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===Pros=== *'''Durability''': You are a tank faction. Most of your units are categorized with high armour, melee defense and leadership. Even your tier one and chaff are very tanky compared to counterparts from other factions. This is further supplemented by the innate magic resist many of your units have, which ''slightly'' compensates for your otherwise complete lack of magic. Additionally, with their naturally high leadership, dwarfs do not usually break unless hopelessly outnumbered or if you screw up massively by getting cavalry charged in the rear. Frankly, your units will hold out forever. **Your magic resistance got nerfed in the third game to ''only'' resist magical spells. Still useful, but now units with magic attacks, I.E Daemons, are going to be way better at cracking you open. *'''Range''': Guns, guns and more guns! Dwarfs have some of the best blackpowder units in the entire game. Thunderers and Cannons can lay a whooping on anything they are firing on, and their artillery isn't anything to sneer at. Even their non-AP range units are very good for their price, and it's not hard for them to earn their points back as long as they are defended. *'''If they get close, Nut 'em!''': As if being being one of the best factions at shooting was not enough, their missile units can also hold their own in close quarters better than most. *'''Airforce''': Gyrocopters with their anti large can get you control over the air, and their ability to kite monsters into oblivion is a good skill to have. Even Gyrobombers have a niche for their blob killing capabilities after recent buffs. *'''Runes''': Where other races rely on the fickle Winds of Magic, you have your reliable runes. Runes supply surprisingly good buffs and debuffs that can help your army out, making them a great way to make sure your infantry stays in the fight a bit longer. The fact that they aren't limited by a power reserve also means that they'll remain a viable option well into the latter stages of a fight, where other factions might begin to tap out of their mystical power. *'''Anti-large''': You laugh when the enemy brings big monsters. With all your AP missiles, Anti Large artillery and slayers, you have the one of the easiest times killing monsters out of any faction in the game. *'''Strong Economy''': It's campaign specific but yeah, it turns out the species who's renowned for being the best at making shit is also one of the best at making money. The resource building chains go up to level IV instead of stopping at level III, you can mass produce Dwarf Beer anywhere. Putting together Doomstacks of Top Tier Dawi troops is easier. *'''Good for Beginners''': Everyone was just starting once, if you are new to Warhammer Total War or just Total War in general the Dawi are (ironically enough) forgiving. Something like the Wood Elves is fragile and has a limited margin for error, Dwarfs on the other hand have more of a fudge factor in most match ups. Not to say that it's easy mode playing dwarfs, but the likelihood of things going pear shaped in a second is lower.
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