Dwarfs in the Old World
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- Опубликовано: 6 сен 2024
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Normally you have such a static and tight knit formation with dwarves. With readdress you can have your units in narrower columns as they advance and spaced out more to mitigate the effectiveness of incoming range and template attacks, and then when the enemy is close, you can quickly fan out and create the solid cohesive front line.
Give Hammerers the rune of hesitancy for their banner. So if charged, the attacker looses its charging initiative bonus. 🍺
That would be Rune of Confusion, Hesitation is about Weapons/Lances etc
I still think giving hammerers a rune of battle + fear for 60 pts is the better choice because you are immune to fear (+ outnumbered), what is very important, and you might even prevent getting charged when you outnumber the attacking unit and they do not pass their fear check or will receive -1 to hit.
So when going with a king, most probably the best general choice because you get longbeards in core instead of lousy clan warriors, it fits to give the rune of fear to longbeards and as written above, rune of battle + fear to hammerers. King in hammerers, BSB in longbeards with rune of battle so that both units in the end have both runes, is probably a good way to go I think. Also helps against terror causing monsters to not run away with your most important units.
Rune of Confusion for attacker losing initiative bonus is useless with ini 2 dwarfs, only the hesitation one could be nice thou but I still think causing fear is most powerfull. Hesitation could be given to slayers maybe so that they did not get wounded so easily by lances or such stuff but maybe it is better to simply buy 3-4 more slayers instead.
Edit:
Ok well, when hammerers have ini 3 (please tell me a reason why they have this and not slayers - stupid) and even get +1 when being charged the rune of confusion does make sense.
When I wrote I thought hammerers are still just having ini 2.
Hesitation is great for ironbreakers. Confusion is great for hammerers and slayers IF you have 1-2 slayer heroes with high ini inside of the unit.
@@windowlicker2846 So rune of confusion just denies the initiative bonus for charging? And Hesitation only denies weapon buffs? Enemy still gets rank bonus and whatnot?
@@SkinkChiefconfusion denies charge bonus and then hammers get 4 initiative and 2 attacks instead of 3 int and 1 attack. Basically if you charge hammmers you better kill a bunch or you are about to get chewed up
giving the video a like just for the Dwarf King walking up the field with his 2 pistols to take on the entire enemy army
al long as hes grumbling under his breath "No!"
Waytt Earp reference right..? Great movie!
Loved last nights batrep. Dwarfs look great on paper, but Luka rolling their dice makes it hard to see how effective they can be lol
I didn't watch it. ~4hours and with all the live chat going on was to wierd for me. Please to a nice fluffy one! Dwarf vs Orks and Goblins, 1-2 cameras and a good story behind it!
"AND ATTACKS", that line was so well timed, lmao
Khazukan Kazakit-ha
The guy on the right is a bit like that guard played by Eric Idle in Holy Grail…
Glad to see this video, still need to do research on defeating the Stunties. Have some PTSD from Dawi gunlines from 7th/8th.
I like to play combat oriented Dwarf armies and I've never had an issue with getting my fighty characters into combat. I just did it with my list construction, not controlling the table. The list I think I'm going to roll out has big blocks of Longbeards, Hammerers, Ironbreakers, and their characters. With Old World not being an objective based game, Dwarfs can go back to doing what I think they do best, points denial. With that many points in combat, the opponent MUST get into combat with my Hammerers and King (620 or so points), the BSB with his Ironbreakers (525ish points), or the Runesmith/lord in the Longbeads (almost 400), that's 1500 points. The opponent can't win without going after them. Throw in some Gyros, Miners, and Rangers to put on the other side of the field, now there's really no choice. You might not get to pick which fight your big characters will see, but they will see combat.
interesting what do u thingkof a unit of 5 inronbreaker with champion and trollhammer torpedo for 102 points seems better than a canon ?
Quick Shot (on irondrakes) allows you stand and shoot at any range as well.
Core is gonna be a massive unit of rangers, backed up by a unit of hammerers and iron breakers, 2-3 gyros, a king, a thane, a rune smith and maybe a grudge thrower to keep em honest. Imagine dropping 500 points of rangers on the table lol
Flaming attacks , don't Tomb Kings have a special rule called DRY AS DUST and a few are also FLAMABLE?
