D.R.A.I.C.H.Dwarf tactica, how to open tough, tin cans
Posted: Thu Mar 25, 2010 9:39 am
In order to push myself a bit harder I've decided to post some of the article already,but it takes time to write it and then edit it to fit on this forum with all the shiny colors
Therefore please be patient
D.R.A.I.C.H. Dwarf tactica, how to open tough, iron strong, tin cans?
Greetings fellow druchii,
The following article is all about dwarves,
what their strengths are, what their weaknesses are and of course how to exploit them. At the end of this article you will have enough knowledge to slaughter these little tin cans
Contents.
(If you use the key combination ctrl + f , you can search for each number in front of that part or subpart)
[1.0] Strengths
-----[1.1] Tough
-----[1.2] Shooting
-----[1.3] Close combat
-----[1.4] Anti magic
[2.0] Weaknesses
-----[2.1] Movement
-----[2.2] Line of sight
-----[2.3] Magic
[3.0] Tactics
-----[3.1] Units
----------[3.11] Core
----------[3.12] Special
----------[3.13] Rare
----------[3.14] Cauldron of blood
-----[3.2] Making a general list ( coming soon )
-----[3.3] Specific dwarf things and how to counter
----------[3.31] Anvil of Doom
Strengths. [1.0]
First we’ll handle the strengths, because we need to know what to look out for and what we most likely will face on the battlefield.
1) Tough
2) Shooting
3) Close combat
4) anti magic
1) Tough. [1.1]
Dwarves are tough, not only because every dwarf has a minimum of toughness 4, but also for their armour. Core troops have T4 and a 3+ AS in close combat for only 9 points, that means not as expandable as our spear elves, but they can take a punch. Even their shooting units have a 4+ close combat armour save.
If you think that is bad, look at their specials and heroes: Iron breakers have a 2+ AS in close combat and the thanes (standard fighting heroes) can go even further down to, for example, create a sickening unkillable bsb: T5 and a 4+ AS. That is standard, now imagine 4 pages of nasty runes to take 75 worth of points from! Or one of the 13 runes for the battle standard.
2) Shooting. [1.2]
Dwarves are (in)famous for their insanely strong gunlines, being T4 and having a 4+AS means that they are very resilient. S4 AP bullets hurt as hell especially when they hit pretty good with a BS 3 and +1 to hit. A minor drawback for them however is the rule : move-or-fire, which is self explanatory. There are also crossbowmen but they are S4 no AP and no +1 to hit so mostly you will see the thunderers. (although some prefer them because of the 30’’ range over the 24’’)
So far so good, but now the real pain comes: Warmachines and if that isn’t already enough, they can also rune them up to create more reliable, more accurate and stronger ones. No chariot is safe with a S7 bolt thrower around. Those same bolt thrower can be given flaming attacks for only 5 points to burn away your no longer regenerating hydra. You will be horrified when the cannons of an experienced dwarf player decimates your whole battle line.
And when one finally misfires he simply reveals that he has a rune to reroll misfires. Or that he automatically gets a 6 on the misfire chart, and so on. I have told you about the standard shooting and warmachines, now comes the real threat…. The Organ gun, the bane of every enemy. This thing is very very lethal as it can at max spit out 10 autohit S5 -3 AS shots A.K.A almost 10 dead elves, of course this is the max. he can also throw a 2 on the artillery dice and then you’re happy….or not, no because they decided to give it the following rule:
Whenever you fire the organ gun you may re-roll it if you didn’t score a misfire…
So the 2 can turn easily into an 8 or a 10 or a misfire of course, but then it automatically gives you a 6 on the misfire chart.
The organ gun is like our hydra: a very powerful tool for a very cheap price (only 120 points)
So I’ll say it again because you can’t stress this enough: beware the organ gun!
3) Close combat [1.3]
Ingredients of a dwarf combat unit:
Tough and strong dwarfs.
Nice shiny armours and shields.
Big ass axes and hammers to chop some heads off or simply crush them.
You really don’t want to battle S4 T4 3+AS stubborn dwarves (hammerers) or for the same price another unit with 2+ AS and no stubborn.(ironbreakers) These are of course without a standard: they can get fear, magic resistance, +1 CR etc.
Or maybe some Slayers, these have no armour, but they are unbreakable. Funny name actually, slayers…. I wonder why they are named like this, any guesses?
4)Anti magic [1.4]
As they already have such strong shooting and CC phases we’re lucky that they have no magic, or aren’t we?
Instead of 2 dispel and 2 power die, dwarves have 4 dispel die, this makes them already more magic resistant than any other army for free, furthermore any runesmith/runelord adds another 1/2 dispel dice. In a 2K+ game, if a runelord take an anvil of doom(which he will), the basis dispel pool will be 7 dice ( as the anvil adds another one), this is without any nasty runes of the 150 points allowance. Some examples:
Master rune of balance.
Takes a power die from the enemy and converts it in a dispel die for the dwarf player
(very sick rune….)
