Hey guys, just like the title said, I'm a fresh out of the box new guy when it comes to fantasy. Finished reading the rules and such so I believe I understand gameplay but am lacking the hard earned experience all of you have. Please keep this in mind as you read as I'm trying to find constructive critism through this post. Starting fantasy, I'm very interested to begin playing the dwarves, but am, at the same time, very wary to go out and "play test" every unit as some units cost over $100 and will take tremendous amounts of time to paint. For this reason, I've thrown together a sample army list to test out and gain some experience with, while also having units that will be essencial to the army and the gameplay desired. My reasons for the units posted will be given after the actual list so you all can gain a general idea of whats going through my head before you even see it. Please be sure to point out possible weaknesses in the build or flaws with my logic of thinking. Good advice is always welcome
!
Dwarf Army - 2499pKey:
Ro - "Rune of"
MRo - "Master Rune of"
Lord:Runelord - 418p
-Sheild
-MRo Balance
-Ro Spellbreaking
-Ro Sheilding
-Anvil of Doom
Hero:Thane A - 132p
-Sheild
-Ro Fury
-Ro Cleaving
-Ro Cleaving
Thane B - 134p
-Great Weapon
-MRo Gromril
-Ro Cleaving
-Ro Cleaving
Core:Warriors(40) - 425p
-Great Weapons
-Musician
-Standard Bearer
-Veteran
Long Beards(40) - 545p
-Great Weapons
-Musician
-Standard Bearer
-Veteran
Thunderers(20) - 315
-Sheilds
-Musician
-Standard Bearer
Special:Grudge Thrower A - 135p
-Ro Burning
-Ro Penetration
-Ro Accuracy
Grudge Thrower B - 155p
-Ro Penetration
-Ro Penetration
-Ro Accuracy
Cannon - 130p
-Ro Forging
-Ro Burning
Miners(10) - 110p
Logic Behind Army List: The army follows the basic structure of hole up in a corner, nuke with artillery, and beat the rest with a frontline of hard hitters. I will run the thanes in a horde each, giving the horde an even stronger ability to take on enemies. I wanted each thane to have protection in case challenged or singled out, explaining sheild on one and MRo Gromril on the other.
The thunders will go in the front of all the units so that they can get shots into the first (and possibly more) unit(s) to arrive as well as get a stand and shoot round of shots into a unit once they are charged to get extra wounds and possibly make them fail a panic test. Giving the thunderers sheilds will give them a bit of staying power in combat and also a chance to win combat in fights against super softened up units. The standard bearer and musician will also help with this.
I used great weapons over sheilds in the hordes because dwarf intiative is sub par to say the least and will probably hit last anyways, so why not beef them up so the horde will decimate units it ends up fighting.
Artillery is runed so the grudge thowers will be able to hit extremely hard and accurately. This is to ensure there is no horde at full strength and/or elite squads reach my troops. The cannon will be used for taking out characters and monsters. If needs be, grudge throwers can also be used for this as they will have the same effects as the cannon ball does when under the circle on characters.
As for the anvil of doom, I know a lot of players shun it but I saw it nessecary to help make my lord choice more effective. Its obvious ability to slow and damage units that come up the field tied in with a rune lord that is built to shut down enemy spell casting seemed worth the 400p I spent on him. The anvil will also play another dire part in the army which will be explained in the paragraph below.
The one weakness that I can very easily see with the army list is protection from another artillery line. A couple well placed mortar/stone thrower shots in my hordes and I could very well be missing a good portion of my army
. To combat this, I have two solutions in the army. One is the miners and two is the anvil. Artillery lines are, more often than not, going to be towards the back end of the field as to prevent being easily charged. Miners, with luck, coming in turn two, would be able to wipe out the first mortar team as early as turn three. This would help save so many troops from this AoE harrass and can, from there, continue to just wipe out all warmachines / random wizard(s) sitting towards the back end of the field. My second alternative, as mentioned in the above paragraph, is to use the rune lord on the anvil. Assuming I can get off a Ancient Power while striking the bad boy, I would sacrifice one of the shots to wipe out one of these AoE warmachines. Some may debate not slowing a unit is too high a penalty to pay but I disagree as I would lose more troops from not killing the AoE warmachine. This also does not mean that the grudge throwers can not just pick up the slack on the units that were not slowed. Against non-artillery armies, the miners could simply come in to flank an enermy unit that has reached my front lines and help to win a combat.
Closing Note: For those of you who took the time to read this mountain of text, I honestly thank you and extremely look forward to your predictions and critism
. - Kilkarik
P.S.- Completely unrelated side note, if I've got questions on a lore and color scheme idea for my army, under what forum should I post?