Regeneration alone can mean things rearming them selves like the skeletons, that's why flaming stacks don't do anything. A flammable target that also has regeneration means tissue that it self heals, that why flaming attacks cauterize the wound and would negate regeneration
I mean the anvil costs more than 2 level 2s who can cast 4 spells between them a turn so I’d say one can definitely cast more than one a turn.
seeing the need to take rangers, runesmith with longbeards, ironbreakers with a detachment.
by the book, the thane can be on Shieldbearers, and also if he is the BSB, he can have all weapon, armor and talisman runes, AND the standard runes, ON shieldbearers
Warriors and Longbeards are no question HW&S, the damage gets done by your ranged units, and now that many fights end with a short separation, coupled with Dwarf crafted, I can see the cycle of "win combat with high T and LD, restrain, shoot on my turn, shoot as they charge in, win combat, etc..."
I think long beards with great weapons and shields would be good. Shield on receiving a charge then hit back with great weapons?
@@MrGunnar177 Can't do that. You pick a weapon combo for the whole combat. So if you take the charge with a shield, you have to hit back with the hand weapon.
Can only stand and shoot if the enemy is more than their movement value away so you can’t stand and shoot after a “give ground” or whatever it’s called
@@lordravenbladequick shot weapons can but thats very few weapons.
Maybe he meant the battery of other ranged units shooting at them, now no longer tied up in hth. Of course, LoS sounds hard with that. @@lordravenblade
We need more Dwarf content!!!!
Steve: This model has an axe
Other Guy: It has a shield?
Steve: It has an axe.
Other Guy: a halberd??
I see dwarfs, I hit the like button :)
Tht gyro bomber has segmented blowout panels. That's Dwarven engineering for you.
Very very good thank you! And thank GW to make the anvil so good this Edition! This will be my centerpease!
Dwarves have always been a turtle army. I loved my Dwarves in WFB 8th. Take 2 cannon, 1 Organ gun, thunderers, longbeards, hammerers and warriors and have some fun.
58:35 LMAO
A lot of wood elf excitement from a non-fantasy player. I would advise tempering one’s enthusiasm, woodies are a rarely played army and isn’t because their doormats. They just aren’t all that fun to play against.
Any time you get to kill Elgi is a good time.
Gotta dig out my 90s Dawi methinks.
The base S3 for Rangers sounds a little bad for the throwing axes, meaning they're only a S4, however the higher BS and I assume higher strength of the throwing axes means they can do the trick of enduring a charge and peppering an enemy point blank very well compared to Thunderers. Keep the crossbows and they make a very stubborn scout unit that is going to basically be a pain unless dealt with.
the dwarfen distances are divisible by 3, which is their movement value.
50:40 that's a grudgin'.
Heavy Infantry is not ranks at 4 wide, that is Hvy Cav. Infantry is you need US10 to break ranks.
Noticed that when talking about Gyros, he said nothing about being a squadron of 1-6. I have a bomber but looks like i definitely need 3 copters too for some harrasin
Cool that Fly is variable but I'm also happy it's not the anemic 7" that lets cav out-distance you as in WAP. Curious if there will be flyers that go faster then 10" though.
For Algorythmo! FOR THE STEVE!
The standard rune that causes disrupted charge, does that only deny rank bonus or is there another drawback to a disrupted charge?
Disordered charges mean no initiative bonus. So would be a good rune to go on a unit of Hammerers
How many of the Tomb Kings units have Dry as Dust? That cares about flaming attacks
Anvil can charge into combat. Read carefully, charges happen outside remaining moves.
So what, Thorek just picks up the anvil and jumps at people? That is hilarious to picture in my head
Maybe there is something in the core rulebook that prevents it from doing so? Something like immovable objects cannot charge maybe.
At 58:00 you made my day
so, started dwarfs at 6th, average on everything (except for move and shoot thunderers) impossible to win against skaven with 200+models could harm elves and non steam tank empire lists, not so good against chaos, multiple chariots o&g , Lizardmen and Brettonians.Than we have 7th edition new dwarf models (ogre kingdoms came together) , we had a serious anvil of doom with NO BOUNT SPELLS and ANCIENT POWER , incredible shooting like hellcannon grudge throwers (s4/8 stone throwers with +25 points for +1s ) and actually usable s7 bs4 bolt throwers with the +10 points small engineer for BS4, we could win against much pretty much everyone except for vampire counts who could return from the dead.Small units of hammerers that could move on magic phase and miners charging from the back was our thing.. 8th edition made anvil pretty much useless ,no proper list would include one, so it was kinda furgil list with hammerers with 2 attacks , strollaz rangers ,stoicism longbeards and runed cannons and organs. 8th edition came with a no character policy with huge blocks proper shooting except for bolt throwers , weak stone throwers, strong hammerers and irondrakes and perfect anti-elf gyrocopters.
