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Yeah. Low model count is definitely a weakness.

Lack of offensive magical capability is also a weakness.

Low mobility is a weakness (excepting models like bears, griffons, and elementals).

 

Of course, the incredible strength of the Dwarves is the solid nature of their statistics.

Yes, it takes us a while to get over to the other army - but our DV's are so high that we won't take too many hits on the way in.

Yes, you can swarm the Dwarves, but again, DV and MAV are high enough that we'll still stand, and can also hit you back well enough.

The faction is strong in clerical magic, which brilliantly compliments the tough nature of the dwarves. Doing significant damage to a dwarf army is a very costly endeavor - having a cleric wipe away that damage is a crushing blow to the enemy.

 

I'm tempted to say that plain-ness is a weakness of the Dwarves. They're no-nonsense killers without a whole lot of flair. Compare that to factions that can take over enemy models, use the dead souls of their opponents to heal themselves, teleport across the battlefield, and shove lackeys in the way of an offending attack... Obviously I'd rather have the Dwarves, as my case of minis proves quite effectively. But there's some really neat bells and whistles out there, and they really do affect how a battle turns out.

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Do the Dwarves have any weaknesses? If you talk to my buddy Warwick, he'll glad you tell you NO. :lol: He's been on the receiving end a few times. :devil:

 

To be honest, I'm not really sure what you mean by "low model count". What is low? My average model count for a 1,500 point army is 21 or 22. I have never really been in a situation where I felt that I was going to get swarmed by my opponent because they have so many models in play. My highest model count army for 1,500 points is 32, but none of the models have Warmaster. Yes, I created it that way on purpose. ^_^

 

I find that the real weakness is Magical Defense (MD). If you go against anyone with a real mage, they pretty much autohit darn near everything in the entire Dwarf army. That sucks. But, we are so good in so many other areas that we have to have something as a weakness. :devil:

 

Friends don't let friends play factions other than Dwarves. :lol:

 

Wild Bill :blues:

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Yeah... most good mages have a very high chance to hit against most factions. So it still counts as a weakness, to be sure, but it's not specific to dwarves.

 

Low model count.... I usually find that an opponent has a numbers advantage. I've built non-adept armies before, and that has certainly upped my model count, but to be honest I really like the models that are more powerful. I like the feel of the game when I have a small, elite cadre of Dwarves take on, and overcome, a larger group of enemies. I've found my armies that focus on grunts to be just as powerful as my armies that focus on adepts, I just like one over the other.

 

But, since Dwarves generally cost alot, many of the factions can put more models on the table in a given battle.

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The list I killed my wife with the other day was primarily a grunt based list. The grunts are so good, I don't feel like I really need too many of the adepts!

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Here is an army that I have played with in the past to some success:

 

Hagard the Maimed

5 Kneebreakers

Musician

 

Dire Bear

 

Ursula

5 Bear Riders

Musician

 

Lesser Earth Elemental

 

Freya Fangbreaker

5 Shieldmaidens

Musician

 

Totals: 1,496 Points, 20 Models, 5 Troops, 5 Init Cards, 0 Spies

 

Enjoy! ::):

 

Wild Bill :blues:

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Whoa, there's been a lot added to my Dwarfs since I last looked into Warlord! Thanks for "forcing" me to buy more nifty miniatures, reaper! :P

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the totally unneeded Dwarf Girl faction (lame lame lame, it doesn't fit the factions character in any way, take your midget fantasy women fetishes out of my game please, as if the tarted up Nuns weren't bad enough, I want to see a plausible backstory ans justification for this sub-faction, maybe a Man drought?).

 

This is a fair enough. I'm sure others may have similar feelings.

 

There is a little fluff in another thread but I'll add it here as Dwarf players may come to this thread looking for answers.

 

The reasoning behind the sublist was that the dwarfs are already a faction with four good clerics. So the healer sa fits right in. In current fluff Freya is the daughter of the king and the maidens are the cream of the dwarven army? Shieldmaidens are pretty much the bench mark for heavy elite infantry. The dwarfs have females in just about every available slot: captain, mage, cleric, rogue, hero, adept, solo. So Warlord dwarfs were already very female heavy, and were worked into the fluff.

