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====[[Dwarfs (Warhammer Fantasy)|Dwarfs]]==== [[File:Dwarf_Wallpaper.jpg|800px|center|thumb|'''THAT'S A GRUDGIN!''']] Angry stunties out to right every wrong in their Tab of Fuck-ups with copious amounts of axes, artillery, and not to forget, beards. Unfortunately (or maybe fortunately if you're a Slayer), [[Meme|the Book of Grudges remains full]]. All the beards. After decades of hiding and defending their borders, the High King has decided to go and gain the additional title of Bitchslapper and get the Greenskins the hell out of their Karaks. Dwarfs do not conquer in the same way most other factions do and don't want cities or plunder in general; rather, they're going for underground holds and other Dwarfen areas of the game (unless you're playing Mortal Empires, where they just prefer to have mountainous regions). They are also very good at using the Underway, naturally, and are one of three factions, the other being the Greenskins and Skaven that can use it. The Dwarf unique gimmick in the campaign is the Book of Grudges. Every time something 'bad' happens (losing a city, getting raided, assassination attempts on your characters...) you get a new grudge in the book. Unlike most missions, which have time limits, grudges just sit around waiting for you to do them. Avenge a grudge and you get a bonus; however, have too many unfulfilled grudges and the Longbeards will start grumbling, dropping your morale and diplomatic relations with other Dwarf factions like a rock. From turn one with no grudges you have very good relations with the other Dwarf kingdoms (with a few exceptions) meaning you can more easily confederate with them; giving an edge over other races in terms of consolidating your political power. On the other hand, if the grudges stack up you can easily lose that advantage. It's a system that seems to favor winners - ending grudges gives gold to keep new ones from happening and to further avenge old ones, but let them accumulate and it will become harder and harder to remove them. By dint of game induced randomness, some can be utterly crippling to your long term success, like forcing you to do things you really don't want to do and then creating chain reactions of negative results that then create more grudges - like acting against a human faction and then having the rest of them dogpile on you as a result or, most enjoyably, having to conquer undead lands when only Mousillon is available and between a fuckton of enemies. Whilst comparatively rare, some grudges can happen for purely narrative reasons, like having to attack an Empire faction who technically did nothing to you in game but who narratively underpaid some contractors by a single coin. Naturally their whole faction must die. Fun times. After the Tomb Kings released and had their Mortuary Cult crafting mechanic showed off, everyone scratched their head and went "wouldn't that mechanic make more sense for the Dwarfs?" Evidently CA agreed, and alongside the Queen & the Crone DLC they added the Dwarf Forge to all Dwarf factions. Giving them a unique currency called Oathgold that lets them craft a variety of items, as well as letting you recycle any items you have to gain more Oathgold. The Dwarf "tech tree" unsurprisingly has a lot more to do with their society and its slow pace of accepting change in everything. There are a huge amount of unlockable techs, and they ALL revolve around making tiny decisions from the top down instead of any meaningful technological breakthrough. Your Dwarfs already know how to do mass production and use advanced mining drills. They just don't want to use them because the old ways are the best and you have to spend turns to convince them to actually use the better technology that they have kept gathering dust. In terms of the actual battlefield, Dwarfs are the slowest faction in the game with literally no Cavalry and the only fast thing being the Gyrocopters (and Slayers if you count them) which are high up the tech tree, but they are also by far the best at turtling and defending. Even ranged units can pack a wallop in close combat, and all units are armored to the tip of their beards; sometimes literally (taken especially with the Irondrakes and their [[Awesome|BEARD ARMOUR]]). This, combined with an almost insane amounts of dangerous ranged weapons to compensate for not being able to run people down such as the Organ Gun, Cannon, the Quarrelers and fukken' ''flamethrowers'' means that you don't want to take on Dwarfs head on if you can help it... unless you have artillery superiority (Read: unless you're the Empire. Then again, if you're the Empire and dont have Dwarfs as allies, then you're kinda retarded). See, artillery fucks Dwarfs up like nothing else because it bypasses Armor, shields, and Melee Defense, their primary methods of holding a battle line, and since they’re slow as hell a Dwarf army has to rely on either Gyrocopters or their own artillery to deal with enemy fire support. Doomdivers, Plagueclaw Catapults, Steam Tanks... all of them make Dwarfs shit their chainmail boxers, because they can’t do shit about it except outshooting them, seizing air superiority, or just gritting their teeth and powering through. :: [[Thorgrim Grudgebearer]] sits on his throne as he leads the main subfaction '''Karaz-a-Karak''' and aims to right the wrongs in the book of grudges. His unique faction mechanics include a boost to diplomatic relations with other Dwarfs, a reduction for military recruitment buildings, upkeep reductions for Longbeards and Hammerers, and bonuses to recruit rank for the latter. His Lord Effects include a big boost to his Leadership aura size, and a bonus to his leadership aura effect. What was at first thought to be one of the easiest campaigns, it actually got a bit harder due to increased threats to the south in Mortal Empires and reforms to the campaign itself. You do start out filthy fucking rich, so it's still hardly the hardest campaign in the world. In turns of battle, Thorgrim is