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FrostX7
Nurgling


Joined: 06 Nov 2007
Posts: 214
Location: floating with the space cowboys

PostPosted: Wed Aug 20, 2008 6:31 pm    Post subject: Dwarf Lists Reply with quote

I have two different 1200 point lists i would like opinions on please...
1.
Runesmith w/flaming atks, 6+ wrd sv, +1 armor sv, steal 1 power to use as dispel die.
Mst Engineer w/ 1+ amor sv, 2+ armor sv against all missiles, Dwarf Handgun, Pistol

20 Warriors w/ shields, full command
10 thunderers w/ full command, shields
20 Longbeards w/ full command, runic standard (once only: when taking a break test may roll D6- on 4+ unit is stubborn)
Organ Gun

2.
Thane w/ Dwarf Handgun, Runic Great weapon: +2 attacks, +2 Strength
20 Warriors w/ shileds, full command
20 Quarrellers w/ Shields, Full command
20 Ironbreakers w/ full command
Bolt Thrower w/ rune or reloading (fires w/ 1 crewman)
Grudge thrower w/ runes: reloading, Accuracy ( re-roll scatter die)
Organ Gun

-Steven
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Lord_of_End_Times
Pestigorka


Joined: 15 Mar 2007
Posts: 507
Location: Russia

PostPosted: Wed Aug 20, 2008 7:00 pm    Post subject: Reply with quote

The second one looks solid man. But I don't know the Dwarf book to well so I can't tell you if you need to put this instead of that and so on. One Love
-Gorka
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FrostX7
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PostPosted: Wed Aug 20, 2008 9:07 pm    Post subject: Reply with quote

Yeah the second one is more of the beat down playstyle I use to defend my gunlines.

-Steven
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Burrfoot812
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Joined: 19 Mar 2007
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PostPosted: Fri Aug 22, 2008 11:24 am    Post subject: Reply with quote

I like the second list better if I was playing either list.

First list Why the Master engineer for organ gun? It will only make gun hard cover and not give any extra benefits from using a MS Eng. If you had him on the second list I can understand that. If I was playing that list it would be hard to win. In shooting phase only organ gun and thunders so organ hope for 10 hits and thunders have 5-10 shoots. Hope you get good hits and close combat is going to be tough. Does Longbeards have shields? Its going to hurt if you get into big close combat units like chaos and greenskins. You might survive but it will be close on a few combats.

Second list. Good shooting phase to help kill units before close combat and have strong close combat units to hurt them. A close friend of mine once told me "When creating a unit make sure you have a plan for the unit. I don't have full commands on my shooting units because its a waste of points for units that should get into close combat." I tend to use that idea when making my armies. I don't use commands in my shooting units expect if the champion upgrade has a +1 bs. The only problem with this list is no protection in magic phase. You get 4 dipel dice good for non-magic oriented armies. But armies with a lot of magic you might get hurt a bit. Even if you don't want a runesmith. Get a magic standard that gives a unit +1 Magic reistance on the unit. 1 extra dispel dice to protect with. I like thunders better then Quarrellers but they are cheaper. If I was make a list close to this I would split the quarrellers in to to teams of 10 no command so I could get the most of my shots. Hopefully get a hill so you would get 1 extra rank plus high ground. If not 10 across and protecting flanks.
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FrostX7
Nurgling


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PostPosted: Fri Aug 22, 2008 1:10 pm    Post subject: Reply with quote

Thanks a lot for the tips guys. Frank does make a lot of sense. I wil change the second list around to try for a runesmith.

-steven
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FrostX7
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PostPosted: Fri Aug 22, 2008 10:10 pm    Post subject: Reply with quote

So same list just two quarreller units of 10 w/o command.A magic banner for the Ironbreakers giving +1 magic resistance and immune to fear& terror. Thane has oathstone with ironbreakers as stonebearer unit.

-Steven
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Burrfoot812
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PostPosted: Sat Aug 23, 2008 7:00 pm    Post subject: Reply with quote

Nice! Ironbreakers will have a +2 dispel dice. I usally don't use the immune to fear & terror. I go for double unit str beacause dwarves have high LD and if you fear a unit you most likely are going to out number them so no break test for fearing them. Also it gives you a plus one combat resolution. Always nice to have. Bolt thowers I always take the rune of Penetration which gives the thowerer +1 str making it a chariot killer and also makes the first to ranks needed to wound on a 2 plus.
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FrostX7
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PostPosted: Sun Aug 24, 2008 9:05 am    Post subject: Reply with quote

Then why don't i give the bolt thrower that upgrade and give the ironbreakers the rune of battle which auto gives the +1 combat res?
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Burrfoot812
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PostPosted: Sun Aug 24, 2008 6:19 pm    Post subject: Reply with quote

Because its your army and you need it to fit your playing style. Are you more shooty then combat?
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FrostX7
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PostPosted: Mon Aug 25, 2008 8:39 am    Post subject: Reply with quote

yeah but once i get into combat i go beat down with everything i got. i thought Magic resistance gave +1 dispel dice per rune or because its dwarfs its doubled?

-Steven
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Burrfoot812
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PostPosted: Tue Aug 26, 2008 11:19 pm    Post subject: Reply with quote

No the oath stone and the banner will give you the +2 magic resistance.
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FrostX7
Nurgling


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PostPosted: Wed Aug 27, 2008 7:18 am    Post subject: Reply with quote

Does the oath stone really give magic resis? I thought it was used just during combat to give no flanks and such

-Steven
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Burrfoot812
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PostPosted: Wed Aug 27, 2008 11:44 pm    Post subject: Reply with quote

If you read the Oath Stones above the stone effects it says "The presence of the stone with the unit confers a Magic Resistance (1) as its runes act to absorb wild magic."
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FrostX7
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PostPosted: Thu Aug 28, 2008 8:34 am    Post subject: Reply with quote

Sweet thanks a lot Frank. that is realy helpfull.

-Steven
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Burrfoot812
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PostPosted: Thu Aug 28, 2008 8:19 pm    Post subject: Reply with quote

Ok, Steven I was wondering for myself if magic resistance dice was for one magic phase or for each spell cast to the unit. So for oath stone and banner I said it would give you +2 dice I was wondering if you get +2 dice for magic phase or +2 dice for each spell cast on unit. On page 95 in rule book it has magic resistance and here is what it says," the number in brackets indicates the maximum number of extra dice that may be rolled when trying to dispel each spell that affects the resistant model."

"Magic resistance is never cumulative, so if a magic resistance character joins a magic resistance unit you take the best available never add the different magic resistance."

So oath stone and magic banner will still only give you +1. So I would change banner to +1 combat or something else that might help.
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