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Billpete002
15-05-2009, 18:46
Since people seem to be asking for this I shall start this off. I will list all of the units and my opinions on their worth and effective use in the army. As usual take whatever anyone says on Warseer as an opinion and if your opinion differs post! Tell us fellow Warseer'ers why you found a use for X, Y, or Z. EDIT NOTE When I mention captains are obligatory this could also mean Epic Heroes! Or really any type of leader with might! - i.e. if you prefer Shieldbearers than these are areas where you should take them.

Let's try to keep this cordial and on topic of dwarfs kicking butt and taking names.

Dwarf Warrior Kinband

USE These guys are your mainstay common troops. Always take shields with them. Always take a captain.

PROS By taking shields these dwarfs go from a 'okay' defense of 6 to a great defense of 8.

CONS They only have a Courage of 4 so you need a captain. They are expensive for core troops and you need to field them in a formation of at least 3 companies to be effective. Their fight value is good, but not awesome.

Dwarf Archer Kinband

USE These are the common shortbowmen of your army. Never take a captain.

PROS These dwarfs have good defense and alright courage and abilities to hit.

CONS They are equipped with short bows... meaning you're effective range in 9" and your max range is 18". This gives you effectively 1 turn of shooting enemy units and thus make this unit VERY expensive for what it accomplishes. I suggest you spend your points elsewhere.

Dwarf Ranger Kinband

USE These guys are common and great for long range bombardments with arrows and get the added special rule of pathfinders (mountains). A Captain is situational, if you plan to sit back and launch arrows - than there is no need, but if you plan to flank or march them with the army, a captain is advisable.

PROS Longer range than the Dwarf Archers, better shooting score, and only 5 points more expensive. These guys are almost a no brainer when it comes to ranged shooting for the dwarfs in terms of common troops. These guys also come with thrown weapons - so if someone gets a little to close you can pelt the enemy with str 4 axes.

CONS they are a little bit more expensive than Dwarf Archers, and have one less defense.

Khazad Guard Kinband

USE These guys are rare shock infantry. Take a captain. These guys can take the pain AND dish it out. Stick these guys in the center of battle and they will hold the line with a courage of 6 they will not be moving.

PROS A good defense of 7 and a courage of 6 these guys tear through orcs and goblins like a well greased wood chipper.

CONS expensive. These guys are 10 points more than Dwarf Warriors and can add up quick in small forces. But are almost obligatory when it comes to taking shock infantry.

Iron Guard Kinband

USE These guys are rare shock infantry. Take a captain. These guys can take the pain AND dish it out. Stick these guys in the center of battle and they will hold the line with a courage of 6 they will not be moving.

PROS a fight value of 5 (the highest so far on the dwarf list) a courage of 5 (6 with captain) and a defense of 7 these dwarfs are not to be trifled with. They also come with the added bonus of thrown weapons.

CONS expensive. These guys are 10 points more than Dwarf Warriors and can add up quick in small forces. While they do hit better in combat, having a great weapon is a better deal in my mind as you want to cause wounds and your stats are already great compared to goblins/orcs - These guys are really more in line to hit/wound elves or other high F units.

Vault Wardens

USE A rare joy.

PROS Defense 10? Seriously? That's frickin' awesome. These guys are a brick wall that scream "Take me you FOOL"! At fight 5 and "Indomitable" special rules these guys will stand there till the last guy bites the dust. They also have a strength of 5 making casualties almost a certainty.

CONS at 30 points more than Dwarf Warriors these guys are small units and can rack up the points quick. Also with no access to a Captain and "We Stand Alone" they cannot receive orders or might - unless through a character with Overlord ability.

Dwarf Ballista

USE at 20 points more than Dwarf Warriors these are the only artillery the dwarves have.

PROS Obligatory. These are a must - at strength 8 and a defense of 8 these guys can take some pain and still hold while dishing out strength 8 monster killers at the enemy.

CONS Cannot move after having been placed means you only get 1-2 turns of shooting. It may be wise to take 1 Ballista per unit to maximize on targets and LOS.

