Editing
Total War Warhammer/Tactics/Dwarfs
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Infantry=== *'''Miners''': The closest thing to cannon fodder in the Dwarf Roster, miners are cheap AP units. Also give "speed" and breadth to Dawi list by vanguarding. *'''Dwarf Warriors''': Did you know that a unit of Dwarf Warriors costs 475 gold but can hold against 3 units of Empire Swordsmen, costing 400 gold each, for just over 2 minutes and racking up roughly 90-100 kills before dying/breaking? Dwarf Warriors aren't great, just good, and are very much just a shield wall frontline. Dwarf Warriors are very cost-effective starting units. They will trade positively against most infantry that are tier 1-3 excluding units with high AP values or anti-infantry buffs. Dwarf Warriors aren't the same as elite heavy infantry however, they will break in time, if rear charged, if attacked by great weapon units, if hit with leadership debuffs, or if attacked by characters. This is a unit that buys time for a unit in the second line to get in position to assist, do not assume you can just deploy them as a single line and have artillery sit safely behind them. **'''Warriors of Dragonfire Pass'''(ROR): Slightly better warriors that deal fire damage in combat, not a guaranteed pick most of the time, but good against any faction that is vulnerable to fire, consider pairing with a Thane carrying Ironbeard's Ring to boost damage. *'''Dwarf Warriors (Great Weapons)''': You know how Dwarf Warriors can hold frontlines for a time but need a second line unit to assist them, this is cheapest of the second line units. Regular warriors have shields, 40 Melee Defence, and charge defence against large units, Warriors with Great Weapons don't have those defences, they get armour piercing damage which is the kind of offence needed to make up for the vanilla Warriors' shortcomings. Don't try and use them as a frontline unit, and replace them when you can with other melee infantry. *'''Longbeards''': Warriors +1 really, they buff the leadership of other units (it's the generic Encourage passive so no stacking with Lords), so consider mixing them with warriors. Cost-wise your mostly paying for better Melee Defence, better Leadership, the leadership aura, and Immune to Psychology compared to vanilla Warriors. A common question is which is better for cost, Longbeards or Warriors, but outside of fighting undead armies that have tons of Fear/Terror effects, the answer to the question is; use both. While the differences between the two units are obvious in comparison, to the player on the other side of the battlefield it doesn't matter much because a Dwarf line is still a solid formation that is hard to break. Longbeards work good in the wings to buff leadership in the flanks, and having warrior units means you can save gold for more missile units and artillery. *'''Longbeards (Great Weapons)''': While the difference between shield Warriors and shield Longbeards isn't much, the great weapon variant favours the Longbeards, which come with Charge Defense and Armor-Piercing (but no target specialization). In MP, where every gold coin counts, if all you need is cheap AP, take the Warriors, but if you want something tankier and able to encourage your Dwarfs to hold out a bit longer, take these guys. **'''The Grumbling Guard'''(ROR): Not too bad, stat wise its a bit more armour & melee attack, 10 more leadership, and 13 more Melee Defence, which puts them at a whopping 51 Melee Defence. You don't get any improved damage output with these guys, instead you get an ability that replenishes 9% of vigour for them and nearby allies. This may not sound like much, but fatigue debuffs are crippling for units, and Dwarfs rely on grinding things out so even a small vigour buff to some units is good even if it just moves them from exhausted to very tired. But wait, this ability has infinite uses and a low cooldown so spam it away. While Hammerers do the same job but better, the Grumbling Guard are fantastic for keeping Ironbreakers in better condition than their enemies. *'''Slayers''': Slayers are kind of weird. They're unbreakable, quick (for a Dwarf), hit hard, and do a lot of damage with no consideration to survivability. This means that they can seriously fuck up higher-tier units but on the same time are vulnerable to cannon fodder. It does not matter if you're a crappy Goblin with a crappy spear, it's getting through a Slayer's hide as much as a Chosen's Daemonforged Axe. When using Slayers, hold them back so that other units, especially ones with charge defense, take the brunt of the charge before moving the slayers to counter-attack, and while it might cost you the charge bonus, having them attack through the buffer unit really improves the lifespan of your Slayers (Probably much to their chagrin). Note that if you ever leave them in the open, missile units just have to imagine shooting them to wipe the unit, which is an expensive mistake. Also a definite must take against Vampire Counts and Tomb Kings with all their Fear effects but do not ever think about using them against Vampire Pirates because they will get shot to pieces before any Fear/Terror units get close for the Unbreakable to matter. Also, leave them at home against Wood Elves, or if you have fore-knowledge that your opponent likes horse-archer tactics. *With the Dwarf rework that dropped together with Thorek Ironbrow, they went from terrible in Single Player to a pretty good choice for the early game, since you can now recruit them anywhere as long as your grudge meter is up. It also makes unlimited Slayer Doomstacks lead by Ungrim Ironfist a terrifying sight to behold. **'''Dragonback Slayers'''(ROR): Slayers with better MA & MD, and they get physical resistance on top of the shield defense. The real value comes with their passive that activates in melee, it gives them fire damage, fire resistance, and applies slow debuff and the Flammable trait for weakness to fire (doesn't stack if the enemy already has the Flammable trait, but will stack with other effects of a different name that reduce fire resistance). The physical resist, slow debuff and the combo of fire damage and Flammable debuff makes this unit a generally better pick over vanilla Slayers, note that they do not get the fire resistance outside of combat so getting hit by flaming missiles outside of combat will hurt, the Lore of Fire spells are still subject to Dwarf magic resistance though. *'''Giant Slayers''': These are just super Slayers, too costly to run a lot of. They will instantly blend light cavalry units like Marauder Horsemen or Ellyrian Reavers that dare to charge them, not that you should be using them to counter these units, it's just funny to see happen. Giant Slayers are basically Ungrim Ironfist as many Dwarfs instead of one. What they don't kill will be pretty close to death. Cannon fodder might counter Slayers, but Giant Slayers dish out enough melee damage that you only need to worry about elite infantry and high mass units charging them. More vulnerable to shooting as they don't get the missile defense that Slayers get, these guys are expensive but do the job. Not recommended as a staple unit in army builds due to their cost, but good to pick if you're against monster or cavalry heavy armies. *'''Hammerers''': Your well-armored, AP Damage dealing elite Dwarfs, not the same tank as a Longbeard but will deal serious AP damage. They've been reworked in the latest game, giving them substantially more health and magical(!) damage, meaning they're your best chance against Daemons and Treekin. **Still the same weaknesses as before, though: they're a Hammer (heh) in an Army of Anvils, so they'll mostly be pushing their way through your infantry **Peak Gate Guard(ROR): The ultimate anti-armor unit, they go through heavily armored units like swordsmen through Skavenslaves and then let other Dawi also participate in the fun.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information