Jump to content


Photo

Dwarves


  • Please log in to reply
173 replies to this topic

#61 rgtriplec

rgtriplec

    Godlike

  • Members
  • 1921 posts

Posted 19 March 2010 - 03:19 PM

This the list from VC's tutorial on Reaper Games and the others from the thread it spawned.

Dwarves - 999 points
Troop 1
Herryk Aesir, High Cleric
Book of Tactics
Durgam Deepmug
Mithril Armor
Hammer of the Mountain God
Margara Firetongue
Piercer x 3
Warrior x 3
Swiftaxe x 4
Halberdier x 2

Troop 2
Abjorn Hofkeg, Miner
Gilam, Rune Spelunker
Miner x 4
Musician

Troop 3
Griffon

Luck Stone


We have graduated from 1,000 point games to 1,500 point games here in Tulsa. But, I have two different lists that have different play styles. I'll let you decide how to use them properly. :devil:

Army 1
King Thorgram Grimsteel + Magic Weapon + Mithril Armor
Ivar Silverfist
Durgam Deepmug + Magic Weapon
7 Shieldmaidens
5 Halberdiers + Musician + Standard Bearer

Stone Spirit

Tohil Steadyhand
4 Piercers
Musician

Griffon

Abjorn Hofkeg + Armor of Courage
6 Miners + Musician + Standard Bearer

Totals: 1,498 Points, 29 Models, 5 Troops, 6 Init Cards, 1 Spy


Army 2
Abjorn Hofkeg
Gilam, Rune Spelunker
4 Miners + Musician + Standard Bearer

Snorri Oathbreaker

Tohil Steadyhand
Kara Foehunter
4 Piercers + Musician

Annasha Tomebreaker

Durin Pathfinder
Klaus Copperthumb
4 Pathfinders + Musician + Standard Bearer

Griffon

Ursula, Bear Rider
Durthen, Boarmaster
4 Bear Riders + Musician + Standard Bearer

Earth Elemental

Luck Stone

Totals: 1,498 Points, 28 Models, 8 Troops, 8 Init Cards, 2 Spies


Enjoy!! :lol:

Wild Bill :blues:


There are three primary factors to building any Warlord army: meat, mobility and engagement.

I disregard attack factors because they're pretty comparable across all armies.

Meat: The ability of your army to soak up damage. This is primarily a combination of damage tracks/point cost and DV. It is important to pack as much meat into your army as you can get.

Mobility: The ability to get where you want to go. The obvious way to get that is with models that have a high MOV. A less obvious way - and more effective, I believe, is to have lots of models on the map.

Engagement: The ability to hit your opponent when & where you want, on terms that you dictate. Ranged attacks (whether weapons, or magic, or whatever) are an important factor in dictating engagement. Dominating the range game is a primary means of engagement control. Dominance of the initiative deck is another important means of dictating engagement. Expendable troops are also very useful in dictating engagement.

When I begin building a Warlord army - any Warlord army - the first thing I consider are the soldiers and leaders that I want to have as the backbone of my army. You want the most cost-effective melee combined arms and ranged attacks that you can get. Generally speaking, those come from the cheapest troops on your list - and the dwarf army is no exception.

The best soldier buys on the dwarf list are the Mancatchers and the Halberdiers. They're excellent troops for the point cost. My Mercenary scrubs wish they were this good.

The only real ranged attacker on the dwarf list is the Piercers. They're reasonably competent for the points cost. Not quite as good a buy as the Merc crossbowmen that I usually use, but not bad.

Leaders: I look first for the cheapest ones. If you want to have a high card count in the initiative deck (who doesn't?), you'll have to have a captain or a warlord - and captains are cheaper. On the dwarf list, Fulumbar Ironhammer is the clear pick for that role. Valana, Forgemaiden is a solid melee sergeant. Tohil Steadyhand is a passable shooting sergeant.

Putting all that together, here is an optimized 1000 point dwarf list that (properly played) will dominate most other lists I've seen.

Troop 1: Fulumbar Ironhammer
Armor of Courage
4 mancatchers
6 halberdiers
unit standard

Troop 2: Valana Forgemaiden
Armor of Courage
2 mancatchers
4 halberdiers
unit standard

Troop 3: Valana Forgemaiden
Armor of Courage
2 mancatchers
4 halberdiers
unit standard

Troop 4: Valana Forgemaiden
Armor of Courage
2 mancatchers
4 halberdiers
unit standard

Troop 5: Tohil Steadyhand
3 piercers

Troop 6 Tohil Steadyhand
3 piercers

Troop 7: Luckstone. Always take it. Don't argue. It pays.

