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===Cons=== *'''Lack of Mobility''': With no Cav, monsters and slow infantry, Dwarfs are the least mobile faction in the game. You will spend the majority of the game standing still. *'''Lack of Magic''': Though your most recent rework makes your runes a damn good alternative, you don't really have magic. This can pose a problem when you face similarly physically durable armies in battle and lack a reliable, magical alternative for damage. Additionally, though you defensively have a 25% resistance to the arcane, many large vortex spells will still sting quite a bit and your complete lack of magical healing means it'll be hard to bounce back from the damage you do take. *'''Chariots''': Chariots are the bane of a Dwarf players existence. They don't have any real way to lock them down and, as you'd expect, AP anti infantry can really kill what the Dwarfs want to do on the battlefield. Due to the rework to how bracing and knock down works, this isnβt as bad as before, but chariots can still be a problem *'''Predictability''': Most veteran players know what's going to happen when Dwarfs are picked. They are going to go for a cheap, numerous and sturdy front line and a lot of guns and artillery. This means that Dwarfs are easy to plan for as they only have one real viable tactic. Building an army around fighting Dwarfs is something players from all races know how to do. *'''Lack of Good Lord Options''': Do you like the Runelord or Thorek? No? Well you better start because in multiplayer they're your only viable options. Grombrindal is an ok duelist but honestly Dwarf lords in general kind of suck. With no mounts and no way to stick to their targets it's hard for them to get anything done. This problem got better with the Twisted and the Twilight due to the changes to knockdown effects, but sticking to targets will still be hard *'''Hard campaign''': With all the changes to the factions around them, the Dawi have fallen on some pretty hard times. The lifetime of WH2 dotted the landscape around Karaz-A-Karak alone with a huge number of guaranteed enemies that you will have to look out for, with your most reliable allies in the Empire being very far away. The other subfactions don't fare much better and your slow growth seriously hurts your ability to expand, especially when compared with your most dominant enemies, the Greenskins of the Badlands and Clan Mors further down the road. *'''Bad in Domination''': Turns out your stubby little legs makes it really hard for you to capture objectives. Due to your lack of mobility you can't effectively capture points since other factions can just out race you to them and get more units on them. As such, you're widely considered the weakest faction in Domination. *'''DLC''': A con for everyone, but fortunately you get off easier than many others. Unfortunately, a couple of your best units, namely Runelords and Rangers, are in fact locked behind DLC and you have a second one on the way in Winter. If you want to really use your Dwarfs to the fullest, you'll need to pay the toll.
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