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==Tactics== As the rulebook has set your army up to nearly never make the first move in anything from army placement to attack rolls, it is a good idea to theme your army around getting the enemy to come to you. Try for at least 1 dwarven cannon just in case another git brings a cannon, then you won't have to take 5 turns of cannonballs to the face (OUCH!). Because dwarfs have such shit movement (M3), it's a good idea just to let your combat units wait for a bit. At the same time, your opponent marches towards you, especially against armies like Beastmen, Skaven, OaG, WoC, Daemons, and other armies with not much shooty shit (beware as both Skaven and O&G can sometimes field nasty gunlines). As they're coming towards you, start fucking them up with your war machines, thunderers, and Quarellers. Once you've weakened them a bit, charge in for the kill with your combat units. Warning: this tactic will get you bum-fucked against elves, empire, and armies with lots of missile fire/magic. '''VS monsters of any kind''' CANNONS. MORE CANNONS. Side note: Consider flaming Organ Guns, dwarfed by master engineers. '''VS Skaven''' This matchup is easier than ever with the improved Dispel ability of your army, as well as easier to break/less powerful Steadfast. The removal of irresistible force and the dreaded 13th ensures their magic phase will be lackluster. They don't have cavalry so you don't have to deal with 9th editions buffed cav. '''VS Bretonnia''' With the changes to Lance Formation and the Blessing this is a tough matchup. They'll always get a 5++ ward (re-rolling 1s often too) against all of your shooting and when they get into combat (they will always get the charge bonus), they'll wipe small units and potentially break your steadfast. '''VS Vampires/Tomb Kings''' Kill those darn Wizards. Use Cannons, Catapults, Gyrobombs, everything. You cannot win in a war of attrition. The loss of a 2/3rds chance of your characters hating their characters makes this matchup even worse. '''VS Wood Elves''' Artillery this went from being one of your stronger matchups to one of your weaker ones. If they get a magic phase reducing your toughness or ballistic skill, they will outshoot you with their multiple shots and armour piercing. And you will never catch them as they get no penalty for moving and shooting. Ensure your warmachines have a Quareller bodyguard to protect vs scouts. Bring the flames if they go heavy on forest spirits. '''Ogres''' Bring those great weapons and war machines. Luckily they lost stomp and the chance of reducing your chance to hit from fear. If you can survive the first round of combat (with its impact hits) your Warriors and Longbeards with great weapons match up favorably vs Bulls and Iron Guts, respectively. With steadfast and higher leadership you should prevail. A few war machines need to be flaming and give a character a flaming weapon to beat the troll guts spam. Use Quarellers and a Gyrocopter to keep those Sabercats off your artillery. To deal with the inevitable challenge busting Tyrant/Bruiser, pimp out your Lord with two Runes of Might, two Runes of iron, a rune of warding, Gromril, shield, and shield-bearers for a T6, 6 Wounds, 4 str8 multiple wounds attacks, 2 str4 attacks, +2 armor, +5 ward (+4 in close combat) for 294 points. '''Hill Defence''' Stick a cannon and a grudge thrower on a hill. Array your units so that they are protecting the hill. Behind and out of sight of the enemy, place your secret vengeance weapons- gyrocopter and anvil of doom. The plan is to use the artillery for whittling down the enemy with your war machines, then break the enemy in CC. At that point, the gyrocopter comes swooping over the hill and smashes into the fleeing units before they get a chance to rally. Beware of shooty armies and spells and template effects. This strategy requires ranks and outnumbering when you reach combat. If you can't break the enemy, the last-ditch option is to use the gyrocopter to shred them into little tiny pieces using the bombs and guns.
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