Rune of spell breaking
Same as a dispel scroll.
Master rune of spellbinding
+1 to dispel attempts
Therefore please be patient
D.R.A.I.C.H. Dwarf tactica, how to open tough, iron strong, tin cans?
Greetings fellow druchii,
The following article is all about dwarves,
what their strengths are, what their weaknesses are and of course how to exploit them. At the end of this article you will have enough knowledge to slaughter these little tin cans
Contents.
(If you use the key combination ctrl + f , you can search for each number in front of that part or subpart)
[1.0] Strengths
-----[1.1] Tough
-----[1.2] Shooting
-----[1.3] Close combat
-----[1.4] Anti magic
[2.0] Weaknesses
-----[2.1] Movement
-----[2.2] Line of sight
-----[2.3] Magic
[3.0] Tactics
-----[3.1] Units
----------[3.11] Core
----------[3.12] Special
----------[3.13] Rare
----------[3.14] Cauldron of blood
-----[3.2] Making a general list ( coming soon )
-----[3.3] Specific dwarf things and how to counter
----------[3.31] Anvil of Doom
Strengths. [1.0]
First we’ll handle the strengths, because we need to know what to look out for and what we most likely will face on the battlefield.
1) Tough
2) Shooting
3) Close combat
4) anti magic
1) Tough. [1.1]
Dwarves are tough, not only because every dwarf has a minimum of toughness 4, but also for their armour. Core troops have T4 and a 3+ AS in close combat for only 9 points, that means not as expandable as our spear elves, but they can take a punch. Even their shooting units have a 4+ close combat armour save.
If you think that is bad, look at their specials and heroes: Iron breakers have a 2+ AS in close combat and the thanes (standard fighting heroes) can go even further down to, for example, create a sickening unkillable bsb: T5 and a 4+ AS. That is standard, now imagine 4 pages of nasty runes to take 75 worth of points from! Or one of the 13 runes for the battle standard.
2) Shooting. [1.2]
Dwarves are (in)famous for their insanely strong gunlines, being T4 and having a 4+AS means that they are very resilient. S4 AP bullets hurt as hell especially when they hit pretty good with a BS 3 and +1 to hit. A minor drawback for them however is the rule : move-or-fire, which is self explanatory. There are also crossbowmen but they are S4 no AP and no +1 to hit so mostly you will see the thunderers. (although some prefer them because of the 30’’ range over the 24’’)
So far so good, but now the real pain comes: Warmachines and if that isn’t already enough, they can also rune them up to create more reliable, more accurate and stronger ones. No chariot is safe with a S7 bolt thrower around. Those same bolt thrower can be given flaming attacks for only 5 points to burn away your no longer regenerating hydra. You will be horrified when the cannons of an experienced dwarf player decimates your whole battle line.
And when one finally misfires he simply reveals that he has a rune to reroll misfires. Or that he automatically gets a 6 on the misfire chart, and so on. I have told you about the standard shooting and warmachines, now comes the real threat…. The Organ gun, the bane of every enemy. This thing is very very lethal as it can at max spit out 10 autohit S5 -3 AS shots A.K.A almost 10 dead elves, of course this is the max. he can also throw a 2 on the artillery dice and then you’re happy….or not, no because they decided to give it the following rule:
Whenever you fire the organ gun you may re-roll it if you didn’t score a misfire…
So the 2 can turn easily into an 8 or a 10 or a misfire of course, but then it automatically gives you a 6 on the misfire chart.
The organ gun is like our hydra: a very powerful tool for a very cheap price (only 120 points)
So I’ll say it again because you can’t stress this enough: beware the organ gun!
3) Close combat [1.3]
Ingredients of a dwarf combat unit:
Tough and strong dwarfs.
Nice shiny armours and shields.
Big ass axes and hammers to chop some heads off or simply crush them.
You really don’t want to battle S4 T4 3+AS stubborn dwarves (hammerers) or for the same price another unit with 2+ AS and no stubborn.(ironbreakers) These are of course without a standard: they can get fear, magic resistance, +1 CR etc.
Or maybe some Slayers, these have no armour, but they are unbreakable. Funny name actually, slayers…. I wonder why they are named like this, any guesses?
4)Anti magic [1.4]
As they already have such strong shooting and CC phases we’re lucky that they have no magic, or aren’t we?
Instead of 2 dispel and 2 power die, dwarves have 4 dispel die, this makes them already more magic resistant than any other army for free, furthermore any runesmith/runelord adds another 1/2 dispel dice. In a 2K+ game, if a runelord take an anvil of doom(which he will), the basis dispel pool will be 7 dice ( as the anvil adds another one), this is without any nasty runes of the 150 points allowance. Some examples:
Master rune of balance.
Takes a power die from the enemy and converts it in a dispel die for the dwarf player
(very sick rune….)
Rune of spell breaking
Same as a dispel scroll.
Master rune of spellbinding
+1 to dispel attempts