Giant Slayers doctrine. Love it.

Final tally: 6 initiative cards. 40 models. 8 shooters. 81 total damage tracks. It's got meat, it controls the map, it dictates terms of engagement.

It wins.

-Lionheart.


It's Dwarfs not Dwarves. 1500+ Warlord Armies: Dwarfs, Elves, Mercs, Reven, Goblins, Lupines, Sisters, "To be is to do"-Socrates "To do is to be"-Sartre "Do Be Do Be Do"-Sinatra "De Do Do Do, De Da Da Da" - Sting "Scooby Dooby Do"-Scooby Do "Yaba Daba Doo"-Fred Flintstone

#62 ktyler09

ktyler09

    Rabble Rouser

  • Members
  • Pip
  • 99 posts

Posted 05 May 2010 - 11:40 AM

ok my first try at a Dwarf Army, let me know what you think.

I really like the Bear Calvary so I tried to fit them into the army.

Dwarves - 996 points

Troop 1
King Thorgram Grimsteel
Ivar Silverfist
Mancatcher x 3
Warrior x 2
Mithril Armor

Troop 2
Ursula, Bear Rider
Bear Rider x 3
Durthen, Boarmaster

Troop 3
Logrim Battlefury
Mancatcher x 3
Swiftaxe x 3

Troop 4
Earth Elemental

Troop 5
Luck Stone

#63 ktyler09

ktyler09

    Rabble Rouser

  • Members
  • Pip
  • 99 posts

Posted 07 May 2010 - 07:57 AM

anyone?

#64 spiritual_exorcist

spiritual_exorcist

    Godlike

  • Members
  • 3547 posts

Posted 04 June 2010 - 06:56 AM

Alright Boys, considering throwing my lot in with the rest of you stumpy legged freaks. Assuming I do, I want a fairly small point army (say 1000) with as many of those bloody Elementals as I can get. Win or Lose I will have fun stomping those fellows around. (I guess I want at least 2 lesser and one stone spirit, plus I guess I need some decent healers to keep them going). Given this notion, can I make a decent army that will hold up in general?

Something like: (although I sure would like to make Aesir a mini elemental by giving him Mithril I can't see where I can scam the points, the troops are bare bones as it is in my mind)

Dwarves - 999 points
Troop 1
Swiftaxe x 3
Warrior x 3
Herryk Aesir, High Cleric

Troop 2
Warrior x 3
Gargram Heavyhand
Ivar Silverfist
Halberdier x 2

Troop 3
Tohil Steadyhand
Piercer x 3

Troop 4
Earth Elemental

Troop 5
Earth Elemental

Troop 6
Stone Spirit

Gee, two posts in like 1 day after not showing my face in this place in soooooo long, shock horror!
There's nothing I wouldn't do to win. But I never hurt anyone for any reason other than sticking a dog's skull on a stake.

#65 ktyler09

ktyler09

    Rabble Rouser

  • Members
  • Pip
  • 99 posts

Posted 04 June 2010 - 07:59 AM

I like the idea you are going for. And that list looks good. I put together a similar list but 1 less LEsser Elemental and a troop of miners with a musician.

Play it a few times and let us know how it works out.

#66 Stubbdog

Stubbdog

    Obssessive Over-Analyzer

  • Bones Supporter
  • 6979 posts

Posted 04 June 2010 - 11:04 AM

As long as you are able to tie up models so that the elementals can work 1 on 1 with the enemy then this type of list works. The use of provoke on the warriors helps because even if the enemy is in btb with an elemental when you attack him he will stil have to use his defensive swings on them (assuming you hit of course).

The piercers force the enemy to make a choice between ganging up on the elementals or taking some across the board to your shooters. But, at the same time, for this particular list I am not sure if 3+sergeant might be too many. I might keep the sgt and 1 and swap the other two for more "tie up" models.

Herryk is the toughy on the list. With him you get a great healing caster and all the Warlord benefits. Without him you could take either:

1. the King (with his WA Bane for the entire troop) with Mithril Armor and trade the 3 swift axes for one Halberdier

or

2. Logrim, Margara and trade a swift 1 swift axe for luck stone and either armor of courage or book of tactician.


All three combos sound good to me for different circumstances.

#67 ktyler09

ktyler09

    Rabble Rouser

  • Members
  • Pip
  • 99 posts

Posted 04 June 2010 - 11:26 AM

As long as you are able to tie up models so that the elementals can work 1 on 1 with the enemy then this type of list works. The use of provoke on the warriors helps because even if the enemy is in btb with an elemental when you attack him he will stil have to use his defensive swings on them (assuming you hit of course).

