Dwarf Warriors are your standard, typical, run of the mill crappy dwarfs and they have the following stats: M (3) WS (4) BS (3) S (3) T (4) W (1) I (2) A (1) Ld (9). So your basis dwarf is as tough as an orc or a chaos warrior, but has the strength of a man or an elf and is not nearly as fast. The basic dwarf comes in at 8 points per model with Heavy Armor and the standard dwarf racial special rules (Ancestral Grudge, Relentless, Resolute, and Shieldwall).
To take advantage of the special rules, you need to buy some upgrades. Command models are 10 points each, but basic dwarfs can't tale a runic banner (this, combine with strength three, makes them worthless in my opinion). The unit can take shields at +1 pt (so 9 points a model for a 4+, 5++ parry on the turn charged with a single strength 3 attack). They unit can also take great weapons for +2 pts (so 10 points for a strength 5 attack, or 11 points to get the 4+ save against shooting and magic attacks). If I was going to take these guys, I would choose between one of the two options. Either they are an extra anvil with the 4+/5++ parry, or they are an extra hammer (albeit a crappier one) with strength 5 attacks. It's just not worth it to take both and spend the extra points.
I am not a fan of the new warriors, they only place I could see is as an core anvil unit to always be steadfast (though they could be made with stubborn from runic banners, assume here that they need to be steadfast). That means you are looking at a unit that is at least 30 models in a five by six formation at 270 points (if you are running them solely to be the anvil that holds a unit up you don't need any command models, though a champion can be useful to make sure ridden monsters or vampires aren't killing ranks of your troops a turn), or larger in 35 or 40 man units to make sure you always have more ranks than your opponent. As you won't be killing ranks off your opponent at strength 3, and even with a 4+, 5++ save the first turn, you will still lose some models to your opponent. Make sure to bring enough to keep steadfast!
If you are taking these guys as great weapon dudes, take care. Know that you will want at least 20 if not 30 of them with great weapons (200 to 300 points) and that you won't really be killing that many of your opponent's models back after they killed a good portion of your unit before you had a chance to swing with only a 5+ save and toughness 4.
Quarrelers and Thunderers. These two core units are your bread and butter of the core section. Both units have the same rules and stat lines as dwarf warriors but come with one of the two missile weapons at a starting point cost of 12 points. Quarrelers come with dwarf crossbows, a strength 4 missile weapon with 30" range (so they should always be within range of something if you go first). Quarrelers also get the option for shields (+1 point) or great weapons (+2 points). So if you really wanted a unit with a 4+/5++ parry why not also give them a missile weapon! At 13 points per model (or 14 with great weapon - the same points as most special units!), these guys will do the same thing as the warriors but can also shoot, the extra 4 points is well worth those two to three turns of shooting (plus stand and shoot reaction) before your gun-line is engaged.
Thunderers, on the other hand, come equipped with dwarf handguns. The handgun is a strength 4, armor piercing missile weapon with a 24" range. The also have the options of shields (+1 point), but not great weapons (which is weird, as there is no other bonus given). Personally, I would take these guys over the quarrelers (or maybe a unit of each) to gain the additional -1 to the armor save to make sure certain units don't survive. The additional -1 armor save is worth not being able to shoot on the first turn in the current meta, as the number of high armor save units on the battlefield is astounding. Bringing that 1+ or 2+ to a 3+ or 4+ gives a much greater chance of failing than the simple -1 from the crossbow. This is my pick for core units.
An additional nasty trick with this unit is to upgrade one model to the unit champion for ten points and replace his handgun with a brace of pistols. Dwarf pistols only have a range of 12", so it is unlikely that he will get to shoot for the first turn or two. However, when a unit charges the thunderers, the charging unit automatically moves into the shortest weapon's range for your stand and shoot reaction meaning that the handguns are shooting at 12" and would not be at long range for units starting their charge farther than 12" away. This, combined with the dwarf-crafted special rules means that the unit would be hitting on "4s" for the normal handgun shots, greatly increasing the effectiveness of the stand and shoot reaction. A little gamey, and a loss of a few handgun shots, but this could be the difference between getting smashed in combat and mopping up a charging unit.
