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==Units== ===Generic Lords=== *'''Dwarf Lord:''' No, just no, he suffers from the same issue that the Legendary Lords suffer from, being too slow. But wait there's more, the generic Lord is easier to kill in combat, provides less army support, and does less damage. He's not even the cheapest option to help save costs. I mean he has a shield, but its only bronze. Unless you've got some kind of bet riding on a battle and there's a specific stipulation that you cannot use any other Lord, screw the money because he's too crap. That said compared to generic foot Lords in other factions he's quite difficult to kill, which is more advice for fighting Dwarf Lords in campaign really. PASS! *'''Runelord:''' (DLC) Yes, yes yes. The one competitive General in multiplayer, the Runelord is just a walking bubble of passive buffs that make your low tier units good, and your good infantry units even better. Has good active abilities, like Master Rune of Oath & Steel which gives +30 armour to all dwarfs in range, or the Rune of Speed which adds 45% speed and 24 melee attack to all dwarfs in range. This is the Lord pick that supports the Dwarf army, and don't think he's some kind of wizard that dies when someone looks at him funny, while the melee defence is low at 40, the Runelord has the same 120 armour as the other Lords, plus up to 35% missile resistance, sharing 20% of that with nearby allies. Slapping him on an Anvil of Doom gives a special ability that causes enemy casters to automatically miscast for minor damage when near him. TL;DR fucks magic, gets buffs. - Good if you want Thorek but a bit cheaper. ===Legendary Heroes (Clan Angrund Only)=== [[Clan Angrund]] has such a strong relationship with their ancestors, they come back as ghosts. Like all ghosts, they have a 75% physical resistance instead of magic resistance, with magic attacks, Unbreakable, but no armor and less health than normal. They have Fear and Terror making them good at chasing the enemy off. They themselves are weak to magic attacks, but who takes that much offense magic against Dwarfs anyway? *'''King Lunn Ironhammer:''' is one of the two ghost Thanes, being the offensive one, with slightly more Melee attack than a normal Thane. *'''Halkenhaf Stonebeard:''' the other ghost Thane, being the most defensive of the par with significantly lower melee attack but a very high defense of 65 and silver shield, letting him minge with enemies for a protracted time to proc terror routs. *'''Throni Ironbrow:''' Most likely to take as he is a Runesmith, so someone that needs protection while also being in the front lines. *'''Dramar Hammerfist:''' the ghost engineer so paying extra for a harder to kill gun lines buffer and better at chasing away those that try to disrupt them. ===Heroes=== *'''Master Engineer:''' Basically a must if you're running more than 2 artillery pieces, buffs artillery, has a decent sniper rifle of his own, not great in a fight with anything beyond hound packs and light cavalry, so don't expect him to be an effective guard for the cannons he's buffing. However if there is another unit nearby casting Entrenchment right before they rout will make the unit hold the line and fight even after being routed. On campaign they also boost your army's mobility. Aaaaaand the Dwarf Rework happened, buffing him even further with the ability of the Vampirate Gunnery Wight to restore lost ammo to artillery pieces for up to five times. Just too good to miss out on if you're bringing a bunch of cannons (and who doesn't, honestly). *'''Runesmith:''' Basically a squishier version of the Runelord, has many of the same buffs, both passive and active. With the Dwarf rework, these guys have gone from being merely decent to amazing. While utilizing a rune puts every other rune on a shared cooldown, this only applies per caster; having multiple Runesmiths allows you to stack multiple buffs simultaneously or across multiple units without having to wait out the full 60 second global cooldown. They might not necessarily be an auto-include persay, but having one or two of these guys in your army is strongly recommended. *'''Thane:''' While they still suffer from being slow, Thanes can be used more aggressively than Legendary Lords. Kit them out with the Rune of Slowness to gimp enemy mobility, or give them the Ironbeard's Ring and coordinate with a source of fire damage: Flame Cannons, Dragonback Slayers, Warriors of Dragonfire Pass, basic Irondrakes, or Brimstone Gyrocopters, all of