Dwarf Tactics:
The Dwarves are a highly immobile army, making them much
different than other armies. You must learn how to defend your
territory, and where to take it if
possible. Knowing a little about your opponent helps a lot. If
your opponent has the option of taking some infiltrators, then
set up as if he is taking them. It is easy
enough to move into position if he doesn't.
One of the most effective deployment strategies is the
"Castle" defense. In this defense, you cluster your
units together in the middle of your deployment zone, making
sure that you have a few units facing off to the sides against
infiltrators. Put your war machines and crossbowmen in the middle
and any other large groups up near the
front. When the battle starts, try to keep this formation tight
at all times, especially if your opponent has taken flyers or
infiltrators. Even if he engages one unit with his
troops, you should have another one within range to help out in a
hurry.
Another option you can take is the "Steamroller"
strategy. In this option, you take a large unit of hard-to-hurt
troops and march them forward towards the enemy,
keeping the softer units behind it for cover. When you get far
enough out onto the table, then branch out the others and go at
it.
Now, to talk about the troop type themselves.
General
You have to have one of these, and why wouldn't you want one?
Pretty good stats and the ability to have three Rune items makes
him very useful, and you can tailor
him to your intended use. The throne, although it looks nice, may
not be worth it. It cannot march, and if two of the bearers are
killed, then the general cannot move
from that position. It would not be a bad idea in a defensive
battle where you do not move at all.
Heroes and Champions
If you haven't figured out how to use these yet, go read the
Rulebook again.
Runesmith
Extremely useful, especially if taken as the higher levels and
ocassionally with the Anvil. Always take the three Runes of
Spellbreaking that he allows you to take.
Without them, you are more susceptible to magic.
Longbeards
Longbeards are one of your 'elite' regiments, capable of taking
on most other units in hand-to-hand. They do have a few
disadvantages however. One, they are 15
points per model. Two, slow movement. Three, no missile weapons
and weak armour. They are extremely useful however, for enemies
with a higher Toughness
because of their Str 4. They just need to get their first. A
Golden Sceptre given to a character with the unit will help out
with many things, turning them into an
irresistable force.
Iron Breakers
Same as the Longbeards, but more expensive and harder to hurt. If
given the Golden Sceptre and the Standard of Shielding, they can
have a 1+ save! I prefer these
to any other elite unit, since they cannot be hurt by most
troops, and even the ones with Strength 4 have a little trouble.
Hammerers
Same as Longbeards, but always give them the two-handed weapons.
If they get into hand-to-hand with anything really big, they
still stand a good chance of hurting
it badly.
Dwarf Warriors
Your standard troop type and exactly the way you should use them:
standard. Field as many as possible, filling any gaps in your
army with other troops. If you prefer
the better elite units, think about putting in a few small units
to make a run towards the corner points to take away territory
from the enemy.
Dwarf Crossbowmen
Your missile troops, capable of even taking down Chaos Knights or
other such nasties. Good range, decent armour, and moderate
hand-to-hand skills makes these
guys one of the better units in your army. Treat them exactly as
you would with Dwarf Warriors.
Thunderers
Basically for the same points cost of a Crossbowmen you get a
crossbowmen with reduced range and a higher save modifier. I
would suggest only taking these in
battle against Chaos, where the high save mod. helps out a lot.
Miners
Hand-to-hand troops with two-handed weapons. A little light on
armour, but their points cost allows you to take many more of
them than usual.
Troll Slayers
What can I say? Cheap, expendable troops that don't break. Very
good for the points, but you have to make sure that you can get
them across the table to do some
damage. Use another unit to screen them and then swing them
around right into the foe. About the weapons options: It is a
good idea to equip them with two-handed
weapons, especially when you are fighting against things with
high Tougness/ low armour saves (i.e.Chaos Knights, any monster).
The ability states that their Strength
(INCLUDING weapon modifiers is always equal to the opponent they
are facing. So, in other words, since they have Strength 3, with
two-handed weapons they
wound things with Tougness 3 or less on a 2+, Toughness 4 on a
3+, and Toughness 5 or more on a 4+. With two weapons, they will
most likely always wound on a
4+, unless the opponents Tougness is 2 or less. And it doesn't
matter that the Slayers will go last, because they would anyway
because of their low Initiative. IF you
are taking them as a task force to destroy creatures with a
Toughness higher than 5, then equip them with two weapons, so
they at least get the extra attack.
Gyrocopter
One of the better war machines, since it can fly quickly and its
template weapon offers no save for armour. Use this against
densely packed units of expensive troops
(put the Rune of Disguise on it so it doesn't get shot down
first) and you will make up the cost of the machine on the first
volley. It is also useful against skirmishers,
which the dwarves have trouble hitting because of the -1 to hit.
The template doesn't care about minuses.
Bolt Thrower
Though putting a Rune of Seeking on this and shooting down a
flyer puts a glint in any Dwarf players eye, it is probably
unlikely. First, you need to hit. At -1 for
range, the Thrower will need a 5+ to hit, unless the creature is
lagre in which case you need a 4+. Either way, chances are you
won't hit. And even if you did, the bolt
probably wouldn't do much damage. (Most flyers have 4 or more
wounds. A really lucky hit could do it though) Using them against
units isn't much better; you still
need to hit, and only affect one column. Cannons do better, but
are prone to misfiring. If you misfire a lot, try this out for a
while.
Cannon
Works great against large units, heavily armoured targets, or
anything with more than one Wound. It does misfire, so
contemplate some Runes to help out.
Organ Gun
Total destruction. That's either you or your opponent after you
fire it. Though short-ranged, the extra flying time and bounce
gives you a range that is rather
formidable. When firing all barrels at once, spread your shots
around a little, since the vagaries of the die roll could lead
you to under or overshoot your target. Again,
as with the cannon, some runes do nicely to help with Misfires.
Flame Cannon
Another template weapon. Very short range, but again, that
doesn't matter much. With a couple of runes of penetrating, you
have a small cannon with a template that
can really put a hurting on a large unit. runes, runes, runes.
Stone Thrower
If you are good at guessing ranges, this is probably the weapon
for you. Excellent range and a template can cause severe damage.
Too bad there isn't a model for it
yet.
by: Ankronymus