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Made in us
Fresh-Faced New User




hemet ca

   Ok here goes...

I am a noob to the world of wfb and started collecting the new dwarf just because they look so damned cool!!! any ways my list with runes is a little under 3000pts but i am going to list the army without runes and items and see if any grizzled dwarfs vets can help me out beefing up the list or changing it.

lords:

anvil of doom runelord

dwarf lord w/ shield bearers

runesmith

thane

dragon slayer

core

20 dwarf warriors great weapons (full com.)

20 longbeard hand weapons shields (full com)

20 longbeards hand weapons shields (full com)

16 thunderers (full com)

16 thunderers (full com)

special

cannon

cannon

2 bolt throwers

13 slayers (full com)

rare

organ gun

if any of you guys have any opinions as to what i should do with this list please post. i would like to play an army that is not overkill and that will be fun for all the players in the game.I have been playing 40k and got tired of min/maxed armies hence the need to build a balanced force

thanks

 

 


Diplomacy is the act of saying good doggie until you can find a big enough rock! 
   
Made in us
Rampaging Carnifex





I still think longbeards are not worth it when you could have hammerers or even ironbreakers.

Think your list is illegal due to the warrior v. longbeard count anyway.


No real point to 16 man squads of thunderers. 10-12 I think. and always buy them shields. I wouldn't bother with a standard but maybe a musician, and not a champion (maybe a standard but I wouldn't personally).

I really like the combo of:
rune of reloading, cannon
rune of accuracy, penetrating, stonethrower

Boltthrowers should probly have engineers if not engineers and some kind of runes.

I think with the anvil, 2 x gyros would be a fantastic rare selection.

At 3000 pts I'd love to see a buttload of ironbreakers/hammerers AND warmachines, and a lot fewer dorkbeards.
   
Made in us
Fresh-Faced New User




hemet ca

Since I have a dwarf lord I can take a extra squad of long beards due to the royal blood rule on page 29

here ill add all the runes and stuff on to the list to make it easier to see the overall list

lord (663pts)

dwarf lord: shield bearers shield master rune of skalf blackhammer, master rune of steel 298pts

dwarf runelord: anvil of doom Master rune of balance 365pts

Heroes(353pts)

dwarf thane: shield master rune of swiftness,rune of striking, rune of stone 107pts

dwarf runesmith: shield great weapon x2 rune of spell breaking 126pts

dwarf dragon slayer: Master rune of smiting rune of speed 120pts

core units: (1207pts)

18 long beards shields hw (fc) 241pts

19 long beards shields hw (fc) 253pts

19 warriors gw (fc) 215pts

16 thunderers (fc) 249pts

16 thunderers (fc) 249pts

special: (355pts)

x2 bolt throwers engineer 120pts

1 cannon rune of reloading engineer 115pts

1 cannon rune of reloading rune of flame engineer 120pts

12 slayers (fc) 150pts

rare: (120pts)

organ gun 120pts

total:

2698pts

105 models

5 warmachines

1 anvil of doom

9 despell dice/2 despell runes

the list is not done I am going to put a unit of iron breakers in and I have been thinking of dropping the anvil all toghether. and putting in a larger troop base and a couple more heroes. but I am farely new to whfb having played 40k for the past 6 years. so I am open to everything.

 

 


Diplomacy is the act of saying good doggie until you can find a big enough rock! 
   
Made in us
Rampaging Carnifex





At 3000 pts it's my opinion that the anvil is a virtual necessity. It's so great at that point level.

Since you have spare special slots, why bother taking longbeards at all? Use your troop slots for cheap warrior bricks and shootie guys, and put 2-3 squads of hammerers in your specials. LD9 stubborn with the magic antifear banner is so amazing, specially with a 3+ in close combat or a WS5 S6 great weapon (either way, hammerers are fantastic).

Particularly since you've got the anvil to make your hammer units more aggressive, I couldn't imagine not taking them.

Miners are also cool since they're so tactically flexible. But you've got to decide between them and hammerers.

I'd lay your special slots out like:
2 x bolt-throwers with engineers
cannon, rune of forging (NECESSARY)
stone thrower, rune of accuracy
2 x 20 hammerers
1 x miners

Pretty sure my recollection that you get 6 specials at 3k is correct.
   
Made in us
Fresh-Faced New User




hemet ca

I'd lay your special slots out like:
2 x bolt-throwers with engineers
cannon, rune of forging (NECESSARY)
stone thrower, rune of accuracy
2 x 20 hammerers
1 x miners
the only problem that I see with this special unit selection is that you have 7 specials instead of 6!!

I have still not figured out witch unit is better hammerers or iron breakers. for me it is a toss up but if I can beef up my core slots with ok if the best infantry blocks then I would rather do it that way and leave the specials for warmachines and specialest troops. hammerer's can in my opinion be replaced by longbeards w/ gw. their save is the same and the ws and st are the same you just don't have the stubborn but that can be done w/ runes. since you can have as many core choices as you want and only a limited amount of special units I would rather spend the slots on units that cannot be made in other choices. plus noone expects a longbeard unit to have the capabilities of a hammerers unit.

as for the cannon; if you give it an engineer you save 5pts for the same thing (if not almost the same thing) as rune of forging. I am at work and donot have my rule book w/ me so I might be talking out of my a@% so correct me if I am wrong.

Diplomacy is the act of saying good doggie until you can find a big enough rock! 
   
Made in us
Rampaging Carnifex





Sorry, I get confused by counting easily. The miners were not meant to be in there woops.
   
Made in us
Rampaging Carnifex





imho, hammerers are always better. They can choose 3+ armor or 6 str and they're stubborn. awesomeness.
   
