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===Special Units=== *'''Hammerers:''' 2 Attacks now. TWO! Stubborn elite Dwarfs with Great Weapons. For 14 points , you get a warrior of chaos stat line (barring less initiative) and a 75-point runic banner allowance. Careful who they fight though, they might attack like a Chaos Warrior but they die far easier than one especially to ranged attacks and they cannot afford to get into a grind, that's what Ironbreakers are for. I have tried combo with BSB that is working EXTREMELY WELL. Any Master rune or runes combo up to 75 - points that suit your roster and BSB with 3x Rune of slownes. With Great weapon you always strike first. (WELL YOUR ENEMY ALWAYS STRIKE LAST!!!!!)You can ad TANK thane with Great weapon too to protect your BSB. *'''Ironbreakers:''' Elite Tarpit. For 14 points each you get WS5, T4, Ld10, a 5+ parry that continues throughout combat (even if Ironbreakers charge!) and a 3+ armour save. Keep them near your BSB and you have a solid unit. They will hold down S3/4 opponents three times their number and eventually come out on top. Give them the rune of Stoicism for Stubborn or Strollaz's Rune for Vanguard to shove a mean tarpit in your opponent's face right from go or put a cheap thane with an oathstone in the unit for a great flank guarding unit. *'''Slayers:''' This unit has changed a bit, and it's debatable if it's for better or worse. Slayers now wound on 4+ instead of raising their strength unless they needed a lower result. They have also gained the Deathblow rule, which allows each Slayer to strike once before they die in a blue-horror-esque style, useful on Troll Slayers as you get your full amount of normal attacks, not so useful on the Giant Slayers (of which you can once again make an entire unit out of). They still keep their ton of axes, but since they lost their bonus strength, great weapons will be come more common, after all, charging Slayers using great weapons will be Strength 6, regardless of whether theyโre dying before they get to attack which means you're going to get a use out of all those Dwarfs once you get into combat (and they will kill everything when they get there), of course actually reaching the combat is the hard part, with no armour archers will butcher these units. (Tactic: Run a unit next to them (with the slayers as the arrow tip) and shove a BSB with the Master Rune of Grugni on the edge so that the AoE of the Rune covers the Slayers and hey presto you get slayers with a 5+ ward against shooting) *'''Miners:''' Have a nifty special rule that lets them enter the game from any table edge after turn 2 on a roll of 3+ and they count as being in light cover in the turn they show up. They are very good against static armies that take war machines and the like, take in small groups of 10 or so and go war machine hunting or rear charging with them. As far as upgrades go, the drill isn't bad, but don't take the charges. Your miners should do the charging. They shouldn't be charged. *'''Grudge Thrower:''' Its a standard stone thrower for 80 points. Can be buffed up with runes and engineers, the right combination can make this a very effective war machine. These can seriously troll T3 armies. Take a rune of accuracy and penetrating for 65 points to get str 4, re-rolling to hit, blasts, a bit more expensive now but still worth that Ironbreaker/Hammerer unit you traded for it. *'''Bolt Thrower:''' Not terrible, but with a point increase to 55 pts a pop and loss of a 15 pt BS4 Engineer they became far more expensive to use effectively. Don't bother unless you are list tailoring and they serve a specific purpose. *'''Cannon:''' At 120 points cannons are so, so. They are necessary, but usually aren't worth taking more than twice unless you're running a very heavy gunline list. Of course the price goes up as you add runes and engineers, which you should do to make it very reliable, and if you still have the battle for skull pass model (which is a tiny as fuck cannon model), be sure to field those. Cannons are best vs models with high numbers of wounds, good saves, high point cost or any combination of those. *'''Gyrocopter:''' Gyrocopters have completely changed with the introduction of the new Army Book. They are now the dwarf equivalent of great eagles. Changed only slightly from the previous edition, they now have a gun choice, either keeping the old one (a str 3 armour piercing template), or a gun that fires d3 str 5, flaming, armour piercing shots. They also get their bomb back which can be handy when harassing opponents trying to approach your gunline or positioning behind units about to flee so they take Dangerous Terrain tests. Vanguard can be useful, but make sure that they are never in a position to get charged.
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