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==Legendary Lords and Subfactions== *'''Thorgrim Grudgebearer:''' The high king himself, and the only large non-war machine unit in your roster, as he is carried on a massive throne sled by some burly dwarfs, Thorgrim isn't huge on offence, better than say mid-tier combat lords, but he's mostly just a hard to kill brick of leadership. Dwarfs in range of him just become slightly harder to break, which isn't saying much given their default morale, and he's not easily sniped. This results in him being kind of underwhelming, you know he's not going to die like a bitch, but you also know that he's not exactly going to recoup even a quarter of his cost. Is kind of safe in campaign play for beginners, but Grombrindal is overall superior. - Pass. *'''Ungrim Ironfist:''' The Slayer King, bane of anything taller than six feet, Ungrim is the opposite of Thorgrim; all offence, with low defence. Ungrim is actually pretty good in terms of being a hero-killer and monster-hunter, he's not going to solo Tyrion or Kroq-Gar, and don't even think of monster lords like Kholek or monstrous mounts such as a Tomb King on a War Sphinx, without a unit to bog them down. The problem with Ungrim is that while he can throw hands and live up to his title, he eats a lot of damage for a Dwarf, or just in general for a combat Lord, he's easy to snipe with massed missiles if caught in the open, and while he can butcher most things sent his way, he'll only be able to do this once or twice in a battle before he's at serious risk of dying. Don't let that 120 armour & Unbreakable make you think he's a tank, Ungrim's Melee Defence is quite low for a combat lord, and that low dwarf speed means he can by kited to death. Thorgrim lacks the damage to recoup his cost, Ungrim lacks the defence to recoup his costs. If playing with an ally that has access to Lore of Life he can be kept alive, but you're asking a lot of resources to support the Slayer King. - Pass. *'''Grombrindal:''' THE WHITE DWARF, Grombrindal doesn't bring anything really special to the table, he's a decent duelist, although lacking the balls-to-the-wall offence of Ungrim Ironfist, Grombrindal is nowhere near as risky for a combat Lord. The flashbomb ability can lockdown mobile Heroes and give the White Dwarf a few easy hits. Doesn't quite bring much for the rest of the army, but is the best Legendary Lord for cost-benefit tradeoffs. He can fight, he can survive, and he can make the entire army Unbreakable with a reusable map-wide buff. - Niche but competitive in that niche. In Campaign, he is easily the best LL the Dwarfs offer. His blue skill tree affects ''your entire faction'' and the four blessings you can choose every 20 turns (10 after picking a specific skill) are all very powerful, a whopping +25% Research Rate is no joke, as are +10 Melee Attack and Defense for every unit in Grombrindals army. *'''Belegar Ironhammer:'''(DLC) Belegar is really just a wall, he's harder to kill than Thorgrim as they have comparable stats, but he has a silver shield for 55% missile resistance. That's all. Just an insanely hard to kill Lord, sure his offence isn't terrible, being better than Thorgrim's on base stats and a nice buff can be popped to go higher. But honestly you're paying a lot for a Lord that won't die, and generally speaking Dwarfs in Total War: Warhammer aren't a faction that is centred around their generals or Heroes. No real wizards to throw high-impact spell effects, no mobile Heroes that can exploit small gaps to flank units or hunt down supporting pieces like buffers, wizards or artillery crews. The only upshot to taking Belegar's subfaction in multiplayer is getting access the Ancestor Heroes who are damned hard to kill, but are also the only Dwarf units that are scared of magic damage, which can sort of be a mind-games thing because the default assumption to seeing Clan Angrund picked is that Ancestor Heroes are on the field, so grab some magic damage to delete them, but then seeing that there are no ghost Dwarfs means that the magic damage is actually a big waste considering all Dwarfs have 25% Magic Resistance. - Pass. *'''Thorek Ironbrow:'''(FLC): With the rework comes a new LL and Thorek serves this role, being the latest (and most likely last) new contender in the Lustrian Thunderdome in the Vortex Campaign, and starting at the southernmost tip of the map in Karak Zorn on Mortal Empires. He serves as a supercharged Runelord with access to a unique mount that messes quite a bit with enemy spellcasting and improved Runic Magic on his own part. In the campaign, his legendary conservativeness translates into bonusses for "traditional" Dwarfen ranged units like Quarrelers and Grudge Throwers. Not to worry though, since he starts with a Rune of Burning that makes the Catapult projectiles [[Awesome|FUCKING EXPLODE]] and dramatically increases the combat value of Quarrelers in his own Army quite significantly (arguably making them even better than Thunderers). His campaign goal revolves around finding several lost Dwarfen artifacts, which can then be used to craft powerful buffs for your whole faction. [[Derp|He also can make enemy casters explode.]] - Best Multiplayer Lord pick.
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