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Made in us
Bloody Peasant





looking at taking dwarfs to a local tournament. lemme know feed back, thx

Lord Choice

Thorek Ironbrow 505

Hero Choices

Master Engineer 75
-Rune of Stone

Runesmith 152
-Master Rune of Balance
-Rune of Spellbreaking
-Rune of stone
-Shield

Thane 146
-Great Weapon
-Rune of Swiftness
-Rune of Gromril
-Rune of Fury
-shield

HQ Total:
878

Core Units

warriors x19 196
-musician
-vet
-standard
-shields x19

long beards x20 265
-musician
-vet
-standard
-shield x20

Thunderers x20 300
-Shields x20

Thunderers x20 300
-Shields x20

Core Total:
1061

Special Units

Cannon 110
-engineer
-pistol x2

Cannon 110
-engineer
-pistol x2

Cannon 110
-engineer
-pistol x2

Cannon 110
-engineer
-pistol x2

Special Total:
440

Rare Units

Organ Gun 120

Rare Total:
120

Total
2499
   
Made in us
Stubborn Hammerer





This looks quite solid to me. Thorek and and a Thane are essential, however take a look at making the Thane your BSB, as they are also essential, especially in larger games. The Runesmith will do very well aside Thorek, as for the Master Engineer, he may not be entirely needed.

I would also suggest taking a Grudge Thrower (or 2), and give them some Runes, though it can depend on who you will be primarily up against in the tournament. Regardless, all those Cannons will still do damn well. Keep the Organ Gun, I love them, and they always do well for me.

For the Core overall, it looks quite soild. Obviously it is more of a gunline style. Some variations I would suggest, would first be take Hammerers. They are cheaper, better and tougher, and can hold the line against just about anything. Longbearda are good, especially next to Warriors, but I have found that Hammerers can be better.

Also consider Quarrellers. Slightly longer range and a great Weapon, means they can soften up enemies with the Cannons and then help in combat. Thunderers are excellent though, against Cavalry and Heavy Infantry, and that many working alongside the Organ Gun, not much will remain that hasnt been shot to peices, just be sure to keep them all well guarded.
   
Made in au
Prospector with Steamdrill






australia

you might want to check your load out on the thane. a great weapon loses its special rules once you put runes on it. BSB will be helpful.

AOS
- Kharadron Overlords
- Fyreslayers
- Dispossessed
- Death
- Bloodbound 
   
Made in us
Charging Bull




Unless the latest FAQ changes it, i think you have to many cannons, you can only have 3 dublicate specials. also you will want one of those cannons to have flaming, and the re-roll. If nothing else to deal with HPA's Other than that you probably should look at Grudges to deal with hordes. nothing like dropping halve a Slave unit or more a turn Or even better when it is something that can really do damage, like a gut star,

2011 Throne of Skulls Champion (Lord of the Rings)
 
   
Made in us
Evasive Eshin Assassin





A few things:

- Thorek is solid, but to really justify an Anvil of any kind, I feel like you need to tailor the list to him. Rangers, Miners, and a Gyrocopter are pretty common sights.
If that doesn't appeal, I'd suggest dropping him for a standard Runelord and saving the points.

- Pretty sure your characters have too many points of stuff.
Also, I fail to see how a Master Engineer is going to justify his cost. I'd rather put those points toward more models.

- The Thane:
1. You basically need a BSB.
2. Great weapons need the Master Rune of Kragg the Grim to function as such, but a BSB can't have additional mundane equipment anyway.
3. I'd deck him out for full-on defense. Gromil, Resistance, maybe Preservation, and the Furnace is a pretty solid way to go. Toss on Fire for problem-solving abilities.

- most people are going to run blocks of Dwarf infantry in blocks of 30.
I think multiple blocks of 15 can work, if you're careful and crafty, but 20 feels too small to do much, and too expensive to be expendable.

- regular Dwarf Warriors with shields don't do much of anything. They even die faster against many units, because great weapons = more casualties = less models to attack next round.
A small unit on the flank can cause Disruption without giving up many wounds, but that's about the only use I've found for them.

- Longbeards can take a Runic Standard. Determination, Sanctuary, and Grungni are all solid choices.

- I don't see any reason to take Thunderers in units larger than 10.
More than that, I think Quarrelers are vastly better. +1 to hit and AP is nice, but longer range and a huge drop in points is way better. Then add in that you can give them great weapons, for an incredibly versatile, durable unit, and that they still cost less...well, I think that settles it.
The only time I'd take blocks of 10 Thunderers is in a pure gunline (which I'd never do anyway). Otherwise, I'll try for 15-20 Quarrelers with big axes.

- you can only have 3 units of each kind of Special, so you have to drop a Cannon.
Still, I like the Engineer + pistols upgrade. My friend always had great results; a worthwhile way to spend 20pts.
Forging and Burning are both stupidly efficient upgrades for Cannons. Forging makes them laser-accurate, and Burning is 5 effing points.

- Grudge Throwers are your catch-all war machine. Capable of taking out hordes with their template, monsters wit the center hole, a huge range and indirect fire makes them an excellent choice. They're not as accurate as accurate as a Cannon or an Organ gun, but they have the chance to do everything the others do.
If I was going to spam any one machine, it'd be these. Otherwise, a combination of these and cannons is most practical (Organ Guns are the best in their area, but are neigh unto useless outside it). Accuracy, Penetration, and Burning are all common choices for Rune'ing them up.

 
   
 
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