Warhammer Armies 4th edition: Dwarfs (Part 2) - podcast episode cover

Warhammer Armies 4th edition: Dwarfs (Part 2)

Jul 17, 20201 hr 58 minSeason 1Ep. 11
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Episode description

The second installment of the dwarf armies book for 4th edition goes into detail with everything we didn't discuss in the first episode and Johannes and I wrap up with a blank list to take to a tournament.

We hope that you are enjoying these army book reviews and we plan to cover everything box set and supplement that was ever made for 4th and 5th edition Warhammer Fantasy Battles in the future.

If you would like to comment or contribute to the topics covered here then please consider coming over and joining us at the FaceBook page:

@thecrownofcommandpodcastcommunity 

or emailing us at:

thecrownofcommandpodcast@gmail.com 

We hope to hear from you in the near future.

Until then take care and keep on Herohammering! 

Transcript

Okay, welcome to the chronicle a podcast. Once again, we're here to bring you the second part of me and Jose review of the dwarf Army book. I hope the next couple of hours are, you know, worthwhile and

informative. And I hope you can take some things away from our, our view of it, or Joe suggestions or my sort of small commentaries here and there that you can apply to your own Games and maybe your own civil list builds for dwarves, and I can only hope that they can succeed, because I know they're sort of the underdog Army, but I love all the models and I love the lore behind the dorbz. I really want them to be, not necessarily competitive, but,

you know, give a good. Give a good game when they're on the table and not to be so static or not to be such Not to be played in such a way where you sort of, sort of focusing on just sort of making it a gun line and sort of stand and shoot, even though that's sort of playing to their strengths. But yeah, it's come up with some other combinations and some other ways that we can play towards to make them people.

Interesting, it more Dynamic. So let's take it away and let's see what me and Joe talked about the next couple of hours and I hope you enjoy. Okay. Thanks guys. Okay. So sorry about that guys. But we had a slight Interruption with the, the app it sort of cuts out after 2 hours.

So we do, I didn't realize that we've been talking for that long and so yeah, sorry for the interruption, but we'll just get straight back into it. So we just sort of rounded up talking about the ruin of smiting I think. Is that right? Joe? Yeah. That's right. We were discussing very situation of using the room smiting. I think we were cut off a little brother here but basically we're talking about the moon smiting. The more expensive version of the Runa feet.

I mean the Rune of Fate can be negated because your opponent can throw like a small character in and then that's the only one you'll do double wounds again against the room. Smiling always works with D6 rooms. It's a very very scary item and yeah combining it with the master of flight and the What else? It could be, they don't really do anything besides the room.

Maybe if you put a rune of cleaning on as well, to give you an extra chance to wound or a boon of might, if it's a large Target, you're firing at basically. Anything large will stay long way away from your unit. This is something I would consider in a general or a room Smith. In a unit of crossbowmen, keeping them protected against Monsters, allowing them to focus on more important targets. Like the Or anything else.

Like you can find any enemy model billion range which means and it's automatically hit which means also you can probably fire into combat, I believe. Yes, Versa don't see why not. I don't think I don't think you can actually hit you on meant by this one in even though they're in combat.

So it's a quite effective combo. Also, if you want to do a character killer and just a melee combat, wounded smiling, it's also a great way to go. Because any wound you cause it's a 3 plus or 3.5 average roll on a D6 roll that means on average, you're causing three rooms and that's most generals or characters dead in one. And a one-in-six to kill a giant. It's not bad.

Yep, yep. That's so, it has really has a quite a few uses this one, the room smiling and that's that the really depends on what kind of taxes you want to go. If you're going to match up of full front line of Dwarven Warriors, and I'm Breakers and just go clashing male, a hand-to-hand rooms - way to go to make your character scary, very scary. Also, very likely to kill monsters infantry. So you could be like, okay I'll throw two hits at this monster. Throw two hits of this monster.

I'll hit with probably both of them maybe and then I'll do maybe one bun, but they also is 50-50 chance pretty good chance that you're going to kill that monster. Monstrous infantry. So has a lot of uses quite expensive but quite worth it as well. Yeah, it is. Now we're going to the last weapon room which is the room of striking. It's plus one weapon skill now, weapon skill is not the most

important stat in the game. However there are some situational situations where you would like to be able to hit on three pluses. Like if you're fighting elves or chaos Warriors, all them have high weapon skill and this way it's a way to get above their weapon skill. Maybe with 20 points, you could open the gate there. Three pluses to hit is also a usage for this one so he gets the same weapon skill. Then they need Force to hit reducing a lot of the hits to the missus Yeah.

So this is both a defensive and offensive room but it's mostly situational. Yeah, well, what's this one being like plus one to hit? They'll be in say, that would be awesome. Yeah, I hear ya but you can have, you can have it like, spread across all your characters and that kind of thing. Because that's the plus 1/2, here is much much more better than having a plasma weapon skill.

