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===Core Units=== *'''Dwarf Warriors:''' These are your <strike>bread and butter</strike> beard and ale. They have Toughness 4, Leadership 9, and medium armour as standard, and you can begin to approach your 'ard past or spend two for Heavy armour. Give them shields if you don't want them to die, or give them great weapons if you want them to kill shit. Always take them in big units of 30+ with full command. *'''Longbeards:''' 4 points more than a dwarf warrior in heavy armour. They are better at killing shit, not running away, and being immune to panic. They also allow nearby units to reroll failed panic tests when not fleeing, which is nice if your BSB is out of range. Generally better with a hand weapon and shield at S4 and suitable for ensuring your flank units don't run away, but in close combat, hammerers and ironbreakers are better for points in all regards. *'''Quarrellers:''' Reduced to Light Armour for a money-saving option to mitigate for the hick of missile weapons. BS3, but the rerolling 1 boosts that. They can still take shields or Bucklers and great weapons. Shields are good if you want to get into a shooting match with Wood Elves. Take these guys as your general core, as crossbows will generally outrange most other armies at 30", and great weapons will still allow them to hit any kind of anti-archer unit and come out smiling. 16 man unit of these stubbies with great weapons is a scary prospect to charge against, especially with new and improved stand-and-shoot. *'''Thunderers:''' Handgun Dwarfs. Similarly demoted to Light Armour and the same points, they still put the hurt on units plus with Shields or bucklers and a rune of Groth One Eye nearby, they make a surprisingly tough anvil to set up a beautiful countercharge with that unit of Great Weapon Quarrellers you have sitting beside them.
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