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 Dwarfs army building

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Sigma Golem
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PostSubject: Dwarfs army building   Dwarfs army building EmptyThu Dec 06, 2007 12:28 pm

I wish sombody made this thread dance.I need a bunch of advice for my newly painted Dwarfs and how do build the right armies,and what to buy next.
Im to a point wher I think I have enough Core infantry units,and some other things,but dont really know where to go from here,My goal is to build a 2000 A.P. Platoon,with a mixture of hand to hand,and heavy guns,like bolt throwers,and Cannons.

Do I need the Gyrocopter?and would anyone recommend the flame thrower.?

I will edit this post with numbers of each unit,if somone can help me wher to goto next.

Sorry,posted under the wrong thread.Help Me.

[Moved-Matt]
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JMarv
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PostSubject: Re: Dwarfs army building   Dwarfs army building EmptyThu Dec 06, 2007 1:09 pm

I would skip the gyrocopter. They end up being pretty fragile for the points cost. The nice thing about dwarfs is that nothing in the army really sucks. It means that the dwarfs may not wipe the board with people, but they almost always play a good game. One common thing in fantasy, especially with a fluff filled army like dwarfs is to make your army themed. An engineering guild army would take lots of warmachines and thunderers, a slayer army would be of course mainly slayers. An army could even have a ranger theme.
In terms of warmachines, the flame cannon can be pretty devastating, especially against armies with low leadership, but is pretty short ranged. I wouldn't have it be the only artillery you bring. Similarly the organ gun only has a 24" range same with thunderers. Since dwarfs are so slow their main tactic is often to sit on a firebase like a hill and wait for the enemy. It helps to bring along a cannon or a stone thrower for long range. Although if you do get the stone thrower it might be worth it to invest in an engineer to reduce the scatter.
In terms of units, a block of slayers is usually key since they are unbreakable and can hold up the enemy's scariest unit for a while until you can flank charge.
There, that's my two cents.
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Sigma Golem
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PostSubject: Re: Dwarfs army building   Dwarfs army building EmptyThu Dec 06, 2007 2:03 pm

I have approximently 48 Warriors ,16 Thunders,I think 40 or so Miners.,3 Cannons,One lord ,one standard bear.16 of the WSarriors have been converted into Long Beards.
What would you suggest next.?
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JMarv
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PostSubject: Re: Dwarfs army building   Dwarfs army building EmptyThu Dec 06, 2007 2:55 pm

Well I doubt you will ever field 40 miners in one game, so definitely no more of those and your also set on warriors/longbeards. You could get another set of thunderers but 16 isn't skimpy either. I might suggest a unit of slayers, but the biggest suggestion would be to get some games in. If you want some more medium-short range firepower experiment with a proxied flame cannon or organ gun. If your warriors don't seem to cut it in close combat proxy them as iron breakers or hammerers for a game.
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Sigma Golem
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PostSubject: Re: Dwarfs army building   Dwarfs army building EmptyThu Dec 06, 2007 3:06 pm

Great Ideas.I think I was wrong on the miners,its 20 or so,my bad.Yes,Iron breakers,I was hoping you would say that,Ireally like the looks of them.
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JMarv
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PostSubject: Re: Dwarfs army building   Dwarfs army building EmptyThu Dec 06, 2007 4:22 pm

Yeah, I've always like the fluff of the ironbreakers, and now the models are finally good looking too. The old ones looked silly I think. The armor just looked unnatural.
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Sigma Golem
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PostSubject: Josef Bugman   Dwarfs army building EmptyThu Mar 13, 2008 10:18 pm

Bugmans Rangers: When Bugman includes his Unit of Longbeard Rangers, can they either be Warriors or Quarrellers?

If I pick Warriors to go with Bugman, can I upgrade them with the Great Axe and a throwing axe?

In Josef Bugmans tactics, I didnt see anything about what they could be, Warrior or Quarreller, and if I could up-grade them.

Core Units: You cannot have more units of Longbeards then Warriors.

