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===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.
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