Finally, there are the Longbeards. Longbeards are your tougher, older dwarf and have the following stats: M (3) WS (5) BS (3) S (4) T (4) W (1) I (2) A (1) Ld (9). They also have all the basic dwarf racial attributes as well as being Immune to Psychology and granting friendly dwarf units with 6" the ability to re-roll failed panic checks with their Old Grumblers special rule. A longbeard comes in at 12 points, four more points than a basic warrior but with strength 4, weapon skill 5, and immune to psychology. They also have all the normal command models, the option for shields (+1 point a model) or great weapons (+2 points per model) and so can perform the same function as basic warriors (either as an anvil or an additional hammer type unit), but much better for only a slight points increase. Also, this unit may take a Runic Banner up to 50 points, which gives this unit a ton of additional options that are not available to the normal dwarfs.
Additionally, the Old Grumblers rule allows you to place certain dwarf units away from the BSB and extend your battleline. The longbeards can be placed near warmachines, or your shooting troops to provide the necessary re-rolls, freeing up your BSB to be on the opposite flank or in a combat oriented unit marching across the battlefield. Taking all these factors into consideration, and the modest 4 point price increase, I can easily say that these guys are my favorite non-shooting core unit.
Thunderers, on the other hand, come equipped with dwarf handguns. The handgun is a strength 4, armor piercing missile weapon with a 24" range. The also have the options of shields (+1 point), but not great weapons (which is weird, as there is no other bonus given). Personally, I would take these guys over the quarrelers (or maybe a unit of each) to gain the additional -1 to the armor save to make sure certain units don't survive. The additional -1 armor save is worth not being able to shoot on the first turn in the current meta, as the number of high armor save units on the battlefield is astounding. Bringing that 1+ or 2+ to a 3+ or 4+ gives a much greater chance of failing than the simple -1 from the crossbow. This is my pick for core units.
An additional nasty trick with this unit is to upgrade one model to the unit champion for ten points and replace his handgun with a brace of pistols. Dwarf pistols only have a range of 12", so it is unlikely that he will get to shoot for the first turn or two. However, when a unit charges the thunderers, the charging unit automatically moves into the shortest weapon's range for your stand and shoot reaction meaning that the handguns are shooting at 12" and would not be at long range for units starting their charge farther than 12" away. This, combined with the dwarf-crafted special rules means that the unit would be hitting on "4s" for the normal handgun shots, greatly increasing the effectiveness of the stand and shoot reaction. A little gamey, and a loss of a few handgun shots, but this could be the difference between getting smashed in combat and mopping up a charging unit.
Finally, there are the Longbeards. Longbeards are your tougher, older dwarf and have the following stats: M (3) WS (5) BS (3) S (4) T (4) W (1) I (2) A (1) Ld (9). They also have all the basic dwarf racial attributes as well as being Immune to Psychology and granting friendly dwarf units with 6" the ability to re-roll failed panic checks with their Old Grumblers special rule. A longbeard comes in at 12 points, four more points than a basic warrior but with strength 4, weapon skill 5, and immune to psychology. They also have all the normal command models, the option for shields (+1 point a model) or great weapons (+2 points per model) and so can perform the same function as basic warriors (either as an anvil or an additional hammer type unit), but much better for only a slight points increase. Also, this unit may take a Runic Banner up to 50 points, which gives this unit a ton of additional options that are not available to the normal dwarfs.
Additionally, the Old Grumblers rule allows you to place certain dwarf units away from the BSB and extend your battleline. The longbeards can be placed near warmachines, or your shooting troops to provide the necessary re-rolls, freeing up your BSB to be on the opposite flank or in a combat oriented unit marching across the battlefield. Taking all these factors into consideration, and the modest 4 point price increase, I can easily say that these guys are my favorite non-shooting core unit.
Great article. I don't really play enough anymore to learn every army. This is a nice summary so I don't have to ask my opponent at the next tournament...what does this unit do, ok, what does this unit do...
ReplyDeleteThe most useful part is the tricks section (brace of pistols) as It helps me know what to expect, and heads off rules disputes (I don't use armies capable of stand and shoot, so I didn't know about shortest range rule).
Thanks for the great article