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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!
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| 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!
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| 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.
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| 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!
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| 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!
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| 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.
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| 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.
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