Moria Expeditionaries

USE at 5 points more than Dwarf Warriors these are rare specialist goblin killers. A captain is a must.

PROS They are exactly like Dwarf Warriors but for 5 more points you get Goblinbane AND Pathfinders (Mountain).

CONS Unless you know you are fighting an army fielding goblins this unit is a waste. Only take it if you KNOW you are facing a Misty Mountain player. Otherwise save the 5 points per formation on something else.

Iron Guard Ancients

USE Shock Troopers that are even better than the originals? Heck YA!

PROS Same as their normal rare cousins Iron Guard, these guys come with, you guessed it! Special rules! Orcbane, Pathfinders (Mountains), and Fearsome reputation.

CONS If you thought the Iron Guards were expensive these guys are even more so! Much like Moria Expeditionaries, these guys are situational - they are like a company of Chuck Norris on crack if your opponent has orcs, otherwise they are a HUGE point sink making you feel stupid for bringing such a cool unit to a squirt gun fight.

Ered Luin Rangers

USE Flanking Axe throwers. What else can I say? Oh! take a Captain.

PROS Yay! Our first ambushing unit. It is very useful for flanking maneuvers, and fair well in combat.

CONS Wait what? Oh that's right - no bows... AND expensive.. My view is why take these guys when you can take more Dwarf warriors/legendary units? The only advantage these guys have is ambush, and thus becomes a 1 trick pony company.

King's Champion

USE This is Chuck Norris.

PROS for 135 points more than Dwarf Warriors you get 1 model of pure pawnage. This guy comes with inspiring leader (dwarves), terror, very hard to kill and a stat line that makes a Dragon of Ancient Times blush. He is a must in forces as he counts as a monster and that is what he specializes in: Killing monsters.

CONS Expensive and only 3 attacks he is outgunned if he faces a Balrog or Dragon solo, but that's why he's rare and not legendary... But taking even 1 is expensive and taking 2 is very expensive.

Murin's Guard

USE The same as Dwarf Warriors with a character and special rules? Sign me up!

PROS This unit rocks. You can effectively make an entire company of Dwarf Warriors get defense 10 with "Lock Shields" - and what self respecting dwarf player doesn't want to look at his opponent yell "LOCK SHIELDS!" and then laugh your ass off as he wiffs on all his attacks? Oh, did I mention Murin comes with a Banner? So this is almost an obligatory unit as the special rule alone rocks, but with 1 extra might than a Captain - this unit is really good.

CONS expensive - the 1st company (which includes Murin) is bloody expensive

Drar's Hunters

USE Finally, our second ambushing unit - and oh look they have bows!

PROS These guys are MUCH better than normal rangers and much better than Ered Luin, they come with bows, a special character that allows Take Aim (giving a 2+ to hit) and allows Pathfinders (woodland) which is much better than mountains - as most terrain boards have woods and not mountains.

CONS none. Seriously this is a cheap unit for what you get and worth it's weight in semi-dark gray plastic.

Durin's Guard

USE Wow just look at all those special rules! and they are better shock infantry than Khazad Guard!

PROS The list of special rules, a fight value of 6 courage 6 and 4 might should be indicators that this unit rocks. The list of special rules includes goblinbane, inspiring hero (dwarves), orcbane, pathfinder (mountains), stalwart (as almost all dwarf units get), and terror. Durin also gets the bodyguard rule - so if a big bad monster comes Mardin can take the fall and Durin can dish out the pain!

CONS not only are the Khazad guard expensive, Durin/Mardin are 200 extra points. If you know you are facing orcs/goblins This unit rocks. And is well worth it - but perhaps not in small games.

Floi Stonehand

USE Epic Hero Disruptor

PROS Epic renewal is great as Floi comes with 2 might - stick him in a unit that sits back and shoots (like rangers) or in the second line and pass out his might. If something gets to close you can epic defense to save the unit or hold the enemy for a turn. but Floi's real ability is Loremaster this rule is great. He can effectively turn off 1 enemy company ability per turn. This can be a game changer - and since this does not cost Might - use it every turn.

