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Kings of War/Tactics/Dwarfs
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==Tactics== Dwarfs play fairly similarly to their [[Warhammer_Fantasy_Battle | WHFB]] cousins. When in doubt, build a fortress in the corner and wait. Unlike their much more grimdark relatives, Kings of War Dwarfs are Speed 4", and movement rules allow units to move at double speed when giving an 'at the double' or 'charge!' order, assuming there's no blocking terrain (i.e. forests, walls... or anything but the occasional hill). Pivoting and re-positioning is vastly simplified, and the do-all-end-all rule for charging is this: if your unit's Leader Point (front-center of the unit base) is within double-speed distance of any part of the enemy unit and there's nothing in the way, your charge succeeds and you put your unit adjacent to theirs. No random charge distances, no bothersome pivot requirements, no confusing 'line up' rules, measure all you want before hand. This all boils down to MUCH faster and more maneuverable dwarfs than many of us are used to, which is good, considering Objective-based win conditions are a REALLY BIG THING NOW - sitting in your little fortified corner ain't gunna cut it ''every game'', lads. That being said, your average Dwarf unit can take a charge like nothing else in the game, and have pretty dang good Nerve to boot, so with reasonable rolls you won't be running away anytime soon (unless you do something colossally stupid, like let a unit get charged in the flank and rear simultaneously or sit in the corner all game or something). '''Weaknesses:''' * Speed. Their low speed, and propensity to castle in the corners, makes the objective missions quite a challenge. In tournaments/competitive games you should always consider some brock riders or speedy allies. * Healing. You have no native healing spells. Consider a Healing Charm on a Standard Bearer. '''Strengths:''' * Nerve. Most of your units can get nerve into the low 20s and this means it takes a real hammer to shift them on the charge. You can build quite the counter-charge around this and your small units of bezerkers, used like detachments. * Guns/Warmachines. Being alcoholic inventors they have a wide range of ways to sit on their porches and kill varmint. '''Formations:''' * Picket Lines. Use small units, like troops of rifles as your first line. Hold the flanks with your defensive infantry. Line up your harder hitting infantry behind the rifles (and warmachines). Use your faster units (riders, bezerkers, rangers, etc) to swing the opposing flank. * Detachments. Pair hordes of defensive infantry with Troops that have lots of attacks or crushing strength. The weakness here is if you come across someone who can break the hordes in a single turn. So beware of multi changes on your wide units from low frontage opponents. * The castle. The classic. Build a battle line in front of a hill using your best defensive units. Anchor one flank with the board edge, anchor the other with [[DISTRACTION_CARNIFEX | distraction canifexes]] (berzerkers). Put your war machines and guns on the hill behind the battle line. Place you hardest hitters on the flank with the board edge and try to roll them through the opponents flank guard and then down the line towards where your berzerkers are dying (preferably slowly and on stupid angles). * The Bowl. Similar to the castle except you line the center of your battle line with guns and short range, reliable war machines. This creates a killing field here. Then, rather than pushing from the board-edge flank, use fast units to drive up the middle of the board. This will funnel the opposition into the teeth of the guns. Alternatively, you can send in heavy infantry to grind up the middle block the entire board, while your Cannons boom away from a suitable hill-top. [[Category:Kings of War/Tactics]]
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