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==Why play Dwarfs?== *Because you want to sit and watch as your enemies are blasted away while coming towards you. *Cause you're under 5'5 and want '''vengeance''' for all the short jokes. *You don't want to do too much micro, so an army without much in the way of mobility and cavalry doesn't bother you as much. *You enjoy having infantry that won't die after being slapped by a wet noodle. *Slay everything without a beard!! *FLAMETHROWERS!!! ===Pros=== *'''Durability''': You are a tank faction. Most of your units are categorized with high armour, melee defense and leadership. Even your tier one and chaff are very tanky compared to counterparts from other factions. This is further supplemented by the innate magic resist many of your units have, which ''slightly'' compensates for your otherwise complete lack of magic. Additionally, with their naturally high leadership, dwarfs do not usually break unless hopelessly outnumbered or if you screw up massively by getting cavalry charged in the rear. Frankly, your units will hold out forever. **Your magic resistance got nerfed in the third game to ''only'' resist magical spells. Still useful, but now units with magic attacks, I.E Daemons, are going to be way better at cracking you open. *'''Range''': Guns, guns and more guns! Dwarfs have some of the best blackpowder units in the entire game. Thunderers and Cannons can lay a whooping on anything they are firing on, and their artillery isn't anything to sneer at. Even their non-AP range units are very good for their price, and it's not hard for them to earn their points back as long as they are defended. *'''If they get close, Nut 'em!''': As if being being one of the best factions at shooting was not enough, their missile units can also hold their own in close quarters better than most. *'''Airforce''': Gyrocopters with their anti large can get you control over the air, and their ability to kite monsters into oblivion is a good skill to have. Even Gyrobombers have a niche for their blob killing capabilities after recent buffs. *'''Runes''': Where other races rely on the fickle Winds of Magic, you have your reliable runes. Runes supply surprisingly good buffs and debuffs that can help your army out, making them a great way to make sure your infantry stays in the fight a bit longer. The fact that they aren't limited by a power reserve also means that they'll remain a viable option well into the latter stages of a fight, where other factions might begin to tap out of their mystical power. *'''Anti-large''': You laugh when the enemy brings big monsters. With all your AP missiles, Anti Large artillery and slayers, you have the one of the easiest times killing monsters out of any faction in the game. *'''Strong Economy''': It's campaign specific but yeah, it turns out the species who's renowned for being the best at making shit is also one of the best at making money. The resource building chains go up to level IV instead of stopping at level III, you can mass produce Dwarf Beer anywhere. Putting together Doomstacks of Top Tier Dawi troops is easier. *'''Good for Beginners''': Everyone was just starting once, if you are new to Warhammer Total War or just Total War in general the Dawi are (ironically enough) forgiving. Something like the Wood Elves is fragile and has a limited margin for error, Dwarfs on the other hand have more of a fudge factor in most match ups. Not to say that it's easy mode playing dwarfs, but the likelihood of things going pear shaped in a second is lower. ===Cons=== *'''Lack of Mobility''': With no Cav, monsters and slow infantry, Dwarfs are the least mobile faction in the game. You will spend the majority of the game standing still. *'''Lack of Magic''': Though your most recent rework makes your runes a damn good alternative, you don't really have magic. This can pose a problem when you face similarly physically durable armies in battle and lack a reliable, magical alternative for damage. Additionally, though you defensively have a 25% resistance to the arcane, many large vortex spells will still sting quite a bit and your complete lack of magical healing means it'll be hard to bounce back from the damage you do take. *'''Chariots''': Chariots are the bane of a Dwarf players existence. They don't have any real way to lock them down and, as you'd expect, AP anti infantry can really kill what the Dwarfs want to do on the battlefield. Due to the rework to how bracing and knock down works, this isnβt as bad as before, but chariots can still be a problem *'''Predictability''': Most veteran players know what's going to happen when Dwarfs are picked. They are going to go for a cheap, numerous and sturdy front line and a lot of guns and artillery. This means that Dwarfs are easy to plan for as they only have one real viable tactic. Building an army around fighting Dwarfs is something players from all races know how to do. *'''Lack of Good Lord Options''': Do you like the Runelord or Thorek? No? Well you better start because in multiplayer they're your only viable options. Grombrindal is an ok duelist but honestly Dwarf lords in general kind of suck. With no mounts and no way to stick to their targets it's hard for them to get anything done. This problem got better with the Twisted and the Twilight due to the changes to knockdown effects, but sticking to targets will still be hard *'''Hard campaign''': With all the changes to the factions around them, the Dawi have fallen on some pretty hard times. The lifetime of WH2 dotted the landscape around Karaz-A-Karak alone with a huge number of guaranteed enemies that you will have to look out for, with your most reliable allies in the Empire being very far away. The other subfactions don't fare much better and your slow growth seriously hurts your ability to expand, especially when compared with your most dominant enemies, the Greenskins of the Badlands and Clan Mors further down the road. *'''Bad in Domination''': Turns out your stubby little legs makes it really hard for you to capture objectives. Due to your lack of mobility you can't effectively capture points since other factions can just out race you to them and get more units on them. As such, you're widely considered the weakest faction in Domination. *'''DLC''': A con for everyone, but fortunately you get off easier than many others. Unfortunately, a couple of your best units, namely Runelords and Rangers, are in fact locked behind DLC and you have a second one on the way in Winter. If you want to really use your Dwarfs to the fullest, you'll need to pay the toll.
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