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![[Post New]](/s/i/i.gif) 2008/03/22 05:19:49
Subject: Dwarf Aid
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Darkwolf
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Looking for some help as to how I should organize and expand this army... Here's what I currently own:
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16 Warriors w/Shields-Mus, Std, Hero
16 Warriors w/Great Weapons-Mus, Std, Hero (Longbeards?)
16 Thunderers-Std, Hero
8 Quarellers-Mus, Std, Hero
2 Flame Cannons
1 Cannon
1 Bolt Thrower
8 Hammerers-Mus, Std, Hero
8 Slayers-Mus, Std, Hero
8 Slayer Pirates (Long Drong's I think they were called?)-Mus, Std, Hero
Lord w/Shield Bearers
Several different character models that could be used for Thanes, Rune Smiths, or Engineers
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![[Post New]](/s/i/i.gif) 2008/03/22 12:40:20
Subject: Dwarf Aid
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Regular Dakkanaut
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We're playing 7th edition, so ranks need to be 5 wide at least. This makes it hard to field any unit you have, as warriors/longbeards/hammerers tend to take up a block of 20.
Your thunderers seem to have a Standard, but not a musician, it should be the other way around.
Most Thunderer/Quarreler units are one rank of 10 wide, including a musician. (sometimes 2 ranks of 5, on a hill), also thunderers are great with shields. (they have a 4+ AS in close combat, and the same profile as ordinary warriors)
More bolt throwers are great: I own 4, and I think about getting more (but 4 was my priority). You can include 2 for one, there are plenty of upgrades, they easily hit, they have great range, they can penetrate ranks (or files), they are cheap (unless you upgrade them, then they are mighty impressive), and best of all: they don't explode.
Miners are great for suddenly popping up in the opponent's rear and charging their mages/warmachines/etc.
The anvil of doom is made of WIN. zapping and slowing down units, making your own units move more, or making them immune to terror/fear and such which can't be dispelled is great.
Pirates aren't always allowed, you should look out with those, eventhough I've been wanting those myself. (can't find them).
The organ is pretty impressive too. Nice range, nice auto-hits, too bad about the exploding.
Also, the gyrocopter is great. Harassment, the only unit in the dwarf army that doesn't have M3, but can fly up to 20'. great for marchblocking, putting the template over skaven/gobbo's/skirmishers. But some consider it to be too vulnerable.
Hammerers: I realized that I wanted 20 or more blocks of 20 of them, the same with ironbreakers. It's now possible to buy both of them in 5-packs, so that's pretty easy to come by.
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![[Post New]](/s/i/i.gif) 2008/03/22 13:13:25
Subject: Re:Dwarf Aid
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Darkwolf
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Yeah, I haven't played in a while, so when I was putting this together I was still counting ranks of 4. I need to pick up the new rules, looks like Skull Pass will be purchased soon, and that'll beef up a few of those ranks.
For missile troops, can they still fire two ranks deep? I've always preferred my missile units small....  (Dwarfs!) I've also never put shields on them, hoping that they won't see close combat.
Is the old anvil on wheels still fieldable? I've seen the new setup it looks more like a diorama than a feasible military set up... Though I guess that's why there's magic.
Has anyone seen a cool gyrocopter? I've always kind of wanted to field one, and as creative as I am, I haven't been able to find or make a version I'd be willing to field.
I've always liked the Hammerer models and can't wait to bulk this unit out a bit.
Thanks!
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![[Post New]](/s/i/i.gif) 2008/03/22 23:40:07
Subject: Dwarf Aid
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Man O' War
Canada
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Zamboni,
A Friend was going to use the FW Warmaster Dwarven blimp as his gyrocopter.
I totally agree with upping all units to at least 20 strong, I really love my hammerers, make sure that you give them a shield. On that note its cheaper by a point to take hammerers than longbeards and they become stubborn with the lord. Spiff!
Thorek FTW if you plan to use the anvil, no real reason not to take him (so you opponents will cry, meh)
Shields are cool on the thunderers and taking a musician not a standard is definitely the way to go.
Thane of Pain with anvil + a BSB makes for a nasty list, give him the rune of brotherhood and put him in with some miners for even more fun.
Hope that helps
PapaSmurf
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Life moves pretty fast, If you don't stop and look around once and a while, you might miss it - Ferris Bueller |
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![[Post New]](/s/i/i.gif) 2008/03/22 23:42:52
Subject: Dwarf Aid
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Regular Dakkanaut
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Hammerers are definitly super heavy hitters. Str 6 quali-dwarfs with stubborn? Yes please.
@papasmurf: I'm curious after the kitting of the thane of pain, could you explain? Where can I find the most common kits, btw?
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![[Post New]](/s/i/i.gif) 2008/03/23 02:10:21
Subject: Re:Dwarf Aid
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Darkwolf
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Picked up Skull Pass tonight, the warrior models suck, so I'm going to split them between the warriors and longbeards and make sure they're the first ones killed in combat. So on top of that, I've now added another cannon, a unit of Thunderers and a unit of miners. Army's shaping up, and I'm taking a good look at the Anvil and maybe a personal conversion for the Gyrocopter. A blimp's not a bad idea......
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![[Post New]](/s/i/i.gif) 2008/03/23 05:00:51
Subject: Dwarf Aid
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Mighty Chosen Warrior of Chaos
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Tips:
-Yup, fill those basic warrior units 20+ strong
-Get that anvil especially if you're aming for 2k+ games
-Regarding Warmachines get at least second bolter (reliable and 2-per-1!) and an organ gun (this is pure murder)
-'Copter is a funky machine, definetly get it
-Get a battle standard bearer character, he's very good at keeping the dwarf battle line in check
-Fill the shooter units to 10 dwarfs and arm the with shields. Bigger units come awfully pricy though (especially the thunderers), and they might have trouble shooting with everybody due line of sight
-Get some extra hammerers so you can wield them at least 15 strong so they can soak some casualties, they are very good with bsb
-> Profit
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This message was edited 1 time. Last update was at 2008/03/23 05:01:39
...silence |
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