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EDIT: Some points costs removed due to GW Copyright. - Spector
I'm used to playing dwarfs, and I've been offered the chance to proxy up an OK army for an upcoming friendly match v chaos dwarfs. Despite that, I'm not going to be using the Brahmir statue since, well, that would be unsportsmanlike and I want the list to be well-rounded. Here goes:
312 Tyrant, heavy armour, luckyG, Kineater, Tenderizer, theifstone
209 Bruiser, BSB, luckyG, heavy armour, Seigebreaker, theifstone
190 Butcher, luckyG, 2x tooth, Bangstick, skullmantle
195 Butcher, luckyG, 2x tooth, dispell scroll, power stone
343 IronGuts, 6, Bellower, Standard Bearer, lookout, rune maw
323 IronGuts, 6, Bellower, Standard Bearer, lookout
Gnoblar Fighters, 25
Gnoblar Fighters, 24
Unused special choices, which shames me as a dwarf player, but oh well. Each Irongut unit gets a combat hero and a caster to buff, with the bulls and gnoblars used to draw out or tie up other units. I'm largly worried on how to handle chargning knights, or insane magic armies. Comments, eg does the dbl large unit + msu idea work?
Last edited by Spector; July 27th, 2008 at 18:04.
Right, after 3 games against 2 different chaos dwarf armies, I've found the following things:
Tooth gnoblars suck. I should I have listened. Similarly, luck gnoblars have yet to do anything. I'll keep them on as they might one day save someone. Maybe.
Neither the BSB nor the tyrant (!) are suitable for hero to hero combat. The Tyrant died to another lord who had no magic items in the first round of combat, without getting his own attack at all. Ow. Kineater came up one or twice, so it's fully an issue if I want the tyrant to go solo or not I think.
The gnoblars are cute and totally expendible, but unfortunatly the bulls are terrible, with or without equipment. Ironguts where great, however. Leadbelchers are also amusingly good, as my opponent was leery of charging them when their shot was ready.
Gorgers are half dwarvern miners, half dwarvern dragonslayers, all awesome. I cannot see the use of a giant/maneaters compared to these.
The amount of magic def was overkill, as the theifstones just meant that the leadbelchers and ogres took all the loving.
The biggest issue was getting flanks, as the bulls where useless to draw/make charges and the two Irongut squads had issues with combat res bonus' from the things they where eating. I'm thinking of just abandoning the butchers to their fate and letting the tyrant run free amongst MSU Ironguts.
Editing the list gives:
..Retooling the Tyrant to solo
-2 Large Irongut Units
+5 Irongut units 3 strong.
id drop the flags for the iron guts and make them squads of 4. more affective. also 1 unit of 3-4 bull wid added wepons are pretty decent. maybe drop the thief stones and 1 butcher to get more combat guys, also best magic wepons for character for combat are siegbreaker or the killing blow 1
If you want to run MSU my suggestion would be to run 4 units of 3 Ironguts instead of 2 units of 6 like you have now. Also drop the standards/lookouts on them.
Then I would drop the bruiser and get another Butcher and drop the tooth gnoblars from the other butchers. I don't know of many lists where people run luck gnoblars on their butchers, but they might come in useful. I would also get rid of the powerstone on the second butcher as I think it is a waste of points since you should be trying to cast most of your spells with 1 dice anyway.
Then you can run the tyrant/butchers with each of the Irongut units or leave one of them characterless and run the tyrant solo if you wish.
Also, I don't have my book with me, but I don't think you can have thiefstones on more than 1 character. I know you can take multiples of them (up to 3) on the same character, but I'm not sure about 2 characters having it. I think it follows the same rules for other magic items in that respect.
I don't know how those changes would affect the points you have available, but I think it might allow you to get another unit of your choosing. Maybe not enough to get a unit of yheetees, which would probably be the most beneficial as it would give you a little more speed.
Basically I'm steering you towards the "cookie cutter" OK build, which may or may not be what you're looking for. Remember these are just my opinions and I hope they are helpful in someway.
Last edited by Hiratu; June 28th, 2008 at 00:57.
Oh! Good point about the theifstones. Silly me.
Powerstone is def. out, but regarding casting things with one dice: does that work well really? I tried it a bit, and with 2 buthces this gave 4 spells a turn[+1bound]. Which is weak since some of them are dispellable with 1 die (negating the 1die casting advantage), and the important ones are garunteed to fail after 2die of dispels at them. I'd end up with 1-2 spells going through a turn v a magic light army, always the not important ones. And then they get dispelled with 2die during HIS turn if they where important buffs =/
3rd game I started my magic step with bangstick, 2 die good spells, and after drawing all the dispell die try to cast 1-2 with 1 die. Worked much better from my experience, but then I was kinda skewed as my first game had 6 failed castings of bloodgruel in a row =/
With 3 butchers you'll have 8 casting dice, throwing 1 die each will get you alittle over 5 spells successfully cast. Add in the bangstick and let's call it 6 spells on average. That'll require 6 dispel dice and a lot of luck to dispell all of them. Remember that out of your 6 spells that went through you'll have atleast 2 with powerlevel 5 or 6. Meaning if he really wants to dispel it, he'll have to throw 2 dice at it.
I'd start the magic phase off with the bangstick. Its average damage isn't that great, but it could hurt, so most opponents will throw 1 die at it. That means if you cast it 6 times a game it's gone off twice and wasted a dispel dice each turn that won't be used to dispel your more powerful spells. Also save your spells you WANT to go through for last. A lot of people play with the theory of dispel what goes through now. Meaning that important buff you want could see no dispel dice left to stop it.
As to it getting dispelled the next turn, well welcome to the Ogre Kingdom
I'd also suggest dropping 1 gnoblar unit and adding 1 gnoblar trapper unit. These guys have been invaluable most games for me.
Last edited by Pinkus; June 29th, 2008 at 14:50.
pinkus im quite ne to OK and i was wondering. if they dispel it on there turn oes it take dice away from there next turn to dispel my spells in my magic phase or no
All your buffs are remin in play spells at power level 7. Meaning during their magic phase instead of casting a spell they can use those dice to try and roll over a 7 or better to dispel one buff.
Same with you magic phase, if they have any dispel dice left over they can use them to try and roll a 7 or better to dispel a buff that wasn't cast in your current magic phase.