Kings of War/Tactics/Dwarfs: Difference between revisions
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==Unit Analysis== | ==Unit Analysis== | ||
===Hero=== | ===Hero=== | ||
*'''Army Standard Bearer:''' | *'''Army Standard Bearer:''' A 50 point Inspiring hero. Budget nerve re-rolls for days. | ||
*'''Berserker Lord:''' | *'''Berserker Lord:''' | ||
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*'''Berserkers:''' | *'''Berserkers:''' | ||
*'''Bulwarkers:''' | *'''Bulwarkers:''' A variation on the Ironclad unit. They have the same stat line as an Ironclad, but add Phalanx as a special rule at a slight point cost increase. Like an Ironclad they can take throwing mastiffs, but they cost a lot more points base. Cancelling Thunderous Charge from the front at a higher cost then even Shieldbreakers for no other significant benefit is not ideal so stick to your other options. | ||
*'''Ironclad:''' | *'''Ironclad:''' Your cheapest unit of Dwarfs. These have a pretty standard cheap infantry stat line and can take throwing mastiffs. Nothing too fancy, but a cheap filler unit if you don't have many points left. | ||
*'''Ironguard:''' | *'''Ironguard:''' | ||
*'''Ironwatch Crossbows:''' | *'''Ironwatch Crossbows:''' The cheaper of the standard shooting units. This one has Piercing (1) at a 15 points cheaper then the rifle version at troop strength. You do also want to keep in mind that with crossbows and rifles they are only shooting with a 24" range, while the long rifles get a 36" range with Piercing (2). Generally the rifle unit is the better option, although again it is slightly more expensive. | ||
*'''Ironwatch Rifles:''' | *'''Ironwatch Rifles:''' The more expensive standard shooting unit. This one has the same range as the crossbow unit but with Piercing (2) vice Piercing (1). Generally the rifle unit is the better option, although again it is slightly more expensive. | ||
*'''Rangers:''' | *'''Rangers:''' | ||
*'''Sharpshooters:''' | *'''Sharpshooters:''' The elite shooting unit for the army. This one shoots at 36" with Piercing (2). They also come on a larger base, but with a smaller unit size. What hurts though is they get less attacks then your Ironwatch Rifles. They even have a lower nerve value, which is odd, but they do get that extra 12" range so they're not awful, just not terribly ideal for the points. | ||
*'''Shieldbreakers:''' | *'''Shieldbreakers:''' The harder hitting, but slightly less defensive version of the Ironclads. You trade out a point of defence for Crushing Strength (2). They are slightly more expensive then Ironclads, but their benefits outweigh the loss of a single point of defence if you got the points. | ||
===Large Infantry=== | ===Large Infantry=== | ||
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===Cavalry=== | ===Cavalry=== | ||
*'''Berserker Brock Riders:''' | *'''Berserker Brock Riders:''' Badger cavalry! If dwarfs riding on badgers isn't enough for you, they come with Vicious and Thunderous Charge (1). That means they get +1 to damage and re-roll unmodified 1s to damage, so the damage is going out if you get the charge. They're also your only cavalry, so you'll be using them anyway if you want cavalry. | ||
===Large Cavalry=== | ===Large Cavalry=== | ||
None. | |||
===Monsters=== | ===Monsters=== |
Revision as of 23:39, 5 August 2015
Why Play Dwarfs
Why indeed?
Army Special Rules
- Dwarven Throwing Mastiffs: Any unit equipped with throwing mastiffs has a once per game shooting attack with a range of 12 inches. This shooting attack gives you 5 dice that hit on a 4+ that gains a re-roll to all failed damage rolls against units with Shambling. Any damage caused then grants you the same number of dice to repeat this attack. This process repeats until you don't score any damage.
- Grizzled Veterans: All units in the army, unless otherwise noted, have Headstrong.
Unit Analysis
Hero
- Army Standard Bearer: A 50 point Inspiring hero. Budget nerve re-rolls for days.
- Berserker Lord:
- Garrek Heavyhand:
- Herneas the Hunter:
- King:
- King on Large Beast:
- Ranger Captain:
- Stone Priest:
- Sveri Egilax:
- Warsmith:
Infantry
- Berserkers:
- Bulwarkers: A variation on the Ironclad unit. They have the same stat line as an Ironclad, but add Phalanx as a special rule at a slight point cost increase. Like an Ironclad they can take throwing mastiffs, but they cost a lot more points base. Cancelling Thunderous Charge from the front at a higher cost then even Shieldbreakers for no other significant benefit is not ideal so stick to your other options.
- Ironclad: Your cheapest unit of Dwarfs. These have a pretty standard cheap infantry stat line and can take throwing mastiffs. Nothing too fancy, but a cheap filler unit if you don't have many points left.
- Ironguard:
- Ironwatch Crossbows: The cheaper of the standard shooting units. This one has Piercing (1) at a 15 points cheaper then the rifle version at troop strength. You do also want to keep in mind that with crossbows and rifles they are only shooting with a 24" range, while the long rifles get a 36" range with Piercing (2). Generally the rifle unit is the better option, although again it is slightly more expensive.
- Ironwatch Rifles: The more expensive standard shooting unit. This one has the same range as the crossbow unit but with Piercing (2) vice Piercing (1). Generally the rifle unit is the better option, although again it is slightly more expensive.
- Rangers:
- Sharpshooters: The elite shooting unit for the army. This one shoots at 36" with Piercing (2). They also come on a larger base, but with a smaller unit size. What hurts though is they get less attacks then your Ironwatch Rifles. They even have a lower nerve value, which is odd, but they do get that extra 12" range so they're not awful, just not terribly ideal for the points.
- Shieldbreakers: The harder hitting, but slightly less defensive version of the Ironclads. You trade out a point of defence for Crushing Strength (2). They are slightly more expensive then Ironclads, but their benefits outweigh the loss of a single point of defence if you got the points.
Large Infantry
- Earth Elementals:
Cavalry
- Berserker Brock Riders: Badger cavalry! If dwarfs riding on badgers isn't enough for you, they come with Vicious and Thunderous Charge (1). That means they get +1 to damage and re-roll unmodified 1s to damage, so the damage is going out if you get the charge. They're also your only cavalry, so you'll be using them anyway if you want cavalry.
Large Cavalry
None.
Monsters
- Greater Earth Elemental:
War Engines
- Battle Driller:
- Flame Belcher:
- Ironbelcher Cannon:
- Ironbelcher Organ Gun:
- Jarrun Bombard:
- Steel Behemoth:
Tactics
Tactica here.