flag 195pts
30x Warrirors Gw, HA Music, Flag 315pts
10x crossbows 120pts
10x thunderers SH 150pts
33x hammerers SH Ro-courage music ,flag 563pts
10x slayers 110pts
1x Cannon Ro-Fortune, Ro- Burning 130pts
1x Goblin Hewer 130pts
I didn't include champions because i think with (I2) they won't get much hits before they go down. (is that a good idea?) :hmm:
What should i do with the rest of the 165 pts?? :wacko:
First off, when you put runes on a weapon, it looses it's original properties, so the great weapon on the lord won't do anything.
This said, you are better off with a simple great weapon, and armor with RoResistance and all, to make him the toughest guy to kill.
The rune smith is perfect.
Why a unit of 30 warriors with great weapons? they are best used for flanking, make 2 units of 15.
The warrior block is good.
20-25 hammerers is more than enough, 33 is overspending.
15 slayers is the way to go, 10 won't do much IMO.
Don't overspend on engineering runes, they are expensive and not as good as you would think.
With the cuts I just suggested you could get a nice block of iron breakers, they are going to be your anvil, and the hammerers your hammer.
i dont udnerstand why you ahve shields on both the hammerers and thunderers....hammereres using their GW wont be able to use shields, and thunderers sohuldnt see combat, unless u use them for flanking I would say...
i say get 2 bolt throwers with rune of penetrating and get rune/runes with the remaining 25 pts
your most powerful enemy is the one that has nothing to loose
It makes them more resistant to missile fire, and in combat you can use the han weapon shield instead of the great weapon, if the need arises. ( like Vs spearmen, can't enough with great weapons so you'll still make saves, might as well be 3+.Originally posted by Wojna12@Mar 8 2005, 19:32
i dont udnerstand why you ahve shields on both the hammerers and thunderers....hammereres using their GW wont be able to use shields, and thunderers sohuldnt see combat, unless u use them for flanking I would say...[snapback]347539[/snapback]
First off that list is umm.. bad. It does I'm afraid. The big units of Warrs and Hammers is too big, you'll have no room to manouver them at all. And a big flank like theirs is too much to not charge, IMO you should cut them down to 20 in size. The extra pts can be used to either beef a unit up or add new ones/ war machines.
Oh and champions are defiantly worth it. The extra attack and the fact they will always attack back unless attacks are aimed at them tis useful. Also can accept challenges to stop the 'Big Nasty Chaos Lord of 100000 attacks' from slaughtering the unit. "What's that? 100000 attacks, wow. So that's a top +5 Overkill, max. " ^_^
I'd get another WM, maybe a BT or a ST.
Oh and giving the Hammerers the RoCourage removes their Stubborn ability. So they will still flee as easy as a normal unit.