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Made in us
Stalwart Ultramarine Tactical Marine






Seattle, WA

I am just starting to collect dwarfs for my foray into Warhammer Fantasy after starting out the GW hobby with 40K. This is my first attempt at writing a list here. I think I followed the rules. Here goes...

Dwarf Lord 203pts
Runic Weapon with Master Rune of Swiftness, Rune of Cleaving, Rune of Speed
Runic Armor with Rune of Stone

Runesmith 127pts.
Runic Weapon with Rune of Speed
Runic Talisman with Master Rune of Spellbinding

2 Units Dwarf Warriors with Command (20) 205pts
Shields

2 Units Thunderers with Command (16) 249pts
Shields

2 Units Miners with Command (16) 256pts.
Steam Drills and Blasting Charges

Cannon with Master Rune of Disguise 120pts

Cannon with Master Rune of Defense 130pts

Main questions about the list....

Am I lacking anything and if so what and why?
Do I need more anti magic?
Is the Runesmith tooled right? Should I tool down something else to give him more anti magic?

Any other comments are very welcome and I thank you all in advance.
   
Made in us
Fresh-Faced New User




New Orleans

Putting an awful lot of faith in those miner units.

You need something heavy hitting and hard, i'd drop 1 miner unit and pick up a unit of Hammers or Iron breakers. If you're not wanting to go with the Hammers or Ironbreakers, maybe at least pick up a unit of longbeards.

I'd also try and fit a magic standard in there some way, possibly the one that gives all units within 6inches a ward save vs shooting and magic missiles. Otherwise your army is going to be very small and easily wittled down by ranged attacks.



""""The Emperor Protects"""" 
   
Made in ca
Man O' War




Canada

I agree, miners are great if you've got the anvil to propel them into the rear of units quickly, otherwise they tend to be awful random even with the steam drill

Your thunderer units are too big, 12 is best, keep the shields but drop all command but the musician, they are 2ndary combat troops at best and the points are better spent elsewhere.

Hammerers are your friends, combined with the lord they are stubborn, immune to fear and terror with shields they are are an awesome anvil unit. Go with them over Longbeards - one less point each w shields and they are stubborn!

Bolt throwers don't misfire = more shots each game

Drop the rune of speed, dwarves are going to hit last so go with armour and high strength to survive and hit back hard. You need more anti magic and at least one rune of spellbreaking

A BSB is almost a necessity with a static dwarf army such as this

hope that helps

PapaSmurf

Life moves pretty fast,
If you don't stop and look around once and a while,
you might miss it - Ferris Bueller 
   
Made in gb
Been Around the Block




i'd say units of 10 are optimal size for your shooting units, ditch the command group for them and buy shields. 4+ save and T4 in combat is good enough in most cases to see off annoying flyers/skirmishers/fast cavalry. instead of two units of 16 have three units of 10. gives you one more choice of target too.

dwarf warriors are all well and good but if your lacking any real punch they wont be winning combats that easily. id either turn one unit into longbeards or drop one unit entirely and get some hammerers (for your lord) or ironbreakers.

2 big units of miners is a massive points sink. think realistically what they will do during a game, they arnt fast enough to successfully outflank your enemy, they will be great at sacking warmachines and grabbing table quarters and little else. their arrival is too random to risk the points. if your going to use two units, take two units of 8 and no more with no command or gadgets. 8 miners will kill a warmachine as easily as 16 will.

ditch a cannon and either pick up an organ gun or two bolt throwers.

pick up a BSB thane and perhaps tone down your runic items most of what you have will play little part. my lord is rock hard on shieldbearers with a GW and rune of stone. 6 attacks at S6 & 4 with T5 and 1+save. in a unit of hammerers its overkill to tool him up with fancy killy runes. ditch the runes on the smith and give him a pair of runes of spellbreaking. at 2k points you can face alot of nasty mage heavy armies, the whole reason for a smith is to guard against this so max him out.

my first attempts at my dwarf force looked quite similar but if you trim the fat and re jig things it can turn into a really nasty list.
   
 
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