Editing
Warhammer/Tactics/6th Edition/Dwarfs
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=== Core Units === * '''Warriors:''' Hands down one of the best Core units in this edition. T4 and Ld9 mean they'll be hard to kill and even harder to break, and and can take heavy armour and/or shields for a pittance. They can also take great weapons, which remains a fiercely debated upgrade. * '''Crossbowmen:''' Warrior statline (meaning they're not too shabby in combat at all) with, you guessed it, crossbows. * '''Thunderers:''' Same statline as the above choices, but carrying armour piercing handguns that they can actually move with as opposed to static crossbows. Handguns which also get +1 to hit at short range on account of them being Dwarfs. All this comes out at being only 2pts more per Dwarf than crossbowmen. If you splurge on a Veteran, he can exchange his handgun for a brace of pistols. * '''Miners:''' Great weapon and heavy armour armed dwarfs with the extremely fun Underground Advance rule. This allows them to be deployed underneath the battlefield, and they may role a die each turn after the second to see if they arrive. If they do, they may deploy on any table edge during the movement phase. **While you may be tempted to use them as warmachine hunters, a task which they excel at, remember that a 20-man great weapon unit charging an enemy unit in the flank or, better yet, the rear is guaranteed to do some damage. See that big block skirting up the side of the battlefield to charge your gun line? It'd be a shame if they were ambushed by the Black Mountain's finest, wouldn't it. * '''Rangers:''' Limited to just a single unit with a maximum of 20 Dwarfs, Rangers are your first line of defence against whoever threatens your ancestral homeland. They have the Scout rule, which means they can deploy ahead of your main force and, if you're lucky, get a turn-1 charge in. They can also move through forests, but they aren't Skirmishers. Pansy elves won't know what hit them. **They can buy crossbows if you think putting a move-or-shoot weapon on the one Dwarf unit that could be considered "fast" is a smart idea, or throwing axes if you'd like to spend a minimum of 30pts on a sub-par missile weapon which will only conceivably be used once a game. **Don't expect these guys to last long. They're a distraction unit, a speed bump, or a way of chipping wounds off of big enemy blobs (or monsters), but they aren't going to hold off the enemy alone. Hilariously, they have a habit of being broken and then rallying again once the (much faster) enemy has passed them to charge your backline, which opens up fun flanking chances.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information