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===Lords & Heroes=== ====Named Characters==== '''Note:''' Named characters are almost always overpriced. In most cases, it's easy to emulate their abilities from scratch and save quite a few points. That's not to say they're worthless; named characters do have some unique abilities and combos, but make sure you're getting your points worth. '''- Lords -''' *'''Thorgrim Grudgebearer:''' Thorgrim is more of a buffer than a close combat machine, the biggest of which is adding +3 to Ancestral Grudge (83% chance to have your entire army get hatred) and actually conferring [[Warhammer/Tactics/8th_Edition/Dark_Elves#Army_Rules|eternal hatred]] for himself and any unit he joins if you roll a 7+. He can hold his own in combat as well, even against other character killers, having 7 wounds and a 2+ armour and 4++ ward save, which increases to 2++ against (heroic) killing blow and attacks with multiple wounds. His axe always wounds on a 2+ / 3+ against magic armour (like the Master Rune of Skalf Blackhammer), always strikes first and against (chaos) giants has multiple wounds (D6). Thorgrim has an 18" inspiring presence, his unit gains immune to psychology and stubborn and his throne bearers have 4 attacks with WS5 and S4 (so double regular shieldbearers). An interesting little rule states that he ''must'' be your general and that if he dies, your entire army gains frenzy. On the downside, he cannot "Look Out, Sir!" when he joins a unit (you could stick him next to a unit instead of in it and grab a 4+ "Look Out, Sir!", but it's a bad idea). Thorgrim is basically 650pts that your opponent will have a hard time claiming. He sure will try though. *'''Thorek Ironbrow:''' 435 points! You can play him in 2000pt games now, though he's horribly overpriced for what he does, re-rolling one dice for the Anvil of Doom per turn (S10 hit if the re-roll is a 1 and the rule is lost) and getting +1 bonus to cast, and he costs 145 points more than a normal Runelord on Anvil. Thorek's weapon doesn't allow armour saves and will destroy magic armour upon an unsaved wound, but well, he still isn't a good fighter. At least he is reasonably protected with an 1+ armour save plus all the buffs from the Anvil of Doom of course, but also still suffers all the disadvantages. Not recommended. *'''Belegar Ironhammer:''' The new close combat Lord, comes mounted on an Oath Stone with WS8, he's geared for character killing, having always strikes first and receiving +1 to wound rolls, once per game being able to unleash a total of 8 close combat attacks. He has a 3+/4++ save and is immune (!) against (heroic) killing blow. The downside is that you can make a Lord character just as good if not better from scratch. *'''Ungrim Ironfist:''' He's a pretty nice hero or monster killer due to Slayer, Strength 6, Killing Blow, D3 wounds on monsters and enemies having to re-roll successful ward saves, he's also pretty tough when facing anything with flaming attacks due to his 2++ Ward vs. Fire. Other than that he'll fuck up a few Lords and he'll weather a few hits, overall cool for Slayer-themed lists, but he can only join Slayer units. Slightly overpriced at 350 points, but WS9 and T6 is pretty nice, meaning that even Tyrion hits you on a 4+. Something that is often overlooked is his ability to buff your slayers, taking Ungrim means 1 slayer unit in the army can take up to 100pts of banner runes meaning all of a sudden you can take a second master rune in the army so if you want both Groth and Valaya you now can or if you want your slayers to have MR3 now they can. ** '''Ungrim, Incarnate of Fire:''' During the End Times, Ungrim does a Karl Franz and becomes the Incarnate of Fire. He gains +1S, +1W and +1A on his profile, flaming attacks, a S4 flaming breath attack and an innate bound spell (power level 5, magic missile, 24", 2D6 S4 flaming hits). However he has lost his Slayer King rule, but basically the only thing he loses is enabling a slayer unit to get a 100pts standard. He can still join slayer units and be the general but now can also join non-slayer units. Flaming attacks make him a bit of a *meh* choice however, he is good, but anything with a 2+ flaming ward save (cheap for every army) will laugh off his attacks *'''''Grombrindal:''' The White Dwarf! He's an optional character but what an awesome guy, at 500 points: LD 10 with MR 3, armour 1+, ward save 4+, a magic axe with +2 strength, starts hidden and can rally people next to him. They should make this guy part of the Dwarfs army list.''''' '''- Heroes -''' *'''Josef Bugman:''' The epitome of a dwarf grudge holder, and at 165 points he sits between a cheap Lord or a wallet killing Thane with stats more towards the former. As long as he's alive his unit rolls on a 2D6 table of which two of the results are great and one result almost never hurts you. He can also be put next to a Lord on Shieldbearers as he now heals D3 wounds per turn. His unit of Rangers is situation dependent but is no longer mandatory. Josef is actually pretty good! *'''Grimm Burloksson:''' The Master Engineer to trump all others, able to unleash a good amount of firepower on his own and decent in close combat, though he's better staying back and buffing your units with one of the following (unlike regular Master Engineer only on a roll of 2+ though!): :* '''Artillery Adjustment:''' Allows a friendly War Machines to his BS of 5 and the ability to re-roll an Artillery Dice which can be the bounce on a Cannon or a Flame Cannons scatter. Useful for all war machines, esp due to the changes to the Organ Gun, use it if you want to snipe that enemy wizard or kill squishy things with stones. :* '''Increased Range:''' Does what it says on the tin. Increases the units Crossbow and Handgun ranges by 2D6, so your horde of 40+ Quarrels can now hit more things! Use it if that one enemy unit is just out of reach. :* '''Superior Volley:''' Models in the unit may re-roll any to hit rolls. <strike>Again, useful for Bolt Throwers and Organ Guns (Organ Guns roll to hit now).