The piercers force the enemy to make a choice between ganging up on the elementals or taking some across the board to your shooters. But, at the same time, for this particular list I am not sure if 3+sergeant might be too many. I might keep the sgt and 1 and swap the other two for more "tie up" models.

Herryk is the toughy on the list. With him you get a great healing caster and all the Warlord benefits. Without him you could take either:

1. the King (with his WA Bane for the entire troop) with Mithril Armor and trade the 3 swift axes for one Halberdier

or

2. Logrim, Margara and trade a swift 1 swift axe for luck stone and either armor of courage or book of tactician.


All three combos sound good to me for different circumstances.


Here is my list using elementals

Troop 1
King Thorgram Grimsteel
Mithril Armor
Ivar Silverfist
Mancatcher x 4
Warrior x 3
Swiftaxe x 4

Troop 2
Abjorn Hofkeg, Miner
Gilam, Rune Spelunker
Miner x 5
Musician

Troop 3
Stone Spirit

Troop 4
Earth Elemental

Troop 5
Luck Stone

#68 Stubbdog

Stubbdog

    Obssessive Over-Analyzer

  • Bones Supporter
  • 6979 posts

Posted 04 June 2010 - 11:58 AM

This one is what i call a one and a half trick list. If the trick works, then its a great very formidible list that will work quite impressively. If not, then you put yourself in a bad spot.

Obviously your trick is burrowing and to a point controlling when and where the combat will happen.

The Miners have a ranger 9 move which is great. It gets them started out a decent way towards the enemy. But, then they only have a move of 4 from that point on. If your opponent has any speed or simply forces your burrowers to go to one side or the other then you are now gonna be playing catch up the rest of the game.

So, in the end, even with the great ranger move you will most likely be forced to play a defensive game of letting the opponent run across the board to you and then try to attack from all sides instead of going to the opponent since you really wont have the speed, unless of course the opponent lets you...

I guess, it comes down to this list is a great list until the enemy figures out how to bring out the weakness of the burrowed speed.

#69 ktyler09

ktyler09

    Rabble Rouser

  • Members
  • Pip
  • 99 posts

Posted 04 June 2010 - 12:27 PM

Actually I gave them a musician so they have the same MOV as a normal Dwarf of 5" so I am not really losing anything by having them burrowed :)

Also I was planning on keeping the Elementals off the board until I wanted to summon them into the game with the burrowed caster.

Also dwarves are always going to be out manuevered since they have a 5" MOV all the time :grr: Well with the exeption of Bear Riders...

#70 HANZO

HANZO

    Rabble Rouser

  • Members
  • Pip
  • 80 posts

Posted 04 June 2010 - 02:59 PM

Alright Boys, considering throwing my lot in with the rest of you stumpy legged freaks.


That made me LOL for real.
Gamers are the only people I know that get away with bragging about the things they pretend they did.

GAMING BLOG
WARLORD GAMING BLOG

Supporter of the SGN Group. Game Cellar BLOG

#71 spiritual_exorcist

spiritual_exorcist

    Godlike

  • Members
  • 3547 posts

Posted 04 June 2010 - 09:32 PM

With the above list I am trying to break the general mold of most of my armies in that I usually focus on a huge number of troops, often neglecting Warlords, Elites, and Solos in favor of mass numbers. If I intend to start a new armyI want it to go against this trend.

Off the top of my head I included the 2 clerics just to keep the my stone boys alive. As to whether or not I would burrow, summon, or just tromp them across the board I suppose it would be largely situational. My real dislike in the army I posted was having to put all my piercers into a single troop, I love spreading them out in general so I can have firepower in every activation. That being said I felt forced to have them in a single troop as spreading them out would have diluted the number of melee soldiers in each activation to what I figure are probably ineffecive levels (as it stands I'm fairly unsure I have enough in the two melee oriented troops). But of course to field the 3 Elementals I need the 3 Leaders, so I can't afford to put a nice meaty troop of 10-12 onto the board.

As for playing a bit with the leaders, this isn't a problem, while I've got no Dwarf Soldier models, I have heaps of Character models, so there are plenty of options. Thanks Jason, I've got a little to think about, but leaders aside I think it is about as well rounded as I can get it without losing an Elemental, and that might defeat my purpose of go Solo heavy. Hmmm...now I just have to play a few games again...only been like a year or so...
There's nothing I wouldn't do to win. But I never hurt anyone for any reason other than sticking a dog's skull on a stake.

