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The 9th Age/Tactics/Old/Infernal Dwarves
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===Core=== All entries here count only to core, but if you take a ranged weapon on them they additionally apply to Hail of the Gods. '''Infernal Warriors''' Your cheapest dwarf boys but don't let that fool you, you will be dumping more points into them. Shields are never not good, great weapons help them crack elite units, and blunderbusses are scary to be close to. '''Citadel Guard''' Better stats than the warriors and better armor, give them shields if you just want a brick, give them the axes if you want a strong mobile threat. '''Hobgoblins''' Your cheapest trashcan, chaff waiting on your Dwarfs' flanks, filling in the line, and pincoring anything that sticks to the shield wall. (120pts for 20 + 6pts.) With a shield, they could also block things intended to destroy your expensive Dwarfs. Bows let you shoot over your frontlines with mass fire but will eat into your Demongun allowance. *'''Backstabbers:''' devoted to pure flanking, removes their armor but gives them poisoned paired weapons and bonuses to charge rolls against an enemy's flanks. Not as Survivable as normal Hobs, They are better at making their flanks hurt and eliminates things that conventional Strength bost can't solve. '''Orc Slaves'''(110pts for 20 + 7pts) Initially cheaper then hobgoblins, you get +1 res and -1 agi. They can be stronger than the hobgoblins but are more situational in their application. They are something cheap to lob at an enemy and it is expected they will more likely to kill something. If they don't have any dwarfs nearby there is a 2/3 chance they'll dick around instead of doing anything useful and if they are the last ones on the field you lose. Hobgoblins are weaker but more consistent and can be better armored for cheaper, orcs are stronger in some situations but pitiful otherwise.
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