</strike> IRONDRAKES. For Organ Gun you would use ''Artillery Adjustment'' because it also grants that re-roll for the artillery die (or use a Master Engineer's reroll + Superior Volley and laugh as an enemy unit melts). ====Generic Characters==== '''Note:''' While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army. '''- Lords -''' *'''Dwarf Lord:''' Your principal commander and clearly the best Lords choice. Sports a very good statline and can be made incredibly nasty in close combat with the [[Talk:Warhammer/Tactics/8th_Edition/Dwarfs#Lord|right combination of rune items]]. Always put him on Shieldbearers. With a 125pts allowance for runic/magic items, you can either boost both his offense and defense for a balanced build or go all out killer or tank. *'''Runelord:''' Sadly Runelords have taken a serious hit with the new Army Book as anything that can be done by them can usually be done by a much cheaper Runesmith besides the Anvil of Doom. Granted, they confer a better magic resistance and can have a whopping 150pts of runic items or ancestral heirlooms, but unless you want the Anvil of Doom, do not bother taking the Runelord. [[Talk:Warhammer/Tactics/8th_Edition/Dwarfs#Runelord|Viable loadouts]] and successfully fielding him are tricky. *'''Daemon Slayer:''' Same as before but forces successful ward saves to be re-rolled and does D3 wounds to Monsters. It's nice now that when kitted out properly, he can be guaranteed to kill a Daemon prince, with some weapon runes he comes out at a good price and is a worthy consideration. Be careful as he can get focused and destroyed quite easily, and at much greater impact being a lord choice unlike dragon slayers. '''- Heroes -''' *'''Thane:''' Very solid Hero. Comes in two builds, the 'Thane o' pain' and the 'Tank thane'. Basically, the names say it all. Tank thane concentrates on staying alive, and therefore uses armour runes. The Thane o' pain operates on the philosophy that if the enemy is dead, then it won't attack you back. See [[Talk:Warhammer/Tactics/8th_Edition/Dwarfs#Thane|example loadouts]] for Tank Thanes and Thanes o' Pain. *'''Runesmith:''' Runesmiths are the true heroes of the new dwarf codex. ''Always'' take 1 with a dispel rune for 85pts. Though they have lost their free dispel dice, they now channel power/dispel like wizards, grant armour piercing and grant magic resistance (1) to whatever infantry unit they're a part of. *'''Master Engineer:''' Buffs your artillery, and can make one entrenched (counts as being behind heavy cover). Great if you are playing a shooty list. Also gives your cannons and grudge throwers free artillery die re-rolls which can save your ass many times over. If you take one, they work best with an organ gun, which takes most advantage of their BS 4 and an artillery reroll. *'''Dragon Slayer:''' Better than before as he now has D3 wounds on each attack against monsters. When cheaply kitted out these guys can do some nice damage. Worth taking one and run him alongside the rest of your army as a threat to monsters if you don't have cannons or warmachine hunter defence. ====Mounts==== *'''Shieldbearers:''' (Dwarf Lords only) Arguably one of the best mounts in the whole game. Counts as a single model and grants the Lord +2 wounds and +2 on armour save. Shieldbearers have 2 attacks in close combat with WS5 S4 I3. The model is still counted as infantry, so still has look out sir! and potential parry saves from shields (yay) but on the flipside is still vulnerable to killing blow and can be stomped (boo). Still, for a measly 40pts it's dirt cheap. ''Always'' put your Lord on one of these! *'''Oath Stone:''' (Dwarf Lords and Thanes) A very neat upgrade for a Thane (can be the BSB!) for 25pts, as it allows the unit to make parry saves to the flank and rear. Furthermore, the unit cannot be disrupted but also can never choose flee as a charge reaction. Naturally it only makes sense when put into a unit with shields, Ironbreakers shine most. Has the small caveat that the character on the Oath Stone always has to accept challenges, so make sure he is well protected (especially important for a BSB) *'''Anvil of Doom:''' (Runelord only) Counts as a single war machine model and, similar to Shieldbearers, grants the Runelord +2 wounds and a 5++ ward save for 170pts. Anvil Guards also have 2 attacks in close combat with WS5 S4 I3. The only way for Dwarfs to have something to do in the magic phase besides dispelling. (''for more see [[Warhammer/Tactics/8th_Edition/Dwarfs#Anvil_of_Doom|Magic: Anvil of Doom]]'')
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