CONS now fight and courage (when compared to the other heroes) Floi is not a main line fighter and he was not designed as such.

Balin Lord of Moria

USE a good epic hero.

PROS Causes Terror, inspires dwarves, and has a fight/courage of 6 AND a resilience of 3 with 3 might - this guy is good for challenges and makes for a great addition to boosting your unit. He also comes with Epic Strike, Epic Challenge, AND Epic Defence

CONS none. He is cheap and good.

Dain Ironfoot

USE If the King's Champion was Chuck Norris - this is his father!

PROS with a fight 7 courage 5 he has fighting and staying power, he also has the highest resilience in the game with 4! and 4 might. Epic Strike, Epic Challenge, and his special rule that makes him a monster: Epic Rampage! Where his company can (theoretically) get infinite attacks... He also has Counselor, Inspiring Hero (dwarves), Terror for specials

CONS Expensive in small games, but what can you do? He IS Chuck Norris's father!

Gimli

USE A cheap Dain substitute!

PROS fight 6 courage 6 resilience 3 and might 4 this might as well be the clone of Dain, he comes with all the bells and whistles like Dain but gets Baruk Khazad! which allows his unit to toss him and cause D3 automatic hit before combat, and does not prevent charging.

While not a game breaker this is a nice ability to soften up a unit a little before combat - It is very short ranged, but if you somehow got into range of cavalry or a monster this would cause some damage - more-so than large blocks of orcs.

CONS None.

So there you have it a review of all the units in the Dwarf section. Hope this helps you in your fighting!

"Let them come! There is one Dwarf yet in Moria who still draws breath!" ~ Gimli

Due to popular demand - I will cover Shieldbearers.

This seems to be a contentious issue so far so I will cover the pros and cons of this semi-hero

Shieldbearer

USE Substitute for a Captain OR extra staying power in conjunction with a captain

PROS Cheap this guy is half the points of a captain and offers (on a roll of 5 or 6) staying power to the dwarves.

CONS 1 less courage, might, resilience than a captain. This makes the survivability during duals all the more challenging, and with only 1 might makes decision making difficult. If taken instead of the Captain you get quite a few extra points to play with, but each squad has less abilities to march/etc.

This makes me think the Shieldbearer is really only usable in larger games, but I have yet to test it in smaller ATM so time will tell. If he didn't have the lower stats this would be a no brainer, but it is a toss up at the moment.

Nu Fenix
15-05-2009, 19:06
Nice to see a Dwarf Tactica with the units and characters broken down :)

One things I think could be added is your opinion on Shieldbearers, since they are unique to Dwarves, whilst there has been discussion about them in another thread, I think it is only right you put your opinion of them in your tactica.

Now sig your Tactica so new players don't miss it ;)

dtjunkie19
15-05-2009, 19:19
I have to disagree with you two on shieldbearers again I'm afraid. Remember you are saving 25 points per formation with a shieldbearer vs captain. Im not saying the captain can't be useful (like in a large formation of warriors [6 companies]), but shieldbearers give the dwarves that much needed at the double roll for less points. Yes they have 1 point less of might and courage and resiliance, but they gain a special rule which can definitely be useful. So the question is in my opinion, how many points you have free and the size of the formations. Because the way I see it the role the captains play can be fulfilled by your epic heroes, and the shieldbearers allow smaller companies that dont need the extra might to still get that at the double! roll

Nu Fenix
15-05-2009, 19:37
I didn't include my opinion on Shieldbearers here as I had mentioned it elsewhere. I never said here that I was for or against them - I did that elsewhere ;)

I just felt that Billpete should add his opinon to his post, for the sake of completeness.

Reinholt
15-05-2009, 23:28
A couple of quick points:

1 - Take a captain should probably be "take some kind of hero". There are some relatively cheap dwarf heroes (floi, Balin, shieldbearer) in addition to captains that can fulfill much the same role, and a unit packing someone like Gimli or Dain might very well not need a captain.

