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====Named Characters==== '''Note:''' Named characters are almost always overpriced. That's not to say they're worthless; named characters do have some unique abilities and combos, but make sure you're getting your points worth. In most cases, it's easy to emulate their abilities from scratch and save quite a few points. *'''[[Thorgrim Grudgebearer]]:''' At 500 points, he's more usable than he was before and can be fielded now in 2000 point armies. Thorgrim is more of a buffer than a close combat machine, the biggest of which is giving his unit Hatred while letting them have the effects of Hatred (O&G/Skaven) last every turn. His axe wounds on a 2+ ALWAYS except against magic armour (3+), has Always Strike First and against giants has multiple wounds (D6). 18" inspiring presence and his unit gain Immunity (Psychology). An interesting little rule states that he MUST be your general and that if he dies, your entire army gains frenzy. On the downside, he cannot "Look out Sir" when he joins a unit (but with 7 wounds it's not a deathknell). *'''[[Thorek Ironbrow]]:''' 330 points!. You can play him in 2000pt games now, though he's overpriced for what he does. Re-rolling one dice for the Anvil of Doom per turn (though another 1 kills his understudy), +1 to cast, has a new spell (grants Fear to Dwarfs within 24") and the costs 145 points more than a normal Runelord on Anvil. Lastly, as the anvil is a Warmachine, Pit of Shades, Dwellers Below, and Purple Sun all instant kill him with no saves allowed even if he has a 1+ save. *'''[[Belegar Ironhammer]]:''' 290 pts. The true Close Combat Lord, he's geared for character killing, able to unleash a total of 8 close combat attacks (only once per game though) as well as take anything most other characters can dish back. The downside is that you can make a Lord character just as good, if not better, from scratch. *'''[[Kazador Thunderhorn]]:''' King of Karak Azul. When you put his gear together, he's a pretty hardy mofo, with 5+ armour compensated by T6, 4 S5 HKB attacks at WS8, and I4. He also has a single-use horn that forces enemies within 24" to test Ld to charge. *'''[[Ungrim Ironfist]]''' 325 points. He's a pretty nice hero or monster killer due to Slayer, Strength 6, Killing Blow, and D3 wounds on monsters; he's also pretty tough when facing Dragons due to his 2++ Ward vs. Fire. That, along with a slew of other foes because Flaming is omnipresent in tournaments to get rid of regenning units. Other than that, he'll fuck up a few Lords, and he'll weather a few hits, overall cool for Slayer-themed lists, but otherwise, he'll be slightly fucked because he can only join Slayer and Doomseeker units (which are now Core, thanks to him). Something that is often overlooked is his ability to buff your slayers; taking Ungrim means 1 slayer unit in the army can buy +1S and Wards of Grimnir. Slightly overpriced at 325 points, but WS9 and T6 is pretty nice, meaning that even Tyrion hits you on a 4+. *'''[[Alrik Ranulfsson]]:''' King of Karak Hirn. He is another mandatory general who places severe restrictions on the war machines, guns, tanks, and other fun things the Dwarfs get. His axe is an excellent weapon with the Grudge and Breaking runes, his heavy armour gives a 2++ Ward Save against all shooting and a 5++ otherwise. On top of this, he carries his book of (avenged) grudges to confer him Hold Your Ground and can ferret out hidden assassins. Take him only for a mob-heavy army. *'''[[Byrrnoth Gundadrak]]:''' Voyager-King of Barak Varr. He's a pretty strong thane with a good axe, though only a 5+/5++ save. *'''[[Kragg the Grim]]:''' Master Runelord of Karaz-a-Karak. Here's a proper foot-slogger of a Runelord, except he's bafflingly even slightly more expensive than Thorek. He throws 3 S10 flaming attacks each turn and has a 1+/5++ save, making him a secret nightmare. He also has Dispel Runes and a Rune of Balance to ensure that he can actually do more in the magic phase. *'''[[Kadrin Redmane]]:''' Runelord of Karak Varn. He's not much as a combatant, with his weapon demanding the enemy test Ld for the thing to even negate armour. Meanwhile, his shield offers a 2++ against mundane and magic missiles. The best thing he has is his 175 point price tag. *'''[[Grombrindal]]''' The legendary White Dwarf. He's a costly character but what an awesome guy at 450 points: LD 10 with M3, 1+\4++ save, a magic axe with +2 strength and re-rolls hits and wounds, and Hidden. Despite being Unbreakable, he can join all units, though this will bite him in the arse when his team flees and he's left to fight independently. *'''[[Garagrim Ironfist]]:''' War-mourner champion of Karak Kadrin. He's a Dragon Slayer that deals d6 wounds to enemies T5 or higher with Deathblow and, while never the general, lets a Giant slayer unit take a weapon rune. His axes are even better since they have Thorgrimm's rule of wounding at 2+ on top of nominating a sworn enemy (for +! to hit and wound them) and Impact Hits on the charge. *'''[[Burlok Damminson]]:''' Guildmaster of the Engineers. He's got two special perks: ASF and a special attack that's S6 ad his base Initiative of 2. *'''[[Grimm Burloksonn]]:''' The Master Engineer to trump all others, especially now that he has such a fabulous cost of 95 points. Able to unleash a good amount of firepower on his own and decent in close combat, though he's better staying back and buffing your units with one of the following (unlike regular Master Engineer only on a roll of 2+ though!): ** '''Artillery Adjustment''': Allows a friendly War Machines to his BS of 5 and the ability to re-roll an Artillery Dice, which can be the bounce on a Cannon or a Flame Cannons scatter. Useful for all war machines, especially due to the Organ Gun changes, use it if you want to snipe that enemy wizard or kill squishy things with stones. ** '''Increased Range''': Does what it says on the tin. Increases the units Crossbow and Handgun ranges by 2D6, so your horde of 40+ Quarellers can now hit more things! Use it if that one enemy unit is just out of reach. ** '''Superior Volley''': Models in the unit may re-roll any to-hit rolls. <strike>Again, useful for Bolt Throwers and Organ Guns (Organ Guns roll to hit now).</strike> IRONDRAKES. For Organ Gun, you would use ''Artillery Adjustment'' because it also grants that re-roll for the artillery die. *'''[[Josef Bugman]]:''' The epitome of a dwarf grudge holder, and at 185 points, he sits between a cheap Lord or a wallet-killing Thane with stats more toward the former. As long as he's alive, his unit rolls on a 2D6 table, of which two of the results are great, and one result can hurt you, while his unit can heal a wound each turn. *'''[[Brok Stonefist]]:''' 290pts. A [[Dwarf Miner]] Lord from back during the time of the [[War of the Beard]]. Make 2 Miner units core and let them reroll their Underground Advance. has a Great weapon with rune of Breaking and Alaric the Mad, Gromril armour with Rune of Gromril and Steel, and a Regen(4+). *'''[[Crazed Khargrim]]:''' 100pts. A Dragon Slayer from the [[War of the Beard]]. A Loner Hero and always counts a haven charge every combat.
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