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3000 Point Dwarf List, With Tactics For Using It

604 views 2 replies 2 participants last post by  karantalsis 
#1 ·
Lords
Rune Lord (General)
Rune of Balance, Spellbreaker rune, Spell eater rune
Rune of Iron
Rune of Striking

Dwarf Lord
Master Rune of Kingship
Rune of Iron, Rune of Stone
Rune of Fire

Heroes
Thane
Battle Standard (Master Rune of Stromni Redbeard, Rune of Kadrin, Rune of slowness.)

Core
24 Thunderers (Full command)
16 Warriors HvA Shields (Full Command)
10 Crossbows Muscian
10 Crossbows Muscian

Special
16 Ironbreakers (Full command, Rune of battle)
15 Hammerers Shields (Full command, Rune of slowness)
15 Longbeards (Full Command Rune of Kadrin)
Cannon (Rune of Fortune, Rune of Burning)
Cannon (Rune of Fortune)

Rare
Gyrocopter

Tactics

Hammeres and general set up on extreme right flank, thunderers including Thane to their left. Hammeres are set back approximately 1 inch behind thunderers front rank, close to the flank. Similarly positioned on the thunderers left flank are the longbeards with Dwarf Lord To the left flank of the Longbeards are the Dwarf Warriors, again set slightly back from the longbeards.

On the left flank is a unit of crossbows, next to which a cannon, on the right of the cannon are the Ironbreakers, to there right a second cannon adn the final uni of crossbows on its right.

The right flank formation moves forwards 3 inches at a time the thunderers firing as they go. The artillery and crossbows fire down the other flank giving enemy units a choice, face off against the advance or get shot whilst trying to move down on the artillery (to do which they will have to move PAST the advancing block, perhaps leaving them vulnerable). The gyrocopter flies along behind the advnace until and opportune moment to fly forward presents itself. If the thunderers are charged they will get there stand and shoot reaction, which should thin out a fair number of enemies, also the rune of slowness may cause the enemy to fall short allowing them to be flank charged by the hammerers. The second most likely to be charged are the longbeards, which also have a rune of slowness.

Not too complex a list or a plan any thoughts?
 
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#2 ·
Hmm let me be the first to reply, good in theory but in battle I'd say you'd get your arse kicked badly. Let me look at your list:

Runelord
Well if you're ever going to use him he should be sat a top of a AoD, otherwise he's an overpriced runesmith. So for his price you could get two runesmiths tooled up for magic suppression and be way better that the single runelord (an extra DD for the extra Rsmith, same amount of runes but not as much in cost). So I'd drop him, also why would you ever want him in the front lines? He's no combat character, he should be kept out of the way either near the missile units or protected by close by units (ie 6" rule). I would only put him in a unit if I think he'll be ok there ie in a big unit (20+). Also his armour and weapon runes are pointless, the +1 WS is nothing. He'd be better off with the RoCleaving, and a 6+ ward? Your trusting a roll that has 1/6 of a chance of happening to keep and expensive character alive?

Lord
While the MRoKingship is good, he'll be a bit weakened in combat. And that's where you want him, this guy is a combat monster with the right runes. If you make him a "Lord Of Pain" then you'll be able to get those all powerful GW attack in, and more of them. Again the RoIron is next to useless, I would never trust a 6+ save to keep my powerful characters alive. The Rune Of Fire is also a waste, he'd be much better off with a GW to make sure he hits hard.

Thane
Waaayyy too expensive, this guy if beaten in combat will give your opponent a 200+ VP bonus. Also his save is non-existant, he'll be too easy to take down even in a unit. So I'd suggest drop the rune and getting him more protection (MRoGromril, RoCleaving) this guy will last a lot longer and do some damage with his three S5 attacks too, not to meantion the BSB is only really there for the re-roll break test abiailty. But if you must use a rune banner I'd only go for something cheap and that will be a big help to you plan or only one master rune, they are too expenisve to add lots of other as well.

Core units

Why do you have so many Thunderers? Yes they are great but not that great, they are best use in smaller units of 10-12. These small units will allow you to have more manouverablity but also will give you more units, oh and a full command on these units are pointless. Unless you plan to get them into combat (which would waste them) then you want to keep them far away, so maybe just a musician for rallying tests etc.

The crossbowmen look good, nice size and a good soild choice.

Now warriors, these are the heart and soul of a dwarven army. These guys should be among the very first things you pick, and take at least two of them. They are the hardest infantry in the game, with a 3+ save in combat a T4 is takes a lot to move them. But it saddens me to see many lists with lots of missile units, ideally you should have them in units of 20+. In this small 16 all it'll take is one causualty and you'll loose a +1 CR, not good as these will be needing that in combat.

Speical Choices

Well first off I see you like the elite infantry, but without support from other combat units (ie warriors) these will find it hard. They are hard yes but unsupported them will wither and die, also they really need a full 20 or more to be effective. As with the warriors one casulty and your -1CR already, so I'd always make sure they are that size (and in a 3k game you can easily do it). The banners are ok, the hammerers and ironbreakers ones are great. The RoSlowness is a must on any Hammerer or Longbeard banner, and the +1CR is a plus for the Ibreakers (with only S4 they won't always kill much).

Now cannons are great but not the best. I'd say a Stone Thrower would be a good replacement for one of them, it can hit just as hard plus it does more damage and is capable of covering a whole unit. Also don't discount the Bolt thrower, for two of them for under 100pts is a bargain. Add the RoPenetrating and MRofFlakkision you'll have some that hits on a 2 and wounds on a 2 for the first two ranks, not bad for 95pts eh?

Rare
Nothing much to say about the gryo, good thing to stop marching giving your missile units more time. Just keep it out of combat unless you really must, you'd be better to get behind units and use the steam cannon. You'd may not kill much but you'll slow them down and maybe knock off a rank bonus.

So these are my thoughts on the list, I hope they help.
 
#3 ·
OK so wuld this be a better course of action taking into account what you said, I would suggest the following changes.

Drop the RuneLord
Equip the Dwarf Lord as follows

Dwarf Lord
Great Weapon
Master Rune of Gromril
Rune of Resistance

Master Rune of Spite

(total points freed up 338)

Buy some Runesmiths Equipped as follows

Runesmith 1
Gromril Armour
Shield
Master Rune of Balance
Rune of Spellbreaking

Runesmith 1
Gromril Armour
Shield
3 x Rune of Spellbreaking

(total points saved 28)

Drop Twelve thunderers
Drop a cannon
Buy a stone thrower with Rune of Accuracy and Rune of Burning

(total points saved 226)


Drop Runes on the standard for the Hammers and Longbeards, Drop the Master Rune of Stromni Redbeard from the battle standard.
Add Rune of Battle to Longbeards standard.

(total points saved 401)

Boost warrior squad to 20
Boost the Longbeards to 25
Boost Hammerers to 16
Buy 20 Warriors HvA Shields (with full command)

Keep the same plan, except have the second formed block of troops stand behind the thunderers so if the missile unit breaks the enemy will hit a nice big block of formed infantry + be falnked by two elites.

Deploy the Dwarf Lord in the Hammerers and the Runesmiths back by the cannon, possibly in with the ironbreakers.
 
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