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==Unit Analysis== ===Heroes=== *'''Dwarf Lord:''' A big bruiser of a hero. They're pretty much ideal for melee and can grab whatever they need to rip their opposition to shreds while Fearless gives him and his unit the chance to stand firm. Their special rule is Grudge, giving their unit a +1 to hit when fighting in melee. As with the other HQs in the game, your mount options are reduced to the beast - still incredibly helpful since you're not Slow and you gain an extra attack. **Melee: Your basic hand weapon is pretty good, giving a full three attacks, and your melee upgrades are cheap as hell. You can go for dual wielding (6 attacks is not a joke), halberd (Rending), great weapon (AP 2 is great for heavy armor) and spear (Phalanx). Sadly, no spears for you. **Shooting: While more expensive than the melee, a gun is far more invaluable. The pistol gives you the cheapest source of AP 1, though at a fairly short range, and can be doubled. For the same price as two pistols, you could also get a rifle for better range. The crossbow gives the best range, but it's not only the most expensive, but it also sacrifices that guaranteed AP 1 for Rending. *'''Berserker Lord:''' While poorer defensively, this guy has two axes for six AP 1 attacks, all subject to Slayer and Furious. This guy is absolutely going to need some bodyguards in order to make it across the board and into the fray where he can make his worth. *'''Engineer:''' Effectively the dwarf lord, but without Fearless. Though this guy lacks any mounts, they do get two new gun options (The flame rifle for rapid-fire and the organ rifle for the full dakka experience). Taking one is best suited for a gunline army, as you'll be able to pump out a lot of shots with these new guns included. *'''Rune Master:''' As befitting the dwarves, even your wizard isn't some robe-wearing pansy. They're wearing real armor and can grab real weapons so they can actually go to town on the enemy while also casting their spells. ===Infantry=== *'''Warriors:''' Your workaday frontliners are all quite good at their jobs and you fortunately get three of them. Each has 4+ to quality and defense and they have the option of whatever weapon is necessary, including a harpoon for nailing bigger nasties. *'''Berserker:''' A bit squishier, but they make up for it with Fearless, Furious, Slayer and AP 1 on their weapons. You will absolutely need a way to protect them (and their boss) if you plan on taking them into a fight. *'''Mines:''' Ambush goes a long way towards making the dwarves more mobile while their great weapons are just what you need to pop open most heavy infantry. You can grab shrapnel bombs for any miners you want, providing a short-ranged means of managing crowds. You can also grab a mining drill for a weapon, giving both AP 3 and the advantage of deep-striking within 3" of an enemy unit. It cannot be said how much more useful this rule is since you can now take up to half your army can go in, meaning you can also throw in marksmen and iron warriors as well as the miner. *'''Veteran:''' Essentially a warrior with a 3+ on quality and defense. Seeing that their cost is almost twice that of a warrior, you should be only picking these if you need someone to tie the enemy down. *'''Elite:''' Veteran with a special Great Weapon that gives A2 AP 2 - all for the same price as giving a veteran a great weapon and even then they would lack an attack. *'''Iron Warrior:''' Veteran with a very beefy 2+ defense, making them the most powerful wall. Alongside the basic weapons, they also have access to the miner's shrapnel bombs and dual dragon pistols in order to melt armor at range. *'''Golem:''' The big beefcake, all with Tough 3 and claws capable of ripping light infantry. In exchange however, they aren't nearly as strong as the veterans. *'''Steam-Powered Suit:''' Going full steampunk over here. If you see the elite and give them one more attack and Tough 3, then you'd have something close. If you're looking for some manner of shooting, you can buy them steam rifles for the equivalent of a rifle. *'''Marksmen:''' If berserkers sacrificed their defense for choppy power, the marksmen sacrifice the defense of a warrior for rifles, much more palatable since these guys cost only five points more than warriors for a pack of three. If you're looking for more range, get crossbows but beware the cost to your AP. Also worth considering is getting a pair of pistols for some extra bang. *'''Ranger:''' Marksman with a crossbow and gains Scout, so you can shoot at a better position. While they're stuck with crossbows as a primary weapon, you can buy them throwing axes so they have a guaranteed means of popping armor. *'''Drake Marksman:''' The Iron Warriors to the marksmen's warriors. It's not such a big deal to protect the heavy shooters, you do get flame rifles so you can cover the area in fire. On top of shrapnel bombs, you can also grab a model a pair of fire pistols or a torpedo rifle, giving them a means to nail a monster or elite model. *'''Beast Rider:''' Your light infantry, though they don't offer much. For a 4+ to quality and defense, you get an attack each from mount and rider and a normal move speed. *'''War-Bear Rider:''' Heavy cavalry riding with Tough 3 and some dangerous claw attacks thanks to the mounts. If you want the riders to actually break armor, you can buy axe halberds for AP 1 Rending. These will likely be the ones meant to handle the brunt of the attacks.
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