I find most in most cases definite definitely, which is why this Rune is only situational if it was plus one to hit, this would be an auto pick for every single character. It's also the place was hit is so strong, which is why there's only really one item that gives you that ability, which is the banner of my team and which is also, probably one of the best banners in the game, which I forgot to use in the last last last. Like, yeah, the quite a few. It sighs. You forgot to use it yet.

OK. Mates. Yeah, well rooms. Now, we start with the master Rune of adamant which gives you a plus two armored safe. And it is a lot of points to spend just on Armor. So this would be for a character that you insist on only fighting regular units. If you're finding a character, you're probably not going to get an armor save anyway, because they're going to have flail of skulls or something else that negates your armor. So this is very situational item. I haven't actually found a use

for this room yet. But I am hoping to find uses for all the rooms at some point or other in some Army on building, but in a standard Army where you don't know exactly what you're going to be facing. I would not choose this one. I would rather take the room despite that gives you a full plus water save and a chance to reflect the wound to the NS me too. Yeah, yeah. Definitely a much better for the same cost.

Exactly 50 points here. So, it's definitely that one is definitely not include for me for sure, but the master una Grande real Yeah, this one is interesting because a toughness of 10 is incredibly good. It is. Yeah, it is also you also pay for it because 150 points so you definitely want. It's this would be something you put on a dwarf King on the altar because then you give him the book of grudges to make sure you have hatred.

You would probably also want to give give the character some kind of immunity to psychology if possible that would be the ruin of Courage with the unit and he's with. So that basically the enemy has to attack them because they have so many characters and base contact with them, but the altar of Throne of power being so large. So a lot of the models have to attack the throne and they can't really do it because it has a toughness of 10.

Yeah. They will have to kill the Bears, the very defensive item, but also very expensive. I might consider the the regular room. The Rune of iron just putting two of them instead, because toughness 10 is May in some situations, be Overkill. But if you get a toughness of seven, anything with a strength of three will not wound. You They really need to have a powerful strength buff and with a straw strength of seven. Anything that has flail skulls like a case, Lord, he will only

wound on for pluses. And that allows you to additional 50 points to spend on something else like a room of spite for example, to give you that would save as well. Yep. True yeah. What if you suddenly have water Auto auto wounds? Well, that just makes that 150 points ineffective completely. So yeah, exactly. Yeah.

It's kind of obvious. But yeah, it's it's a nice little So that's why I consider the ruin of iron to be a more effective unit, because you can spread it out more and combine it with more items for Less points. So, this one is, if you are, for sure, know that your opponent is going to have only high strength but no Auto ruling in their army. So it's very situational as well. That's true. Okay. Maybe not moving on. We have the ruin of resistance that gives you a real.

Yeah, isn't it? Yeah. You should re roll on for plus, I'm your armor safe. Again, somebody something it ignores farmer saves. This is not going to help you at all, but and I would probably go with the war save anyway because this is basically a arms. This this gives you like a third save basically. So this is if you really want your character to live, because most of the time, you only need regular armor Save which you can already make pretty. Be good with a rune Stone and

some magic armor. Like maybe you go with a magic. Armistead, if you really wanted a decent, I'm saying, why not go with the the arm of meteoric iron gives you a to plus a safe. As I said, like this is magic armor still do yet. So if it negates its regular regular armor saves, then you wouldn't get it. But you still get the full plus because this has been magic armor. Yeah. The rumor Stone makes your armor magical. Same with the master of adamant, but of course, this is a third save.

Basically if your armor safe is not negated by strength or buy items. So you basically, you have our like a, it's may be negated to a 5 plus h saves. You have 5. Plus the near 4 plus and then you have reward safe. But it does seem a little bit like Overkill compared to what you can spend. So I would not really go with this Rune either. I feel it has the same value as the Elric demands Master room. Not really it's good, but it's not really usually, it's not

really needed. It's Overkill. Okay, so I would probably go with a different route. Like I would add +1 toughness to your character or gave a runner Stone, making armor save a little better and making magical as well. So it's, it's extremely situational. I would say this one. Okay, The room is spell eating. it's this is, if you don't want any magic at all to affect you, Like this one on your dwarf King, beautiful eyes only on the bear.

Sometimes the bear. So this is only against fraud and Corruption and and other items that automatically all spells that automatically Kill, Ya. And it has a chance to negate it so that more powerful to spell the less chance it is to to work again. I don't really like this room. Anything that you need to automatic, this spell is going to be a more powerful spells going to be expensive. So this is basically the only user can see for this one is against Matt abound spells by

items. So this is specifically against something like the road of corruption, which instant kills your character. This one. It was just automatically just about it. No need to re-roll anything. So if you have, if thinking your opponent is going to try to snipe your character, with a powerful spell from an item or something else, this is the way to go but otherwise Runa spell breaking. It's a dispel scroll it. I don't know, actually what this

work against total power. I don't think shoot. Sure they can't. It can't be no no no total power kind of suggests Bill. Nope. Nope, rumors spell. Breaking so much better. Can only be used by your room Smith, but you're going to be getting one or two of those on your room Smith. Anyway, that's true. So I have this one in additions to that as well. Yeah. Yeah exactly. Yes. Those just an addition and your shoes. Like it's hot. It's gonna automatically without

having to do anything. It's just automatically dispelling. Any spell is targeting your character. So I guess it's you know maybe it's worth it says suppose once they realized you've got it the probably never going to cast another spell against you anyway. So I don't know what. So this is very specific situation. You would be finding an army that has the sole purpose to

kill your channel. Then this room would be worth it but besides that you know two rooms spell breaking on your your own Smith. Yeah it's the way to go standard if you feel like you don't have enough Are you expecting a like I hit Mage heavy. Go with three routes spell. Breaking still going to be cheaper than two and this one? Yeah, that's fair enough. Aradia. Okay. So go to ruin a stone. Yeah, the cheapest one. This one is.

Yeah. Yeah. The cheapest room and and it's a great room plus when I'm a safe, make it magical, extremely cheap. I don't see this not being used in most situations, the only reason why you would not use it, is it because you want to Stack Up Your you want to give in this magical items instead of an armor like you want to get the armor Fortune just give a cheap or save to your general or to one of your characters because you need to save points for something else.

You go with the arm of Fortune, This is if you you basically build a character killer, And you don't really need any safe on him but you you still have some punch to spare or you want to use it for your champions of iron Breakers. Because you have to and maybe buff up some some Heroes here and there and save some points. It's a cost-effective way of making your weapons magic of making your armor magical.

Like there's a lot of there's a few factions that, you know, the gate regular armor but allow regular also allow magic armor. So this one is a church for that besides that, it's not really. An important one because most of the time concerning armor runes. You probably do want to go with just magical items instead of the runes. The only Rune I actually see any regular use for. I would see at least is the next one, the Rune of iron. Buffing up the toughness.

Just like just one room of iron each of your characters that could be combined with a rune Stone as well to make a better armor save as well. It's a cheap way of making your characters, hard to kill and give him a little bit better chance of saving. That's fair enough. Yep, that's a little combo. Yeah. So those two I would see used together as a cheap way if you don't you don't really you don't really need any more magic eyes and saw your retaken, a fortune on one character.

You're really taken our protection on another, and this is probably the way to go or added to a room Smith because you want to save some points in him to not being too expensive. I'm making a little bit tougher. Give me a little bit unsafe. Yeah, pretty good. It's pretty pretty decent combo, but not something you would use on everything. And the final armor room is the root of fortitude.

I don't see a purpose for this one. the only usage for this one is if you use two of them in on your general, That's 100 points, spent just to make your character less likely to die to weapons to deal. Multiple wounds I like give you some is a flail skulls, which is we consider the still consider the best weapon. Well, you need to get above.

I use it a lot because it is, is the most cost-effective and, and yeah, also effective weapon on the, on both on paper, and on any Battlefield. So, we'll using that one, it causes two wounds. So you need to get the Five. Wounds Also may average. Roll on d3s. Is one and a half. So on the odd chance, the opponent rolls a three wound and a one wound. You're still dead with. Just one of these tricks. You always need to get two rooms of fortitude.

If you're going to be using it. That means 100 points. Spent just increase your, your, your wounds that on your character. And that means, you know, you, yeah, you're spending 100 points. You have one less item to use on your character. So I do consider this possibly the worst room after the Rune of fire and the other. But this is definitely the worst armor room. I could see the other ones being used in education but I could not see this one being used at

all. Okay, fair enough, I'd rather save the wounds then I would take. Yeah. It's that that's that's true. I'd rather have the despite that allows you to read the runes. Yeah, yeah, yeah. Or your you get like if you really care about, if you only want to get one Rune of fortitude, Why not get a Jade amulet. Instead R2 + W, Save The Works, once it has the same effect cost 45 points list. That's all fair enough. Okay, well yeah, let's move on to runes or protection.

Now these are oh yeah this is where it gets really interesting because the Runa protections that they use for the standards. They are so good. Most of them Are incredibly good. Now the issue with the master rooms that you need a battle standard Bearer, to use them only the battle standard-bearer can have a master room. However the battle standard rooms, you can get a pretty strong. Now first of all, the master Rune of strongly Redbeard All your units within 12 get plus

one combat result. That is amazing. Yeah, if your bill, if you making a small death bowl of dwarfs, which is basically every game you're doing that, you're going to be having all your important units put together so that they can defend each other. They're too far away. They'll never get to each other, to help. So you always be within 12. This battle standard-bearer, most of the case, most of the time you get to leave. Yeah. You get to re-roll your your

brake tests. You get an additional plus cut, one can see, combat result. And combat result is extremely important in this game. Well you want yours to win so they get that. They get to pursue and actually get to move quite quite a fair distance. Hopefully yeah, exactly. They can make it, alright.

Yeah, yeah, yeah. The average role is on 226 to pursue is 7. And then with a minus one is a number of rules, 60, you get to move an extra six that turn, which is incredibly important for George. Josh. So if you're going with a battle standard Bearer, this one is probably the best one hour that actually the second best one. The next one is even better. Now that Master Rune of growth one eye.

Psychology tests. Brake tests with an unmodified leadership of 10. This is the crown of command for your entire Army. This is if you're ever going to make a sister podcast, this question be called, This is the item you want for your battle standard-bearer. If you're going to go with that, I mean, unmodified leadership, test of 10 for all your drawers you're basically the chance for you to break is so small. And you can re-roll that brake test at the same time. That's right.

So if you're forcing yourself to bring a battle standard-bearer. If, you know, you can protect him, maybe with rooms for Perry on a room Smith or some other devices to protect him, then, this is definitely the one you want because it makes sure that even though the other one gives you Quan combat result. But this one, make sure you basically never break the odds on. Definitely in your favor to stay. The yeah, but yeah, it's it's crazy. This one like area of effect and

Crown command is it mental? And it only cost twice the value but of course, you need to include the ballast and the bear. So basically, you're paying for times to come cause the crown of command. Yeah. Yeah. Yeah. Yeah. Yeah. But it's well worth it. I think if you find the defensive guard with the dwarves that's definitely want to take. Yes. Yes. If you're Worried about Tara tests or anything else that we do also generally have great

leadership. Yeah, but this is, this is the way to go with the battle standard-bearer. All right? Yeah, the master Rune of valaya, I don't see a purpose with this one. Again, Runa spell breaking so much better. It's cheap. It's effective this one. You really need to like hate all magic but you're using a battle standard-bearer plus 150 points. If he gets snagged anyway. Suddenly you know the opponent is up to 150 points from just one wound. Just causing one wound.

Yeah, So this is the issue here and mean it's a, you get 24 like, yeah, it's basically a third makes it sometimes, even a fifth of the cost, you have the same effect with two rooms spell breaking or three rooms as well. Breaking, if you're really that terrified of spells, So this one as the are Maroon, that also the, a maroon of spell eating sort of the same issue here, you don't really need, you have a much better room for this same effect in the, on the battlefield.

Essentially this one yeah if you don't know it, it dispels any enemy spell on the battlefield on the 4 plus and any remains in place Bells at this dispelled automatically in the end, the battle phase. If it's within if the templates within 12 inches of the standard yes it's kind. It's kind of like a default. If you don't have to spell cards during the winter magic phase, it's kind of like that sort of young fault. I've got there.

It is a very heavy in this, it's incredibly expensive for what it is. Yeah, I agree. It's the same purpose that the room spell breaking that we get to later. Does it dispels on a automatically basically? And it's, if you don't have enough space, this spell Scrolls from your weapons and Magic, you use a room to spell breaking it. All right. Let's move on to the regular ones. Here probably the best one. The Rune of battle.

This one is amazing, plus one combat result to a unit and you can put it up to three times on the same unit. And this case you could go, you could have three units with one with three three rules of battle, one with two and one with one. All without a V and it only cost a cost you the same as this master Rune of Elijah and that's 3-matic standards. One unit is going to win combat. Always one unit is basic, never going to lose.

And one unit is going to have a good chance of winning as well. yeah, and and just definitely What we're saying so it's going to add a generally don't put any any like magic rune Banner runes on my battle stand. Anyway, I much rather give it to my unit standards because you can't snipe them. You can't kill them unless you are like the last person to die in a union anyway. Yeah, so you want to get all those nice expensive, runes combinations on you just a

regular standards and units. Anyway, Oh yeah, definitely. Now and yeah it's cost is super cost-effective 25 points. He's basically less than the cost of a standard Bearer in the unit of iron breakers for example, because it's going to be 30 points for you there. But and yeah any unique and uses you can use it to you for your main units to make them win

combat. You can use it for your range to protect them against the scouts, who are going to charge you or harpies are going to swoop down on you. You can even win battles against Monsters because monsters will generally cause maybe three wounds like a griffin. A river maybe costumes in a combat giving. Said, limited number of tax, you're going to win with three rooms of battle. If you even if you have a rank as well, it's going to get even better.

This is just it is the best room and possibly the best standard you can get and it's needed. It's needed for the dwarfs, you need to win basically every combat, if one of your lines break, you cannot react in time to it unless you have Slayers for a secondary line basically. But this is this is definitely a every game. Pick the runner battle. One of your units is going to be a monster but this One. Put it on some dwarf warriors with Spears.

You have eight to ten attacks and you have a combat result of 7 before you even course any wounds You get three ranks. You get a standard and you get three rooms of battle. How is your opponent going to cause that many wounds against wolves? They're not going to Yeah. Yeah yeah. I totally agree with that very good. Yeah. Right. So the next one is another one who really like yes yes. Yes.

Rune of Courage. You cannot take break test your moon to psychology, which ever you need, you're going to give this one to the basically you have the same the serve the same function as Slayers, except they're going to and they're going to stand there. So basically you give it to some in my choice I used them for a unit of hat. Miners. Basically, how do you know, miners they would not bring in combat. Of course, it was negated by sort of Destruction, but near.

That's a different story. Very unique. This is great for basically serves the same purpose as a room. Battle. This one is more defensively. The room battle is going to win. You combat. This one is going to make sure you never care about losing. Rune of fear. Sort of situational mean you can use it for a large unit that way you can automatically break the enemy if you win. So you want to make sure you have a unit that's going to kill

win on wounds. So you want an aggressive general or hero or Rune Smith who can deal some damage with this one. And then you want are a lot of cheap to wolves with them. Like this will be like yeah, 2004 is just basic truth. As for this one, they're going to break the enemy because they outnumber them and then the enemy has automatically break against a feared. Enemy is also a cheaper way of protecting yourself instead of

using Bruno courage. If you know, you know, you're going to face Undead. For example, then Runa, fear the gates, all the fear test, you have to take care. Yep. No, I like this one. I anything that causes fear. That gives you the chance of breaking and routing a, an enemy in hand. Combat is definitely one that you should definitely consider. Yeah. Also to could protect your Flyers, your ranged units, against pliers, like harpies is a very popular choice for flyers and they have very low

leadership. So they might just be stuck in the air for another turn because they tried. To charge the unit, the causes fear. Yeah, you can have multiple that of these across your army if you play against Undead or something like that cause you throw a Runa fear Runa, battle something else ruin of slowness as well. The one next door getting to yet, and the room slowness is, it's pretty good as well. It's also a very good one. It especially effective against infantry.

Armies also, Yeah, it also works against cal cal usually wants to charge from maximum range to make sure that you that will turn you fired or the train. You're going to file, your stand and shoot is going to be at a negative 14, half range as well. So, most strangest, most Cavalry units and most monstrous monstrous infantry. And anyone will basically try to get you at maximum charge range in order to make sure that you can't change the charge them, but they can charge you.

This makes sure. We saw it in our battle as well. Use the Rune of slowness against my peace man. Making them feel their charge and getting having you get the first charge instead, definitely worth it. I think with with the unit you want to charge with. Like if you have twelve warriors with Spears, you don't want to repeat charging. So you don't mind taking the charge. This is for I guess.

It's for Hammer us or for could be also FIFA cross women because then you can actually turn of shooting. Yeah, that's true. Yeah. See my doing that as well for that. And shoot. Definitely against infantry units at least like any Cavalry or monstrous infantry or something will not be, they would be stopped.

Not far enough away for you to get a second Stan, shoot, but you will definitely get another round of shooting on them, and that's just effective enough, especially at half range, which monsters infantry is, also plus want to hit to be hitting on threes and usually wounding unfolds, for Munsters infantry. Unless it's ogres. Or Dragon overs. But generally just a decent choice.

This one, the room, slowness. this one again same issue as the master remove a layer same issue as the Rune or spell eating Don't really need it. You have the Rune spell breaking. It's cheaper. It's more effective. These ones are all on four pluses room spell. Brain is automatic. You don't really need that many choices there. Only that many spells in a game, that will really hurt you. That you don't need to just risk it. So definitely I would not use this one.

Yeah again it's only targeting NC unit that you can use the full plus anyway. So with the ruins of spell breaking, you can do it against any spell that's been cast. Yeah. Yep. No. Okay I'll take your point. That's what? That's fair enough. Yeah. All right, moving along to engineering ruins where the last last set of ruins here. So that the ruin of accuracy, we have the talismanic room as well as well. Yeah.

But engineering rooms. First, we will go for the room, a little quicker here, because we've starting to be talking for a long. Time course, I could probably talk for hours about items and maybe we'll do the when we do the battlefield tactics will do the build of the army at the same time instead of doing that now. We want. Yeah because we probably won't have time. Alright so moving a lot. So bring back the receipt. Yeah.

Yeah, the scattered ice. If you're going to include a stone throw, you would maybe consider this one but it is really expensive in the idea with getting the stone throw. You want to get the small Stone throw because it's cheaper. This one makes it more expensive so it's kind of points-wise is counterproductive. Of course you get like an effect almost like the doomed. I would they Where you can be able to redirect. But again, it's a rent Direction. Could just go even further away,

or you hit your own stuff? This I feel. This one is too expensive. I would go with if it costs 25 points, I would get it. Probably, every time I bring a stone through, but a 50 points, you have to be quite certain that you really need that stone throw. And you have to be certain that the enemy doesn't have any quick way of killing it because all of a sudden, may go 125 points out the window. Maybe you've killed for guys before it dies. That's fair enough.

I know I don't normally take that that room to be honest for myself anyway. No, no, I would not consider it either, as well. The Rune of burning. If you know you're going to be facing. What else. Maybe maybe if you know like that okay? They're bringing like I know was named Dave, he showed me anomalous we had to treatment and do you know going to be facing an army like that? Get the Runa burning. Especially for you. Cara copters. Yeah. You gyrocopters. Well I'll probably get them for

like the organ gun. And because to D3 wounds so you're basically only need one proper hit and it's dead. So you have to use lists barrels less chance of exploding or if using a Canon. Well, yeah, kinda known cause D4, so you definitely need this one against something like a tree, man, but I would only pick this ever. If you knew for certain, you're going to face what else you knew for certain, they were going to bring at least to Tremont.

Always, I don't see a purpose for this besides being able to have. For example, if you have two cannons or to Flame cannons with room to forging and you need to make one of the you need to make them different the rooms so you bring the Rune of burning just to add up the difference. Yeah, that's cool. Yeah, that's all right, right? Isn't it? Yes, yes, the room disguise. This could be used for gyrocopter.

If you're going to, if you know, your enemy is coming to you, this would be something like when you're facing chaos, they have to move forward, they have to move forward, and you want to keep your Trek up to safe from Magic from harpies. You just keep it standing still for the entire, the entire game. Until it's needed. In the front lines soon, as you need it. You fly out and you burn something. And you need to make sure it's

effective. If you're facing against Dark Elves with a lot of Scouts, it could be considered a way to keep your your War Machine crew alive. So don't they don't die in turn one with the dark elves, just go and shoot you with 20 to 30 shots with the repeater crossbows. so situation, but it has its uses Yeah, Runa forging.

This was amazing when you used to be able to put it on or gun, unfortunately, going to put them in a flame Cannon and the and on the on a regular Cannon but I would definitely include it, or for a flame Cannon because you have to shoot every turn. And you don't want to roll a misfire on your flame Cannon. That's a big No-No. Runa Fortune. This one is sort of like everything's gone wrong, so let's try to minimize the damage kind of thing. I don't really see a purpose for this one.

I mean, no matter what happens, once you roll the Miss file malfunction, It's a bad day, so maybe you want a special War Machine because sometimes it can just be, you know, you just miss a turn of shooting that fun in this particular term or whatever it might be, might be just like a reloading issue or something like that. So it might be, you might get away unscathed kind of thing. So maybe it can be confirmed can be combined with the room 214 as well.

Could be most of them are probably use it for a, an organ gun since it can't get the Runa Fortune. But still, I'd want to keep the organ gun cheap because that's, that's what makes it so competitive. It's only 65 points for five canons in one model. So maybe for the maybe for the organ gun. But otherwise I'd go with the Runa forging because the flame Cannon and the cannon, if you're going Buy them with them

instead. Then the Runa forging is just better because you get to not go to the misfire or malfunction chart. This one is sort of like yeah, it's reducing the damage already done. If you're a cannon is not firing into turns. It's useless. It's useless for the rest of the game, basically, because you need to get there so expensive. You need to make points with them every time. That's fair enough. All right.

So rude. Yeah, this one is has sort of the same feel as a Runa Fortune. If the enemy has caught your war machine with Flyers, this is a chance to know, get a little bit of payback, maybe you can it, there's a it's but it's not even sure you're going to kill a unit of harpies with this one. So, this is also something I would consider for an organ gun. If the enemy has a lot of files to make sure they don't take Your other cannons, the next-gen afterwards.

Yeah, let's see what else. You know, unfortunately, you can't put it on a gyrocopter because that would be amazing. Yes, you just do a bombing run and then crash into them afterwards and then explode twice. I would love for this to be on a gyrocopter, be amazing, but yeah. Only if you're expecting lots of flyers and you feel like you want to get some payback, it's not going to be cost effective because your war machine is

going to be more expensive. Like, if you're if five Hobbies, five, Happy's will take out your, your organ gun. And if you're not fired, before the fire Hobbies attack you, the the organ has organ is already lost its value and make this just making more expensive, maybe maybe you kill 3 harpies but they're still too. To contend with and they can still tie up other war machines. So I'm not really sure. I don't think this one is, it's so sort of the same purpose as the Bruno. Fortune.

Sort of like some kind of alleviation of the damage has already been done. Yeah, so it's like you read through November Elation is that it's a good way to, you know, give yourself some some some good morale after you've just lost your War Machine. Yeah, yeah. I've never used it. Only used it once before, but I never got to destroy for me to use it. So yeah. I think it's kind of kind of a case-by-case situation type of well the room relation, you can

you can choose to, that's right. You can actually explode it a date. Particular situation, the game. Nothing, got close to its no no, no. And most of the time, your organ guns, the ones that are worth putting this ruin. A Malaysian on is already in front line and if they're flying high, you're going to get your shots off. Anyway, unless you're you're gonna explode. So basically, it's always your

first turn Blast away. All your organs final Target, that's worth killing and mutilated with your gun. Um so you don't really need this one because it support probably like 2 or 3 of your organs are going to blow up anyway but from all this shit different shots you firing and you can't use the rune for watching. Yeah. Next one going to penetrating. Yeah. This is a handy, right? It is, it is. This is a great room for the the gyrocopter.

This is mainly, I believe this is mainly for the, in my opinion, at least. Is this is for the gyrocopter and the ball throw. I don't see any other War Machine having any use of this one. But it's very effective for those to the gyrocopter steam Cannon, usually it's a 3 plus or 4. Plus depending on the toughness of the tires, you're firing at this one. You make it a 3 plus or 2 plus or even an automatic Moon almost So this one is, is a great.

This is a great room, it's fairly cheap and I would kind of take it like a strict six Auto here. Yes, flame Cannon as well as also a good one. We are starting to make you think and very expensive because you have to run a penetrating as well as a Runa Fortune yet because you always want the room of forging on your flame Cannon as almost a must have. But and the ruler penetrating is probably a must have on your gyrocopter because getting a strength. Five is is a lot better than a

strength of 4? So basically you'll be holding on three pluses. So instead of only killing half and hitting half of what you you hit with the flame template and then only killing half of what you hit. You kill. Basically two thirds instead much more effective. Yeah, real seeking.

We've talked a little bit about this one when we talk about war machines so only for the ball thrower, but in any situation, there are some monsters you don't want to be firing at simply because you will not be able to kill it and you'll need to invest too many points. You get, you only get one turn to fire. You have to make sure that you kill whatever you're hitting with this one. So this is be like pteranodons. Pretty sure you're going to kill

Tara tan with this one. Well, maybe not because you have to kill the Riders and there's two of them and it doesn't penetrate. It's a difficult situation to find a proper usage for this one. What I thought do we units, do we have? You're not going to be killing a griffin. You're not going to be killing a, you're not going to be killing harpies. They have two rooms and there's at least five of them in every unit. So let's let's have a Ganda here at the ball, throw again.

It does cause D4 wounds so maybe maybe you'll be able to that's an average tombs. So yeah you don't be able to kill a hobby or what? Yeah. That one hobby is not really worth the points. No, it's a it's a difficult room to make out what if it's worth it. Most of the time you're probably using it just to you to bring a bolt through and then you pretend you have the ruin Just to try and intimidate them from flying high because that is one of the dwarfs.

Biggest weaknesses monsters and other things flying high. This will probably be better counted by getting your Griffin yourself. So you can fly high into striking lenses yeah, so very, very situational, very few things that you can kill, baby, if Let's see, what else could it be? Maybe a demon Prince, you could

do some wounds to him? But, you know, you force him to charge that one state but rather you probably want to use it to kill ranked units to to paste the ranks with the ball through. Also probably Runa penetrating instead. All right it's almost through guys yeah yeah yeah yeah okay Master Rune of this mail. You can only use it once though, right? Yeah.

Once per battle, yes, right. Yeah, but it is every enemy unit on the battlefield, have to take this test Of course, this is a way to delay the enemy charge, definitely against Great against the low leadership. Armies. This is a perfect choice against auction. Absolutely, folks. And goblins, they all have low leadership, so pretty sure you're going to fail. At least one of them at least half of them and then they have to take the muscle T Test as well.

So this is a great way to deal with the low leadership. Armies works against caving as well. I mean, scaping Waves have a maximum leadership of seven, I believe. They have leadership for basic right for goblins. And our for escaping slaves and five I believe. Yeah so they go to these details there. Yeah so this is great against Kevin as well. Yes yeah Escape in Orcs and goblins doesn't work against Undead.

So again situational if you're building a standing army, don't know what you're going to meet be meeting you. Want not to bring this one because you might face some Undead factions. You might face some team infections, all them demons don't care because they will all basically have leadership 10. So, yeah, low leadership, armies. This is definitely a good choice with the leadership of eight on elves. It might be worth it, sometimes humans is definitely worth it.

Yeah. / Tony instead be mainly to stop their Squires from moving because you can't affect the nights and you probably go with the Horn of her God instead. Yes or the what's the other one called that one. You can only get that one. Can Target a single time. Just find it. It's impound items. Here we go. The pipes of Doom possible. That's right. Yeah, yeah, yeah. That's also that's something you want to use against Cavalry armies or basically to stop your enemy abilities.

This one is great because it stops the any ability. And that's how you win. The game has two wolves in my opinion, at least, you slow them down, and then you shoot them to base. Oh, you bought them into unwinnable fights for them? Slowly Advance across the water. The battlefield. Now the next one, the master of kingship It's a lot more expensive but yeah, it's a lot better though, isn't it? Because it's to D6. Yeah. It's, it was always 360. Yeah, but it can't, it can't be effect.