2 - I disagree with not taking captains in units of dwarf rangers. The rangers are actually pretty solid in combat (fight 4, strength 4, defense 5 is actually superior to a lot of infantry in the game), and the few times I've played one of my friend's armies with them, they have been quite powerful. I actually won a game based on the rangers heroic charging the flank of a warg rider unit to prevent them from hitting the Kazad guard, in fact... and they won that combat big time. Don't throw them in as a first result, but don't be shy about throwing dwarf rangers into combat. Much like the Osgiliath veterans in the Gondor list, they are one of the rare units that does multiple things very well.

3 - By the same token, I like the Ered Luin rangers as well. D5 means most things will need 5's to wound them outside of monsters, so they aren't a disaster in terms of taking hits, and their first charge can be brutal. The trick is to use them as they are intended - to sucker punch a major unit in conjunction with a large unit on foot, or to eliminate a specific threat (imagine plowing them into the side of most archer units, or an artillery formation). This unit takes some skill to use, though.

Edonil
16-05-2009, 05:47
Vault Wardens

USE A rare joy.

PROS Defense 10? Seriously? That's frickin' awesome. These guys are a brick wall that scream "Take me you FOOL"! At fight 5 and "Indomitable" special rules these guys will stand there till the last guy bites the dust. They also have a strength of 5 making casualties almost a certainty.

CONS at 30 points more than Dwarf Warriors these guys are small units and can rack up the points quick. Also with no access to a Captain and "We Stand Alone" they cannot receive orders or might. This makes them 1 trick ponies - stick them on a flank and hold it. Also, since they are small units it takes only 1 bad spell to ruin their day and say goodbye to that expensive flank.


Overall, I agree with your perspective on the dwarves. I salute you my friend for the time invested. However...I would look to point out something about the Vault Wardens that is not entirely accurate. If you have a character with the Overlord rule, Vault Wardens are allowed to use heroic actions, and epic actions. And yes, they will work well on the flanks, but they also could be useful in the center of the line, with less expensive units sitting on their flanks. A good grounding point is always useful.

Mephaine
19-05-2009, 16:17
Good tactica and yet again not to nit pick like alot of folk here but I am sorry to say the Balista has an overwhelming con. Simple is it can't move. Once you plant it down thats it you have to like it or lump it as the old saying goes. This allows enemies to potentially dance around it I mean to be fair yes at logn range its useful but as soon as you hit the 2 foot marker line that line of sight has shrunken drastically and all of a sudden its looking a little frail. Also one last con is the potential aweful number of shots you get. First you need a 3-6 just to hit giving you a 2 in 3 chance. Then you need to roll a further D6 to see how many you get. After all your rolls you may end up with a single shot yet at the same time potentiall 10 shots. I am a Dwarf Player as people may have seen some of my mad army list ideas but in the end we dwarves are not shooters we are damm tough as nails melee fighters.

Ideally perhaps in your tactica include a section and call it Notable Allies. Mention a list of allies who Dwarves can greatly benefit a partnership from.
My personally preference goes with Rohan basic cavalry. At 30 points a company they give us a much needed mobile unit as well as a good shooting base. They can draw fire from our more destructive units saving us a couple of turns of grief at best despite their weakness.

Billpete002
19-05-2009, 20:09
I have added my part on Shieldbearers with a more 'outside the box' opinion - as some people seem to like the guys. I have fielded them once but prefer Captains still.

I added the bit about ballistas not moving but came up with a possible solution to LOS issues.

@Mephaine - about the allies - I'll leave that to you all, my 1st post is to be for pure Dwarfs so it doesn't end up being a plethora of tacticas or just a mishmash of units - though a very good idea, I'd like to keep some structure.

Fixed Vault Wardens a bit to include Overlord - forgot that, but since no dwarf has that ability it didn't cross my mind! :eek:

As for wounding dwarfs on 5's it is relative to other dwarf's armor values - the rangers have the least armor in the army (I don't have the book infront of me at the moment, so I claim the "IIRC" clause!) - so in this respect rangers die much quicker than say normal Dwarf Warriors or even Dwarf Archers!

