Jump to content
Sign in to follow this  
Qwyksilver

Dwarves

Recommended Posts

Here's a list I really enjoyed. It takes advantage of Warlord and army abilities quite well.

 

King Thorgram Grimsteel

Durgam Deepmug

Margara Firetongue

Warriors X4

Halberdier X4

Luck Stone

Mithril Armor (for Thorgram)

 

Logrim Battlefury

Piercer X4

 

Gargram Heavyhand

Piercer X3

 

Dire Bear

 

Dire Bear

 

5 Troops, 1 Tactician, 2 Spies, 22 minis, 995 points

 

Bears to fly after the fragile casters, Piercers to pick off enemies at range while Thorgram pins the main host.

 

Bon Apetit.

 

DRG

Share this post


Link to post
Share on other sites

Sorry DRG, but this list tickles my funny bone more:

 

Ursula, Bear Rider Captain

Durthen, Boarmaster

5 Bear Riders

Musician

 

Dire Bear

 

Abjorn Hofkeg

Gilam, Rune Spelunker

5 Miners

Musician

Standard

 

Stone Spirit

 

Luck Stone

 

Totals: 998 Points, 16 Models, 4 Troops, 0 Tacticians, 0 Spies, 4 Init Cards

 

:devil:

Share this post


Link to post
Share on other sites

Picked up some dwarf Klockebowmen last night and started thinking about a cool 500 pt demo list to build around them.

TROOP 1: Logrim B, Kara F, 2x swiftaxes, piercer, kneebreaker

TROOP 2: Fulumbar I, 2x piercers, 2x halberdiers, kneebreaker

TROOP 3: earth elemental

13 models, 3 troops, 2 spy, 1 caster, 4 shooters

 

i think it has a little bit of everything which will make it a good demo list. Any thoughts in general or specifically regarding demo appreciated.

Share this post


Link to post
Share on other sites

Hello Everyone I am somewhat new to the forums even though I have been in the reaper fantasy football league for 3 years or so and my friend Jeff(Humansquish on the forums) got me playing this game. I freaking love it. Mainly because Dwarves rock. So with all of one game and one turn in another under my belt I will post an army and let you guys lay a smackdown onto it.

 

 

Troop 1

Warlord King Thorgram Grimsteel 148

w/ Mitheral Armor 25

w/ Spiritual Hammer 20

3x Kneebreakers 66

Ivar Silverfist 71

6x Bearriders 216

Durgam Deepmug77

W/ Hammer of the Mountian god 50

 

Troop 2

Stone Spirit 177

 

Total 1000 Just 13 troops and 41 Damage Tracks

 

This is a small expensive force that relies on smashing any force it comes into contact with. Not bad ideas but reall I just threw it together. So my second force is very odd indeed yet potentially neat.

 

 

Troop 1

King Thorgram Grimsteel 148

W/ Mithril Armor 25

Durgam Deepmug 77

W/ Hammer of the mountian God 50

3x Halbediers 54

3x Kneebreakers 66

2x Mancatchers 36

 

Troop 2

Ursula bear rider 91

w/ Hammer of the mountian God 50

Durgam Deepmug 77

W/ Hammer of the mountian God 50

3x Halbediers 54

3x Kneebreakers 66

 

Troop 3

Anasha Tomebreaker 103

W/ Hammer of the Mountian God 50

 

Luck stone troop equipment 3

 

1000 pts of Mighty madness with 19 Troops and 48 Damage tracks, 20 of which have mighty.

 

I have no idea if this could even work and I would have to try and keep Anasha in among the others to protect he and use her as a sgt/captian/Elite killer with the rest of this unit charging enmass with the kneebreakers trying to attack anything one of the provoke characters are on and adding a point or two of damage to each melee with their high MAV. The Halberdiers are either for support bonus or to keep adding to the fray behind one of the Hammermen. But obviously this army is built around Mighty. It sounds like fun and I am sticking to that story.

Share this post


Link to post
Share on other sites

Hey I though of another army take. This would have to win FAST otherwise it would get totally beaten into oblivion. But it would scare the crap out of people doing it.

 

 

Troop 1

 

Warlord Logan Battlefury (109)

---w/Mithril Armor (25)

---w/Hammer of the Mountain God (50)

6X Berserker (41)

Durthen, Boarmaster (76)

---w/Hammer of the Mountain God (50)

Durgam Deepmug (77)

---w/Hammer of the Mountain God (50)

Warrior (29)

Musician (15)

 

Troop 2

Gargram Heavyhand (35)

2X Warrior (29)

Durgam Deepmug (77)

---w/Hammer of the Mountain God (50)

2X Mancatcher (18)

Musician (15)

 

So Berzerkering army of doom with a side of mighty and Earthquake for the fun of it.

