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===Core Units=== *'''Dwarf Warriors:''' These are your <strike>bread and butter</strike> beard and ale. They have Toughness 4, Leadership 9 and Heavy Armour as standard. Give them shields if you don't want them to die or give them great weapons if you want them to kill shit. Always take them in big units of 30+ with full command, they may not be the most expensive units but those points add up fast so you need to make sure they are formed up as a horde to get the most attacks out of them. *'''Longbeards:''' Longbeards, an actual unit now, are 4 points more than a dwarf warrior. They are better at killing shit and not running away, being immune to psychology with ld 9. They also allow nearby units to re-roll failed panic tests when not fleeing, which is nice if your BSB is out of range. Generally better with a hand weapon and shield at s4 and good for making sure your flank units don't run away, but in terms of close combat, hammerers and ironbreakers are better for points in all regards. *'''Quarrelers:''' Crossbow dwarfs. They are dwarfs with crossbows with Heavy Armour as standard. That's about it. Take them if you want to be shooty. Also they can take shields and great weapons. Shields are good if you want to get into a shooting match with Wood Elves. Take these guys as your general core as crossbows will generally outrange all other armies at range 30 and great weapons will still allow them to hit any kind of anti archer unit and come out smiling. 40 man horde of these stubbies with great weapons is a scary prospect to charge against especially with new improved stand and shoot. *'''Thunderers:''' Handgun Dwarfs. Upgraded to Heavy Armour and dropped two points makes them useful again, they still put the hurt on units plus with Shields and a rune of Groth One Eye nearby they make a surprisingly tough anvil to setup a beautiful countercharge with that unit of Great Weapon Quarrelers you have sitting beside them.
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