Though I did compromise and changed my tune about Ered Luin - I've tried them once now and they are nice - not as good as bow armed rangers, and I can't justify the point cost for them either - they are double the points of a normal ranger group and all you really get out of the deal is ambush..

Tarrant
19-05-2009, 20:46
Thanks for the Tactica. I'll be starting a Dwarf army (w/some allies) once the ordered boxes arrive!

T.

Da Black Gobbo
23-05-2009, 21:26
Wow really good mate! now we should start talking about army development.

I'm building a 2k army and I'm thinking about this, 2 units of 4 warriors companies with cap, musician and standard, 1 unit of 4 blocks of Rangers with 2 handed weapons, captain and musician, 1 unit of 2 ranger archer companies, 1 kings champion, 1 unit of 3 formations of Iron guard ancients with captain, musician and standard, Drar's hunters with 3 companies and finally dain, i don't have the book here to check points but i think it's about 1700 points, i'm thinkig about adding either gandalf or the fast moving ent (the one that moves 12' or something don't remember the name) and something else. What do you think?

Billpete002
23-05-2009, 21:42
Wow really good mate! now we should start talking about army development.

I'm building a 2k army and I'm thinking about this, 2 units of 4 warriors companies with cap, musician and standard, 1 unit of 4 blocks of Rangers with 2 handed weapons, captain and musician, 1 unit of 2 ranger archer companies, 1 kings champion, 1 unit of 3 formations of Iron guard ancients with captain, musician and standard, Drar's hunters with 3 companies and finally dain, i don't have the book here to check points but i think it's about 1700 points, i'm thinkig about adding either gandalf or the fast moving ent (the one that moves 12' or something don't remember the name) and something else. What do you think?

Any and all musicians and banners should be dropped - that will free up tons of points for more dwarf companies! Seriously, moving 1" more or the tiny bonus a banner gives (for the points) - they aren't worth it which is why I didn't mention any in my tactica - those are wasteful for any/all armies IMHO

With all those extra points you could get gandalf and perhaps (just perhaps) that ent as well.

Otherwise it looks like a sturdy army, I might recommend some ballista or allies for monster killing. The king's champ is good against trolls and such, but against a balrog? or dragon? you might need more backup!

I would also consider Floi - his ability to cancel 1 enemy special ability per turn is great - also he can dump all his might (if he isn't in the front row) to other characters! I highly recommend him as he is dirt cheap!

Da Black Gobbo
23-05-2009, 21:51
Okay musicians out but Standard let you re-roll to charge, i'm an unlucky player don't know if failing charges is what i want ^^, never thought about Floi like that but he seems quite a good option, of course ballistas are too something usefull to kill or soft Big nasties, when i arrive home later i'd get the list, by the way what do you think about the 12' moving ent??

Edonil
24-05-2009, 03:09
Any and all musicians and banners should be dropped - that will free up tons of points for more dwarf companies! Seriously, moving 1" more or the tiny bonus a banner gives (for the points) - they aren't worth it which is why I didn't mention any in my tactica - those are wasteful for any/all armies IMHO


My specific disagreement with your statement is Mordor related, but will apply to anyone. Army Banners with the Heroic Advance (multiple units all Heroically Charging at the same point in the phase!) have extreme uses- but only when combined with regular banners. No, Army Banners aren't cheap, but the ability to get off two, maybe three or more, charges all at the same time, before anyone else is well worth the points, in my opinion

Billpete002
24-05-2009, 06:50
that is a point, but with dwarf movement (even if you wasted it on the musician for the extra inch) ain't that far. - I'm looking at this with a dwarf only outlook - as that is what I play. And since our troops are expensive - why waste points on banners when you can get more attacks and wounds on the field?

Truth about the heroic charge though - hadn't thought about that, but you can always spend a might to alter the roll to make it a success if you fail - and since captain's have 2 might (not including characters who have more) - you are bound to pass all of your charges.

Perhaps if someone wants (i.e. has the time and motivation) to write up a list for potential allies such as earlier posted Rohan would be good for high movement (or that 12" ent)

I am not familiar with the other units aside from what is on paper, thus I am not the expert to consult for potential allies.