Obviously Gargrams troop is to try and take some of the heat off of some of the charging psycho's that make up troop one. But then again they may take their own heat off just from an avalanche of attacks so they may actually just be meat sheilds following up the great charge. But with Faction Disipline and musician to make the attack longer ranged than may be typically expected this all melee avalanche of frenzy is theoretically capable of doing mean crazy things to opponents. Which I do like. So any feedback would be appreciated.

Share this post


Link to post
Share on other sites

The Hammer is definitely a fun weapon. But, it comes at the cost of models and swings. You have to ask yourself what you are using the hammer for, are you using it for the mighty or for the spell? If you are taking it for the spell, well you have to have more swings to take advantage of the affects, if you are using it for the mighty you dont want to put it on someone who will die fast on defensive swings. Here is my tweak to your list as one possible option:

 

Dwarves - 1000 points

 

Troop 1

Logan Battlefury - Mithril Armor, Book of Tactics

Ivar Silverfist - Familiar

Durthen, Boarmaster - Hammer of the Mountain God

Berserker x 4

Warrior x 4

Piercer

Musician

 

Troop 2

Gargram Heavyhand

Durgam Deepmug - Hammer of the Mountain God

Warrior x 3

Mancatcher x 3

Musician

-----------------------------------

2 troops (+1 tactician)

20 models

 

I know that it is customary to take Durgram with Logan for his 4 swing provoke, but I chose to use Ivar instead with his possible 3 castings of Flesh to Stone (most likely on Durgam and Durthen, and a berzerker), . I will let the warriors in troop one do the duty of provoking swings away from Logan.

 

The main problem with the hammer is that as cool a weapon as it is, you usually end up with the conundrum of the person you put it on can cast or attack but not both in the same activation and you almost always need both. By reducing the list down to 2 hammers, you still can get two well timed castings off (in a 5 round game), and still have enough soldiers swinging to take advantage of the affects.

 

 

I also kinda like the idea of swapping out one of the current elites for Klaus with a hammer. An assassin with 2 swings at mighty would be rather scary.

  • Like 1

Share this post


Link to post
Share on other sites

Hey I though of another army take. This would have to win FAST otherwise it would get totally beaten into oblivion. But it would scare the crap out of people doing it.

 

 

Troop 1

 

Warlord Logan Battlefury (109)

---w/Mithril Armor (25)

---w/Hammer of the Mountain God (50)

6X Berserker (41)

Durthen, Boarmaster (76)

---w/Hammer of the Mountain God (50)

Durgam Deepmug (77)

---w/Hammer of the Mountain God (50)

Warrior (29)

Musician (15)

 

Troop 2

Gargram Heavyhand (35)

2X Warrior (29)

Durgam Deepmug (77)

---w/Hammer of the Mountain God (50)

2X Mancatcher (18)

Musician (15)

 

So Berzerkering army of doom with a side of mighty and Earthquake for the fun of it.

Obviously Gargrams troop is to try and take some of the heat off of some of the charging psycho's that make up troop one. But then again they may take their own heat off just from an avalanche of attacks so they may actually just be meat sheilds following up the great charge. But with Faction Disipline and musician to make the attack longer ranged than may be typically expected this all melee avalanche of frenzy is theoretically capable of doing mean crazy things to opponents. Which I do like. So any feedback would be appreciated.

 

I tried this already and trust me, it sucks balls. I got my butt kicked easily. ::(:

Share this post


Link to post
Share on other sites

Here is a list that I like very much, it is a little bit classic but...

 

Dwarves - 1000 points

 

Troop 1

King Thorgram Grimsteel (w/Mithril Armor)

Ivar Silverfist

Halberdier x 3

Swiftaxe x 3

Warrior x 3

 

Troop 2

Logrim Battlefury (w/Armor of Courage)

Durgam Deepmug (w/Magic Weapon)

Margara Firetongue

Piercer x 4

 

Troop 3

Earth Elemental

 

Troop 4

Earth Elemental

 

20 models, 5 initiative cards, 2 spy.

 

Troop #1 is all about the King, with Ivar for healing and the Swiftaxe for extra reach. In troop #2 I have Margara and the Piercers for range, Durgam and Logrim for bodyguards and if I can hold them in reserve for the latter game turns they are a very good combo with Durgam's Provoke SA and Logrim's ability to cast mire. Finally the Earth Elementals with their DR/2 and their Burrow SA.

 

Add to that a few mugs of beer and man, I am having fun...

