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Discussion Starter · #1 ·
[h=2]3000 point dwarf list NEW** moved to the right place[/h]
ok so i got a hold on the new dwarf book and i wrote up a "first list" with them. overall im not too impressed by it only because i feel it is severly lacking in anti magic. i want to hear peoples advice on this ist and ideas of how i can make the list better! any advice would be greatly welcomed and appreciated, anyway im definatly missing a lot of the old rules with antimagic, anvil of doom, and runes. anyway heres the list!

3000 Point Dwarfs


Lords and Heroes: Lord with Great Weapon, Master Rune of Gromil, Rune of Iron, Rune of Fortitude, Rune of Warding x2 271p


Master Engineer 70p


Thane with Battle Standard, Shield, Master Rune of Grungi, Rune of Sanctuary x2 180p


Runesmith with Shield, and Rune of Spelbreaking 88p


Runesmith with Shield, Rune of the Furnace, and Rune of Spellbreaking 93p




Core: 30 Dwarf Longbeards with Shields and Full Command 420p


30 Dwarf Warriors with Great Weapons and Full Command 330p




Special: Cannon with Rune of Forging 145p


Cannon with Rune of Forging and Rune of Burning 150p


Gyrocopter with Steam Gun 80p


Gyrocopter with Steam Gun 80p


28 Hammerers with Full Command with Master Rune of Valaya 487p


30 Ironbreakers with Full Command 450p




Rare: Organ Gun with Rune of Accuracy and Rune of Burning 150p




Total: 2994p​
 

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I keep coming back to your list thinking of something to say, but it just seems generally like a well rounded list.

I would get rid of Ro Sanctuary for something more useful on the bsb. If there is a Rune Smith in the unit they already get MR1, and only through runes is it cumulative. Although it does boost your ward alongside MRo Grungni, its only against magic missiles which I find few people actually use in favour of hexes and buff spells.

I worry about my Hammerers being the soft part of my army, and have contemplated swapping them out for IB. They only have a 5+ save (as some gobo has obviously nicked the gromril they should have been given), and your not going to get to use a shield in combat for the 5++ parry if you bought it for a 4+ save from ranged attacks. Boosting their armour is about the only thing I would take an anvil for these days but as that out of the question I'll just have to wait and see how it plays out. You do have a warrior unit that is equally as week, but at over 150pts more expensive I think I would be shooting most things I had at the Hammerers.

At least you can counter this thanks to the love the gyrocopter got in this edition. I always used to take one anyway in the last ed over an organ gun, but now they are affordable and still good, the multiple fast movers can be used if for nothing else, to draw away attention from your hammerers.

like I said, not a lot I can find to comment on as its all conjecture to how you play and what opponents you come up against. Maybe spend your remaining points on a gw or RO stone for your engineer.
 

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Discussion Starter · #3 ·
thank you for the reply! im gonig to change a few small things here and there to give me more points to work in some side stuff but i think the list is pretty solid overall and is as good as it will get as far as MR is concerned because im just gonig to have to get used to magic tearing me apart again :(. hopefully i can kill the wizards before that happens.
 
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