Dwarfs have always been an average army with nice models but not so competiitive. If i could change something i would make the slayers actually playable and usefull including their characters , add some monsters from AoS ,bring the so needed mounted dwarfs or ogre -like 3 wounded dwarfs , or some alternative to chariots and maybe small flying units and zeppelins. Many models are now not going to be used again and this is not nice. We have been waiting for 10
+ years for a bad written rulebook all over. At least bring some doomseekers ,goblin hewer, proper anvil or really really strong units l,ets say grugni's fellowship, that can fight chaos chosen executioners ,white lions ,maneaters ,grail knights ,blood knights etc.
Runes are not that great again and don't get me wrong but a static dwarf army with no gunline will not be so great to play with.
I do not see a way that those guys can actually fight a proper Chaos or HE army.
When it comes to fun factor and points denial i do not see the case because the low initiative and not fighting in multiple ranks will break every unit ,stubborn or not. Started playing them when i was 10 I am 35 now and couldn't be more pissed. At least they could introduce ONE new unit so that we would have something to experiment with ...
You guys forgot what Move and Shoot does: shoot on a march move bb!
To be honest i am torn on which faction i would choose.
1. Dwarfs
2. Orks (for fun)
3. Warriors of Chaos.
@MountainMiniatures could you make a small video to point out the typical Playstyle of each faction ?😊
Hmm yes. yes i will. Im putting that on the list of "things to film" i cant say when. but ill do it.
im making a ton of videos, maybe too many lol
Your making a lot but I am getting a better idea of what the game is as a new player interested in TOW. As far as I know you are the only one going this in depth on the game. @@MountainMiniatures
@muleavenger9772 if you want a quick summary:
Dwarves are grinders who out last their opponent with high T and save, supported often by a lot of ranged weapons and war machines.
They don't move that fast so it tends to have a reactive playstyle and you have to settle with the fact that your opponent will often be the one to engage.
WoT are all about strong individuals who crush their opponents in melee, most units are high cost, supported by mighty mages and a lot of monsters. Characters has access to a bunch if cool mounts, and the different marks and mutations makes them highly customisable and probably the strongest characters in the game. (At least the most expensive)
Often a aggresive army who relies on a couple of key units and models to break their enemies.
Orks are fun! A bunch of unreliable units that hits above their point costs if you succeed to get them where you want them. Probably the biggest model range of the three (although the other 2 are farly large)
Plays like a real horde army with a lot of big units which is kinda hard to maneuver and you will have to loose a lot of models during games. They are often glass cannons due to their low armour save and I. They have a lot of characterful units like trolls, giants, and fanatics that will probably hamper your plans as often as they help which one has to simply accept. Charge as often as you can, if it doesn't work you'll have more units to throw at them the next turn!
Wow thank you. I like the abbreviated description of the play styles of the armies. It gives me a better idea of what we can expect, especially new players. Thank you.@@Yurt_enthusiast7
If we watch 'em, is it really too many? @@MountainMiniatures
Does a follow up charge to a unit giving ground or falling back in good order re-trigger hatred next turn since it is a new combat that hasn't had a "first round of combat" yet?
That's a great question
Only if the winning side restrained from following up. At that point the combat ended and a new charge needs for the units to fight again.
If the winning side follows up after pushing back the enemy, the combat continues and is in round 2 now.
Just 2 inches further to one side
I think tomb kings have flammable and regeneration on most of the skeletons
thats not true at all.
@MountainMiniatures okay I found where I got confused. The dry as dust rule doesn't make them flammable, but they do suffer extra wounds from flame attacks.
Yay Dwarfs!
Does this mean that you can take a great weapon and put a master rune of swiftness on a great weapon? A great weapon that always strike first!!!That’s wild!
they would cancel each other out, and then it would just strike at Initiative
Im assuming youre mixing up editions a bit here, as Ive heard you say several times that great weapons no longer strike last, they strike at initiative 1. Right..?? 🤔 Or do they strike at minus 3 initiative? Starting to second guess myself now. 😝
@@isakjohansson112 No strike last still exists. Is this edition and in previous editions strikes lasts means you strike at I1.
the difference in this edition tho, is it makes you strike at I1 before modifiers.
Khaza khaza KA!!
Did they say how many points the commands are?
What do throwing axes do for rangers?
Heavy infantry are also harder to disrupt right?
yep need Us10 to disrupt them.