  • Like 1

Share this post


Link to post
Share on other sites

The Hammer is definitely a fun weapon. But, it comes at the cost of models and swings. You have to ask yourself what you are using the hammer for, are you using it for the mighty or for the spell? If you are taking it for the spell, well you have to have more swings to take advantage of the affects, if you are using it for the mighty you dont want to put it on someone who will die fast on defensive swings. Here is my tweak to your list as one possible option:

 

Dwarves - 1000 points

 

Troop 1

Logan Battlefury - Mithril Armor, Book of Tactics

Ivar Silverfist - Familiar

Durthen, Boarmaster - Hammer of the Mountain God

Berserker x 4

Warrior x 4

Piercer

Musician

 

Troop 2

Gargram Heavyhand

Durgam Deepmug - Hammer of the Mountain God

Warrior x 3

Mancatcher x 3

Musician

-----------------------------------

2 troops (+1 tactician)

20 models

 

I know that it is customary to take Durgram with Logan for his 4 swing provoke, but I chose to use Ivar instead with his possible 3 castings of Flesh to Stone (most likely on Durgam and Durthen, and a berzerker), . I will let the warriors in troop one do the duty of provoking swings away from Logan.

 

The main problem with the hammer is that as cool a weapon as it is, you usually end up with the conundrum of the person you put it on can cast or attack but not both in the same activation and you almost always need both. By reducing the list down to 2 hammers, you still can get two well timed castings off (in a 5 round game), and still have enough soldiers swinging to take advantage of the affects.

 

 

I also kinda like the idea of swapping out one of the current elites for Klaus with a hammer. An assassin with 2 swings at mighty would be rather scary.

 

Actually I put The hammer on Logan just for him to use Earthquake while the rest of his troop charge in with mighty but keeping Durgam and Durthen in for normal melee just to keep their DV up and for the Tough rolls especially on Durthen whom I want to get to his last hp. I did think of putting Ivar in but I wanted Durgam in to maybe save a berzerker or two. Also if I can get it right every round I can use an Earthquake spell to work things to my advantage if it does land. It does depend on the army I am facing and to be perfectly honest I would probably have to do everything right just to win. But it still looks crazy fun to run a time or two.

Share this post


Link to post
Share on other sites

Here is a list that I like very much, it is a little bit classic but...

 

Dwarves - 1000 points

 

Troop 1

King Thorgram Grimsteel (w/Mithril Armor)

Ivar Silverfist

Halberdier x 3

Swiftaxe x 3

Warrior x 3

 

Troop 2

Logrim Battlefury (w/Armor of Courage)

Durgam Deepmug (w/Magic Weapon)

Margara Firetongue

Piercer x 4

 

Troop 3

Earth Elemental

 

Troop 4

Earth Elemental

 

20 models, 5 initiative cards, 2 spy.

 

Troop #1 is all about the King, with Ivar for healing and the Swiftaxe for extra reach. In troop #2 I have Margara and the Piercers for range, Durgam and Logrim for bodyguards and if I can hold them in reserve for the latter game turns they are a very good combo with Durgam's Provoke SA and Logrim's ability to cast mire. Finally the Earth Elementals with their DR/2 and their Burrow SA.

 

Add to that a few mugs of beer and man, I am having fun...

 

I actually have an army Very similar to that only I removed one of the piercers, and instead of the two Earth Elementalsand made them Griffons.

Share this post


Link to post
Share on other sites

Ohh I made a fun army that my friend would probably strangle me if I ever played against him.

 

 

Dwarf Swarm of doom.

Troop 1

 

1Fulumbar Ironhammer (56)

1Swiftaxe (21)

3Halberdier (18)

3Kneebreaker (22)

 

Troop 2

 

1Hagard the Maimed (30)

3Halberdier (18)

3Kneebreaker (22)

 

Troop 3

 

1Hagard the Maimed (30)

3Halberdier (18)

3Kneebreaker (22)

 

Troop 4

 

1Hagard the Maimed (30)

3Halberdier (18)

3Kneebreaker (22)

 

Troop 5

 

1Gargram Heavyhand (35)

2Swiftaxe (21)

3Halberdier (18)

2Kneebreaker (22)

 

Troop 6

 

1Gargram Heavyhand (35)

2Swiftaxe (21)

3Halberdier (18)

2Kneebreaker (22)

 

Luckstone (3)

 

1000 pts, 45 figures, 96 damage tracks, median MAV of 5 and who cares about defense or things like tactics. This is the dwarven version zerg swarming. It sounds real fun. What do you guys think?

Share this post


Link to post
Share on other sites

I think the idea of making a dwarven horde is kinda fun. I think your list, while it meets the horde criteria, it might lack some synergy within its ranks. But, I would need a little time to try and figure out some better pairings.

 

My point being that for example, just looking at troop 1, you have a couple of models that want to run across the board with rush attack. You have a couple of models that want to try and base up several models at a time with swing thru and you have some models that want to stand back and let the enemy come to them to take advantage of pike. While all three of those can be good and affective, they each are different and dont help or play off each other. I might instead try to see how maybe a mancatcher might work with some of those. Maybe a pairing of a halberd with pathfinder might work better than with a swift axe since the pathfinder is not doing a double move (allowing the reacher to reach) and even when it leaves BTB after a swift attack, it will still be within help range (and might even be able to do it again) and allows the piker to wait to use the pike.

 

Just one example. There are more that could be said, but I would need more time to figure it out.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...