Made in us
Fresh-Faced New User




hemet ca

awesomeness mmmmm... one of the best words ever!!! sorry I am used to the world of 40k and I play IG so I am used to the need for number and ranged fire power. I have never put to mutch stock in the need for quality infantry base. as is the way with IG if you can get a like result from a squad spending fewer points then by all means do it!!! of course I am used to fielding 50 hw. lol I would like to find a way to field 200 models in a dwarf list and still have a decent ranged and melee result out of the list but have not been satified with the result so i tried this list.

Diplomacy is the act of saying good doggie until you can find a big enough rock! 
   
Made in us
Beardling



wv

I have played dwafs alot and unless you are using hammers with a lord they are not worth the points give me a group of longbeads anyday. also with this list i would take out the organ gun and pu in another grudge thrower. most of the action under the new rules ocurs in the middle of the board well out of range of the organ gun. it is just not worth its points anymore. alos a side not troops no longer have a choice in what weapon they use so the handweapons on the hammers are usleless.
   
Made in us
Lord of the Fleet





Texas

Longshot wrote:imho, hammerers are always better. They can choose 3+ armor or 6 str and they're stubborn. awesomeness.


How does one get a +3 save? They have heavy armor yes? so thats a max of +4 shooting with shield and +5 in CC

Urzaan wrote: also with this list i would take out the organ gun and pu in another grudge thrower. most of the action under the new rules ocurs in the middle of the board well out of range of the organ gun. it is just not worth its points anymore.


I think you're under estimating the power of an organ gun. by that token handguns must be worthless with a 24" range.

 
   
Made in us
Auspicious Aspiring Champion of Chaos





On the perfumed wind

@Longshot: 3+ save was possibly achievable in 7th edition, but now shields give a parry instead, and you can't even use them in close combat. Kenshin correctly lays things out in the post above.

Urzaan wrote:I have played dwafs alot and unless you are using hammers with a lord they are not worth the points give me a group of longbeads anyday. also with this list i would take out the organ gun and pu in another grudge thrower. most of the action under the new rules ocurs in the middle of the board well out of range of the organ gun. it is just not worth its points anymore. alos a side not troops no longer have a choice in what weapon they use so the handweapons on the hammers are usleless.


Urzaan, I may have missed something in your post here, but I'd argue that hammerers are much more independent in 8th than they ever were in 7th. With the loss of fear auto-break, the lord isn't nearly as tied to them anymore. If anything, the Lord actually makes them slightly less efficient, since the models he replaces hit really hard any ways. I've found him to be more useful providing some killing power to a hand weapon shield unit elsewhere (like longbeards). Furthermore, it's actually more expensive to kit a longbeard out with identical equipment to a hammerer and you have the Old Grumblers rule instead of Stubborn. Hammerers are excellent, though they fill a very different role to what they did in 7th.

I also think you're underestimating the organ gun. I'll typically deploy it well forward, and even move it with Strollaz and the first turn if I have to. It's pretty devastating, and great for shredding light targets- elves dread the thing. It's been 1+ for me all the way through 7th and still love it in 8th...

RZ

“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 ca
Long-Range Ultramarine Land Speeder Pilot






Red_Zeke wrote:@Longshot: 3+ save was possibly achievable in 7th edition, but now shields give a parry instead, and you can't even use them in close combat. Kenshin correctly lays things out in the post above.

Urzaan wrote:I have played dwafs alot and unless you are using hammers with a lord they are not worth the points give me a group of longbeads anyday. also with this list i would take out the organ gun and pu in another grudge thrower. most of the action under the new rules ocurs in the middle of the board well out of range of the organ gun. it is just not worth its points anymore. alos a side not troops no longer have a choice in what weapon they use so the handweapons on the hammers are usleless.


Urzaan, I may have missed something in your post here, but I'd argue that hammerers are much more independent in 8th than they ever were in 7th. With the loss of fear auto-break, the lord isn't nearly as tied to them anymore. If anything, the Lord actually makes them slightly less efficient, since the models he replaces hit really hard any ways. I've found him to be more useful providing some killing power to a hand weapon shield unit elsewhere (like longbeards). Furthermore, it's actually more expensive to kit a longbeard out with identical equipment to a hammerer and you have the Old Grumblers rule instead of Stubborn. Hammerers are excellent, though they fill a very different role to what they did in 7th.

I also think you're underestimating the organ gun. I'll typically deploy it well forward, and even move it with Strollaz and the first turn if I have to. It's pretty devastating, and great for shredding light targets- elves dread the thing. It's been 1+ for me all the way through 7th and still love it in 8th...

RZ


Strollaz rune won't work like that, warmachines can't move and shoot and the rune says that units that move in this way count as moving. Unless there is some other beardy rule I am forgetting.

DQ:80+S+++G+MB++I+Pw40k96#++D++A++/sWD-R++++T(T)DM+

Note: D+ can take over 12 hours of driving in Canada. It's no small task here.

GENERATION 5: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
 
   
Made in us
Auspicious Aspiring Champion of Chaos





On the perfumed wind

I'm not shooting it in the first turn. Move it with Strollaz, then move it in the first turn, and you're 6" up the board, making it that much harder to hide from. Had to do it against Wood Elves in 7th who would just back away from my combat blocks.

“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 ca
Long-Range Ultramarine Land Speeder Pilot






Ahh I see. Hehe. Misunderstood your intent.


Automatically Appended Next Post:
Ahh I see. Hehe. Misunderstood your intent.

This message was edited 1 time. Last update was at 2010/08/27 05:38:35


DQ:80+S+++G+MB++I+Pw40k96#++D++A++/sWD-R++++T(T)DM+

Note: D+ can take over 12 hours of driving in Canada. It's no small task here.

GENERATION 5: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
 
   
 
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