❤
Steve if you would need to build tankiest, smashiest and optimal dwarven king, how would you build them?
I would absolutley bring a king on shieldbearers with greatweapon and RoFury. T10, W6, S6 with 5 attacks that is immune to anything less than S5?!? Yes please.... (would also have an additional 3x S4 reroll 1's attacks for shieldbearers...). I don't care that I strike last, i am literally IMMORTAL!!!
@@duncanbaker-wilson1559 When you go for the Toughness 10 king, so masterrune of adamant, you best give him the rune of preservation for the remaining 25 pts to make him immune to killing blow and multiple wounds (he just gets 1 wound instead). The 5th attack is simply not worth it in comparison at all because you do not want to lose that model to either killing blow or some nasty multiple wound weapon. He can also eat cannonballs like this with ease.
Even thou that guy is hard I think I prefer going 2 x rune of fortitude for "just T7 + rune of preservation for sure + parrying for -1 to hit for the opponent + furnace for a 3++ ward save against flaming attacks.
you guys are great
Been waiting eagerly for this one!
Cool
Do Oath stones require a base?
I believe its a 50mm base but am trying to figure this out as well.
My bad, i should have said they are on the regular 25x25 base. its just a tiny square slab pf rock they stand on
Can you take a great weapon and a shield?
Yes but you have to chose at the start of close combat what you will use.
😊
Printing up some Dwarfs, whats a decent beginner friendly 2000 point army?
Runes on GWs, bout time
Will not be used that often because you will have to put most points into defense when going with great weapon due to just having a 4+ armor then...
awesome possum
ima guess its 3 based cuz they are trying to copy OPR without coming out and saying it. Lol, everything in that game is '3' based.
Being able to put runes on a great weapon without restriction is broken, not being able to like in V8 was sad. I liked the middle ground that was Master Rune of Kragg the Grim in V7. For 20 pts, you are allowed to put runes (up to 2 others) on a great weapon. So for example for 70 pts (Kragg +2x +1 attack rune) you could have +2 magical attacks on a great weapon.
I think it's not broken, due to the average low I and M of dwarf characters. You can now build up an "aggressive" lord, but rarely it will go in melee with the favorite target.
Lol. It’s not broken. This edition you can have the grand total of ONE CHARACTER with an armor save of 2+ and in that case you can’t have a Ward better than 5+. This means taking a runic great weapon lower your defense and gets you to go last for sure. You can theoretically get to 2+ armor save if you have full plate and shield and you manage to cast on the anvil of doom, but against any lvl 4 wizard dispelling (and you’ll see quite a lot of those) you are at a disadvantage. You CAN DO one survivable character but dwarves have lost quite a lot their defensive power. That’s why dwarves get to be a bit more killy in exchange. But keep in mind all other armies can have monstrous mounts while dwarves cannot… and those do matter quite a bit more than having a runic great weapon
@@Tulkash01 I think that, despite being expensive, we still can build a fair defensive Lord: shieldbearers, rune of fortitude and master rune of Grimril, then a Thane bsb with the master rune of Grungni (which is good for the whole unit). 6W T6, AS2+ (reroll 1s) and WS5+.
@@DurginPaintForgeMiniatures yes, we can do a single well protected character… which moves 3 and can easily be avoided by those who can’t deal with him. And it is one character. I was considering an anvil of doom, if the other side has a great cannon or two those would be wasted points now. It used to be impervious to all damage. Now it does at 3+ on a multiple damage roll of 1d3+1. I wonder if a rune of preservation would affect the anvil or only the Forge Father
@@Tulkash01 Yes I agree with you, it's the usual "Dwarf lord dilemma". I play it because I'm in love with the idea of a chunky Lord covered in rune, but it's not a particularly efficient choice for a competitive gameplay. About the anvil of doom, it is stated that "may purchase Weapon, Armor and Talismanic runes up to 100p.ts", and considering that the unit is called "Anvil of Doom" and not "Forgefather and Anvil of Doom", I think that at least 'till FAQs, the runes purchased apply to the whole "unit".
I found the other guy with Steve very distracting and annoying… find another sidekick please.
Yeah ditch him please
I‘m really sorry, but I need to second this
Bad co-host is bad.
I agree, too. It's hard to concentrate with all the questions coming from someone who doesn't know the game at all. If your co host is a 40k player, maybe they should not be covering this.
I think the issue is just that he kept interrupting and talking over. If he waited for breaks to ask, then I think it would be fine