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My first 2250 point tournament list, need opinions :P  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in au
Regular Dakkanaut



NSW Australia

I'm new to fantasy and preparing for a tournament in the near future so I'm wondering what you guys think of this list:

2250 dwarf list

Heroes:

Runesmith equipped with shield and great weapon - 76

Armour
Rune of stone

Talismans:

Master rune of balance 50

= 131

Runesmith equipped with Shield and Great weapon - 76

Armor

Rune of Stone - 5
Rune of resistance - 25
Rune of the furnace - 5


= 111

Runesmith equipped with shield and great weapon - 76

Stone rune - 5
Rune of resistance - 25
Rune of the furnace - 5

= 106

Runesmith with shield and great weapon - 76
Stone Rune - 5
Master rune of spellbinding - 50

= 131

CORE

20 Dwarf Warriors with shields (180)
+ Musician and standard bearer = 195

20 Dwarf Warriors with Shields, musician, and standard bearer = 195

20 longbeards with shields, great weapons, musician, and standard bearer = 295

20 Thunderers = 280

SPECIAL

2 Bolt Throwers = 90

Cannon: 90
Rune of Forging 35

= 125

Cannon:
Rune of Forging 35
Rune of reloading 10

= 135

Cannon
Rune of Forging
Rune of Burning

= 130

RARE

2 Gyrocopters = 280

= 2 249
   
Made in us
Manhunter




Eastern PA

is that 4 runesmiths? i would take a runlord with an anvil, MAYBE another smith if your really worried about magic and a BSB.


There ain't nearly enough Salvage in this thread!

DS:80+S++G+M++++B++I++pwmhd05+D++A++/fWD88R+++T(S)DM+

Catyrpelius wrote:War Machine is broken to the point of being balanced.

sourclams wrote:I play Warmahordes. It's simply a better game.


 
   
Made in us
Auspicious Aspiring Champion of Chaos





On the perfumed wind

Wow, runesmith council. I've never seen so many in a list before. As written, your list is actually illegal. Two of your runesmiths have identical armor (resistance and stone combo on the 2nd and 3rd). Also, they have identical talismans (rune of the furnace).

Right now, by my count, you're looking at 9 dispel dice, with +1 to dispel and the enemy losing a casting die. I think most would recommend that you drop at least one runesmith for a BSB, who will add staying power to your blocks, and either spellbinding or balance for a pair of spellbreakers. Your call though.

Consider dropping the great weapons from the longbeards- they will rarely get to swing them, unfortunately. Use the points savings to pick up engineers on the bolt throwers.

Of course, all this makes your list more generic, which I'm kind of against. I'd love to see a new build successful, but I'm thinking you might have a rough time with this one. Let us know how it works out.

Edit: Furthermore- break the thunderers up for more shooting flexibility. Consider converting one unit to quarellers, and use the points savings to give both units shields.

Veterans could be good too. They can soak challenges and keep your numbers from getting shredded, letting you last longer. Also gives a little protection for the runesmiths, who aren't exactly combat monsters.

RZ

This message was edited 2 times. Last update was at 2009/05/27 00:32:20


“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.

On a delicate chain at her throat, she keeps it with her to this day.”
 
   
Made in us
Omnipotent Lord of Change





Albany, NY

My chaos army, with 0 casters, is thoroughly unimpressed by your heroes and all your anti-magic. The rest of the list is fairly interesting though, with 3x cannons (!!!) and the double gyros for maximum irritation.

I don't know much about runesmiths, but do they fight? The main problem to me is how much you've put into anti-magic vs combat potential. Red has a lot of good comments, and to echo my favorites: get a BSB, break the thunderers up, get some veterans.

Also @ Studder: What you doing down in squarebase land, dude??

- Salvage

This message was edited 1 time. Last update was at 2009/05/26 17:37:08


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