Switch Theme:

Dwarf  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Regular Dakkanaut




I am collecting dwarfs to make my army can someone tell me what they think of this list

heroes
1 Dwarf Thane w/ some hammers as bodyguards

1 Runesmith

1 deamon slayer

Core
16 warriors full command

16 warriors full command

16 querllers

16 thunderers

Special
20 miners

1 Bolt thrower

1 Organ gun

1 grudge thrower

Rare
1 Gyrocopter

1 Flame cannon
   
Made in ie
Battlefield Tourist






Nuremberg

I'd say put the warrior regiments up to 20 for max rank bonus, and drop the quarrellers and thuderers to ten, because it's unlikely more than that will get to shoot that much.

   
Made in us
Auspicious Aspiring Champion of Chaos





On the perfumed wind

The demon slayer would be better used as a dragonslayer, typically naked, unless you have something very specific in mind. The extra cost and loss of a lord slot are not worth the relatively small stat increases.

A BSB is pretty handy too, so look into that. I'll second the comments on bringing your warriors up to *at least* 20.

Furthermore, note that the organ gun is rare, not special, though I imagine you have the kit that makes either.

Think about a points level, some runes, and so on, and we can help refine further.

RZ

“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.

On a delicate chain at her throat, she keeps it with her to this day.”
 
   
Made in us
Regular Dakkanaut




Here is the list so far...

Thane=
rune of kragg or swiftness
1 rune of fury
1 rune of striking

runesmith= 119 points
3 runes of iron

master engineer= 100 points
stone, striking, and fire

28 warriors= 223
1 bearer
1 musician

28 warriors= 223
1 bearer
1 musician

20 miners= 213 points
1 bearer
1 musician

bolt thrower= 25 points

grudge= 80 points

gyrocopter= 140 points

organ fun= 120 points

total is 1864 points

I will prolly have a flame cannon and a second bolt thrower and maybe a cannon thoughts on this would be greatly appreciated and if you think i need different runes etc.

This message was edited 3 times. Last update was at 2009/11/30 04:04:58


 
   
Made in us
Auspicious Aspiring Champion of Chaos





On the perfumed wind

You need to take a look at some of your points values again before you can get appropriate feedback. Also, take a second to read through the rules on runes. No more than three on any one item (i.e. Your runesmith has too many on his Runic Talisman) and if I remember correctly, the Rune of Iron can only be taken twice anyhow.

Also bear in mind that the MR of Kragg the Grim isn't any use on its own.

RZ

“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.

On a delicate chain at her throat, she keeps it with her to this day.”
 
   
Made in us
Regular Dakkanaut




OK thanks i realized my points were a little off so the longbeards would switch to warriors. I will take another read through the runes and then re-post what my army list will be. I can use the same runes just no more than three and the master runes can only be put on one character per army

This message was edited 1 time. Last update was at 2009/11/30 04:03:48


 
   
Made in gb
Never-Miss Nightwing Pilot





In the Webway.

You can use the runes as many times as you want (up to max of 3 on each ting) as long as no item has the same combo. Master runes may only be used once.

Id split the warriors into units of 20, 20, 16 with one left over. Thats more units, which is better, keep them together and you will have a good counter charge system. I would give your thane the master rune of Kragg the Grim and a fury that gives him 4 S6 attacks. If you can (i cant check as i am army book less at the moment) try and fit another rune of fury on him.

P.S. I like your 'organ fun'- lol. Great typo.


"The stars themselves once lived and died at our command yet you still dare oppose our will. "-Farseer Mirehn Biellann

Armies at 'The Stand-still Point':

Cap'n Waaagggh's warband (Fantasy Orcs) 2250pts. Waaagghhh! in full flow... W-D-L=10-3-3

Hive Fleet Leviathan Strand 1500pts. W-D-L=7-1-2 Nom.

Eldar armies of various sizes W-D-L 26-6-3

 
   
Made in gb
Dutiful Citizen Levy



England, London

you could also try arming your thnderers and quarrallers up so that they can take a charge as well:
leave them at 16 stronger but give them so extra equipment to dsih out some damage in H2H. they do end up expensive but it gives you two other units to be aggressive with rather than wasting points when they are destroyed.
other wise then several smaller units (ten at most)
   
Made in us
Regular Dakkanaut




Which is a better master rune choice for a thane either kragg the grim which lets the great weapon retian its normal abilities or rune of swiftness which lets me always strike first
   
Made in us
Auspicious Aspiring Champion of Chaos





On the perfumed wind

ernshmagl wrote:Which is a better master rune choice for a thane either kragg the grim which lets the great weapon retian its normal abilities or rune of swiftness which lets me always strike first


Depends entirely on who you expect to play and what runes you intend to add on. If those are the only runes you're placing on weapons, then Swiftness. If you're going for a "I'll wound you on a 2 no matter what", then MR of Kragg the Grim and Rune of Might together are great. Personally, I kind of like to go with a normal great weapon and buy a great armor save. You're going last anyways most of the time, so why not build to survive all hits and swing back with a really cheap strength 6.

