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Dwarven
mountain
Tactics


   

Dwarfs
The most important aspects to keep in mind about a dwarf army are the following:

Take many organ guns. They are the best in the dwarf army in a cost - profit balance. They combine the most heavy firepower possible, plural shots, three on an average, and relatively low cost. Compare that to five crossbowmen with the same cost!

Always take a runesmith. This is the best character in the dwarf army as far as costs and profit go. Always give him all the three items he is allowed, possibly one with which he can protect or reinforce a regiment he joins. The Lord Runesmith is the most powerful character in the army, better than your general. Use him as a fighting force while you keep your general - alive - slightly on the background, ready to deal with secondary threats.

In armies from 2000 points on always take a gyrocopter, or even two. To make up for the lack of movability, to make your opponent start doubting what you will do with that flying warmachine, and to take out units with high saving throws it is an important element in your army. Without it your army will behave in a - for the opponent - predictable manner, to which he will react faster than the speed with which you can change tactics.

Bugman's brewers are the single dwarf regiment that is very flexible in its use. When the enemy is still far away or you are fighting against a shooting army they can use their crossbows, while when the enemy gets nearer, or you move up against the shooting force they can do considerable damage to most enemy units.

When deploying put your characters in central positions. The non - manouvrability of dwarfs is perhaps the biggest problem. If your  keyfigures are not in the right position from the beginning, your opponent will eat your army by pieces, avoiding the tougher characters, at least at first.