Warhammer
Fantasy Army Analysis: Dwarfs – Part 1
I
recently had posted a battle report of my Wood Elves vs. Dwarves and one of the
poster’s here mentioned that he was still very interested in reading an army
analysis of the Dwarf army from a Wood elf perspective. So in response to his request, I will be
providing a series of Army Analysis and Evaluation posts from the Wood Elf Army
perspective where I analyze the army and the unit and provide examples of how I
handle them. The purpose of these posts
will be to provide insight to the readers on how I play and how I perceive
certain units with the Wood Elf army.
There are
only really three armies in the Warhammer Fantasy game that I have a constant
struggle playing against; Lizardmen, Skaven and Dwarfs. So these three armies will be the first ones
I analyze and discuss. This is not to
say that all the other armies are easy to play against, it’s just those three
give me the hardest time and despite my assertions that the Wood Elf army is
“fine”, I really never expect success when I encounter those three armies due
to the age of the Wood Elf book and the overall balance and efficiency of the
other books.
So
without much further ado:
Dwarfs:
The Dwarf
army is an interesting army when you compare it to the other armies in the
Warhammer world. They really have no
magic, superior shooting to everyone in the game and the most important
feature: they are dwarfs. The Dwarf army
is essentially the perfect mesh between a close combat and a ranged army,
something that this Wood Elf player strives to emulate in his army.
1. The Entire Army is Leadership 9 or 10. – The entire Dwarf army being such a higher leadership causes issues for many Wood Elf players who attempt to create panic tests in Dwarf units. The Wood Elf army also have several units (half the army practically) that causes Fear/Terror. Having any army that is LD9 or LD10 is very difficult since Dwarfs also share another feature that Wood Elf units have…
2. The
Entire Army is Weapon Skill 4 or higher. – Much like the Wood Elf army,
there entire army is Weapon Skill 4 or higher which means that when Wood Elves
square off in close combat they are generally hitting on 4’s rather than 3’s. The Dwarf army being Toughness 4 affects the
Wood Elves combat effectiveness, especially when the Dwarf army is LD9-10 and
has a very low chance of failing a Fear/Terror check.
3. The
Entire Army is Toughness 4. - Many
armies have varied levels of Toughness throughout their army. The Dwarf army only has Toughness 4 for all
of their units (minus Heroes/Lords and Warmachines), which means that Wood
Elves are generally having to roll 4’s or 5’s to wound with their standard
units rather than 3’s.
4. Superior
Warmachines and Shooting. – The Dwarf army possesses the Dwarven Handgun
which provides them with a +1 to hit and it’s also Str4 and armor
piercing. The Dwarf army also has access
to the Grudge Thrower, Organ Gun, Cannon, Gyrocopter, Flame Cannon, and the Bolt
Thrower. Where the Wood Elf army does
not suffer penalties for moving and shooting and at short range one of their
units has Str4 shooting, the Wood Elf army in no way has access to firepower of
this magnitude since the Wood Elf army
does not have access to any warmachines.
5. Access
to numerous Flaming and Dispelling options. – The Dwarf army possesses the
ability to make practically every warmachine in the army possess Flaming
Attacks by adding a specific Rune. This single
feature is very troublesome against Wood Elf armies since two most durable and
combat effective units in the Wood Elf army (Treeman/Treekin) possess the
Flammable rule. Coupled with the effect
that both the Lore of Life and Athel Loren both yield a Regeneration spell,
Flaming template weapons are brutal to the Wood elf list. The other issue is the access to multiple
Dispel scrolls in the form of Runes of Spellbreaking and the Spelleater
runes. The magical standard available to
the army can also automatically dispel all stays in play spells making things
like Throne of Vines or Transformation of Kadon both difficult to cast and
use.
6. The
Dwarf Army is Movement 3. – With the new charge distance being 2d6+
movement and the Dwarf army having the Resolute ability, this movement rate is
not a big concern. You no longer can
reliably be 7 inches away to always out distance your Dwarf opponent for
charges and points denial.
7. The
Dwarf Army has no magic. – The Dwarf Army not having access to magic is
about as troublesome as the Beastmen not having a strong shooting phase. It’s a non-issue. The Dwarf Army may still be very effective in
the Magic phase and don’t forget their Anvils of Doom don’t suck!
8. The
Dwarf Army loves Great Weapons. – Other than your warmachines, the entire
Dwarf Army except for Thunderers and Ironbreakers has access to Great
Weapons. The fact that the Dwarf Army is
wearing heavy armor already means that being Toughness 4, Strength 5 or 6 with a
5+ armor save isn’t such a bad situation to be in. The army using Great Weapons means that they
are not suffering from their Initiative of 2 and wounding most armies on a 2 or
3 and this is especially annoying against the Toughness 3 Wood Elves.
So we
have established that the Dwarf Army is tough, slow, strong , shooty and
reliable. The Dwarf Army is very
effective in both close combat and the shooting phase of the game while
maintaining a pretty formidable dispelling phase in their magic phase. So, how does a Wood Elf army that is not very
strong, tough or durable like the Dwarf army stand up to their bearded
nemesis?
Basic Tactica vs. Dwarfs
First and
foremost, when dealing with Dwarves you have to capitalize on the key elements
that Wood Elves have that Dwarfs do not; mobility and speed. Mobility and Speed allow the Wood Elf army to
not only reposition quickly but also set up for flank and rear charges with
ease. The main advantage of the Wood Elf
army against Dwarfs is that the Wood Elves should always be able to pick their
battles and rarely allow themselves to be charged at an inopportune time.
I'll
start the Tactica breakdown with some Core Units:
Dwarf Warriors –
The core
unit of the Dwarf Army: the Warriors. I
normally see Dwarf Warriors fielded in blocks of 20 with Great Weapons. This means that they are sporting an armor
save of 5+, an initiative of 1 with Always Strikes Last and a Strength modified
to 5. Whenever I am facing a unit
wielding Great Weapons I will do my best to engage them not only on the flank
or rear but with my heavy infantry units.
Treekin and Treemen are my chosen units to deal with Great Weapon
wielding Dwarf Warriors, however if I have a flank open I will use Wild Riders
or Dryads. The Dwarf Warrior unit is
your basic rank and file dwarf for all intensive purposes, they are Toughness 4
and Weapon Skill 4. There is very little
chance I'll be able to really utilize Fear or Terror since they will be LD 9 or
10, so I need to expect that I'm going to be hitting on 4's rather than 3's. Ideally, I will attempt to cast Flesh to
Stone on the unit I have chosen to engage the Great Weapon wielders in order to
make the "To Wound" roll a 6 again rather than a 4 or 5.
Dwarf Longbeards -
The
upgrade to Dwarf Warriors, the Longbeards, are even more troublesome and
annoying than their cousins. These
Dwarfs are now Weapon Skill 5 and Strength 4, couple that with Great Weapons
and you have a Core unit swinging at Strength 6 that will generally hit on
3's. As a Wood Elf player, I only have
access to a few high Toughness units.
Therefore I can not and will not commit one of my overly expensive units
to combating Longbeards in close combat.
This type of unit I will shoot with my Glade Guard and attempt to cast
Dweller's Below or Amber Spear on. I
will not be able to capitalize on Fear, Terror or Panic since the unit is
Immune to Psychology so that puts another check on the "do not charge"
list. If the unit is equipped with
Shields rather than Great Weapons, the unit becomes slightly less dangerous and
I feel more comfortable charging it. As
a general rule however, I would reduce this unit with ranged attacks/spells
before committing a unit into charging it on the flank or rear.
Dwarf Quarrellers and Thunderers
I am
aware that these are two separate units, each armed with different
weapons. I am also aware that the
weapons they use have different properties.
I normally see both of these units armed with Shields which grants them
a 5+ armor save. Both of these units
have the same stat lines as the Dwarf Warriors, especially the Ballistic Skill
of 3. I treat both of these units mainly
the same as far as how I deal with them.
I will however split this up after the basic tactica is discussed. I generally see 2 units of either on the
field, and they normally will have warmachine guard duty.
Quarrellers
This unit
I will always use my heavy infantry or monsters like Treemen to charge them
with. Their crossbows are only Strength
3 and will require 6's to wound the Treemen or Treekin and they will not affect
my armor save. I find it very hard to
flank/rear charge these types of units unless my flying units manage to get
behind them. These units do not last long
against heavy infantry.
Thunderers
This unit
is more troublesome than the Quarrellers.
While they have the same stat line and armor, they possess Dwarven
handguns. The Dwarven Handgun is
Strength 4, 24" range, Armor Piercing and also grants a +1 to hit due to
their fine "craftmanship".
(And people complain that Glade Guard longbows are overpowered...idiots) This unit requires me to use a different
tactics when engaging them, I will generally attempt to shoot this unit to
death rather than get within short range.
Due to the numerous annoying units that
require my ranged attention in this army, I am normally forced to commit
my unit of choice to close combat with these guys - Dryads. The Thunderers will receive a -1 to hit
because the Dryads are skirmishers which cancels out the Dwarven Handgun +1 to
hit and while they need 4's to wound, there is no armor save to affect so the
Dryads are rolling their 5+ ward save. I
will generally send the Dryads in first to eat up the Stand and Shoot reaction
and then commit the Wild Riders or Eagles if the Dryads took too many
casualties.
The
primary idea with the ranged units is that you need to be very aware of which
unit you are charging. The Thunderers
serve as the Dwarf heavy armor killers while the Quarrellers serve as cheaper
warmachine guardians.
Dwarf Rangers
The most
annoying units in the entire Dwarf army are the Rangers. While the unit can be upgraded from Warriors,
Longbeards or Quarrellers; I normally see them upgraded from Great Weapon
wielding Quarrellers. This unit has the
capability to get behind the Wood Elf line and take out key units like a
Spellweaver or Hero on an Eagle. I will
normally deploy my army where the Dwarf player will not be able to deploy his
Scouts anywhere advantageous (read anywhere closer than 12" from table
edge i.e. 11.5") Should you be able
to counteract the Scout placement and keep them out of your backfield, then
they are easily killed with ranged attacks.
Should you unfortunately have them sneak in behind you then I recommend
using Dryads or Wild Riders to chew them up in your backfield before any substantial
damage can be done.
That will
do it for the Core section of the army book.
In up and coming posts I'll be doing the Special and Rare selections and
a few characters.
I'll also
be using this format moving forward for the other armies like Lizardmen and
Skaven. Keep in mind these tactics are
how I fight the army and may or may not be the best methods but they are my
methods.
I'll be
doing an evaluation of the Wood Elf army book based on how I use the units in
some of our up and coming episodes of The Deployment Zone podcast.
Thanks!


Good run down. Started reading your blog yesterday as I am picking back up Wood Elves after quitting when 8th came out. Good write up and great tactica around the blog.
ReplyDeletethanks for the writeup on dwarves! :-)
ReplyDeletei just started playing, about 8-10 months ago. i chose WE for their fluff(native american feel) but found the generalship required to use WE too much while also trying to learn the game itself. i have learned a good bit since then and am itching to give the woodies another try.