these will deal serious damage to units inside the debuff aura. ===Infantry=== *'''Miners''': The closest thing to cannon fodder in the Dwarf Roster, miners are cheap AP units. Also give "speed" and breadth to Dawi list by vanguarding. *'''Dwarf Warriors''': Did you know that a unit of Dwarf Warriors costs 475 gold but can hold against 3 units of Empire Swordsmen, costing 400 gold each, for just over 2 minutes and racking up roughly 90-100 kills before dying/breaking? Dwarf Warriors aren't great, just good, and are very much just a shield wall frontline. Dwarf Warriors are very cost-effective starting units. They will trade positively against most infantry that are tier 1-3 excluding units with high AP values or anti-infantry buffs. Dwarf Warriors aren't the same as elite heavy infantry however, they will break in time, if rear charged, if attacked by great weapon units, if hit with leadership debuffs, or if attacked by characters. This is a unit that buys time for a unit in the second line to get in position to assist, do not assume you can just deploy them as a single line and have artillery sit safely behind them. **'''Warriors of Dragonfire Pass'''(ROR): Slightly better warriors that deal fire damage in combat, not a guaranteed pick most of the time, but good against any faction that is vulnerable to fire, consider pairing with a Thane carrying Ironbeard's Ring to boost damage. *'''Dwarf Warriors (Great Weapons)''': You know how Dwarf Warriors can hold frontlines for a time but need a second line unit to assist them, this is cheapest of the second line units. Regular warriors have shields, 40 Melee Defence, and charge defence against large units, Warriors with Great Weapons don't have those defences, they get armour piercing damage which is the kind of offence needed to make up for the vanilla Warriors' shortcomings. Don't try and use them as a frontline unit, and replace them when you can with other melee infantry. *'''Longbeards''': Warriors +1 really, they buff the leadership of other units (it's the generic Encourage passive so no stacking with Lords), so consider mixing them with warriors. Cost-wise your mostly paying for better Melee Defence, better Leadership, the leadership aura, and Immune to Psychology compared to vanilla Warriors. A common question is which is better for cost, Longbeards or Warriors, but outside of fighting undead armies that have tons of Fear/Terror effects, the answer to the question is; use both. While the differences between the two units are obvious in comparison, to the player on the other side of the battlefield it doesn't matter much because a Dwarf line is still a solid formation that is hard to break. Longbeards work good in the wings to buff leadership in the flanks, and having warrior units means you can save gold for more missile units and artillery. *'''Longbeards (Great Weapons)''': While the difference between shield Warriors and shield Longbeards isn't much, the great weapon variant favours the Longbeards, which come with Charge Defense and Armor-Piercing (but no target specialization). In MP, where every gold coin counts, if all you need is cheap AP, take the Warriors, but if you want something tankier and able to encourage your Dwarfs to hold out a bit longer, take these guys. **'''The Grumbling Guard'''(ROR): Not too bad, stat wise its a bit more armour & melee attack, 10 more leadership, and 13 more Melee Defence, which puts them at a whopping 51 Melee Defence. You don't get any improved damage output with these guys, instead you get an ability that replenishes 9% of vigour for them and nearby allies. This may not sound like much, but fatigue debuffs are crippling for units, and Dwarfs rely on grinding things out so even a small vigour buff to some units is good even if it just moves them from exhausted to very tired. But wait, this ability has infinite uses and a low cooldown so spam it away. While Hammerers do the same job but better, the Grumbling Guard are fantastic for keeping Ironbreakers in better condition than their enemies. *'''Slayers''': Slayers are kind of weird. They're unbreakable, quick (for a Dwarf), hit hard, and do a lot of damage with no consideration to survivability. This means that they can seriously fuck up higher-tier units but on the same time are vulnerable to cannon fodder. It does not matter if you're a crappy Goblin with a crappy spear, it's getting through a Slayer's hide as much as a Chosen's Daemonforged Axe. When using Slayers, hold them back so that other units, especially ones with charge