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Made in us
Flashy Flashgitz





MD

Whats up guys, mostly a 40k player but i have always loved dwarfs weather video games or w/e etc. So when i saw the new sculpts, i was in and just like 40k i'm hooked. So i ordered the new dwarf codex and the new battleline! I get to pick em up tomorrow! Just looking for some info, never played fantasy or dwarves! So anything you can throw my way it would be grateful.

Thanks

This message was edited 1 time. Last update was at 2014/02/22 06:52:12


3k Points 
   
Made in us
Dwarf Runelord Banging an Anvil





Way on back in the deep caves

Read the book before assembling any models.

Trust in Iron and Stone  
   
Made in us
Flashy Flashgitz





MD

Geez im overwhelmed lol.

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Made in gb
Waaagh! Warbiker





Well, I have been an established dwarf player but don't have the new army book yet, so depends on what's changed.

The general rule is that your opponent will have the movement advantage. Deployment is key, followed by anything that can force your opponent to take on your army on your terms. Standard dwarfs are resilient, rarely run, and hit hard.

Rangers and miners are a good way to keep your opponent on their toes and disrupt any plans they have, but are not the strongest units.

War machines are great for softening up approaching units, taking out the big hitters, and are much more surviveable than other army equivalents - your opponent can't bank on wiping one out with a small CC unit.

Other than that, I'd have to see the new army book. However, I could never bring myself to field the Fisher-Price monstrosity that is the gyrobomber. If that thing is going to be an army essential, I think I might be selling up.
   
Made in us
Flashy Flashgitz





MD

Thanks for the info sir! Stuck at work with all my purchases in the car is killing me lol.

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Made in gb
Agile Revenant Titan




In the Casualty section of a Blood Bowl dugout

Well, good news is that Dwarves have an excellent book and that the Battleline is probably the best army deal GW have ever done (that I've seen since I started)!

In terms of what else you'll need to buy, I'd get another box of Warriors, bumping that Warrior squad to a nice 36 strong, and another two boxes of Hammerers (I'd certainly assemble them as hammerers), giving you a very strong combat block. Next, a BSB and a Dwarf Lord (not strictly necessary but pretty damn awesome) and two Gyrocopters as chaff should set you up with a very strong, pretty much full sized army. Add whatever you like from there.

In terms of actual Fantasy gameplay, and how it differs from 40k, you need to watch out for one thing above all: movement. It's a lot more important than in 40k thanks to the facings and manoeuvers mechanics. Use your Gyrocopters as chaff, to draw the opponent out of line and prevent him from getting round your flanks, whilst all the while making sure you don't get drawn into similar traps your opponent may have set up. Keep an eye on potential counter charges and the like. Maybe charging that vulnerable unit of elves is tempting, but will that put you in range of a cavalry flank charge next turn? Deployment is also a key, related factor. Unlike in 40k, if you plonk something on the wrong side of the board, chances are it's not going to get where it needs to be. If you've got a specific unit that can deal with a certain threat in the enemy army, make sure you deploy as close across from it as possible. Deployment is tactical too.

You'll also have to be pretty focused on Magic Defence. Magic is a very strong part of the game and, as you're completely deprived of it as Dwarves, you need to do your best to deprive the enemy of as much as his. Enemy magic will support your opponent's units and whittle yours down, to the point where you won't be able to compete. You have to stop that happening. You won't be able to stop every spell, so make a note of what spells your opponent has, think what he's really trying to cast, what spell on what unit would be most useful for him. Is those five dice he's chucked at his first spell a serious attempt to get the spell off, or is it a cunning ploy to rid you of your dispel dice so he can cast a more subtle, yet more effective spell.

As for Dwarves in general, much with any army really, you need to gauge your strengths and weaknesses. Dwarves are strong and forgiving in the sense that, thanks to high armour, toughness, leadership and the shieldwall rule, they can withstand a lot of enemy punishment, but don't get carried away. Dwarves are slow in both senses of the word, they'll rarely hit first and your opponent will be more likely to get charges off than you, as well as disrupt your movement better. Make sure you're not getting ganged up on, and none of your units are become isolated with nothing important to fight. Don't be afraid to shoot a seemingly meaningless unit if it frees you up some space. Finally, make sure you use your powerful war machines and shooting to soften up enemy units. Prioritise. Is there anything that needs whittling down, or is there anything that is less resilient against shooting than combat attacks?

Hope this helps, let me know if you have any more questions!

DT:90S+++G++MB++IPwhfb06#+++D+A+++/eWD309R+T(T)DM+

9th Age Fantasy Rules

 
   
Made in us
Flashy Flashgitz





MD

 The Shadow wrote:
Well, good news is that Dwarves have an excellent book and that the Battleline is probably the best army deal GW have ever done (that I've seen since I started)!

In terms of what else you'll need to buy, I'd get another box of Warriors, bumping that Warrior squad to a nice 36 strong, and another two boxes of Hammerers (I'd certainly assemble them as hammerers), giving you a very strong combat block. Next, a BSB and a Dwarf Lord (not strictly necessary but pretty damn awesome) and two Gyrocopters as chaff should set you up with a very strong, pretty much full sized army. Add whatever you like from there.

