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Steady Dwarf Warrior


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So, anyway, I just bought recently battle for skull pass with a friend. He took the goblins, I took the dwarfs. I now have something of a skeleton army, but we've already played 2 matchups. Against skaven, which ended a draw-not bad for a first game and 2v2 dwarfs and lizardmen against goblins and skaven which ended up as a marginal victory for forces of evil.
Of course I am thinking about expanding an army. More precise, am thinking about battalion. Is that a good thing or should I rather buy individually something else? One other thing, is engineer any good/worthwhile?
Thanks for answers.
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Hey Dys. I'd say you should probably post this in the Army Lists forum too, for more replies.

Do you mean an engineer or a master engineer? I only take engineers on bolt throwers, as it makes them a great deal more likely to hit, and for 15 points, why wouldn't you? As for cannons, take a rune of forging instead, and for a grudge thrower, take a rune of reloading.

A master engineer is trickier. He can take magic items and he makes a cannon do D6 wounds, so if you want, use him to hold a flank and snipe monsters. Take the rune that makes the cannon crew unbreakable, and give the engineer the 1+ rerollable armor save combo (50 points) plus two pistols. Flankers can't kill that, mainly. However, he does take up a hero slot, and you need your characters. So only take him if there's a lot of big gribbly monsters on the board that you really need to kill with gunfire (ghorgons, hellpit abominations, war hydras, etc etc etc).

I'm not a big fan of the battalion if you plan to go competitive dwarfs. It contains 32 warriors, which is likely to be more than you'll ever need. If you want to play like the esteemed Red_Zeke, a lots-of-fun fluffy list for casual games, then go for it... it's cheaper than buying all the stuff individually.

Hpe this helps.

Manchu wrote:It's a lie, K_K, pure Imperial propaganda. Where's the Talon of Horus, huh? Plus everyone knows the Imperium planned and carried out the invasion of Cadia itself. Bin Abaddon was just a convenient scapegoat.
 
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Steady Dwarf Warrior


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Thank you for the reply, thought I would be ignored. I am fairly new to the dwarfs, so I don't have a clue as how are they played mainly. But as far as the army goes, I do not want just some sort of heavy gunline list. I was never fan of that kind of armies. I will go fluffy, so I guess I'll look into battalion. I have an engineer with brace of pistols, so as far as that goes, he's armed with exactly what I want. Two pistols with golden inlaid bullets that pierce the skulls of skaven's, goblins and the like.
As you can probably tell, I have a cannon, since it's the standard in Battle for Skull Pass. Naturally, I need more warmachines, so battalion is nice, kinda, since i get a nice organ gun and more thunderers, packed with warriors.
Anyway, I have two more questions:
Are individual slayers, ie, Dragon and Daemon any good? And, are rangers any good? I mean, scout rule is nice, but let's face it, after the initial free move they are still M3.
Thank you in advance for answers.
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I'll second checking out Red_Zeke's games in the WHFB Battle Report section of the forum. He doesn't have a straight gunline, and it looks like it's fun to play his army.

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Grumpy Longbeard


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I will third the Red_Zeke battle reports. His is definitely not a gunline.

A bare dragon slayer isn't bad for 50 pts. Having a small unit of slayers to put him in would give him more opportunity to hit something. With no armor, slayers have a tendency to get shot.

I like rangers and scout works differently in fantasy than 40k. I think it is more like the infiltrate rule in 40k, but don't quote me as I have never played 40k.

Dwarfs are slow, but there are a few things that can help you in the movement area. Zeke uses a BSB with the Strollaz rune that gives all dwarf units within 12" a free move before the game. (granted it is still only 6") He also uses the Master Rune of Challenge, this makes an enemy unit make a charge that he probably doesn't want to make. The gyrocopter is the only fast thing in the dwarf army and with its 20" flight movement can be used to march block or redirect the enemy. Two other useful things in the dwarf army to help you in the movement phase are the afore mentioned rangers with scout rule, and a runelord with the anvil of doom. It has two powers that can either cause one or d3 dwarf units to make an extra move in the shooting phase or the other that can stop enemy fliers from flying and other units to only move half their distance. Another useful rule for the dwarfs is that they can't be march blocked.

I think the battalion in a solid deal. You can make the warriors you have and will get into a unit of 20 warriors and 20 longbeards. (two excellent core choices) That is my 2 cents anyway, but definitely check out the battle reports from Red_Zeke and look through the army list section to get some other ideas.

dwarfs, wood elves, dark elves, bretonnians, WOC,
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Thanks for the feedback. I will look at that report, since it's so good. As I said, I am new, so don't know what works. Anyway, I'll post a couple of questions here later when I read that report.
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