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Going against a dwarf gun line

1K views 11 replies 8 participants last post by  Brother Grimmaw 
#1 ·
one again the dwarves and eleves are at it again. im going to be using my wood elves against a dwarf gun line that gots like 40 thunderers, 2 units of 20 miner, 2 bolt throwers, cannon and grudge thrower and malaki manson hewer. hereoes i have not idea what hes using. since this is a gun line im going to try and get into combat as fast as possible to limit his shooting so this is what i have

Highborn
Alter kindred
great weapon
oaken armor
sheild
aramathine brooch

Noble
Wild Rider kindred
steed
dawnspear

Noble
Wardancer kindred
Moonstone of the hidden ways

branchwraith
murder of spites
annoyance of netlings

20 glade guard in 2 squads

12 drayads

20 eternal guard

7 wild riders

11 wardancers

tree man

basically my tactic is to have my highborn roll up his flank taking on as many warmachines as possible. 5 S 6 attacks is enough to do it. plus having 5+ 3++ 4+++ makes it really hard to get through him. since he has no magic, my ward saves will come in handy

the wild rider noble with wild riders is somewhat of a distaction as well as flank charging and maybe some warmachine killing

wardancer noble will transport first turn, and then charge out next. hoping to target malaki manson cause he is beast, but if not get something in the rear.

branchwraith and drayads will be hard to hit since they are skirmishers, and they are no slouches in combat. they will protect the flank from the miners that will show up

glade guard are there for firing

eternal guard are there to soak up hits and get into combat. the warmachines will definetly be focused on them. sure its and expensive distraction, but it gets the job done

what is a wood elf army without a treeman. sure hes also going to be the target of warmachines but thats why hes going to be hidden in the woods and treesing it up then move farther and farther until he gets close enough, or until my highborn takes out his cannons and bolt throwers. then my treeman can take whatever is thrown at him and get into combat and wreack it.


here is basically my set up. since his is a gun line, its probably going to be box formation.


Wardancers after moonstone DWARVES





highborn Treeman Dryads glade guard Eternal guard glade guard Wild Riders

So what do you think
 
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#2 ·
Well, all i can say is that your screwed...im sorry, but gun lines are unstoppable if they involve dwarves. Also your logic on the ward saves are wrong. You only get ONE ward save, they dont stack up...look at the rulebook. I was dissappointed when i learned that too. The trick will be to protect your guys with terrain, meat shields... unfortunatly, thats what your dryads will ahve to become. I would use them as a screen for the eternal guard, because they will turn into pudding fast. Also, if he has a gyrocopter, avoid having your wildriders get close. That stupid steam attack has destroyed whole units by flank blasting the whole unit. Your up against a tough fight...steel yourself for the up coming slaugther :p
 
#5 · (Edited)
you might as well drop the shield, 5+ armor save will do absolutely nothing to help you against dwarven firearms.

Don't try to pull off tree surfing with your treeman either. your low power level bound spells vs. his 4 DD is just bad odds.
If you do bring wizards though, upgrade them. The hidden path makes you INVULNERABLE to mundane shooting. You might need a lot of power dice to pull it off, but it will work wonders if it does. If you want to waste enemy dispel dice, get a wizard with calaingor's stave, and pump out as much tree singing as you can. however, with the abundance of DD, you have to go all-or-nothing with the magic route.

you should consider getting briarsheath armor on one of your heroes though. the -to hit bonuses stack up fast, especially for lone models in woods.
 
#8 ·
Don't try to pull off tree surfing with your treeman either.
IMO if you have a treeman, you should always try to pull of tree singing. It doesn't cost you anything and it is a way to get your enemy to waste DD if you have a different spell you are going for. Or it just gives you that many more chances to get trees to provide cover.

Personally, I'd be tempted to not use Glade Guard at all. Dwarves have good armor and T. If you are allowed to change your list, I think some Warhawk Riders would be very useful for speed and "hit and run." Also, the wardancers with the Moon stone looks great here. If you want to go more magic, hidden path will be great for your eternal guard, but arishnakoger is right that you would need to invest a good bit of points in a couple mages. Hope this helps.
 
#7 ·
not exactly. i just said that if you do try to get magic off, go all the way with it. You'll probably need to be able to cast at least 6 power dice per turn to deal with 4 DD somewhat reliably. on top of that, it isn't guaranteed that you'll roll and get hidden path, though tree singing does help restrict line of sight.

If you're not going to make a serious commitment to magic though, don't expect very many spells to go off.
 
#11 ·
If your facing Handgunners and Bolt Throwers, then you will want a Briarsheath. Here's how I run my Alter noble (as I've posted elsewhere):
SAter Noble
Great Weapon
Light Armour
Shield
Amber Pendant
Briarsheath.

The trick to using this guy is staying out of LoS of those pesky cannons. If you can do that, you shouldn't have a problem with them. Bolt Throwers and Thunderers almost never hit him (especially if he's in a forest). He can take Artillery Crews head on and come out on top. They Stand and Shoot? Not much is more fun than watching them hit on 7's. Even a Bolt Thrower with a Master Engineer attached to it will be hard pressed to do any damage.

Otherwise, you're going to want to close in on him ASAP. Try attacking him from several angles. ie, a Glade Rider unit on the left, a Wild Rider unit in the centre. Make him spread his firepower as thin as you can. The weakness in Dwarf ranged units is that they can't fight for peanuts. So treat this game as though you were facing Tau I guess.

Anything you don't get, feel free to post here or PM me :).

tbh I wouldn't recommend a Treeman. He will die in 2 turns (3 if you're lucky) to Cannons, Bolt Throwers and Thunderers.

-AFG
 
#12 ·
ok i can help ya with the dryads, get a level 1-2 spellsinger, get him in the glamourweave kindred, give him moonstone of the hidden ways, that way ull get in combat 2-3 turns b4 normal...
 
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