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		<title><![CDATA[Latest posts for the thread "want help with dwarfs before starting"]]></title>
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				<title>want help with dwarfs before starting</title>
				<description><![CDATA[ hi guys,<br /> <br /> i was thinking to start dwarves.<br /> i have high elves and chaos deamon, and i am really missing some high toughnes and shooting/artillery<br /> <br /> i was thinking about:<br /> -a hero that will be anti-magic and a good fighter<br /> - a horde of 30 of those guys with crossbows or gunners that can take great weapons to<br /> - an grudge trower<br /> - an cannon<br /> - an organ gun<br /> <br /> can you guys help me to make a 1000 point armylist?]]></description>
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				<pubDate><![CDATA[Sun, 29 Jan 2012 18:11:35]]> GMT</pubDate>
				<author><![CDATA[ imperial commander]]></author>
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				<title>Re:want help with dwarfs before starting</title>
				<description><![CDATA[ In 1,000 pts a Thane will be more than sufficient. <br /> <br /> They are probably one of the best points efficient hero choices around. 65pts for 3 <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 6, <span class="glossaryitem" onmouseover='gp(123);'>STR</span> 4 attacks with a Toughness of 5 and a basic save of 4+. <br /> <br /> With just a little investment in runes, say a Rune of Cleaving (+1 <span class="glossaryitem" onmouseover='gp(123);'>STR</span> for 20pts) and a Rune of Stone (+1 <span class="glossaryitem" onmouseover='gp(400);'>AS</span> for 5pts) you have a really kick ass, super tough Hero for 1,000pt games.<br /> <br /> For anti-magic you could take a Runesmith, they have a worse stat-line than the Thane but provide improved magic defence. On the whole though I don't think, particularly at this points level, they are needed and you would be better served with the Thane. <br /> <br /> The Dwarven army has good magic resistance on its own so at this points level no further protection is really points efficient. <br /> <br /> 'Those guys' with crossbows that can take Great Weapons would be Rangers. A very good unit with the Scout special rule and strong all-round abilities. <br /> <br /> 30 Rangers comes in at 420pts. Quite a whack for a 1,000pt game. I'd suggest dropping to 20. <br /> <br /> Thunderers are a strong choice, they rank amongst the very best of shooting units in the game. <br /> <br /> Your choice of Artillery is sound. I always take the engineer upgrade for every piece of artillery able. A Rune of Accuracy coupled with an Engineer on a Grudge Thrower is particularly effective. On your Cannon a Rune of Forging or the cheaper Rune of Reloading are solid choices. <br /> <br /> Boar]]></description>
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				<pubDate><![CDATA[Sun, 29 Jan 2012 18:49:05]]> GMT</pubDate>
				<author><![CDATA[ wildboar]]></author>
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				<title>Re:want help with dwarfs before starting</title>
				<description><![CDATA[ Here just for fun sakes (I like making lists, I'll try and make you a fun but good list)<br /> <br /> 1000pts<br /> <br /> Heroes:<br /> Thane, <span class="glossaryitem" onmouseover='gp(50);'>GW</span>, <span class="glossaryitem" onmouseover='gp(408);'>MR</span> of Challenge, Rune of Stone, Rune of Resistance, Rune of Fire, Rune of the Furnace<br /> <br /> Core:<br /> 29 Warriors, <span class="glossaryitem" onmouseover='gp(50);'>GW</span>, Full Command<br /> 25 Warriors, <span class="glossaryitem" onmouseover='gp(50);'>GW</span>, Full Command <br /> <br /> Special:<br /> Cannon, Rune of Forging, Rune of Burning, Rune of Reloading, Engineer<br /> <br /> Rare:<br /> Organ Gun<br /> <br /> 996 points, ;D<br /> <br /> I second not having a runesmith at 1000pts, Magic might still be a pain, but you wont be getting thing like a purple sun or comet at that points level ;D<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> I think at 1000 points, Quarallers aren't needed really, their damage out put is still quite low, even at a 20 strong unit. But when you get to games around 1500-2000pts think about adding Ranger Quarallers, now they are a good unit, very flexible, they can shoot the enemy with a hail of bolts, or charge into battle with <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 5 attacks. Some <span class="glossaryitem" onmouseover='gp(48);'>GT</span>'s at higher points are quite good, Rune of Accuracy is a must for them, and one with 2x rune of penetrating for that extra 2+ <span class="glossaryitem" onmouseover='gp(123);'>str</span> is a good deal, engineers are also very useful for them as well.  The Thane is also nice and killy, and very durable as well at 121points]]></description>
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				<pubDate><![CDATA[Mon, 30 Jan 2012 07:21:54]]> GMT</pubDate>
				<author><![CDATA[ ParatrooperSimon]]></author>
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				<title>Re:want help with dwarfs before starting</title>
