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==Tactics== ===General considerations=== As the rulebook has set your army up to nearly never make the first move in anything from army placement to attack rolls, it is a good idea to theme your army around getting the enemy to come to you. try for at least one cannon just incase another git brings a cannon so you won't have to take 5 turns of cannonballs to the face (OUCH!). Because dwarfs have such shit movement (M3), it's a good idea to just let your combat units wait for a bit while your opponent marches towards you, especially against armies like Beastmen, Skaven, OaG, WoC, Daemons and other armies with not much shooty shit (beware as both Skaven and O&G can sometimes field nasty gunlines). As they're coming towards you, start fucking them up with your war machines, thunderers and quarrelers. Once you've weakened them a bit, charge in for the kill with your combat units. Warning: this tactic will get you bum-fucked against elves, empire and armies with lots of missile fire/magic. '''Hill Defence:''' Stick a cannon and a grudge thrower on a hill. Array your units so that they are protecting the hill. Behind, and out of sight of the enemy, place your secret vengeance weapons- gyrocopter and anvil of doom. The plan is to use the artillery to whittle down the enemy with your war machines, then break the enemy in CC. At that point, the gyrocopter comes swooping over the hill and smashes into the fleeing units before they get a chance to rally. Beware of shooty armies and spells and template effects. This strategy requires ranks and outnumbering when you reach combat. If you can't break the enemy, the last ditch option is to use the gyrocopter to shred them into little tiny pieces using the bombs and gun. '''Surprising Charge Offensive:''' Almost all the time you will have a defensive army. Large infantry blocks, lots of war machines, move-or-fire weapons. And your enemy will expect it. It's what Dwarfs excell at. But you can mix that up, if you want to: Strollaz Rune gives vanguard to any infantry unit you want, and with clever pairing you can give that to 4 units easily. Combine with Miners, Rangers and Gyrocopters with vanguard and you can be in your opponents face in turn two. And since you get +1 strength in the turn you charge thanks to resolute, that can be a surprise that really hurts. To be honest, most of the times the traditional approach works best for Dwarfs, but it can be a welcome change. ===How to play vs...=== '''Monsters of any kind:''' CANNONS. MORE CANNONS. Side note: Consider flaming Organ Guns, dwarfed by master engineers. '''Skaven/Empire:''' Kill the war-machines/characters with cannons and then whatever else happens to present itself. Against skaven, be extra careful with the dispel game, and if they bring a Bell, focus it down, as from turn 2 onwards it can wipe your artillery. The dreaded 13th is also a must-dispel, bonus points if you can take it off the board completely through a rune. You have hatred against every Skaven unit, that should give you a nice edge in close combat. '''Vampires/Tomb Kings:''' Kill those darn Wizards. Use Cannons, Catapults, Gyrobombs, everything. You cannot win in a war of attrition, if you are going combat, so go in for the challenge with the knowledge you will have hatred and they won't. Be aware that if they happily accept your challenge with an kind of vampire or tomb king/prince that the character is most likely set up for challenges and is going to either put out a heap of high S attacks or be hard as nails in smaller games and in larger games be both. '''Wood Elves:''' Artillery (Flaming Cannonballs and Organ Guns) is the name of the game. The new Wood Elves are fast and shoot well, but still have lousy armour and the trees are not as devastating as they were. The problem is that they now have access to the eight magic lores and the Dark/High elves too; their magic buff options have grown a lot; neutralize their magic phase with the Rune of Valaya and some Runesmiths. Shoot the Dryads with Quarrelers. Treeman/Treekin? Use Fire. '''Warriors of Chaos:''' The only army where the default core troop is better than your elite. WoC have no shooting units (alright, Marauder Horsemen, but come on...) and only one war machine (although that one is not to bad, destroy it quickly!), so they will come at you fast. You'll need war machines for their monsters and monstrous cavalry/infantry. Take as many Irondrakes as possible, they will melt those Chaos Warriors and even the occasional Knight right down like butter. WoC is also one of the armies with more regeneration than ward saves, so flaming attacks are always handy. Keep in mind that WoC characters ''have to'' issue challanges in close combat, so they will likely be kitted out to perform well there, and that your characters on Oath Stone ''have to'' be the ones accepting the challenge! A properly kitted out Dwarf character can hold its own though. '''Lizardmen:''' Rejoice! Saurus Warriors have initiative 1, finally you'll be the one attacking first. Be wary of skinks, poisoned attacks are the bane of high toughness troops and war machines especially! Bring counter-magic for the inevitable Slann and war machines for the monsters.
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