In terms of actual Fantasy gameplay, and how it differs from 40k, you need to watch out for one thing above all: movement. It's a lot more important than in 40k thanks to the facings and manoeuvers mechanics. Use your Gyrocopters as chaff, to draw the opponent out of line and prevent him from getting round your flanks, whilst all the while making sure you don't get drawn into similar traps your opponent may have set up. Keep an eye on potential counter charges and the like. Maybe charging that vulnerable unit of elves is tempting, but will that put you in range of a cavalry flank charge next turn? Deployment is also a key, related factor. Unlike in 40k, if you plonk something on the wrong side of the board, chances are it's not going to get where it needs to be. If you've got a specific unit that can deal with a certain threat in the enemy army, make sure you deploy as close across from it as possible. Deployment is tactical too.

Exactly what i needed! You rock sir!

You'll also have to be pretty focused on Magic Defence. Magic is a very strong part of the game and, as you're completely deprived of it as Dwarves, you need to do your best to deprive the enemy of as much as his. Enemy magic will support your opponent's units and whittle yours down, to the point where you won't be able to compete. You have to stop that happening. You won't be able to stop every spell, so make a note of what spells your opponent has, think what he's really trying to cast, what spell on what unit would be most useful for him. Is those five dice he's chucked at his first spell a serious attempt to get the spell off, or is it a cunning ploy to rid you of your dispel dice so he can cast a more subtle, yet more effective spell.

As for Dwarves in general, much with any army really, you need to gauge your strengths and weaknesses. Dwarves are strong and forgiving in the sense that, thanks to high armour, toughness, leadership and the shieldwall rule, they can withstand a lot of enemy punishment, but don't get carried away. Dwarves are slow in both senses of the word, they'll rarely hit first and your opponent will be more likely to get charges off than you, as well as disrupt your movement better. Make sure you're not getting ganged up on, and none of your units are become isolated with nothing important to fight. Don't be afraid to shoot a seemingly meaningless unit if it frees you up some space. Finally, make sure you use your powerful war machines and shooting to soften up enemy units. Prioritise. Is there anything that needs whittling down, or is there anything that is less resilient against shooting than combat attacks?

Hope this helps, let me know if you have any more questions!


You rock! Exactly the type of info i was looking for, thank you brotha!

This message was edited 1 time. Last update was at 2014/02/23 02:11:03


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Made in us
Dwarf Runelord Banging an Anvil





Way on back in the deep caves

1. Dwarves are going to be fighting last in combat vs. almost everything. Good news is they usually stay put and dont break. Shields will help to maximize this. Once the enemy is stuck in combat, hit their flanks with smaller units equipped with great weapons for more killyness.
2. Concentrate your shooting on enemy units to force panic tests.
3. Keep a hero or a small unit back to guard your war machines from flyers and tunnelers. Small groups of slayers work well for this. They may not stop the threat, but they can redirect it.

Trust in Iron and Stone  
   
Made in us
Regular Dakkanaut




Saint Louis Mo

Because Dwarfs are one of the armies that strike last more often then not great weapons are a good choice on your core unless you want the +1 to your armor save or even the 6+ inv save. However I would rather loose a few bodies for a rain of str 5 attacks any day.

Unless they have changed dwarfs are a stand and take it army. You have great armor, amazing LD, and are tougher then the average soldier. So like I said unless the new Army Book has changed things Dwarfs are a go second army.

As said earlier your largest foe outside you low Initiative and Speed is Magic. However form my understanding (my best friend is a dwarf player) they new book gives you all kinds of anti-magic goodies and with the current meta game Rune Smiths are going to be a must take.

This message was edited 1 time. Last update was at 2014/02/23 16:58:07



 
   
Made in us
Flashy Flashgitz





MD

Quick question, i have assembled my 20 Dwarf Warriors, 20 Quarrellers/Thunderers, and my 10 Hammerers thus far. I built one of the warmachines as an Organ Gun, should i assemble the other as a Cannon or another Organ Gun? Since im new to fantasy i was'nt sure if there was a big difference. Thanks all!

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Made in us
Dwarf Runelord Banging an Anvil





Way on back in the deep caves

Cannon. The S10 D6 wounds come in handy vs. big monsters. The Organ gun is great when it works, but if it doesn't misfire, you still have to roll to hit @ 4+, usually 5+ if at long range. It needs an engineer or runes or both to be reliable. Its sort of like magic for dwarves; expensive, but often pays off bigtime.

Cannons, on the other hand, also benefiet from rune of forging to make sure they do their job. If you look through the WHFB Proposed rules section, you will see several posts in which suggestions are made attempting to nerf or limit cannons. There 's a reason for that.

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Made in us
Dakka Veteran





And to further help you out - it seems the rule of thumb is to run longbeards with Hand weapon and shield because they are already strength 4, WS 5, T 4, so the parry save with shield wall and extra armour help a lot - where as dwarf warriors are all of that but S 3, so a hand weapon makes em Strength 5.

My usual list runs 40(!) longbeards with hand weapon and shield as the normal always take - and I usually have two large blocks of great weapons (either hammerers or Dwarf Warriors with Great Weapons). It becomes even more fun when you take 3 Runesmiths in each block (for armour piercing) - so now you have 40 longbeards at -2 to armour, dwarfs with -3, and hammerers at -4!!!!

As for the organ gun vs. cannon - always have one of each. Organ gun is great, but usually you only need one to deal with infantry (most infantry is faster than us.... so it will get to CC pretty quick). My usual rule of thumb is 2-3 cannons, 1-2 organ guns, 1-2 stonethrowers (lower number matching the lower number, higher numbers matching the higher numbers). That being said I have not tried the flame cannon so I do not know the effectiveness.
   
 
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