Da Black Gobbo
24-05-2009, 10:14
Well finally i did the army and its something like this:

--Dain Ironfoot (Chuck Norris's dad).

--Gandalf.

---Warrior Kinsband: 6 Companies, captain.
--2x Rangers: 3 Formations, 2 handed weapons, captain.

--Ballistas: 2 of them.
--Iron guard ancients: 3 companies, captain.
--King's Champion.

--Fast moving Ent (please anybody tell me it's english name 'cause i don't know :) )
--Drar's hunters: 4 companies.

and i have 40 points left to spend i don't know if i should drop one of the drar's companies and get a good destiny or what. Thoughts?

ogresrdabest
25-05-2009, 08:55
i dont know if people know about this but if you use gimli to his full potential he can easily destroy over triple his points.

put gimli in a formation of 2 khazad guard with a captain, when u get into combat gimli use epic rage and rampage and the captain heroic fight, this means you have str 9 khazad guard with 2 hand weapons so u basically always wound on 2s and u can attack again for every wound u inflict, if u dont kill the unit u can fight again and if you do u can move and charge in to another unit (banner is essential as u re-roll the charge) u can do this twice in a game so easily destroy 4 formations, in one turn i killed 3 trolls sauron and a mumak but my entire unit died coz of def 3.

this is the coolest khamakazi unit in wotr. use it its sooooo cool!!!

post ur opinions

ogresrdabest
25-05-2009, 08:55
the ent is called quickbeam i think

Billpete002
08-06-2009, 21:06
@Da Black Gobbo - This list looks very nice. Though I am a purest at heart I doubt any dwarf could argue at having Gandalf help them out! He is a very nice wizard to include.

I have never fielded an ent so I can't comment but the list looks solid. You have good shock units and some ranged elements.

Please post here about all the dwarfy adventures you get out of them - this is a tactica and we need reports!

I must apologize for my lack of posts as of late here I have been preoccupied with other matters and thus have not had the time to really play any recent battles with my dwarfs. But I hope others post their experiences with them.

@Ogresrdabest - that is a nice tactic and something I had not considered - perhaps the only time banners would be helpful. Great addition!

Keep em coming folks!!

Kalandros
08-06-2009, 22:35
Speaking of Dwarf Tactica... How do you deal - when having a pure Dwarf Army - with the big spell casters like Saruman, Sauron, etc. ?

Other than Counterspell Fortune, how do you approach these unstoppable forces? o; we need to reach them fast and get rid of them fast to stop them, right? But how do you go around and do that without getting blown to bits first? O: I haven't played much yet so I'm not sure how devastating magic can really be.

Angelust
09-06-2009, 02:23
The one spell which may hinder you a lot is break shields, as most of your D relies on shields to boost up the great armor that Dwarves get. The impact of magic is not really game breaking in most cases however. Just take redundancy of troops and pick your fights I guess...

Billpete002
12-06-2009, 07:15
I haven't found magic to be too devastating in WOTR but I suppose if you play against magic heavy armies or a large enough game gandalf or some other caster may be a good idea.

Billpete002
28-08-2009, 07:04
Just so this Tactica isn't lost in the void that is Warseer, I'll bump it and hope with this much time passing some Dwarf players can relate their experiences and what units did and did not work.

LankyOgre
29-08-2009, 19:41
I'll toss in my 2 copper about khazad guard vs. iron guard. I have brought khazad guard in almost every game I've played and they have excelled consistently. D7 and s5 with 2-hand weapons makes for a unit almost immune to missile fire and they hit unbelievably hard. I've had multiple engagements where opponents line up outstanding charges and have multiple effects in their favor, and they crash against the khazad guard with little effect. On the other hand, I tried the iron guard out last night because I have used khazad guard so consistently, and they just didn't do it for me. For the same amount of points I found that the higher fight doesn't give enough extra dice to outweigh losing the +1 to hit. Also, the thrown weapons are rarely worth it just because many turns maneuverability is much more valued.