#72 jlttrl93

jlttrl93

    Newbie

  • Members
  • 2 posts

Posted 08 July 2010 - 08:39 PM

Hey guys, I'm new to the game and I was wondering if I could get some advice on the 1000 point army I put together. Right now it looks like this.

Dwarves-998 points

Troop 1
King Thorgram Grimsteel
Mithril Armor
Durgam Deepmug
Hammer of the Mountain God
Shieldmaiden x2
Warrio x2

Troop 2
Logrim Battlefury
Margara Firetongue
Mancatcher x2
Kneebreaker x3

Troop 3
Abjorn Hofkeg
Miner x3

Troop 4
Stone Spirit

Troop 1 is the main attack troop, used to deal most of the damage, quickly. Troop 2 is the support team, helping to fill in the empty spaces and distract the enemy. Troops 3 and 4 are the shock troopers, they help to cause a sort of confusion and panic, and can also deal with ranged opponents, seeing as I opted out of the piercers.

#73 rgtriplec

rgtriplec

    Godlike

  • Members
  • 1921 posts

Posted 09 July 2010 - 07:00 AM

I like the list. If it were me I'd exchange Logrim for Valana and Kara. Then I'd put Margara and Kara in the King's troop and Durgam in the second. That would give you a really strong backbone troop. IMO one of Margara's best spells is Barrage and with Kara's unhindered and pierce that is a great combo. The second troop is more of a diversion or nuisance and probably won't interest your opponent as much as the other. So it will probably be able to move about and flank without much concern, which may give you a better opportunity to drop Durgam's Earthquake.
It's Dwarfs not Dwarves. 1500+ Warlord Armies: Dwarfs, Elves, Mercs, Reven, Goblins, Lupines, Sisters, "To be is to do"-Socrates "To do is to be"-Sartre "Do Be Do Be Do"-Sinatra "De Do Do Do, De Da Da Da" - Sting "Scooby Dooby Do"-Scooby Do "Yaba Daba Doo"-Fred Flintstone

#74 ktyler09

ktyler09

    Rabble Rouser

  • Members
  • Pip
  • 99 posts

Posted 09 July 2010 - 08:26 AM

Honestly after playing with them the troop of Miners will not be much of a threat with those numbers. I played with Leader, burrowing caster and Miners x5 with a musician. They did ok but I don't think they pulled their weight. The list I used with this is posted above. Here is the latest list I have been playing and I like it a lot.

Dwarves - 999 points

Troop 1
Logan Battlefury
Mithril Armor
Book of Tactics
Gilam, Rune Spelunker
Berserker x 3
Mancatcher x 4
Warrior x 2
Musician

Troop 2
Ursula, Bear Rider
Armor of Courage
Bear Rider x 3

Troop 3
Logrim Battlefury
Armor of Courage
Swiftaxe x 4
Kneebreaker x 2
Musician


Bear Riders are amazing and I don't think I will play Dwarves again with out them in my lists.

#75 Stubbdog

Stubbdog

    Obssessive Over-Analyzer

  • Bones Supporter
  • 6979 posts

Posted 09 July 2010 - 09:13 AM

The hard part of giving opinions about lists is that the answer is always, "it depends...". It depends on what type of game you are playing and who you are playing it against. Even if you are simply asking about a straight forward kill em all type of game, the opponent makes a huge difference on my opinions.

But, the main thing in my mind is that when you build a list, you need to know what your building your list around and maximize that aspect. Are you building the list around the Warlord's Ability? Are you building your list around a certain Special Ability? Are you building your list around a spell or two? It makes a difference.

RGT said he thinks Maragara's best spell is barrage. That is a nice spell indeed. Personally, I prefer using a combination of fireball, mindblast, and fiery hammer. But, a barrage capable Kara is obviously pretty nice too (especially if you give her a magic bow and then have her focus before shooting). See its all in the combos and how you can make them work together.

The stone spirit and his DR work awesome as long as you can keep him from getting surrounded. He is also almost impossible to kill with ranged weapons or magic. But if he is swarmed then he usually doesnt last long. So, if you are gonna take him then you also need to make sure you plan part of your army build around how to keep him from getting swarmed (once he surfaces).

Mancatchers are awesome with their disable. But, they dont do much good against models with 3 swings. So, again you have to plan accordingly and balance them with other models.

Yes, Bear riders are pretty darn awesome as well. Fast, powerful, and fearsome. But they also require the trade off of model count so you have to consider that in your list.

I think your list is a pretty good list to start with. Just make sure you take mental notes how things go for you during the game and tweak it as needed.




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users