June 23, 2025, 06:03:51 PM

Author Topic: Three equal armies  (Read 8523 times)

Offline jchaos79

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Re: Three equal armies
« Reply #15 on: May 09, 2010, 07:41:00 AM »
Runic Smith is very useful.

And gyrocopter could be down easly (this could give some cheap vicotry point to your opponent)

But just an opinion, I am far from being an expert in WM

Offline pw

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Re: Three equal armies
« Reply #16 on: May 09, 2010, 08:08:06 AM »
I'd try to put in some warmachines for dwarf flavour. The last 1000 pt list I played against had a unit of cannons and a flame cannon which was pretty nasty to play against and seemed 'dwarf-ish'. The trollslayers are fun in small games as you'll need to get them killed but that could also break you, makes for some fun descisions.

Offline azrael71

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Re: Three equal armies
« Reply #17 on: May 09, 2010, 08:18:36 AM »
The list looks great.
I would however try to get a runesmith instead of a hero as it protects you 50% of the time against magic.
I would also let some of the slayers go in favour of a cannon.
This will take some significant juggling of the units though.

Slayers are good on the charge or against monsters, but can take loads of damage if they, themselves are charged.

If the gyrocopter is used correctly it can be very powerful i.e. do not allow it to be charged and use it as a mobile weapons platform. But it is an easy kill if your opponent can get into it's flank or rear.

The trick with dwarves is to get them embedded in dense terrain so that they are harder to hit and wound (defended) and hard hitting cavalry cannot pursue after the first round of combat if they are successful.

Offline pw

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Re: Three equal armies
« Reply #18 on: May 10, 2010, 11:46:53 AM »
As with the above posters, I'd think about the vulnerability of the gyrocopter. Having played against one a few times I've usually found it pretty easy to kill and in games of a low points value it makes for an easy target to break. Add in the slayers and you've got quite a few vulnerable units in the list and without cannons there's little reason for your opponent to come to you -- the dwarf player will quite probably lose if those slayers are left alive so an opponent could just hide from you (although that would be a very dull game!).
« Last Edit: May 10, 2010, 11:48:34 AM by pw »

Offline Geep

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Re: Three equal armies
« Reply #19 on: May 10, 2010, 01:19:38 PM »
I would like to add a Runesmith, but am unsure where to take the points from...

I could drop the gyrocopter for a Flame Cannon, Runesmith (in place of the Hero) and a few magic items?
Otherwise I could swap one trollslayer unit for something, but I don't know what... and is a single Troll Slayer unit useful at all?

Offline mspaetauf

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Re: Three equal armies
« Reply #20 on: May 10, 2010, 06:14:52 PM »
Hi!

Ditch the Hero, take a Runesmith. 10 points more and way better....

Also leave the Gyro and one unit of Slayers at home. Take another Warrior unit instead. With the excess points you can add a magic item for example.

You've got one unit less, but BP is still the same.

Most of all, I'd just take one unit of Slayers. 2 are way too difficult to get killed in a 1000 points game IMO

cheers,


Offline fracas

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Re: Three equal armies
« Reply #21 on: May 11, 2010, 01:45:50 AM »
Quote
Dwarf General
Hero
2x Warriors
1x Thunderers
2x Rangers
2x Troll Slayers
1x Gyrocopter

I think this comes to 1000 points exactly. Anything horrible here?

yeah, the gyrocopter alone not likely to do much
and a runesmith would be better than a hero

what about a runesmith on an anvil instead of a hero + gyrocopter

Offline Lex

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Re: Three equal armies
« Reply #22 on: May 11, 2010, 09:46:12 AM »
The basic list has all the components and would be a nice vehicle to show people the dwarfs in combat.

Most of the earlier comments are made from the perspective of a more-or-less competitive style of game-play, and all have their merrits. There are alternative options, more so in a 2000 point list, eg. the list I used last EuroGT.

That list just has 1 unit of TS, did not have ANY artillery, and sported a good mix of warriors, rangers and handgunners, as well as a flight of Gyros. With the addition of an extra hero you will have a fast moving infantry army that can almost dictate where it fights the enemy, with the added shortrange firepower of the gyros. Remember the gyros will not have much problems keeping up with a 2 order forced march of the infantry (40cm move), which is next to impossible to do with normal dwarf artillery.

2 units of handgunners, some rangers and a gyro stalled the advance of the cavalry flankingforce of my HE opponent for most of the game. -1 AST hitting and the ability to position the gyro almost anywhere is almost assured confusion in the ranks and will seriously snip away stands from your opponent