defense, take the brunt of the charge before moving the slayers to counter-attack, and while it might cost you the charge bonus, having them attack through the buffer unit really improves the lifespan of your Slayers (Probably much to their chagrin). Note that if you ever leave them in the open, missile units just have to imagine shooting them to wipe the unit, which is an expensive mistake. Also a definite must take against Vampire Counts and Tomb Kings with all their Fear effects but do not ever think about using them against Vampire Pirates because they will get shot to pieces before any Fear/Terror units get close for the Unbreakable to matter. Also, leave them at home against Wood Elves, or if you have fore-knowledge that your opponent likes horse-archer tactics. *With the Dwarf rework that dropped together with Thorek Ironbrow, they went from terrible in Single Player to a pretty good choice for the early game, since you can now recruit them anywhere as long as your grudge meter is up. It also makes unlimited Slayer Doomstacks lead by Ungrim Ironfist a terrifying sight to behold. **'''Dragonback Slayers'''(ROR): Slayers with better MA & MD, and they get physical resistance on top of the shield defense. The real value comes with their passive that activates in melee, it gives them fire damage, fire resistance, and applies slow debuff and the Flammable trait for weakness to fire (doesn't stack if the enemy already has the Flammable trait, but will stack with other effects of a different name that reduce fire resistance). The physical resist, slow debuff and the combo of fire damage and Flammable debuff makes this unit a generally better pick over vanilla Slayers, note that they do not get the fire resistance outside of combat so getting hit by flaming missiles outside of combat will hurt, the Lore of Fire spells are still subject to Dwarf magic resistance though. *'''Giant Slayers''': These are just super Slayers, too costly to run a lot of. They will instantly blend light cavalry units like Marauder Horsemen or Ellyrian Reavers that dare to charge them, not that you should be using them to counter these units, it's just funny to see happen. Giant Slayers are basically Ungrim Ironfist as many Dwarfs instead of one. What they don't kill will be pretty close to death. Cannon fodder might counter Slayers, but Giant Slayers dish out enough melee damage that you only need to worry about elite infantry and high mass units charging them. More vulnerable to shooting as they don't get the missile defense that Slayers get, these guys are expensive but do the job. Not recommended as a staple unit in army builds due to their cost, but good to pick if you're against monster or cavalry heavy armies. *'''Hammerers''': Your well-armored, AP Damage dealing elite Dwarfs, not the same tank as a Longbeard but will deal serious AP damage. They've been reworked in the latest game, giving them substantially more health and magical(!) damage, meaning they're your best chance against Daemons and Treekin. **Still the same weaknesses as before, though: they're a Hammer (heh) in an Army of Anvils, so they'll mostly be pushing their way through your infantry **Peak Gate Guard(ROR): The ultimate anti-armor unit, they go through heavily armored units like swordsmen through Skavenslaves and then let other Dawi also participate in the fun. ===Ranged Infantry=== *'''Thunderers''': Like Empire Handgunners, but you don't need to babysit them as much. A very useful unit even in the lategame that won't break the bank. *'''Irondrakes:''' Where the fun begins. Ridiculously high damage output, solidly armoured. Need positioning to work right, but will absolutely demolish anything that you point them at. Their flamethrowers are considered artillery so they cannot be blocked by shields and inflict morale penalty upon anything they hit. They are surprisingly strong in melee against infantry if not deployed in a thin line because the back row can use their flamethrowers at point-blank, but not against cavalry as they'll pierce till the back row. **'''The Skolder Guard'''(ROR): Replaces Lava for Steam to be an anti-armor unit. Much tougher than an Irondrakes with Physical resistance which is nice to have when the enemy gets a sneaky charge. They will multch full-plate units quickly given they have an even faster reload speed but watch out as you will also burn through their limited ammunition just as quickly. Against enemies with less armor you're better off using regular Irondrakes. *'''Irondrakes (Trollhammer