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===<span style="font-size:150%">{{color|SteelBlue|Duardin}}</span>=== This encompasses the {{color|SteelBlue|Dispossessed}}, or Dwarfs if you're still holding a grudge and are rather grumpy about it. Do remember that any conditional Battleline that requires a Duardin general (such as Irondrakes, or any others GW might change in the future) will also be met if your General is a Cogsmith, despite them not being Dispossessed, this also works for Kharadron generals when hailing from Tempest's Eye. Heavy infantry with a really high survival rate, dispossessed are hard as a rock, hits like trucks and have a pair of gromril balls. They are really good at war of attrition, being generally invulnerable against battleshock, with a save roll generally over the average of others races and don't really needs wizards thanks to their runelords. Unfortunately, they are slow, can't use magic in anyway, with just one (fucking wonderful yes, but still one) shooting unit and with a really high points (and money) cost for units. Except to be easily outnumber by others armies. Gain great support by faster units, artillery and mages. <div class="mw-collapsible-content"> <big>'''Leaders'''</big> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_wardenking_eng.pdf Warden King]''' ({{color|SteelBlue|Dispossessed}}, 110pts): A Powerful Lynchpin for the DISPOSSESSED bunker as he can grant a Battleshock immunity aura for not moving, and a CA that let's him pick an enemy unit within 18" of him. Any DISPOSSESSED unit attacking the selected enemy in melee get +1 attack. When paired with other Allegiance abilities he makes Ironbreakers and Hammerers a force to be reckoned with. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_runelord_eng.pdf Runelord]:''' ({{color|SteelBlue|Dispossessed}}, 90pts): One of the best Anti magic Heros in the game, worth taking even if you don't have other DUARDIN. They can unbind magic and have a +2 when they make the roll. They also support with a two different prayers that either give a DISPOSSESSED within 16" a 6+ Ward or give their weapons -1 more rend. Put a luminark together with this guy and stack on FNP against mortal wounds! <big>'''Battleline/Conditional Battleline'''</big> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_longbeards_eng.pdf Longbeards]''' ({{color|SteelBlue|Dispossessed}}, Battleline, 110/270pts, min 10, max 30): The old grumblers are back... And they are even more unsatisfied! They support other Duarden with their complaints. Unfortunately, shields aren't that overpower now, and you can't get shields and big weapons anymore. Better weapons or better defense are up to you, but their ability to being incredibly annoying is even more powerful. You can decide to give 1 plus bravery to dispossessed units (for when you expect to be on the receiving end of a devastating charge and you aren't in range of a Warden King's battleshock immunity bubble), make dispossessed units (wholly within 12") re-roll wounds rolls of 1 and with the last one you can even try to DISPEL ONE ENDLESS SPELL IN THE HERO PHASE! That's right, even mindless spells can't stand the continuous grumbling of this guys. Good to mix in one with other dispossessed units for their support. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_ironbreakers_eng.pdf Ironbreakers]''' ({{color|SteelBlue|Dispossessed}}, Battleline, 130/330pts, min 10, max 30): They get twice as many swings, their saves are one better then Longbeards. These are your Smachy anvils. They never ever fucking die and can dish out surprising amounts of hurt. Wound-per-Wound, they leave most infantry in the dust. Their leader can also opt to swap out his ax and shield for a pistol and bomb or a brace of pistols. Remember: These dorfs can beat the enemy with their anvillyness, but you also have Strong hammers from other factions. Worth noting that the pistol and bomb combination provides 4 attacks instead of 3, two of which rend and hit at range, and the ability to dish out d3 nigh-guaranteed mortal wounds per game. All at the expense of losing 1 to hit on your Mailed Fist attacks. Food for thought. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_irondrakes_eng.pdf Irondrakes]''' ({{color|SteelBlue|Dispossessed}}, Conditional Battleline: {{color|SteelBlue|Duardin}} General, 150pts, min 10, max 30): If Ironbreakers are anvil and tongs, Irondrakes are the hammers. Any unit held in place by Ironbreakers (or any dorf infantry, for that matter) is already dead and only too stupid to realize it if you have Irondrakes nearby. Why? They get a pretty good missile weapon, being pretty much exactly a Judicator with Bow, only with 16" range. If there's no enemy within 3" and they didn't move, they add get 1+ Attack more shooting! So, wound per wound, they shoot four times as well as Judicators. Yikes. Their champion can take a Trollhammer Torpedo, which has better Rend and deals D3 damage (D6 if the target's a monster), and now you can fire that twice, so it's a no brainer to use it. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_hammerers_eng.pdf Hammerers]''' ({{color|SteelBlue|Dispossessed}}, Conditional Battleline: {{color|SteelBlue|Dispossessed}} General, 140/360, min 10, max 30): There is nothing subtle about Hammerers and you wouldn't want them any other way. They swing a big Hammer, which has two swings at 3+/3+/-1/1, a rather nice profile that inflicts additional Mortal wounds on unmodified wound rolls of 6, they have a 4+ save and don't take Battleshock if there's a Dorf Hero whooly within 12". Have a Runelord put their -1 Rend ability on them, with your Warden King's +1 attack.. and you have a single unit doing 30 hits at a 3+/3+/-2/1 with chances for mortal wounds. You can hammer down most foes with them. Consider the following: If you really want to be an asshole to your opponent, try running these guys in Tempest's Eye as a block of 30 under a Warden King with Aether Guard Captain as his warlord trait and Zephyrite Banner as his artifact. Top it off with a Runelord, a set of Longbeards, a Celestial Hurricanum with Aura of Glory and a baytlemage coming from ghur. You now have 1 wound infantry clocking 360 points that for the first turn move 7", run d6+4", charge 2d6+4" rerolling, is covered under a 3+ save thanks to Alert and Forewarned that craps out 4 attacks per head at 2+/3+ reroll 1/-2/1. A full strength unit is burying a target in 121 swings averaging 20 mortal wounds as icing on the cake. We're talking enough mortal wounds to send Nagash right back to the grave, nevermind the other 121 swings. For days when you want to settle the entire Dammaz Kron in one sitting. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%">
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