 

Warlord dwarfs are pretty much cookie cutter dwarfs, which is to say they are pretty much the same as most games. The standard dwarf is rooted in Norse folklore, and Norse folklore is brimming with females. The valkyries being healers is a direct take from the norse, as they were who chose who would die or live on the battlefield and escorted the chosen dead to Valhalla. Skadi, a giantess, another direct take. Forgemaidens stay in line with the standard hammering miner dwarf concept. Daughters again stay in that hammer mode but also fill the heritic worshipper niche of which most major norse gods had heritic worshippers especially Freya and Freyr.

 

So man drought or not girly dwarfs have always been a core part of this faction.

 

The sublist fluff was never really expanded beyond Skadi is the daughter of the Moiuntain God and a shieldmaiden. She is a giantess that is slightly bigger than an ogre or troll. Because she is not a pure dwarf she is a little slimmer in build, looking very human. All the girls are worshippers of the Mountain God and are devout followers of Skadi. But the daughters are fanatics. The girls fight alone not because they refuse to fight alongside men but because female in combat is unpopular with many men. So they fight for Skadi protecting her father's domain, and fulfilling their dwarf born desire for battle.

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Here is an army I have recently tried out. It is a slightly different style than what I normally play. You will notice a distinct lack of Shieldmaidens and Kneebreakers. I figured the Dwarves had to have models other than them that were good. Right? Right? :lol:

 

King Thorgram + GMA

Skadi

Snorri (utilizing Champion)

4 Berserkers

3 Warriors

2 Halberdiers

Musician

Standard Bearer

 

Durin

5 Pathfinders

Musician

 

Hagard

6 Kneebreakers

Musician

Standard Bearer

 

Lesser Earth Elemental

 

Totals: 1,500 Points, 26 Models, 4 Troops, 6 Init Cards, 4 Spies :devil:

 

I went through the Dwarf list and noticed that I had a lot of models with Spy. That got me thinking: Hmmmm...could I make an army that would work well with lots of Spies? Actually, it did quite well. I faced a Merc army with an earlier incarnation of this army, where Skadi was a solo. I lost that battle, and we determined it was because Skadi was not part of a troop. In my Dwarves vs the World scenario a couple of weekends ago, I took this same Thorgram unit in my army. It did quite well there, although Skadi had died, and Thorgram was on his last legs. :down:

 

The Pathfinders are a tough unit to use outside of some grab-n-go token based mission. If it is straight kill 'em all, they are horribly weak and barely qualify as speedbumps. So, I recommend playing this army only if you are playing some scenario other than kill 'em all. ^_^

 

Enjoy!

 

Wild Bill :blues:

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I lost that battle, and we determined it was because Skadi was not part of a troop.

 

I'm just not a fan of solos, it just stands to reason a single model won't fair well alone. Unless they are rogue types fighting with range and just hit and running in and out of melee as a backstab opportunity presents itself. But pure melee types no matter how strong need support. Heroes on the other hand are great, they hit hard and are surrounded by support.

 

I've heard the arguements for solo/monsters that you need to support them with a troop blah, blah, blah, but in a real game sometimes initiative doesn't allow that.

 

I was thinking about making a rogue list that has four spies and four tacticians for scenerios type games. They aren't used much... I don't think, but Kara and Snorri are killer models.

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I could never get Snorri to work as solo. So, I quit using him. Once I saw he had Champion, I decided to dust him off and give him a second chance. WOW!! What a difference it makes taking him as an elite vs a solo. I'll gladly field him as an elite now. I figure the lack of a card gets offset by the fact that I get to deploy a unit last. Actually, two units since he will be with Thorgram who also has Spy. Heck, Thorgram has Tactician, so I don't really lose a card. Sweeeeeeet...:devil:

 

I haven't used Kara all that much. Maybe I need to try her out as "Snorri-lite" since she is always an elite. ^_^

 

As far as solos go, I routinely use the Lesser Earth Elemental and/or the Stone Spirit. They usually do fairly well for me. Of course, being burrowed helps too. :poke:

 

In the core rules, the Griffon was one of the big dog solos in the game. When he hit the table, people trembled in fear. Now, people are like "Sweet...we get to eat chicken for dinner." ::(: His stats haven't changed horribly much since then, but it's like he just isn't as effective any more. I don't know why. :unsure:

 

The Dire Bear I don't take very often, either. Usually it is because I have full troops, am like 100 points short, and don't know what else to take. :lol: I normally take a Bear Rider instead just because. <_<

 

The one time I field Annasha was in my Berserker army. She took a charge from Lord Vandrian and liked it. Sort of. She died the next turn, but hey, she survived to a second turn. ::):

 

Wild Bill :blues:

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Yeah, I used to use River trolls and ogres in my reven and bull mob builds all the time when they were solos. It was an easy way to get a couple cards for little over 100 points. Those builds usually had about 7-10 cards.

 

Now I seldom take a solo other than Snorri, Kara, Kyla, Dendris or the Sniper. When I use them I generally have a couple spies so setting them up away from my opponents range is not hard. If you use then at the right time your enemy never has a chance to attack them. Because they are too involved with the main force so you sit back and critical shot and marksman the entire game. They also all have defensive shot, which is helpful.

 

Now I pretty much beef things up with heroes and rogues. If I need a card I buy the upgrade.

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Through a very repetitive process I learned that the trick to supporting solos was to not get excited about their awesome stats. Engage with your standard sized models, and then once the opponent is tied up, use the solo on them. Wildbill is 100% correct that burrow helps immeasurably for the stone spirit and its lesser ilk, but it's not strictly necessary to have something neat like burrow - and burrow doesn't prevent you from switching the order and using the solo first. You've got to assess the risk to your solo - is it possible for the enemy to get 3 or more models in b2b with the solo (without having to break b2b with your troops)? If so, then don't put it there.

 

Solos have a huge psychological affect on the game. For the player bringing them, it provides a sense of invulnerability and power. This often gets them to over-extend the solo and lose it quickly. For the player facing a solo, it gives the feeling of threat, which forces that player to deal with the threat as a priority - which they quite often do, especially if you let them by overextending. A player using a solo must realize these effects and refuse to over extend.

 

I've found that having a solo "waiting in the wings" just out of melee range while bringing my troops to bear has quite a good effect (for me!). My opponent gets really wigged out by the big, nasty, hulking Solo-Of-Doom, and wants to plan contingencies for how to deal with it. Meanwhile my main forces move in on a distracted army and do their thing. Many players will keep some models out of the fight so they have something to retaliate with if I use the solo. All the more advantage for my soldiers!

 

Think of how easy it is for a fresh army to demolish basically anything in the game - surround, stack up your support bonuses and #MA, and rip it to shreads. Grin and bear the single round of defensive strikes. Now think of how hard it is to deal with a high DV, high MAV, high #MA target when you army has suffered significantly - Most of the models you could use will die in a few hits, and you probably are not organized enough to present the sort of assault you need to in order to quickly deal with the big solo.

 

May the bloody demise of my old school Bear Rider, over and over and over, be a lesson to all of us :D

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You have very good points, but something else abouts solos is that although the can have the psyc effects you mention. They also have the one WildBill mentioned concearning the Griffon... Mmm it's chicken tonight. Most players will go out of their way to commit an entire troop or two to getting it out as fast as possible. I've had guys bypass my two core troops to kill a griffon or bear rider.

 

I know I seldom give a solo or monster a second glance unless they are the 200+ kind.

 

I'd much rather face a hydra than an equivilent amount of Broods or river trolls or even spikeshell warriors. Granted if you can get your solo to the right spot at the right time, so that he has support, it can be very effective. But if you don't get initiative it can be 200 points gone before they even get to the battle. Or he can be cut off from the battle.

 

To me it's like football. Solos are like double reverses and halfback passes. They are a thing of beauty when they work, but they seldon do. Grunts and Adepts are off tackle runs or a screens. They may be boring, but they are fundamental, and they win the game.

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