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Made in us
Annoying Groin Biter



Battle Ground, Washington

My second attempt-I'm still painting so play testing is in the future. Let me know what you think, I'm hoping to end up with a
competitive army. I want to build an army that forces my opponent to react to me, thats why I decided to take the anvil and the master runes of challenge and dismay. I'm out of time for now, but plleae any advice or critique is welcome.

~Characters
Runelord; Anvil of Doom, Shield, Rune of Preservation, Rune of Stone,
Master Rune of Dismay, Rune of Spellbreaking.
Master Engineer; Brace of Pistols, Rune of Stone, Great Weapon.
Thane; Great Weapon, Master Rune of Gromril, Rune of Resistance,
Master Rune of challenge.

~Core
20xWarriors; Shields, Music, Standard.
20xWarriors; Shields, Music, Standard.
10xThunderers; Shields.
10xThunderers; Shields.

~Special
15xMiners; Full Command, Steam.
7xMiners; Musician.
12xSlayers
2xBolt Throwers; Engineer with Brace+Rune of Burning/Rune of Penetration.

~Rare
Organ Gun

I used to dream of being a great writer,
last night I dreamt that the house burnt down. 
   
Made in ca
Long-Range Ultramarine Land Speeder Pilot






For comparison here is what my current 2000 point list looks like. We have similar elements, but your miners and rune selection gives your army a different flanking tactic that I lack. Although I have the gyro for slowing enemies and harassing them from the rear where as your miners will need to do that instead. I'm also around 20 points short in this list because I haven't settled on a few of my rune choices just incase you are wondering why it doesn't perfectly add up.

Rune Lord and Anvil w/ Rune of Stone
Thane w/ BS, Rune of Gaurding, Rune of Battle
Dragon Slayer w/ Grudge Axe of Swiftness

Core:
10 Thunderers w/ Shields
10 Thunderers w/ Shields
20 warriors w/ Standard Bearer and Musician
20 warriors w/ Standard Bearer and Musician

Special:
20 Hammerers w/ Standard Bearer, Champion, Musician, Rune of Grungni
10 Slayers
2 x Bolt Thorwer w/ Engineer
Cannon w/ Engineer

Rare:
Gyrocopter

DQ:80+S+++G+MB++I+Pw40k96#++D++A++/sWD-R++++T(T)DM+

Note: D+ can take over 12 hours of driving in Canada. It's no small task here.

GENERATION 5: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
 
   
Made in ca
Long-Range Ultramarine Land Speeder Pilot






I do love the rune of challenge it is so handy for messing up enemy charges and/or drawing units out of builds/cover, or off of warmachines before they fire point blank in your face. My favorite move has to be pulling a flying creature into one of my block units inseatd of letting it hit a warmachine in my back field. So many manticores have died to my hammerers this way on the second turn, including any heroes' riding them since they can't hide in the back of the unit when I challenge them. This works great against mounted mages.

DQ:80+S+++G+MB++I+Pw40k96#++D++A++/sWD-R++++T(T)DM+

Note: D+ can take over 12 hours of driving in Canada. It's no small task here.

GENERATION 5: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
 
   
Made in ca
Sneaky Kommando





Canada

I'm not convinced that the Miners are all that great a choice. Sure, higher WS and S, but they've only got heavy armour, and will die pretty damned quick if you make any mistakes with them. I'd keep the unit of 7, maybe up it to 10 for that rank. My thoughts with Miners would be no more than 10, because the entire point with them is to try and get that flank charge, to win you combat res. So, 10 miners, rank, standard. Maybe a war banner (as they can take a magic standard, I believe. I could be wrong). Anyway, if you can get that flank charge, that's +3 combat res (+4 if the unit you used to hold doesn't have a standard).

12 slayers can also perform that role, but will die so damned quickly. with 12, I'm estimating you'll buy yourself 1 turn if you use them as a tar pit, but no more. 12 won't hold against most heavy cav units though.

What about Ironbreakers?

I'd drop the RUne of Burning. Also, you can't take the same run combo on both bolt throwers.

interesting hero/lord choices...i've never used aRunelord, or a master engineer, so I can't comment on them. no ward save on your Thane?

"Sir, the enemy has us encircled!"

"Most excellent. They can't escape us now!"
 
   
Made in us
Dakka Veteran




Rune of Challenge works against so few armies, though... no VC, Tomb Kings, several Chaos builds, etc. Plus, that flying thing you're pulling is probably a terror causing thing (Dragon) so there's a minus immediately. It looks so cool, and should be cool, but it's a waste of points unless you know your opponent's army and can built to suit.

Manfred on Dwarfs: "it's like fighting a mountain, except the mountain stabs back."

For Hearth and Home! 
   
Made in us
Elusive Dryad




Terror causing isn't too much of an issue. If the lord is challenging someone on a dragon, the unit will probably be an elite unit (i.e. not warriors) and will consequently have access to a cheap banner which makes them immune to fear and terror.

As to the list:
I like my warriors to be a little oversized to maintain their rank bonus for that much longer.

I'd get points from cutting down the lord and drop either the thane or the engineer. You're either going to W&R to slow down your opposition, so the engineer will be great; or you're going to move yourself about getting into combat so the thane might be more useful.

Also, miners are cool, and with the anvil, you can pull some wacky stuff, but 15? Really? I use mine as table-quarter getters and warmachine hunters. The random turn coming in can really hamstring you against certain fast armies, so that big old unit is going to have a hard time doing anything if it turns up in the middle of the battle. A unit of 7 or 8 will, at the very least, contest a table quarter worth 100 points at the end of the game, which is a net VP win for you.
   
Made in us
Annoying Groin Biter



Battle Ground, Washington

I appreciate all of the advice so far.
I haven't played any games yet, so I can only guess at how any of my strategies will really play out.
Advice like this is incredibly helpful.
When I have more time I'll post a new build, with your suggestions in mind.
Thanks again.

I used to dream of being a great writer,
last night I dreamt that the house burnt down. 
   
Made in us
Fresh-Faced New User




Here is the cornerstone of my tourney lists:

20 Long Beard Warriors - Great Weapon, Shield, Full Command
20 Warriors - Hand Weapon, Shield, Full Command
20 Warriors - Hand Weaopn, Shield, Full Command

10 Thunders - Shield
10 Quarrelers - Shield

10 Miners - Steam Drill
10 Miners - Steam Drill

Bolt Thrower - Engineer, Rune of Burning
Bolt Thrower - Engineer, Rune of Burning and Penetration

Organ Gun
Organ Gun

This gives you a great foundation to build from. You have enough block troops that your opponent has to deal with them, enough fire support that you can make units disappear, and enough disruption to throw him off his game. Add to this an Anvil, you amplify all of the above.

Here is how I use my units:

Long Beards: Can opener, nut cracker
Warriors: Anvil
Miners: Disruption, hammer, table corners
Thunders and Quarrelers: Support fire, rear defense
Bolt Thrower: Hard targets, single models, rear defense
Organ Guns: Thin ranks, force panic checks, kill threats to your line


   
 
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