In regards to rangers with bows vs archers. I have found the the extra 6 inches of range is outstanding. I usually take 2 formations of 3 ranger companies and they regularly hold their own and help lower the odds against my dwarves. In fact, the other night my rangers did 15 wounds to a stone giant over 2 rounds between arrows and bows, something I don't think archers would have a chance at doing.


With dwarves I'm kind of resigned to expensive units, so rather than try to cut costs and compete by numbers I just try to put solid units on the table that will make an impact.

Billpete002
31-08-2009, 14:58
They are really a good army when it comes to Quality > Quantity with units like rangers and khazad guard - the heroes just make these units even more exceptional.

Hellfury
03-12-2009, 13:55
Gandalf is a great addition to a dwarf army. When he is stuck in a unit of khazad guard or two handed dwarf warriors, he shines when combined with another hero. Balin is cheap enough to make the points spent on gandalf (the grey) a lot easier for the already expensive dwarf army to swallow.

Gandalf stalled an uruk berzerker company from ever coming into contact the entire game, slowly whittling them down as they were pushed back.

I can hardly ever see a game where I wouldn't take him in my dwarf army unless I was playing a game that was very light on heroes at my opponents request.

Lets see...what else?

Ah yes, 2 ballistae are compulsory in just about every well rounded list against all comers. They save my ass quite frequently by taking care small formations such as berserkers.

Gwaihir or just a great eagle is a really great way to overcome the dwarves slow pace. Take out pesky warmachines or lock enemy formations in combat by charging the rear right before you charge their front with a gaggle of dwarves.

Added bonus is that Gandalf and great eagles are very fluffy as well.

jakelautrec
02-01-2010, 00:12
Very well done and thank you very much for compiling this, i am a dwarven player and this is extremely useful to me, major brownie points to you.
Jake :)

Cole Train
06-01-2010, 22:20
i dont know if people know about this but if you use gimli to his full potential he can easily destroy over triple his points.

put gimli in a formation of 2 khazad guard with a captain, when u get into combat gimli use epic rage and rampage and the captain heroic fight, this means you have str 9 khazad guard with 2 hand weapons so u basically always wound on 2s and u can attack again for every wound u inflict, if u dont kill the unit u can fight again and if you do u can move and charge in to another unit (banner is essential as u re-roll the charge) u can do this twice in a game so easily destroy 4 formations, in one turn i killed 3 trolls sauron and a mumak but my entire unit died coz of def 3.

this is the coolest khamakazi unit in wotr. use it its sooooo cool!!!

post ur opinions

It doesnt have to be a kamakazi! Put Legolas in it!

Spiney Norman
15-01-2010, 10:41
Firstly let me say thanks for the run down, this is very helpful as I'm strongly considering starting a dwarf WotR army.


My specific disagreement with your statement is Mordor related, but will apply to anyone. Army Banners with the Heroic Advance (multiple units all Heroically Charging at the same point in the phase!) have extreme uses- but only when combined with regular banners. No, Army Banners aren't cheap, but the ability to get off two, maybe three or more, charges all at the same time, before anyone else is well worth the points, in my opinion

Agreed, I've been using 6 Companies of the Kings Guard in my Rohan list with the Royal standard and an army banner and, although it is extremely pricey, its certainly worth it.

I'm considering sorting out my LotR dwarfs and expanding them to make a WotR force, but I wont be taking banners on the units unless I include allied cavalry. Banners are a must on cavalry because if cavalry don't charge they are dead, infantry (and certainly dwarf infantry) are designed to take charges and then hit back so banners are unnecessary.

Billpete002
28-02-2010, 19:01
With all of the new LOTR/WOTR units coming out - anyone think they may make a new plastic dwarf set?

Also, I'm glad to hear that my simple run down helped you guys out - I have had a ton of fun with my dwarfs. I really hope that GW comes out with an expansion or something for the game - it is tough enough in my area to find players.

Lordofthedwarves
03-03-2010, 13:23
can you actually not move the vault wardens

Nu Fenix
03-03-2010, 19:02
Vault Wardens can move as they're not Artillery. However, they can't be joined by an Epic Hero due to having We Stand Alone.