Torpedo)''': the Anti large version of the Irondrakes, having rocket launchers instead of Flamers. Often times Irondrakes can just melt through the armor of most things they are pointed at, sometimes they are Cavalry or monsters that have enough armor to shrug off that current of magma. Unlike regular Irondrakes they can shoot over units and obstacles. Don't be fooled by how their torpedoes explode, they don't do splash damage and should only attack infantry if you don't have anything bigger to shoot. ===Combined Infantry=== *'''Quarrellers''': Boring but practical. Like Dwarf Darriors, they're able to trade shots with the tier 1 ranged units of pretty much every other faction and winning because they come with shields on top of their Dwarf armor. They also come with armor piercing, which makes them a budget option for shooting stuff like Chaos Warriors. However, they do less DPS per gold spent than similar units like Empire Crossbowmen and Darkshards. **As mentioned above, Thorek brings out the best in these guys, keeping them very relevant even to the late game. The shield variant is best used against missile-heavy factions like Wood Elves, but does nothing against Artillery. *'''Quarrellers (Great Weapons)''': Similar to Quarrelers, except they give up shields in exchange for armor-piercing melee weapons. Won't win much in close combat, but they'll take down more enemies before they're overwhelmed, particularly against squishy units like harpies. **Thorek buffs them to an insane degree to the point that when combined with all the relevant campaign bonuses, Quarrelers will become the core of your army. They're still not a frontline since they only have so many models in a unit, but 6-10 of these guys can outright delete anything that gives your Longbeards and Ironbreakers a hard time (Mammoths, Stonehorns, even Rogue Idols). They also autoresolve very well, taking more losses than the shielded variant, but will take less losses than your frontline infantry. *'''Miners (Blasting Charges)''': take that cheap Miner, then give them a single volley for bomb-throwing. Each model only gets one bomb, so make it count. Turn off ''Fire at Will'' and select the targets manually. A well-thrown Blasting Charge will decimate most charging infantry. **'''Ekrund Miners'''(ROR): A regiment that Gets 3 Blasting Charges instead of 1. Depending on how well you managed them, that's paying less gold then recruiting 3 Blasting Charge Miners which matter very much in the gold restricted Multiplayer. *'''Ironbreakers''': The fact that Ironbreakers are one of the toughest units in the game would make them a key part of a Dawi late game army. Add to that blasting charges and you have something which can stomp most other infantry into the ground, blowing away a quarter of their hitpoints and ruining their charge before finishing off the survivors. Their only downside is that their damage in hand to hand is not that great, but that's what Thunderers, Slayers and artillery is for. NEVER let artillery, including artillery towers, target them. They're so slow they're target practice and they're no.1 priority as D warfs don't have anything bigger. **'''Norgrimlings Ironbreakers''':(ROR) Even better Ironbreakers, With bigger model size (so more bombes and unit health), a faster throwing arm, Vanguard, and Immune to Psychology. Overall a more powerful unit that can holds back the hords for longer while dealing more casualties. *'''Rangers''': Sneaky Dwarf Quarrellers getting Vanguard and Stalk for a surprise Dwarf ambush. They have better speed to help with positioning and catching enemies at least when compared to other Dawi. They're armour is pretty good for most armies, but among Dwarfs they're on the lower end of defenses. *'''Rangers (Great Weapons)''': Ranger equivalent of Quarrellers(Great Weapons) with one key difference; unlike the great weapon Quarreler the Rangers give up their crossbows entirely in favor of shorter ranged, higher AP throwing axes. Surprise AP flanking is a thing any Dwarf list could ask for. Keep in mind that each Dwarf only carries 8 axes, so they'll run out much quicker than other rangers. Once they run out of throwing axes they become a decent anti-armour skirmishing unit, although their low defense means they need to chose their opponents carefully. **'''Ulthar's Raiders'''(ROR) a unit your should be more careful with than just normal Rangers with Great Weapons, as they get the [[Witch Hunter]]'s ability to Mark a unit for death. You do get a fair amount of range despite