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Post by lockinvar on Feb 9, 2022 16:33:33 GMT
Hey everyone, this is my first post here! I am looking for general advice or where to spend my last 26 points or if there are any changes you think the list needs. I am somewhat limited by model choice as I have no irondrakes, and only one gyrocopter. Bit of background, I am just getting back into 8th edition after not having played a game in the last 10-12 years. I played a lot more 7th than 8th (hence no irondrakes), but I did like 8th more when I did play it. I am playing against my friend who is playing Vampire counts, and we will be playing our second game this weekend. The first game went well but we made a lot of mistakes and its more of a write off than anything else. Lords - 266 ptsDwarf Lord - 266pts - Shieldbearers - Great Weapon - Ro. Preservation - 3x Ro warding - Ro Stone
Good survivability on this guy with the 1+/4++ and with the Ro preservation I wont lose him to killing blow this time! My friend may have rolled six 6's on twelve dice last game.... Heroes - 289ptsThane - 126pts - BSB - Great weapon - MRo Gromril Runesmith - 93pts - Shield - Ro Spellbreaking - Ro Stone Master Engineer - 70pts Core - 507pts22 Longbeards - 351pts - Full command - Ro Stoicism The Dwarf Lord and runesmith go in this unit. 12 Quarrellers - 156pts - Shields Extra two quarrellers to meet 500pts on core. Special - 767pts20 Hammerers - 310pts - Full command BSB goes in this unit, I generally run it 7x3, and run it into the thing I don't like the most on the board. Last game it was the unit of black knights with the vampire in it. 15 Slayers - 212pts - 1 is a giant slayer - musician, Standard bearer Grudge Thrower - 145pts - Ro Accuracy - Ro Penetrating Gyrocopter - 100pts - Vanguard Rare - 145ptsOrgan gun - 145pts - Ro Accuracy
I was thinking of: - Giving the master engineer a brace of pistols and a rune of stone and then spend the last 10 points on a rune of fire on the runesmith or something
- Add a rune of forging on the grudge thrower
- Add a rune of preservation to the runesmith or BSB. If I gave it to the runesmith I may have to drop the rune of stone so that the armour runes on the runesmith don't match the lords armour.
My basic idea for the list is to have the quarrellers take out his warmachine hunters while the organ gun deals out some damage on his grave guard or black knights. Then have my infantry blocks get their best matchup against his. Last game he had a large block (horde) of 50 Skeletons, 50 Zombies and 40 Grave guard, 2x5 dire wolves, 10 black knights with the vampire lord (blender lord) in it, and a necromancer in the graveguard unit. I would love to hear your thoughts and thank you in advance!
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Post by Crazy_Dokta on Feb 9, 2022 18:59:52 GMT
Maybe drop the Lord? (I don't know how he is good, maybe I'm wrong). I've played some games vs Dwarfs and almost always (except themed and friendly games) there are no Lords. Usually a Two Runesmiths (2th Rune spelbreaking on each, Stone Rune on one of them), Engeneer, BSB (Rune +2Dispel (Valaya? I don't remember, sorry). Saving points on lords to take some more dudes/war machines. I'd like to add some more Copters, one or two (even without Vanguard). Well, we haven't another one. If you play "cheesy"(power), you may add another war machine, for example. Also maybe add great weapons to our dudes (longbeard and other)? Vamps have many Killing blow and/or high str/ignor armor anyway. Edit: If your Vamp mate has available full range miniatures, think about "Hexwraiths trains" - units of 9-10 of them are brutal. Have fun anyway!
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Post by DemolitionMan on Feb 10, 2022 12:53:32 GMT
I agree with Dokta really, at 2,000 that lord is costing an entire unit of thunderers/warriors etc. Obviously if you don't have other units to use then stick with what you have above and just make sure that you have some basic magic/runic weapons spread around the army to deal with pesky ethereal units - like getting a cheap rune onto the BSB's great weapon just in case the hammerers get stuck vs spirit hosts or something. overall just have fun and let us know how you get on :-)
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Yvain
Full Member
Posts: 112
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Post by Yvain on Feb 10, 2022 13:12:10 GMT
Your list is pretty good. If he brings that army, you have only two threats the Grave Guard and the Knights.
You warmachines are already pretty expensive I wouldn't bother upgrading more. At a certain point it is just better to get a second one.
Put GW on your Quarrellers, he has no shooting and with GW they can last against most targets while doing enough wounds to fight their way past other stuff unless it the black knights or grave guard which they should not be fighting and would die anyway with shields.
You could consider GW on your Longbeards. Depending upon where you want them to go (probably the BKs), GW LB will shred the knights while the lord tanks the Vampire. After the charge there wont be enough left of them to do real damage so even if the Vamp wins he will still lose to the LBs.
I like shieldbreakrune x 2. Its a 4+ but if you eat invcation, it will keep him from regening wounds for the rest of the game which is what makes Vamps so annoying.
I would put your Grudgethrower, steam gun, and organ gun into the grave guard every turn and send longbeards after the knights. After they absorb the charge between the LB and hammers you should make short work of them. Slayers hold off the grave guard since they dont care about breaking, use that to buy yourself more shooting. If you take care of those two units the zombies and skeletons are really of little threat.
@crazy_Dokta The Dwarf Lord is pretty great, he can dish out a lot of damage and not take wounds......but he is really expensive and his price can balloon up quick. I think he works best in a block of warriors since, he adds to their killing power while shielding them from damage with his two spaces. The warriors don't do much damage so he fits in well. In long beards he is less needed since they have WS 5 S4 so they can fight better on their own with just a runesmith and a thane general. Dwarfs don't need a lord like you point out, but he isn't a bad option.
