Welcome to Librarium Online!
Here is my dwarf army - feel free to comment.
Great Weapon + Dwarf handgun + Gromril Armour + shield
Great Weapon - Master Rune of Alaric the Mad + Rune of Might
Gromril Armor - Rune of Stone
Ring - Master Rune of Spite
16 - Great Weapons + heavy armour + shields
13 - Pick (Great Weapon) + hand weapon + heavy armour
11 - Great Weapon + crossbows + light armour + shield
13 - Hand weapon + gromril armour + shield
Standard Bearer - Ruinic Standard - Rune of Battle + Rune of Sanctuary
Bolt Thrower + 3 crew - Hand weapon + light armor
Bolt Thrower - Master Rune of Skewering + Rune of Burning + Rune of Penetrating
WEAPONS & EQUIPMENT: Ungrim is armed with the Axe of Dargo, wears the Dragon Cloak over Gromril Armour, and wears the Slayer Crown.
The Dragon cloak bears the Master Rune of Spite (4+ ward save), a Rune of the Furnace (immune to fire attacks) and a Rune of Luck (one re-roll per battle).
Axe of Dargo
This is inscribed with the Master Rune of Smiting. Any enemy wounded by the Axe of Dargo (after saves, etc), loses not one wound but D6 wounds. In addition it bears a Rune of Parrying which means one model in base contact (chosen by the Dwarf player) loses 1 Attack in close combat.
The Slayer Crown
This bears a Rune of Fortitude (+1 Wound) and a Rune of Stone (increasing his armour save to 3+).
SPECIAL RULES: Slayer King
As Slayer King, Ungrim is bound by the Slayer Oath. He benefits from the Slayer skill described on page 7 of Warhammer Armies : Dwarfs, and is unbreakable. The other Slayer rules do not apply.
GRAND TOTAL = 1716
Exchange the rangers for more warriors, IMO Rangers are a bloody damn waste of points.Rangers
11 - Great Weapon + crossbows + light armour + shield
But its a good list, But i wouldnt take Ungrim because i dont like special characters (theyre cheesy). But i geuss u like him and in that case take him.
Well, the Rangers are nice, b/c they have the scout rule. I took out 1/2 of my enemies Tomb King army with those 11 Rangers. As for the special character, he dishes out D6 wounds instead of 1, per unsaved wound!
Thanks for your comments.
Once again I will point out that putting runes on your lords great weapon will NEGATE the +2 str bonus! If any weapon is given any rune, it loses all effects, it does not even count as a hand weapon for the special +1 armour save with shield rule. There is no point paying for a great weapon if you are giving him weapon runes, give him a shield and a hand weapon instead (a nice 2+ save in CC with the rune of stone like you have done).
also I'd advise larger unit size for the iron brakers and two bolt thowers instead of one rune-heavy one.
I kill two dwarves in the morning, I kill two dwarves at night. I kill two dwarves in the afternoon, and then I feel allright. I kill two dwarves in time of peace, and two in time of war. I kill two dwarves before I kill two dwarves, and then I kill two more.
Goblin kroozade of revengyness: win:19 draw:10 loss:9
I made a mistake, it should be a hand weapon
I like my bolt thrower how it is
And, I only make $5 a week so it is hard to get all those units
This army has only 59 modals in it. My 2000 point armys generally have alot more than that. Also your armys illigal, you have two lord choices and your only allowed one. Also the only shooting you have is a single bolt thrower, meaning your gonna have to trudge all the way accross the board most of the time. Get rid of undgrim and out in some crossbowmen, and a stone thrower (With rune of accuracys and if you can a rune of penetrating)
A Promise to a dead man means nothing.
Ok first off dump Ungrim. Yes he's a great character but you need permission for him and you already have a Lord, and having him makes the list illegal. But one thing the MRoSmiting only works against one model, it will do the multi wound thing against one model only. So he won't be taking out any whole units by himself
The lord looks good but IMO the handgun is a waste of pts, but hey that's just me. And like it's said drop the GW, adding runes to it makes it a hand weapon anyways.
The warriors are a good size but a bit alone, you basically have only two units build to stand in combat (Warriors, Ironbreakers). Any of these break and your screwed, so with that in mind I would use pts from dropping ungrim to get another unit of warriors. A full 20 with all options will give you a boost in the combat area.
The miners are rangers are an unusual choice, the Miners I can guess the use (and although I'm yet to use them they are a good unit). But the rangers puzzle me, the only use I can see these for is if your aiming for an agressive list. Then they would harass the enemy and draw a unit away from battle, but other than that their uses are limited. Also these two units have unusual numbers 13 and 11? I hope it's only because that's who many you have, but if you have more I'd bump the miners to to max and drop the rangers to 10.
So with a bit more pts from ungrim I'd say you really need to add a bit of missile support, one BT won't make too much of a difference. So to rectify this I'd say drop all the runes of the BT and add another one, then get a unit of 10 or 12 Thuinderers or Crossbowmen (depending upon preferance). Then if you have the pts add a RoPenetrating to one BT to make it a chariot killer, but if your facing TKs then adding a RoBuring to the other may help.
Now the Ironbreakers look good but 13 won't accomplish much, two wounds and you loose a rank bonus. So make these a full 20, this will give them a lot more staying power and should ensure you still have a decent rank bonus in combat.
Now I also noticed that this list is suppose to be 2k, but you finish at 1716. So with those 300 odd pts I'd put them to use by adding more warriors and if possible a ST or Cannon or another croosbow/thunderer unit.
Well these are my thoughts I hope they help.