Warpsolution wrote:A few general points:
- the battle standard bearer: give him the Master Rune of Grungi. A 4+ Ward save--always a good idea on your
BSB--normally runs you 45pts. So, for 15pts more, you get a 5+ against shooting and such in a bubble around him? Stupid-good.
- Dwarfs need to be at least S4 before they're reliable in combat. That means regular Warriors always go with great weapons, as do Quarrelers.
Longbeards can go either way.
- Quarrelers are good. Given great weapons, they're fantastic.
Given shields, they can win just about any shoot-out.
- Hammerers pack quite a punch, but I think their biggest strength is that 75pt banner limit. Valaya or Groth One-Eye, all the way!
- Miners are amazing. A unit of 10 will take out enemy war machines and the like no problem. A unit of 15-20 can threaten a flank or rear. A unit of 30...well, yeah.
- Cannons need Forging. It's so cheap and it improves their performance so much.
- Grudge Throwers don't need Penetration so much anymore. 40pts for S4(10) is quite an investment.
- everyone swears up and down by Organ Guns. And, hey, one of those babies (with Forging and Accuracy, if you can swing it) on your flank is devastating.
But don't ignore the Flame Cannon, either. That thing is sick.
- similar to the Organ Gun in performance are Irondrakes. More points/shot, but less points/wound. Shorter range, but Quick to Fire and Flaming, too.
Two Runes of Slowness on 15 of these guys will ruin quite a few units.
- Gyrocopters are cheap, plentiful, and versatile. Take two. Take three. Flee from charges and lay down templates. These guys are really the only way the Dwarf book can break out of it's "sit there and shoot" playstyle.