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Discussion Starter · #1 · (Edited)
Local Shop is starting a league in Jan and was going to bring my stunties. I would appreciate any suggestions or comments on my list.

General/Dwarf Lord (221)
Great Weapon/Master Rune of Kragg the Grimm(rune on GW), Rune of Fury (+1 attack) Runic Armor/Master Rune of Gromril (1+ armor save) Gromril Armor

Battle Standard Bearer/Thane (245)
Master Rune of Stromni Redbeard (+1 CBT Rez all Dwarfs within 12"), Rune of Courage (immune to fear and Terror), Rune of Stocism (Counts as Double Unit St) Gromril Armor

Hero/Runesmith (147)
Runic Weapon/Master Rune of Alric the Mad(no armor save) with sheild
Runic Talisman/Rune of Spellbinding (dispel scroll) Gromril Armor

Core/ 14 Warriors Full Command Heavy armor/Hand Weapon Sheild (151)

Core/ 14 Warriors Full Command Heavy Armor/Hand Weapon Sheild (151)

Core/ 14 Longbeards Full Command/Great Weapon/Runic Standard (252)
Runic Standard has Rune of Determination (1 Break test on 1D6, and Rune of Stocism=see above)Heavy Armor

Core/ 10 Thunderers Light Armor/Dwarf Handguns (140)

Core/ 10 Quareller Rangers Light Armor/Hand Weapon/Great Weapon/Sheilds/crossbows hero (160)

Special/ 15 Ironbreakers Full Command/Hand Weapon/Sheild/Gromril Armor/Runic Standard (rune of stocism=see above) (250)

Special/15 Miners Full Command/Great Weapon/Heavy Armor/Blasting Charges/
(220)

Special/Bolt Thrower Engineer w/Brace of Pistols Rune of Penetration (+1 Strength), Rune of Burning(like it sounds) (95)

Special/Bolt Thrower Engineer/ Rune of Penetration (see above) (85)

Both Bolt Throwers count as one special choice

Special/Grude Thrower Rune of Accuracy (reroll scatter dice)/rune of penetration (see above) (130)

My plan was to put the Lord/BSB/Runesmit into the 14 strong units to give them a round 15 each.

Like I said I would appreciate any and all comments on this list. It is different from what I usually run but feel comfortable with how versatile it might can be.
 

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It looks like a good list to me, but I have only played against dwarves a couple of times.
 

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Discussion Starter · #4 ·
Thanks guys for the replies. I am debating though now of dropping the Grudge thrower and going with a cannon with Rune of Forging/Reroll arty dice (125 Pts) and taking the other 5 to give the other BT engineer a Brace of Pistols.
 

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I like this list a lot mouse, but i'd definitely make the switch for the cannon, i prefer them by far. Lots of core which i love. I'd be interested to know what role you plan for the miners, cause you dont really need that many for artillary clearance. If that was the idea, i would drop it to ten, and maybe bulk up one of the core units of warriors/longbeards to give them a little more resiliance and a longer lasting rank bonus. This also reduces the points wasted if the miners go AWOL, which often happened to be what pushed me into a draw or a narrow defeat. Just something to think about.

I'd say its well worth seeing how this performs before messing with it, but in a couple of early games, you may realise one unit takes a bit of a battering, or performs very well, in which case, i'd add a few more stunties to it to help it out.
 

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Discussion Starter · #6 ·
I plan on play testing against High Elves, Wood Elves, Bretonians, and Orcs before the league starts. I may get someone to run my chaos against it too just to see what goes on. If I drop the miners to 10 I may drop the grudge thrower/cannon (whichever I go with) and take a flame cannon. This 15 man unit is a new for me, I usually like to run em 20 strong.
 

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This 15 man unit is a new for me, I usually like to run em 20 strong
I'm exactly the same, though depending who you face, more units could be a benefit.
I used to play a lot of undead, and so had to avoid the outnumbered by a fear causing enemy rule, so bigger units and a better rank bonus was seriously important. Against other elite infantry armies you should be ok with 15 strong, but i think you would seriously suffer against brettonians, as well as other cavalry heavy forces and possibly undead. I think your ability to absorb cavalry charges drops significantly when your unit is below 20. When you start with 15, you barely make a +2 rank bonus, and you know you'll take casualties from a charge, which will drop you to prob only +2 total combat res because of 1 rank and outnumbering. Call it +3 with the rune of stromni redbeard. With 20, you are most likely going to end up with the +1 for outnumbering every time, as well as probably +2 for ranks at the end. With dwarfs, its all important to take the charge, cause you know you'll grind them easily once they're locked in combat.

Hmm, thinking about it, i cant remember if you count the rank bonus before combat occurs or after, its been ages since i played. You still have to figure you'll lose a few stunties in each unit to missile fire before cc though.

One of the smartest opponants i ever played was a wood elf player who calculated a rough cc resolution for each combat in his head on the fly before each charge. He never charged unless he was pretty sure he would break the unit. Instead of using the main wood elf tactic of mass firing at one or 2 units a turn, he made sure to cause the most damage with the least shots, by dropping rank bonuses. He beat me in a very tight game where i was exceptionally lucky with my dice, esp with leadership tests. He commented that the usual force i played with was effectively his nightmare, large blocks of elite high ld troops that were difficult for his style of play to take victory points from. This was what led me to totally dump war machines alltogether, but i realise thats a little extreme.

I think the 15 man units would have been a lot easier for him to annihalate. Sorry about the rambling, but it just shows even menial things like considering distribution of models can be important.

Hope this helps a bit more mouse.
 

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Discussion Starter · #8 ·
Its cool about the rambling, because as always you give sound advice backed up by solid logic. I dropped the grudge thrower and went with a cannon with rune of forging, dropped the miners to 10 strong, finally I brought the Longbeards with Great Weapons up to where they will be a 20 man block. I chose the longbeards because they are the most prone to being damaged.
 

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the list looks solid enough to me, i would prob swap the grudge thrower for the cannon too, or even go for an organ gun if possible. I'm not a fan of longbeards and would prob spend the points on making my units 20 strong instead, but prob of little consequnece
 

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Discussion Starter · #14 ·
Well so far the lord has held strong but I have managed to blow up my cannon a few times (even with a rune of forging). My biggest problem is I keep forgetting about my miners so they have just been a points sink. Should have taken a flame cannon or organ gun in hindsight now.
 
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