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Made in us
Fresh-Faced New User





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This message was edited 1 time. Last update was at 2013/08/24 04:19:27


 
   
Made in gb
Sinister Shapeshifter




The Lair of Vengeance....Poole.

The units you enjoy will make you hated around your local area. This is because you like the standard dwarf list, which ends up in two possible ways, it will be over in 3/4 turns, either you win or lose. More often the former.

You take a runelord with a million dispel runes.

A BSB with the 1d6 panic rune.

Runesmith with more dispel runes.

Fill your core with Great weapon wielding quarrellers.

Then 30 hammerers.

Two rerolling grudge throwers, one S5, the other S4.

Two runic cannons with rerolls. I think.

Organ gun.

That works for 2400. Just tone it down when you have the book.

Malifaux masters owned: Guild(Sans McCabe), Outcasts(Sans Misaki), Arcanists(Sans Marcus)

Check my blog that I just started: http://unionfaux.blogspot.co.uk/ 
   
Made in us
Fixture of Dakka





Yeah, you're looking at a basic gunline build, which is effective but REALLY boring for both players.

During the approach turns, you roll lots of dice and kill his models.

When he gets into combat, he rolls lost of dice and kills your models.

Who wins depends not on tactics, not on maneuver, not even on who uses the rules to their advangage... but whether you rolled above or below average on your shooting.

You may as well roll 2d6 at the start of the game to determine the winner. If you roll 8+, you win, if you roll 6 or less he does. 7 is a draw. It's faster and about as much fun.

CHAOS! PANIC! DISORDER!
My job here is done. 
   
Made in gb
Sinister Shapeshifter




The Lair of Vengeance....Poole.

 Vulcan wrote:
Yeah, you're looking at a basic gunline build, which is effective but REALLY boring for both players.

During the approach turns, you roll lots of dice and kill his models.

When he gets into combat, he rolls lost of dice and kills your models.

Who wins depends not on tactics, not on maneuver, not even on who uses the rules to their advangage... but whether you rolled above or below average on your shooting.

You may as well roll 2d6 at the start of the game to determine the winner. If you roll 8+, you win, if you roll 6 or less he does. 7 is a draw. It's faster and about as much fun.


Or you camp out of range of the dwarf war machines for 6 turns, every game until he learns his lesson.

Malifaux masters owned: Guild(Sans McCabe), Outcasts(Sans Misaki), Arcanists(Sans Marcus)

Check my blog that I just started: http://unionfaux.blogspot.co.uk/ 
   
Made in us
Paingiver





It's an oldie but a goodie... Dwarf Ninjas!

http://www.dakkadakka.com/dakkaforum/posts/list/370840.page

Thus, After having thus successively taken each member of the community in its powerful grasp and fashioned him at will, the supreme power then extends its arm over the whole community. It covers the surface of society with a network of small complicated rules, minute and uniform, through which the most original minds and the most energetic characters cannot penetrate, to rise above the crowd. The will of man is not shattered, but softened, bent, and guided; men are seldom forced by it to act, but they are constantly restrained from acting. Such a power does not destroy, but it prevents existence; it does not tyrannize, but it compresses, enervates, extinguishes, and stupefies a people, till each nation is reduced to nothing better than a flock of timid and industrious animals, of which the government is the shepherd
-Alexis de Tocqueville. 
   
Made in us
Evasive Eshin Assassin





As said above: the Dwarf book doesn't have a lot of options. You can go with lots of great weapons or lots of shooting, or a mix of both. You can have an Anvil of Doom and some Miners, or not.
Then you can try for the really weird, gimmicky stuff, like the Dwarf Ninjas or the Hammer Conga-line.

Still, I think you can build a list with some variety, some options, and one that at least stands a chance. Let's try it (forgive any errors in points, I don't have the book with me):

1 Runelord + shield + Rune of Resistance + Rune of Stone + Rune of Spellbreaking + Master Rune of Spite + Rune of the Furnace (253)

1 Thane + battle standard + Master Rune of Gromil + Rune of Resistance + Rune of the Furnace (145)
1 Runesmith + shield + Rune of Stone + Master Rune of Balance + Rune of the Furnace (132)

28 Dwarf Warriors + great weapons + musician + standard + Veteran (305)
24 Quarrelers + great weapons + musician + standard + Veteran (337)

1 Cannon + Rune of Forging + Rune of Burning + Engineeer + brace of pistols (150)
1 Grudge Thrower + Rune of Penetration + Rune of Accuracy (130)
29 Hammerers + musician + standard + Gate Keeper + Rune of Determination (398)
20 Miners + musician + Prospector + Steam Drill (260)

1 Gyrocopter (140)

I think that's 2250.
You've got the Quarrelers, Cannon, and 'Thrower for shooting; it's enough to pose a threat and to help your other troops, but not so much that you'll piss off your opponents.
Same thing with the Runelord and Runesmith; the Rune of Balance is almost a must-have, but whatever, the book is ancient. And you won't be getting any dirty looks for taking 3 Runes of Spellbreaking, but you've got one, so you're still putting up a fight.
The Warriors and Hammerers let you mix it up in a fight, and the Miners and the Gyrocopter offer some trouble-shooting potential.

I didn't add any Thunderers, because I think they're terrible. +1 to Hit and AP might be worth a little more than a longer range, but not 3pts/model more.

 
   
 
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