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Old September 27th, 2007, 02:34   #31 (permalink)
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Been busy with school this week, I'll have the link for the WiP tactica up around this weekend prolly.

Thanks for your patience guys and gals.


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Old October 5th, 2007, 15:25   #32 (permalink)
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Okay everyone thanks for your patience, I've had some computer issues the last week and LO has been up and down, but I should have the link for the WiP tactica up later today, by the end of tomorrow at the latest.
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Old October 21st, 2007, 07:25   #33 (permalink)
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Quote:
Originally Posted by Carnifexus View Post
Taking on Dwarves
How to make sure your at the top of the book of grudges

Sneaky Dwarven Tactics to Look out for.

The Dwarven Runes Provides endless tactics for eliminating certain foes. here are some good ones against us

-Flaming Weapons
for a small point cost all Dwarven heroes can cause our tomb prince and tomb kings double wounds (i can't say exact points cost sorry)

-Double Strength against toughness 5 (the rune of might) watch out for characters in War machine crews as an experienced Dwarf player knows full well that the scorpion is coming and this rune combined with the rune of immunity to poison and killing blow will mean that a scorpion will have a tough time. Its also great against our characters who are T5.

-War Machines of Bait and Blow up. Ever wondered why that warmachines has only 3 crew?? Dwarves get a *Champion* for there warmachines which gives each type or war machine a different bonus. Beware Warmachines that don't have this Champion, they might be runed to blow up destroying your scorpion or tomb swarm. Note that while Engineers can be present in the crew and the machine still has this rune, alot of players don't want to waste the points on self Sacrifice.

-Banner of Slowness.
Dwarves can have a banner that subtracts d6" off your charge when you declare a charge against the unit that has said banner. While there is not alot you can do in this circumstance as you want to be 7" away from a Dwarf unit so they can't charge you, one option is to try and position yourself so that your failed charge occurs in the movement phase so that in the magic phase you can enchant yourself into combat.

-Quarrelers
Dwarven shooters have amazing good range 30" Decent ballistic Skill and shoot at str4. They are ideal at taking out constructs, Make sure that you position your troops in such a way that he can't target Ushabti or Scorpions as he will do significant Damage

-Organ Gun of Doom
Artillery dice number of str 5 hits. Very evil Very good at taking out all our special choices in the army which are our real strengths. If you see one charge with a scorpion, tomb swarm, or try and magic your chariots or carrion into it no matter what you don't want it lasting till turn 3
Add to that:

Dwarf Bolt Throwers can be upgraded to St. 7 as well as flaming. Bad for chariots and TK heros all round.

Dwarfs do have a cheap rune banner that can make one unit immune to fear.


BEWARE:

Beware the Anvil of Doom army.
If the dwarf has an anvil of doom he can do many magical type effects by striking runes AND YOU CANT BLOCK OR DISPELL THEM!!!
1. Make a unit immune to fear and terror for a turn.
2. cause D6 st4 magical hits to a single unit (REGARDLESS OF LOS) or 2D6 st4 magical hits to D3 units.
3. He can make up to 3 of his units move/charge in the shooting phase. Beware miners comming on the board and using this to charge in the same turn. Beware those slow stunties suddenly surging forward and smacking you in the face.

Beware of Oath Stone Thanes.
Dwarfs Thanes and Lords can take Oath Stones when they join certain units. As a charge reaction they can opt to "set the stone" making the unit they are in have NO FLANKS and retain FULL RANK's even if charged from every side. (My personal favorite combo for this is a full 20 Iron Breakers with the rune banner that makes the unit immune to fear, join them with an Oath Stone Thane and laugh at fear causing armies. You dont know the definition of a bog unit till you've seen this one in action.)

There is one major mistake in the Anti-Dwarf article in this tactica. It mentions somewhere that dwarfs don't get many power dice and that is true...but what it fails to note is that we do still get dispell dice for our Runesmiths, Rune Lords and Anvil of Doom. There is no more magic resistant army in the entire game than dwarfs. A standard 2000 point dwarf list can easily have 7 to 10 dispell dice + dispell runes + runes of breaking (ie oh I rolled a 4+ dispelling your incantation...that caster loses that spell for the rest of the game...so sorry). They can also bring several other runic items and banners to the battle field that can shut casters down. Indeed the dwarfs are well geared to stop any and all magic, dont make the mistake of underestimating that. By the way I've hear it is possible for a 2000 point dwarf army to have 13+ dispell dice but have not bothered checking my codex for the validity of that.
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Old October 23rd, 2007, 23:46   #34 (permalink)
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Nice articles on the Khemri magic items there, keep it going. Sorry I have been busy with uni work recently I will get on with writting my other articles asap. I was just wondering what was happening about this tactica moving to its own page in the tactica section?
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Old October 24th, 2007, 17:07   #35 (permalink)
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Ok the TK Tactica is now up in the Tactica WiP forum. Sorry for the delay, but now we're back on track .
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Old October 24th, 2007, 18:59   #36 (permalink)
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I also have to appollogise for my absense... I know i still have quite a bit of work to do on the King tactica. Uni is taking up quite a bit of time though, no real surprise there, but ill try and get around to it asap.
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Old October 26th, 2007, 15:31   #37 (permalink)
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Looking interesting.

eg
I didn't realise that the blade of mourning wouldn't double wounds against undead.
There again I've not read the item very carefully but it's one more reason not to take it.

I think the use of the blade of mourning on a prince or TK on a chariot unit isn't completely mad. If your plan is to rely on flanking to take on large blocks then it has some sighnificant value, I'd think.

I notice that there aren't much in the way of detailed tactics mentioned.
Listing battle plans is interesting but with TK the detail matters. A lot.
Precisely how you position your priests and units and how incantations are to be used is critical to TK.
I've played the game a fair bit and never evebn seen anyone play a TK side.
As a new TK player this is something I think I would find particularly interesting.

Cheers,
Keep up the good work!
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Old October 26th, 2007, 23:11   #38 (permalink)
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We had a small discussion on that aon and decided amongst the veteran Kings and Queens here to keep the tactica objective. The way Deceiver plays would probably never work for me, and my list and tactics probably wouldnt do Carni or Spec a bit of good. The item and unit descriptions are a little more non-biased.


However you can find at least 3 of us in chat often if you want to talk about that sort of thing.
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Old November 4th, 2007, 23:40   #39 (permalink)
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Nicely done Carni.
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Old November 18th, 2007, 16:07   #40 (permalink)
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Ok i know ive been away for a while, but procrastination from uni work has brought me back

Im thinking if i take the Prince's Article next, as i did the King one it will be pretty much of the same thing.

After that ill take The Skellie warriors, and im happy to do the whole section if thats fine with people.
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