having only infantry speed, being able to strip an enemy of a lot of their protection they had against ranged weapons. Good take if your using a Focus fire strategy, assuming your can keep the Raiders safe while making back their cost. *'''Bugman's Rangers''' Surprisingly not a ROR. Improved Rangers, having the regenerative and drunkenness properties of Bugman's liquid courage. they are better at fighting off harassers while their improved shooting and HP recovery help them win archer fights. These are to Rangers as Longbeards are to Warriors: a straight upgrade assuming you can afford it. In MP, they can last longer without support and work best if you're good at micro. If not, you're probably better just leaving them at home in favor of more units of regular Rangers. ===Cavalry=== Does not exist. See Slayers, Rangers and Air Units if you want something fast, you beardling. ===Artillery=== *'''Bolt Thrower:''' Your cheaper anti-large Artillery. More accurate and shoots faster than a cannon, but outclassed by them in splash and penetration power. Best used to take out elite cavalry and monsters in the early campaign. *'''Grudge Thrower''': Your first artillery unit. Fills a role like an Empire Mortar as a long-range anti-infantry weapon giving it has the largest radius of splash damage on impact. **'''Gob-Lobber (Grudge Thrower)(ROR)''': Like the Grudge Thrower, but better. Also has live Goblins bolted to the projectiles. Causes morale penalties to targets, which stacks with the penalty for being hit by artillery. *'''Cannon:''' Your classic artillery. Slow to fire but harder to dodge, best used as an Anti-large weapon while also killing models in high armor units, through can have difficulties hitting if the enemy zigzags too much like most Artillery units. *'''Organ Gun:''' An effective horse begone tool, with good armor piercing and a ton of cannon balls flying everywhere, cavalry will quickly and efficiently die off in droves as your foe rages, if thereโs no cav to shoot, then this thing is good for pulping infantry and can do a decent job at eliminating chariots. *'''Flame Cannon''' Jack-of-all-trades artillery. Great area damage to deal with blobs of infantry and while it doesn't cause AP damage, its base damage is high enough that it doesn't matter. Funny enough, its stats make it much better at breaking towers and walls than cannons. ===Air Units=== The closest thing to "cavalry". Flying Bombers. Fill a role as the fast-moving guns to shoot at enemy flanks and drop anti-infantry bombs. The rotor blades can also dish out a good amount of melee damage, but having almost no melee defense makes them relatively fragile despite having high armor. They are often safe in the air, but keep them away from other flyers and AP missiles. Despite this, they are absurdly fast having speed in the 200s to run from most problems (only Pegasus Knights or Hawk Riders could catch them without nets or debuffs). To use effectively will require some mico. *'''Gyrobomber:''' Your dedicated bomber which sacrifices other aspects to be the best at that. As a single mobile unit dedicated to hovering over infantry to drop annihilating bombs multiple times during a game, they obviously require the most micromanagement. A well placed carpet bombing can absolutely devastate the enemy frontline, and its machine gun can put out Ratling-Gun levels of DPS on a much more mobile platform. Important to note that on small unit scale, the gyrobombers bombs are not reduced in damage, so one gyrobomber becomes an army-shredding machine on that unit scale, and putting 2-3 or even more in every army will be an auto-win for the campaign **'''Skyhammer(ROR)''': Drops cluster bombs, so be aware that the damage-area is greater than the marker shows. Basically the Dwarfs answer to big aoe magic to obliterate chaff and elite units alike. *'''Gyrocopter:''' Your anti-infantry skirmishers, shooting and bombing out those enemy gunners and artillery that thought themselves safe so far in the back. Also good at harassing the harassers that thought they could run a circle around the slowly pivoting Dawi gun lines. *'''Gyrocopter (Brimstone Gun):''' Switches from general anti-infantry to majority AP damage to harass and focus down targets with more armor. Generally speaking, superior in almost every way to regular Gyrocopters. Fire damage puts a serious dent in units with regeneration (and Wood Elves) and the lower base damage is neglible when you take AP into consideration.
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