				<description><![CDATA[ Wow, some weird advice in this thread. Let's clear a few things up:<br /> <br /> If you haven't been by Bugman's Brewery yet, do so. Best place for Dwarf tactics, list-building, and general advice.<br /> <br /> Runesmiths are generally considered *mandatory* for Dwarves. Even at 1000 points, many of your enemies will bring overwhelming magic. Almost all armies can take a level 3 as their General at the 1k level, and many can take a level 4! Without a Runesmith, your measly +2 to dispel rolls is not going to cut it. If you run a Thane instead, you're essentially gambling that your opponents are running no magic.<br /> <br /> Quarrelers, rather than being over-costed for 1000pts, are usually considered *better* at lower points, where their shooting has a disproportionate effect on the game, and enemy units are likely to be a little smaller, with monsters a little rarer. They can be given Great Weapons, and *may* be made into Rangers. You don't *have* to make them Rangers, and if you do you pay a point for the privilege.<br /> <br /> Hordes for them aren't that great though: You lose shots, and they're pricy and hard to maneuver. Here's a list with your general ideas in mind:<br /> <br /> 112pts - Runesmith (General), Rune of Stone, Rune of Resistance, Rune of the Furnace, Rune of Fire<br /> 275pts - 20 Quarrelers, Great Weapons, Musician, Standard Bearer<br /> 208pts - 16 Quarrelers, Great Weapons<br /> 130pts - Cannon, Rune of Forging, Rune of Burning<br /> 155pts - Grudge Thrower, Rune of Accuracy, Rune of Penetration, Rune of Penetration<br /> 120pts - Organ Gun<br /> <br /> Exactly 1000 pts. You've got two units that can shoot great and give you a decent combat performance (especially the 20strong block, if you reform it 5-wide the turn before you get charged). Your Runesmith isn't a combat hero, but he's got a 2+ rerollable armor save, a 2+ ward vs flaming attacks, and his weapon is flaming and magical. Your cannon is laser-guided and flaming, so it cuts through regeneration, your <span class="glossaryitem" onmouseover='gp(48);'>GT</span> is S5/10 and accurate as well, and you've got an Organ Gun for even more shooting.<br /> <br /> This is a *gunline*, so play it like such, and you'll do well. At higher points, you want big blocks of Great Weapon Warriors, as well as big blocks of Hammerers. But for now, the Quarrelers will pack a great punch!]]></description>
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				<pubDate><![CDATA[Mon, 30 Jan 2012 22:26:13]]> GMT</pubDate>
				<author><![CDATA[ Impy]]></author>
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				<title>Re:want help with dwarfs before starting</title>
				<description><![CDATA[ <blockquote><div><cite>Impy wrote:</cite>Wow, some weird advice in this thread. Let's clear a few things up:<br /> <br /> If you haven't been by Bugman's Brewery yet, do so. Best place for Dwarf tactics, list-building, and general advice.<br /> <br /> Runesmiths are generally considered *mandatory* for Dwarves. Even at 1000 points, many of your enemies will bring overwhelming magic. Almost all armies can take a level 3 as their General at the 1k level, and many can take a level 4! Without a Runesmith, your measly +2 to dispel rolls is not going to cut it. If you run a Thane instead, you're essentially gambling that your opponents are running no magic.<br /> <br /> Quarrelers, rather than being over-costed for 1000pts, are usually considered *better* at lower points, where their shooting has a disproportionate effect on the game, and enemy units are likely to be a little smaller, with monsters a little rarer. They can be given Great Weapons, and *may* be made into Rangers. You don't *have* to make them Rangers, and if you do you pay a point for the privilege.<br /> <br /> Hordes for them aren't that great though: You lose shots, and they're pricy and hard to maneuver. Here's a list with your general ideas in mind:<br /> <br /> 112pts - Runesmith (General), Rune of Stone, Rune of Resistance, Rune of the Furnace, Rune of Fire<br /> 275pts - 20 Quarrelers, Great Weapons, Musician, Standard Bearer<br /> 208pts - 16 Quarrelers, Great Weapons<br /> 130pts - Cannon, Rune of Forging, Rune of Burning<br /> 155pts - Grudge Thrower, Rune of Accuracy, Rune of Penetration, Rune of Penetration<br /> 120pts - Organ Gun<br /> <br /> Exactly 1000 pts. You've got two units that can shoot great and give you a decent combat performance (especially the 20strong block, if you reform it 5-wide the turn before you get charged). Your Runesmith isn't a combat hero, but he's got a 2+ rerollable armor save, a 2+ ward vs flaming attacks, and his weapon is flaming and magical. Your cannon is laser-guided and flaming, so it cuts through regeneration, your <span class="glossaryitem" onmouseover='gp(48);'>GT</span> is S5/10 and accurate as well, and you've got an Organ Gun for even more shooting.<br /> <br /> This is a *gunline*, so play it like such, and you'll do well. At higher points, you want big blocks of Great Weapon Warriors, as well as big blocks of Hammerers. But for now, the Quarrelers will pack a great punch!</div></blockquote><br /> <br /> <br /> thanks man, this was some kind of list is was looking for!!<br /> <br /> really really much thanks!!]]></description>
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				<pubDate><![CDATA[Tue, 31 Jan 2012 07:33:53]]> GMT</pubDate>
				<author><![CDATA[ imperial commander]]></author>
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