the closest thing to a mage the Dwarfs have, focusing on buffing support and debuff runes to keep his army trucking. He's also the only one with a mount, though unlike most mounts it actually makes him SLOWER than Dwarf foot lords, a race already not known for his speed. Needless to say the man is a pulsing bulls eye to any ranged army with a brain, so make sure to protect him and he'll work his wonders. He has a whopping four Quest items including The Axe of Grimnir, The Armour of Skaldour, The Dragon Crown of Karaz, and lastly The Great Book of Grudges. :: Further north is [[Ungrim Ironfist]] leading his slayers in '''Karak Kadrin.''' His faction effects include a massive reduction in construction cost for Slayer buildings, reduction in recruit cost for Slayer units, and a bonus to speed for all infantry units. His Lord effects include a boost to casualty replenishment rate, upkeep reduction, and an increase to melee attack for all Slayer units in his army. As you'd expect from the Slayer king, his playstyle focuses entirely around Slayers, giving discounts and buffs that turn them into your go to in most army compositions. Karak Kadrin also starts with a unique building that lets you recruit them far earlier than most factions. This means you are a nightmare for factions that rely on large units, though you had best watch out for ranged focus races like elves. His preference for colder climates encourages you to expand northward, bringing you into contact to the Vampires, Skaven, Empire and Norscans you may not normally run into in a normal Dwarf campaign. In battle Ungrim acts as your monster slayer and DPS machine who can kill more or less any large creature you run into. Being unbreakable also means he'll never run away and will fight to the end. That being said, he's still slow as balls (like all Dwarf lords) and can easily be out maneuvered by anyone paying attention. His Quest items include The Slayer Crown, the Dragon Cloak of Fyrskar, and the Axe of Dargo. :: [[Grombrindal]] - The White Dwarf is rooming with Thorgrim in '''Karaz-a-Karak''' if you download his FLC, while '''The Ancestral Throng''' is mustered in the third game. His faction effects include a bonus to Underway evasion chance for all characters, increase to weapon strength when fighting against Elves for all armies, and he has the unique Ancestor God dilemma. Which lets him choose bonuses from the different Ancestor Gods from time to time. These include fucking over enemy mages, cost decreases and research buffs, turning Grombrindal into a one man killing machine or just buffing your army in general. His lord effects include a boost to reinforcement range for his army, as well as an increase to leadership for all units in his army. This makes his campaign a bit easier than Thorgrim as you usually have some kind of buff active. In battle Gromby is a generalist fighter who has more versatility than Ungrim but isn't as good at killing big monsters. His smoke bomb also makes him better at locking down pesky cav and chariots. His quest items include the Armour of Glimril Scales, the Rune Axe of Grombrindal, the Cloak of Valaya, and the Rune Helm of Zhufbar. :: [[Belegar Ironhammer]] leads the subfaction '''Clan Angrund''', starting in the Vaults over boarding Tilea and close to Welf country. His unique faction includes a leadership bonus when sieging a settlement, and starts with four ethereal Ancestor heroes. Lord effect wise he has the Siege Attacker attribute, vanguard deploys all armies faction wide during Underway Battles, and he gets a bonus to leadership for all units in his army when fighting Greenskins and Skaven. This faction plays quite a bit differently from the vanilla Dwarf campaign though it shares the same core mechanics. The goal of the campaign is to reach and gain control of Karak Eight Peaks, which is also being sought after by the Crooked Moon faction led by Skarsnik, and Clan Mors led by Queek Headtaker (if you're playing Mortal Empires). Until you obtain the Eight Peaks you suffer from a pretty massive upkeep penalty. Other than that the main campaign differences from regular stunties is that you start with some spooky hero units (two Thanes, a Runesmith and a Engineer who all have the Ethereal Trait that make all weapons but Magical ones do jack to them), and a slightly altered tech tree that lets you get Rangers faster. Due to the aforementioned upkeep burdens, this campaign is notably more challenging than your standard Dwarf campaign (yet at the same time the satisfaction is great when you do regain Eight Peaks). In battle Belegar is a tank who can survive anything the enemy can throw at him, but doesn't offer much outside of that. His quest items include the Shield of Defiance and the Hammer of Angrund. :: [[Thorek Ironbrow]] is a Legendary Lord added for free to the second game as part of its last DLC. He leads the subfaction '''Ironbrown's Expedition''' starting in the Spine of Sotek in Lustria on the Vortex Campaign and Karak Zorn in Mortal Empires. His unique faction gives a bonus to Oathgold produced as well as a reduction to the amount required to forge Runes, habitability in Jungle climate, and increased ranks for Runesmiths heroes. It also comes with a unique set of artifacts to craft, each of them giving powerful campaign-wide boni. As of Thorek himself, he's basically a souped-up version of a Runelord, but also gives a slight increase in armour and AP damage to his entire army, plus a reduction in reload time for Bolt Throwers, Grudge Trowers and Quarellers. Their Army Roster an be found [[http://wiki.totalwar.com/w/Dwarf_Army_Roster here]] and their [[https://youtu.be/lL7pBMxdX6o trailer here]]. [[Total War Warhammer/Tactics/Dwarfs| More specific tactics here]] <gallery mode="nolines"> File:Karak-A-Karaz.png|Karaz-a-Karak File:Kadrak_Kadrin.png|Karak Kadrin File:Clan_Angrund.png|Clan Angrund File:Ironbrow's Expedition.png|Ironbrow's Expedition File:The Ancestral Throng.png|The Ancestral Throng </gallery>
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