So for every unit of Warriors, I have to have, one unit of Longbeards?
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Crobar
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PostSubject: Re: Dwarfs army building   Dwarfs army building EmptyFri Mar 14, 2008 10:52 am

I don't know much about the new dwarves but I can give you an example from Brets that should help. The Fay Enchantress can be escorted by up to 8 grail knights. The discription states "a unit of up to 8 grail knights" which means I can use any options available to grail knights. Grail knights are usually 0-1, but if I bring the Fay Enchantress, I can legally bring 2 units of grail knights. I hope that helped.
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JMarv
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PostSubject: Re: Dwarfs army building   Dwarfs army building EmptyFri Mar 14, 2008 11:11 am

I think this is pretty much how it goes. First with Bugman, you have to have a unit of Rangers to put him with. You get rangers by doing the following:

Take a unit of warriors and pay from them to have great weapons and scouts which essentially makes them rangers. You can then also give them throwing axes. Or..

Take a unit of quarrelers and pay from the to have great weapons and scouts which also makes them rangers.

Then you can put Bugman with the unit. Rangers are required to have great weapons in order to be eligible to become Rangers.

For the Longbeards issue, the number of Longbeards allowed in an army is restricted by the number of units of warriors in the army, not the other way around. You can have any number of units of warriors, but only as many longbeards as warriors, so if you had 3 units of warriors you could also bring up to 3 units of longbeards, or zero if you didn't want any, but you could not take 1 unit of warriors and 2 units of longbeards.

Hope that clears things up.
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Marc
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PostSubject: Re: Dwarfs army building   Dwarfs army building EmptyFri Mar 14, 2008 11:23 am

His rangers don't count towards any sort of limit as well.
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Sigma Golem
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PostSubject: Re: Dwarfs army building   Dwarfs army building EmptyFri Mar 14, 2008 11:55 am

Marc wrote:
His rangers don't count towards any sort of limit as well.

Are you saying, that Bugmans rangers, dont count torwards the number of "Core Units" allowed for whatever point size the game is.

Example: 2000 point game consist of up to, 3+ "Core Units". Does the Rangers add to this Core Limit?

One other question, When the "Choosing Troops" list how many you can and cannot have, for the "Core Units", do I need to have atleast 3 to play a 2000 point battle. Or, can I just have, lets say 2 core units, and spend the rest of my points else where?

Thanks.
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JMarv
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PostSubject: Re: Dwarfs army building   Dwarfs army building EmptyFri Mar 14, 2008 12:20 pm

You would need at least 3 core units to be legal to play in a 2000 pt battle.

Normally for Rangers they are a 0-1 Core choice, so you can't have more than 1 unit of them. I'd have to actually look at the wording in the codex, but I think that bugman lets you take an extra unit of Rangers (therefore allowing you to have two units) but should still count as a core unit, but I'd have to double check that.
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Sigma Golem
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PostSubject: Re: Dwarfs army building   Dwarfs army building EmptyFri Mar 14, 2008 1:08 pm

I was having a comprehension problem for a minute, here. scratch

It says boldly, "Bugman must include a unit of Longbeard Rangers. These are in addition to the normal allowence of longbeards and Rangers, but do not count towards the minimum number of core troops in the army."

So, I do have to pay for them and the unit, dosent count torwards the 3+ rule, in a 200 point list.

Thanks for the Help.
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Evil Bob
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PostSubject: Re: Dwarfs army building   Dwarfs army building EmptyFri Mar 14, 2008 1:39 pm

If it really reads that way Brian then yes. At 2k you still need three core, not that it should be that hard to get in another core unit with so many points. Unless you plan on fielding nothing but ubber sized units.
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Evil Bob
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PostSubject: Re: Dwarfs army building   Dwarfs army building EmptyFri Mar 14, 2008 1:47 pm

Sigma Golem wrote:
I have approximently 48 Warriors ,16 Thunders,I think 40 or so Miners.,3 Cannons,One lord ,one standard bear.16 of the WSarriors have been converted into Long Beards.
What would you suggest next.?

I'm with JMarv on the Thunderers. A few more can't hurt. Just don't make the mistake of having more than a third of your army being shooty. %25 might even be too much depending on your opponent. They are a support unit and someone who can close fast will use their function against you.

Since you already have three cannons getting more warmachines rather than useful rank-and-file would be questionable. But I do remember that the Dwarven Gattling Gun had its range increased to 24". That weapon gone magical is good against tough skirmishers like Wood Elf Dryads or units of 5 man knights who refuse to present their side flank for a cannon shot to go down.

At 2K points you will want more Heroes. Thanes and Engineers are your friend. Re-rolls on Dwarven Cannons rocks. Oath stones are a pain for us who can tactically get off flank charges.
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