Dwarves
#1
Posted 27 April 2007 - 10:04 AM
bryan@reapermini.com This post is 100% organic. No Artifical Spellcheck or Grammar Check was used in the manufacturing of this post. No Zombies were harmed in the making of this post.
#2
Posted 27 April 2007 - 11:32 AM
King Thorgram + MW + GMA
11 Warriors
Musician
Standard Bearer
Totem of Battle
Fulumbar + MW
7 Halberdiers
Musician
Standard Bearer
Gargram
5 Halberdiers
Musician
Standard Bearer
Gargram
5 Warriors
Musician
Standard Bearer
Gargram
5 Halberdiers
Musician
Standard Bearer
Totals: 1,996 Points, 38 Models, 5 Troops, 6 Init Cards
There's plenty of halberdiers to support the Warriors and leaders. And, with the totem, if you actually can manage to surround a model, you should be spanking it pretty hard. (Of course, if it is Darkspawn, they may like that.
I haven't worked up a "traditional" army yet. I was actually given something to do at work. Evil monkeys!!
Wild Bill
"Chuck Norris and Mr. T walked into a bar. The bar was instantly destroyed, as that level of awesome cannot be contained in one building."
My Indian name is "Runs With Beer".
#3
Posted 27 April 2007 - 06:06 PM
Freya Fangbreaker
Margara Firetongue, +2DV, +2CP/+1MAV, Ice(2), Ice(4), Lightning Storm (the two damage aoe one)
6x Shieldmaidens
Unfortunately, not enough points for a musician upgrade. But having Margara not die super easily is a bonus, and having her flay the opposition with spells is a bonus. The Maidens and Freya fight hard enough when they get there, no need to hurry them up :D
#4
Posted 28 April 2007 - 06:48 AM
"The fortunes of war are always doubtful" - Seneca
Law of Tactical Unreliability
Tactical geniuses aren't....
#5
Posted 29 April 2007 - 06:49 AM
But now, if you want, you can field a troop of Logan, Durgam, a Bear, a Berserker, a Halberdier, a Piercer and a Swiftaxe, and have a fast, hard hitting, psycho brute squad of 7 models without any repeats! It almost feels like we're a fully expanded faction!
Hey I think that troop might have some potential... Berserker/Fearless means any target is a possibility for the majority of the troop. Shock means the Bear can take out weak targets with relative impunity. First Strike allows you to neutralize half of a big model's tracks before it even gets to do anything in return. The Piercer gives you a chance to do a little damage ahead of time... or to finish off a wounded enemy that just needs to be finished off so the Berserkers are free to move on next turn. Pretty crazy!
#6
Posted 29 April 2007 - 10:54 AM
What no Bears WB ? I've really come to like these guys , not that I didn't before . Can't wait to see the Ursla sculp . I've also been having some great effect with the Stone Spirit and I'm using DHL 2250 Earth Elemental as a proxy for it .
Actually, I was trying to take the maximum number of models. Taking bears means I only get like half that number of models.
Wild Bill
"Chuck Norris and Mr. T walked into a bar. The bar was instantly destroyed, as that level of awesome cannot be contained in one building."
My Indian name is "Runs With Beer".
#7
Posted 30 April 2007 - 02:38 AM
Anyone else detest the idea of Little Dwarven Miners with Pick Axes being able to burrow at a movement rate of 4? These better be some spectacular models with Jack-Hammers to convince me, and if they end up being GW style Dwarf miners i'll try my best to erase their existence from my memory!
#8
Posted 30 April 2007 - 04:20 AM
Naaah, they found a couple mining machines next to the rotary gauss cannon they discovered recently. But hey, if you think 4" is bad, wait until you face the burrowing spawn with their 10" burrow speed!Anyone else detest the idea of Little Dwarven Miners with Pick Axes being able to burrow at a movement rate of 4? These better be some spectacular models with Jack-Hammers to convince me, and if they end up being GW style Dwarf miners i'll try my best to erase their existence from my memory!
Castlebuilder
#9
Posted 30 April 2007 - 06:06 AM
You little Dwarven Freaks seem to have become awefully magic resistant, Curse you for returning to your D&D bonus vs. Magic Save roots!!!
Anyone else detest the idea of Little Dwarven Miners with Pick Axes being able to burrow at a movement rate of 4? These better be some spectacular models with Jack-Hammers to convince me, and if they end up being GW style Dwarf miners i'll try my best to erase their existence from my memory!
Most units that have Burrow in the game actually move faster while underground, than while on top. The miners are the slowest burrowers in the game!
Oh, and you can just take your anti-Dwarven attitude somewhere else buddy! Or else my Dwarven Miner Ninja
Wild Bill
"Chuck Norris and Mr. T walked into a bar. The bar was instantly destroyed, as that level of awesome cannot be contained in one building."