Though it's less useful than it used to be, the Thane of Pain build is usually, MR of Swiftness, Rune of Fury, Rune of Cleaving, Rune of Stone, w/a shield. This gets you 4 strength 5 attacks that always strike first, at WS 6, combined with a 2+ AS and T 5. Not too shabby, and certainly decent for reducing incoming strikes. Unfortunately, High Elf ASF, assassins, and the omni-present ASF banner from Dark Elves has taken a little out of this.

RZ

“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.

On a delicate chain at her throat, she keeps it with her to this day.”
 
   
Made in cz
Storm Trooper with Maglight






Some basic unit size advices: shooting regiments need to be minimal or almost minimal in size so 10 or 12. Take 1/1 mix or thunderer and quarler units. Close combat units depending on combat resolution and maximal rank bonus need to be at least 25 strong. Elite units in dwarf list are taken 19 with character if you can hide them well or 25 too because they are slow and need to have maximal numbers when encountering enemy. Dwarf armies need to be all shooty or all combat with some fire support. Second one is harder to play and weaker one too. The first one is played with about 40-60 shooters 1/1 rifles and xbows + some bolt throwers and a organ gun. Bolt throwers are taken in pairs or not taken. Best dwarf fire support consists of about 30 shooters and 2 or 4 bolt throwers. 25 strong units of warriors and one 25 unit of hammerers or longbeards march forward. BSB is essential in dwarf CC armies.

Mud company 2000 pts.
Colonel Hermann Winter's Armoured fist 1500 pts.
Armored battlegroup 1750 pts.
Death korps of Krieg 4000 pts.
FoW germans 5000 pts.
BFG Imperial fleet 2500 pts.
Necromunda gang 2500 credits
Easterlings and Harad LotR 1300 pts.


 
   
Made in us
Auspicious Aspiring Champion of Chaos





On the perfumed wind

Eldar Own wrote:You can use the runes as many times as you want (up to max of 3 on each ting) as long as no item has the same combo. Master runes may only be used once.



Note, however, that the Rune of Iron is an exception in that you may not take three of it on one item. The only rune capable of holding that much strength is the MR of Spite.

RZ

“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.

On a delicate chain at her throat, she keeps it with her to this day.”
 
   
Made in us
Regular Dakkanaut




OK thank you all for the help and comments that you have given me and ideas on how many dwarfs per unit. If you have any other comments those would also be appreciated, and thank you once again for all your help.
   
Made in cz
Storm Trooper with Maglight






I think bolt thrower is not 25 pts. Buy them in pairs. Close combat dwarves need a BSB. For warmachines... i would include 4 bolt throwers to take down stegadons treemen etc and organ gun.

Mud company 2000 pts.
Colonel Hermann Winter's Armoured fist 1500 pts.
Armored battlegroup 1750 pts.
Death korps of Krieg 4000 pts.
FoW germans 5000 pts.
BFG Imperial fleet 2500 pts.
Necromunda gang 2500 credits
Easterlings and Harad LotR 1300 pts.


 
   
Made in us
Regular Dakkanaut




They are 45 points i just typed it in wrong
   
Made in us
Crazed Savage Orc




K.C. Kansas

The organ gun is a rare choice, so you would have to drop the gyro or flame cannon.


WHFB-



40K-
 
   
Made in us
Regular Dakkanaut




Which would you recommend taking out for the organ gun or should i just make it a cannon instead
   
Made in us
Crazed Savage Orc




K.C. Kansas

I would keep the gyro. Fast 20 inch movement, can block enemy marches. T5, 2Ws. Has a Flame temple that can hurt light units and enemy war machines. Besides a flame cannon has a chance to blow up.


Automatically Appended Next Post:
Oh and just keep in mind that the dwarfs are more of a defensive army. Solid warriors just like the mountains they are from.

This message was edited 1 time. Last update was at 2009/12/03 16:07:39


WHFB-



40K-
 
   
Made in us
Regular Dakkanaut




OK.. Thanks for the help.
   
 
Forum Index » The Old World & Legacy Warhammer Fantasy Discussion
Go to: