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Gyrocoptor: I've been thoroughly enjoying the Gyro since the rewrite. It now has US 3, 2 str 4 attacks, and can move on the turn that it rallies. All that, and the points cost didn't go up. This machine has a myriad of uses. March blocking, wizard sniping, laying that juicy template down on enemy regiments, killing elf and human war machine crews dead, and general annoyance of the enemy general. I use the march blocking ability to great effect frequently versus the Ogres. Being able to shoot them up for an extra turn before they hit my lines is huge. Unarmored wizards are easy pickin's as well. I've found that versus warmachines, it best just to charge right in and get things done in H2H. You'll not be outnumbered, you have 2 decent strengthed attacks to kill the unarmored crews, and a 4+ AS and T5 means you're likely to not get the worst of any attacks that come your way. Beyond all that, opponents just seem to hate the Gyro. They'll go out of their way to try and kill it. Apparently it just doesn't sit well with people the Dwarfs should be moving all about wreaking havoc in far flung places on the battlefield!

Cannon: This is one thing I never leave home without. The cannon is a hard hitter, capable of killing anything in the game. I always take a Rune of Forging on my cannon as well. It reduces, but certainly does not eliminate, the chance of a misfire. I wouldn't bother with the 15 point Engineer upgrade. All you get for those points is the ability to reroll the result on the misfire table. Bah! For 15 points, I'll take my chances. Plus the Rune of Forging should be eliminating that misfire anyways. Since the rewrite, the cannon is 10 points cheaper. That's a great bonus, and with the new Gunner's Pride rule, the crew are Stubborn as long as their war machine is intact. These guys are even more worthwhile pointswise than they were before!

Bolt Thrower: For some reason I always bring one of these to the battle. For only 45 points, you can hardly pass it up, though you can't really expect too much out of it with the BS 3. With the 15 point Engineer upgrade, this baby becomes much more effective with BS 4. I always take that upgrade. Not only does it make it easier to hit, but it gives you one more fighter when things get down and dirty. Once again, the Gunner's Pride rule applies to the crew. One other great Bolt Thrower strategy is to set it up far out on a flank. That gives you the ability to get some juicy flank shots on large units/knights/whatever, and most opponents will waste the effort to go out after it, thus leaving your important war machines alone and hopefully not being able to get to them until turn 4 or 5.

Grudge Thrower: The Grudge Thrower definitely has it's uses, although I've found it to be a bit unreliable. The only way to be able to reroll the misfire is by taking the Master Engineer, but that is simply way too expensive to be worth it. The Rune of Accuracy will allow you reroll the Scatter die, so if you can avoid the misfire you will likely score a direct hit more often. That rune is worthwhile in my opinion, but doesn't solve the misfire issue. Despite that, there's nothing like dropping that template down on a tightly packed regiment of pikemen or spear elves. The look of horror upon the opponents face as half the regiment dies is priceless!I recommend that everyone practice up on their guess ranges, and bring a Grudge Thrower to the battle!

Organ Gun: The bane of those pesky skirmishers and small fast cav/knight regiments is the chief use of this machine IMO. It also does a fine job against most troops, as the -3 to AS is nothing to scoff at. Being able to reroll the artillery die (unless it's a misfire) means that it's potentially that much more effective, and that wonderful new Gunner's Pride rule makes it hold fast when in combat. One or two of these machines are often able to pin down a flank as most intelligent enemies will give a wide berth. The points cost isn't as bad as it could be, though the inability to add runes to prevent misfires is a deterrent for it's more frequent use. In my opinion, war machines are are quite the liability due to their propensity to blow themselves up. I have enough of a gambler's spirit to keep trying though!

Flame Cannon: I go back and forth on this one. Overall, I like it. I think this is definitely a worthwhile investment. I have met Dwarf generals that don't leave home without the FC, and I think their arguments have real merit. The 'panic check if casualties are taken' rule is great against some enemies (I can't count the times I have made a unit of ghouls run away with that tactic). Plus the FC is just plain old intimidating. People see it get put down on the table and they for some reason feel they have to take it out. That saves your ladz from much magic and shooting. On the negative side, the FC cannot be runed to avoid misfiring. This to me is the biggest deterrent for using it: it may just blow itself up on any given turn, and such undependability is better left to the ratmen than the sturdy Dwarfs. Also, it costs 140 points. That is a big chunk of points, though in this case there is good potential to earn those points back. Against low leadership enemies, the FC can be one of the best buys in the list.

Goblin Hewer: I know this is really a Regiment of Renown, but it's still very Dwarfy, and therefore is getting put in this section. This thing is phenomenal. I cannot say enough about the Hewer. Hitting on a 2+ at close range and all those wonderful D3's of hits is enough to make any opposing general with any ranked regiments hate this machine with a passion. On top of that, when the crew get assaulted you have a hero level Dwarf character and 2 Slayers with Great Weapons who can really dish out some damage and will never run away. That is assuming the enemy isn't paniced by Malakai's stand and shoot. I've found that this baby isn't nearly as effective against high T, high AS opponents. Even then it gets enough attention to make it's points worthwhile. I have had many enemies afraid to assault this thing due to it's resilient crew! The only bad thing I could say about the Hewer is that it eats up a valuable Hero slot in the army. All in all, this is a great pick that is highly recommended! You won't find more bang for your buck.