My Indian name is "Runs With Beer".
#10
Posted 30 April 2007 - 04:00 PM
Naaah, they found a couple mining machines next to the rotary gauss cannon they discovered recently. But hey, if you think 4" is bad, wait until you face the burrowing spawn with their 10" burrow speed!Anyone else detest the idea of Little Dwarven Miners with Pick Axes being able to burrow at a movement rate of 4? These better be some spectacular models with Jack-Hammers to convince me, and if they end up being GW style Dwarf miners i'll try my best to erase their existence from my memory!
Castlebuilder
oh don't hate Tim
#11
Posted 30 April 2007 - 05:49 PM
Pros for each:
--Halberdier - Have Reach, also good to attack en-masse with First Strike. They also have Trencher so they're super versatile. +1 Move above the standard dwarf.
---Swiftaxe - High MAV, +1 Move above the standard dwarf.
---Warrior - excellent DV, Deflect
Cons for Each:
---Halberdier - not the best DV in the world
---Swiftaxe - Really not the best DV in the world, very few SA's to add usefulness
---Warrior - Slower than the others, lower MAV (by a significant 2 compared to the Swiftaxe)
I think the Warriors will be my mainstay model as far as grunt infantry goes. It's the high DV that does it. With the defense to survive attacks, they'll be around longer to hold back the enemy and continue to lay out a solid beating.
I will definately be using Halberdiers in conjunction with my warriors. I did this before, but I'll do it even more now since the Halberdiers lost all of the "downsides" they had before and gained quite a bit on top of it. I'll also use Halberdiers all by themselves when I want a brute squad to run around and first strike heroes into the ground. If you get 4 of them together, that's 4 MAV 8 first strikes, plus 4 regular MAV 8 attacks. They ought not to take much damage in defensive strikes against most targets.
Swiftaxes... if there's one that I'm lukewarm about, it's these guys. I've used them, and they kick serious butt. They're good to sprinkle into troops to give it the extra MAV push a troop needs here and there to bring down a strong opponent, but they'll also be targetted early, so it's a trade off. Swiftaxes are excellent if you can have them face off against enemy grunts, since their many tracks counts as a boost to their defense, and their high MAV can just shred enemy grunts without much trouble. Not too many grunts in the game with 4 damage tracks!
#12
Posted 01 May 2007 - 01:12 AM
Most units that have Burrow in the game actually move faster while underground, than while on top. The miners are the slowest burrowers in the game!
Oh, and you can just take your anti-Dwarven attitude somewhere else buddy! Or else my Dwarven Miner Ninjawill tunnel right up into your living room and steal your remote control!
Wild Bill
I've got no problem at all with the Dwarven Miner statistic block, just with the fact that the notion of Dwarven miners burrowing with pick axes under the battlefield
#13
Posted 01 May 2007 - 06:19 AM
I will definately be using Halberdiers in conjunction with my warriors.
If you check out the 2,000 point list I made, the point of the Halberdiers was to help the warriors use their Trencher ability. With DV 12, they can go toe-to-toe with most grunts. The problem comes with their MAV 4. Against something like a Crimson Knight, the DVs are equal, but they have MAV 5. I need my Halberdiers to help out!
I'd much rather have seen a concept where they melded and moved through the stone by magical means, or where the models themselves were mini earth elementals or such.
Whose to say that they don't use magic to mine? Did you see The Fellowship of the Ring? Remember how big those halls were in the Mines of Moria. You don't think a handful of dwarves did all of that with pickaxes do you?
Wild Bill
"Chuck Norris and Mr. T walked into a bar. The bar was instantly destroyed, as that level of awesome cannot be contained in one building."
My Indian name is "Runs With Beer".
#14
Posted 01 May 2007 - 06:53 AM
Swiftaxes... if there's one that I'm lukewarm about, it's these guys. I've used them, and they kick serious butt. They're good to sprinkle into troops to give it the extra MAV push a troop needs here and there to bring down a strong opponent, but they'll also be targetted early, so it's a trade off. Swiftaxes are excellent if you can have them face off against enemy grunts, since their many tracks counts as a boost to their defense, and their high MAV can just shred enemy grunts without much trouble. Not too many grunts in the game with 4 damage tracks!
In playtesting I used Vale Swordsmen to great effect, by pairing them up with something the enemy really wanted dead, in this case Vale Archers.
Perhaps the Swiftaxes can be used the same way. A few of them stand near the Piercers and Kara. When the enemy heads over there, they are trying to kill the Piercers, so they don't target the Swifties.
PS
Black Lightning #MA003
#15
Posted 01 May 2007 - 03:08 PM
Anyones else pondering the fact that the Bears can charge 15 inches and attack if their troop is carrying a standard (Bear Rider Standard Bearer).
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