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Post by lockinvar on Feb 11, 2022 11:35:36 GMT
Thank you for the advice! The game is tomorrow and I made a new list taking into account some of your advice.
I don't particularly want to give up on the lord on shieldbearers, but that is more because I like the idea of him more than the practicality he brings to the list. So I have swapped him out for a thane general. I thought about another runesmith but I didn't want to have more power to shut down my friends magic phase as he is new to the game and he really likes magic. I also liked the idea of adding GW to the quarrellers, I think that it will be a good surprise for my friend if he runs into them with his wolves, or if I am able to get a flank charge off or something. I really ended up bulking out the hammerer unit with my extra points, I really do love the unit so I wanted more of a good thing.
I am flip flopping between the below list and the previous list I used to play against him. On one hand I love changing and tweaking my list, on the other hand my friend is very new to fantasy and I don't want to confuse him to much. I'll follow up here after the game to let everyone know how it goes!
Lords - 266 pts
Dwarf Lord - 266pts
- Shieldbearers - Great Weapon - Ro. Preservation - 3x Ro warding - Ro Stone
Heroes - 475pts
Thane - 146 pts - Mro Gromril - Ro Iron - Ro Preservation - Great Weapon
New general to the army, I still wanted a somewhat protected guy that has the GW for some offence.
Thane - 151pts
- BSB - Great weapon - MRo Gromril - Ro Fortitude x2 - Ro Stone
Runesmith - 93pts - Shield - Ro Spellbreaking - Ro Stone
Master Engineer - 85pts - Brace of pistols - Ro Stone
Core - 504pts
23 Longbeards - 351pts - Full command - Ro Stoicism
The General Thane and runesmith go in this unit.
10 Quarrellers - 140pts - Great Weapons
Special - 865pts
27 Hammerers - 408pts - Full command
BSB goes in this unit. Added some more hammers with my extra points because I love this unit, and now it will be 7x4 instead of 7x3 for more survivability.
15 Slayers - 212pts - 1 is a giant slayer - musician, Standard bearer
Grudge Thrower - 145pts - Ro Accuracy - Ro Penetrating
Gyrocopter - 100pts - Vanguard
Rare - 145pts
Organ gun - 145pts - Ro Accuracy
Total: 1989 points
I am not sure where to spend the last 10 points. I realized I had extra when I was writing out this list and I had left the shields on the quarrellers while also adding the great weapons.
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Post by knoffles on Feb 12, 2022 9:00:43 GMT
Hi lockinvar, welcome to the forum. I have to say that I like your basic list (both versions). There are a few points errors in the list that would give you a few more points to play with. The cost showing for your Longbeards is 351pts but the actual cost is 341pts. This puts your core 19pts under the 25% core allowance. I’ve put your list into a builder (below) and you have 34pts to play with. One thing that really jumped out at me is your longbeards don’t have either shields or great weapons. Shields would cost 23pts and take you over the min core value (leaving 11pts left). Edit: after writing this I realised you probably had given them shields and the points just hadn’t been updated. Rune of fire on the Runesmith isn’t a bad choice for getting rid of regen and also gives magical attacks too. ++ Standard (Dwarfs - Army Book (2014-2) -V8.8.0.) [1,966pts] +++ Uncategorised +- Army Size: Army (0-2999 points) + Heroes +Master Engineer [85pts]: Brace of Dwarf Pistols . Ancestral Heirlooms and Runes: Rune of Stone Runesmith [93pts]: Shield . Ancestral Heirlooms and Runes: Rune of Spellbreaking (1st rune), Rune of Stone Thane [146pts]: Great Weapon . Ancestral Heirlooms and Runes: Master Rune of Gromril, Rune of Iron (1st rune), Rune of Preservation Thane [151pts]: Battle Standard Bearer, Great Weapon . Ancestral Heirlooms and Runes: Rune of Fortitude (1st rune), Rune of Fortitude (2nd rune), Rune of Stone + Core +Longbeards [341pts]: 23x Longbeard . Champion . Musician . Standard Bearer: Rune of Stoicism Quarrellers [140pts]. 10x Quarreller: 10x Great Weapons + Special +Grudge Thrower [145pts]: Rune of Accuracy, Rune of Penetrating (1st rune) Gyrocopter [100pts]: Steam Gun, Vanguard Hammerers [408pts]: Champion, 27x Hammerer, Musician, Standard Bearer Slayers [212pts]: Giant Slayer, Musician, 14x Slayer, Standard Bearer + Rare +Organ Gun [145pts]: Rune of Accuracy ++ Total: [1,966pts] ++Created with BattleScribe
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Post by lockinvar on Feb 12, 2022 16:50:01 GMT
Thank you knoffles for your reply! I should have exported the list out of battlescribe instead of just retyping it out as you tend to miss some things! The longbeards did have shields I just forgot to type it out. I ended up putting the runes of burning on both the organ gun and grudge thrower. I figured that between the Ro Burning on the warmachines versus putting the Ro Flaming on the runesmith it wouldn't mean too much. I'm playing the game later today and I'll let everyone know how it went!
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Buxe
Full Member
Posts: 135
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Post by Buxe on Feb 14, 2022 15:35:04 GMT
On the subject Ro Burning on WM vs. Ro Fire on Runesmith.
You would want to have an option to remove regeneration i the combat phase as well as in the shooting phase. Especially if he changes his army to include Crypt Horrors or Ghouls with Mortis Engine. Having a Runesmith remove regeneration at initiative before the Hammerers strike last is golden.
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Post by tucker on Feb 15, 2022 3:59:30 GMT
The Fiery Ring of Thori is another great option for the Runesmith, as it can remove Regeneration in either the shooting or the combat phase.
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