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Okay, I've only played one game against a dwarf army, so I didn't know what I was doing. The only thing I had figured out is that were as slow I was.
So here's my question. How do I beat the stubby-leggard boogers? It seems like dwarves get a heck of a lot of dispel dice, so should I reduce my magic and rely more on flanking and fear? Or should I go over-the-top with magic?
What about those snark-nosed dwarves with crossbows?
Here's a list I've prepared for a 2000 pt engagement.
Von Carstein count, lv 2, general with aura of dark majesty, summon wolves, the black periapt, and the ring of the night. He'll take death lore for magic. (I think there are some underrated spells there.)
A lv 2 necro, with lore of necromancy and the book of arkhan and a power stone.
Another lv 2 necro, this one with a power familiar.
A wight lord with the sword of kings and an enchanted shield.
21 Grave Guard with the banner of the barrows and full command. They have hvy armor and shields. (wight lord's unit)
20 skeletons with light armor, shields, and full command count's unit
20 skeletons, identical to above
2 spirit hosts
10 dire wolves
3 fell bats
The fell bats will go hunting for war machines. And summon wolves will be used for the same purpose.
The ghouls and/or spirit hosts will screen those nasty crossbowmen. Dire wolves will harrass or take out characters.
The banshee will stay behind units until she can either howl over them or move off to flank. Worse come to worst, she'll draw rune-heavy fire away from the other troops.
The wight lord and VC count will have to do some killing, and after typing this I see that I'll need to raise another block of troops.
So where have I gone wrong? What can I change to fight those short, hairy, warty dwarves?
I'm generally a Necrarch player and this fits in quite well for playing against Dwarves. They do wield some hefty magic dice but because they're going to pummel you in combat you need to out magic and manoeuvre them.
For me this means doing useful raises and flank or rear charges, together with outnumbering so they run automatically from combat.
Personally I like death lore, but particularly in this situation you need to get those flank raises going so I'd stay with necromancy for your Count and I'd go with a Necrarch one - just for the bonuses. However, a Von Carstein with the the crown of the damned plus the sword of unholy power and aura of dark majesty is always a nice combo for me.
Banner of the Barrows is always nice, but as they're your best unit you might want to give them some protection from missile fire so the Banner of Doom is nice. It really depends on whether your enemy likes his artillery or not; if not, then stay with the Barrows.
I'd go with either the ghouls or spirit host myself but not both, merely because you may need some of those points elsewhere, particularly to bolster your skeleton units.
Finally I'd lose the banshee, the leadership of the dwarves is just too good to reliably do serious damage. She would kill some of them, but at 90 points I'm not sure whether it pays off.
Anyway, those are just some of my thoughts, I play a dwarf general a lot and mostly win (when I do ) through domination of the magic phase and co-ordinating my raise&rear charge combination with a heavy frontal attack - normally with a skeleton unit or the Grave Guard.
Mordheim: Middenheimers & Night Goblins
ive beaten dwarfs with vc only in a small battle. 1000pt.
Strigois with inf hatred and iron sinews will quickly wither dwarven elite infantry. stick a strong strigoi in a block of grave guard and charge his best unit, they should rape.
as for missile fire, artillary will miss often and crossbows will be no problem if you screen with ghouls and hosts. fell bats will do a very good job at killing artillery.
he will not kill your entire army before you reach him. i played tomb kings against a 1500 point dwarf. he shot all my ushabti down and my unit of chariiots, but i still managed to kick his ass in combat. dont think its going bad if u are taking heavy casualties from missile fire. eep your deadly vampires protected and he will not stand a chance in combat IMO.
The absence of wrath is an impediment to utilizing your true strength.
Sartois, I took your advice and dumped the banshee (she was pissed off about it and howled all day). Sir Launcelot, you read my mine for army composition and usage. Here's the army list I made before I had read your post.
General Rasputin, Strigoi count, lv 2, necromancy, regenerate, summon ghouls, iron sinews
1 necromancer, lv 2, necromancy, book of arkhan, power stone
1 necromancer, lv 2, necromancy, power familiar
1 wraith, cursed book (because everyone on here says to try it)
24 skeletons, light armour, shield, full command to accompany count
21 grave guard, hvy armor, shield, full command, banner of the barrows to accompany wraith
20 skeletons with spears, shields, and full command
2 spirit hosts
10 dire wolves
4 fell bats
The ghouls and/or spirit hosts screen crossbowmen. Dire wolves flank and/or hunt artillery. I summon ghouls early to attack artillery and/or divert units that haven't moved very far yet. Fell bats exclusively take out enemy artillery.
Grave guard engage with tough unit and win battle of attrition. Hopefully get a flank from a friendly unit.
The zombies are painted and ready for bloodshed. Should I break the dire wolves into two units?
Thanks for the solid advice, guys.