Dwarf Noble - 85
Dwarf Axe - 15
Dwarf Engineer - 50
Dwarf Axe - 15
Handgun - 35
5 Warriors - 200
Hammer - 15
1 Thunderer - 40
Crossbow - 25
Dwarf Noble - 85
Dwarf Axe - 15
Dwarf Engineer - 50
Dwarf Axe - 15
Handgun - 35
5 Warriors - 200
Hammer - 15
1 Thunderer - 40
Crossbow - 25
Most important point I can make is to get the Slayers in there so you have more than 2 heroes. You need all the money you can get from the start with Dwarves so you can get their numbers up asap. Some scenarios need heroes to achieve the objectives rather than henchmen too.
Handguns aren't great in the basic rules. Expensive, can only fire every 2nd turn and shorter range than a crossbow. They do look cool though. Are you using any house rules for them?
Without houserules handguns are more expensive versions of Xbow that can only fire 24" and every other turn. And like previous poster said, for a campaign you need to max out on heroes.
Didnt notice everything I said was already covered by previous poster, silly Iphone :P
Oooh Dwarfs! Nice one! Okay, like the other guys said you need heroes heroes heroes. Handguns suck the big one in Mordheim, so I wouldn't go for them unless your group has a nice houserule (like making them S5, for example*). Also, some firepower backup is always a good idea. You've got the slowest warband out there. The easiest way to compensate that is by getting crossbows or guns to close the gap. And those 15 crowns you spent on getting your Engineer a Dwarf axe are a waste. If played right, your Engineer will be amongst the Thunderers spending his time shooting and that Dwarf Axe is then wasted on him (imo). I always give him a hammer for appearances (since he's a hero, he's entitled to something else than just his dagger).
*the S5 for handguns idea is something I took from Coreheim.
Crocks Rule!
R.I.P. Crocodile Hunter.
Nunquam Succumbo! Mortis Ante Dedeco!
- Celestial Lions never die.
Hero's - been said
Handgun - been said
Henchmen - You can put all 5 Warrior/Clansmen (which will be reduced to get Slayers) in one group to increase common XP gain, or you can break them up into smaller groups to increase the chances of the The Lads Got Talent, and increase diversity among warriors.
Although maybe you are buying troops and equipment because you have some fluffy models or ideas. Always a fun way to play.
Please Review, Critique, Comment, Criticize, or Play-test my Mordheim Wood Elf Warband at the link below:
http://www.warseer.com/forums/showth...-the-willpower
Thanks!
I'd say that Dwarfs are one of the few warbands which doesn't need to max ot heroes. Since they always get at least 2 stones the lack of slayers are not that severe. Personally I leave them out and wait until I get lads got talent on my henchmen. I find that a much better longterm warband than those with slayers. Slayers are crap at the beginning and near to useless in the end.![]()
I wouldn't say slayers are crap, 7 games in I have a Troll Slayer with T5 W2, Resilient, MAster of Blades and 2 Dwarf Axes. He is only half way there and he still managed to hold up 3/4 models in most games I play against Undead. The 6 to kill is great and if you give him the Thick Skull skill he'll get a 3+ save from being stunned. They are pretty bad starting out, so you need to keep them out of action for a game or two untill you can afford to give them some Dwarf Axes!
Other than that I would normally get 4 heros at the start and try to get at least 2/3 henchman groups to increase the lads got talent chances!
Also, if you're hooked on handguns don't forget that in the ORB there is a Misfire Table you can use. It reduces the cost of handguns by giving a randomness to the use of any Blackpowder weapons.
As the others have said, if you get henchmen break them into small groups (solo em) for the greater chance for the Lads Got Talent.
@demgear and Colonel kex:
Yes, any warrior within the dwarf warband can hold out almost indefinietly.2 dwarf axes and tasty skills and stat upgrades
The biggest disadvantage with the slayer is what Demgear wrote.If I only take 2 starting heroes and quite a few beardlings and/or thunderers after 2 games I have heroes which are better, gives less warbandrating, etc. Slayers are awesome fluff and nice models. But in the dwarf warband it is much betterThey are pretty bad starting out, so you need to keep them out of action for a game or two untill you can afford to give them some Dwarf Axes!
to get a few thunderers to get LGT. and the slayers are in the way for that.
A lot of my dwarf warbands start with 5-6 warriors only. Decked out for combat with armor and shields and whatnot.And a few thunderers with the nasty crossbows of theirs.
Which have you found to work better? I am starting Mordheim for the first time against a Skaven and Undead warband. Have you found that less more equipped models do better or do you roll with numbers?
Problem is, they are fairly experienced players whereas I don't have a scooby doo.
Would you be able to list an example of some starter warbands you have used and how they faired please?
Thanks in advance.
When there is no other way, the perilous path is the only road to salvation - Eldrad Ulthran
While I agree that slayers can get vicious, I do agree that Dwarves are one of the few warbands that doesnt suffer as greatly from less heroes at the beginning as others do, especially since slayers stack up so unremarkably against the dwarf henchmen. Due to their slow speed, i've always found dwarves to do best when they're festooned with ranged weapons, so the more you can get in the better. Also, its even more important for dwarves to get TLGT heroes than it is for other warbands since otherwise, rather strangely, they have no access to academic skills. A dwarf warband that i've run that worked well for me was a noble with an axe and hammer, an engineer with a hammer and a crossbow, and 5 thunderers with crossbows. 496gc, and six extra long range crossbows. Obviously, they don't fair incredibly well in close combat, but if you felt inclined to, you could drop the nobles axe and the engineers hammer and buy an extra dagger for the engineer and all five thunderers, which would help give them a little more bite. This build maximizes your chances from the get go of rolling a thunderer hero, which will, in my opinion at least, serve you better than a Slayer will.
Last edited by whiskeytango; 30-04-2013 at 07:57.