Magic country. Increase it to 3D 6, for example, with some magic can do, but it's very rare. So, in this case, master of kingship, I would always just just take the crown command, it's half the cost basically have the same effect, maybe you have to take fear and Terror test, but it's on a YouTube channel. And if you don't want to go with the Crown command go with the room of Courage for you unit. Does exactly the same just better but 425 points, less Yep. No, I totally agree with that.

Yep, I don't think I've ever taken that one actually by myself so, yep. Nope cool. Also, if I'm going to the issue, is that when you watch your picked a master broom, you can't pay any other ones. And most of the time, you probably want to pick the master room of spite. If you can, well if you don't, if you already have the black a minute. So what you want to reach black lab manual.

But always you probably go for the master of swiftness or if you want to do another combo, you want to do the the The Rune to automatically wound as well as some combo, you don't do that. So this one not really worth it. Again, we get to the master room respite, we've talked about a few times. It's basically the black amulet. So if you're not using another Master Rune or you want to Ward saves that throwback wounds you want to pick this one.

Otherwise pick the black amulet because this one doesn't negate your usage of a master room. And also black amulet. If you're going to pick the black amulet, Why not pick the Golden Crown of actress instead as a 3 plus water? So this is safe. Yeah, I don't see this one. Having any use, unless you want some, a lot of water saves and there's a lot cheaper ways to get water. Saves a lot better item section. So I would not use this master respite unless I was absolutely forced you.

Okay. All right because yeah you can't use your. You can't give yourself a great weapon without a master room. And you who using a master rule on this one. Well what you what you could do, you could take the master in a spot a spice and then take a run of luck. So allows you to re-roll that that really that that role if you fail it, for example. Yeah. You could do that. Yeah. So does your guess you could do that with the black a minute as well. Could you? Well, you can't do the Runa

block though. The Rune of luck. Oh yeah, you can't do that one. Yeah, I can't combine a magic item and a magic Talisman and Talisman room. Yeah, so you could do that with the Mustang owners. Probably. Yeah. That would be a different choice. But then again, you lose your ability to get a master weapon room, which kind of want to get. You can take more than one Master room though. I believe you can only take one master Unity entire game. Yeah, that's how, that's how I

read it anyway. But if anybody knows different pleased him. So if you take like a weapon, for example, you can say, how about we take one per item up and then, okay. And then then for the neck, but you can never take that Rune again, you can never take that

Master in again. So, if I took Snores think yes, master when I can never take that for another other character in my Army. But yeah, okay, okay, okay, yeah, okay, well, I'll defer to your judgment is when I haven't played towards that much, but that's the way at least. As I read it, that you can only have filled one master room in the entire battle, which makes Master room somewhat better than my previous opinion of them. If you can have more, but just not the same one. Okay, I'm wrong.

Please in the comments, please. Shoot me down. Yeah, whatever. Let us know who's running that makes this one better. So definitely with the runner lock it could be quite useful. What's safe Runa furnace? Very situational. Don't see being used, unless you need to, there's not really a talismanic rune that you want to copy. Like you're not going to get to ruin Smith. So you only need to have one set of rooms rooms to spell breaking the Rune of Passage.

You don't really want to get that one. It's sort of like 10 points, just out the window. Well, you never know, you could, you could, you could work out in some situations, some situations. Yeah, if you're real, if you're forced to advance, Anson the enemy, maybe, yes. But I don't recommend it as towards with the movement of six, when you're marching to be forced to move forward, of course. Difficult, terrain is, is just murder for two wolves, like one and a half inch movement. Yeah.

But by in conjunction with the March moves, that kind of sucks already. Yeah. Because you can't really match. Ooh, difficult terrain. Anyway, so if you could March through, if you could March using that we're gonna be really? Yeah. But yeah, then it would be a good. Yeah, in this case it's sort of like I don't see a purpose for this one. That servicemen and of course we get to the room spell breaking.

I've referred to this level. Yeah, yeah, yeah, this is the the the the Rune you need to take every game as long as you're not facing other dwarfs. This is the one you bring. This is your dispel screw. And in any matchup, you always want at least one disciplines grow. And if you're worried about magic, which you usually ask for wolves, you want to bring NG to so two rooms Bill breaking.

That's basically like a standard issue for any of your roof Smith's. So you're going to be using two of your are one of your magic items always on two rooms of spell breaking. At least one, I would always go with to just to be sure they're not that expensive. It's like getting to dispell Scrolls. They're just so invaluable. I mean, It's automatic, dispel. Just like it is Pearl, scroll, it's one of the best items in the game disc, Bill scroll. The only thing that can stop it

is the total power. It's just an older include. This one. Tell me grieve thee. Yeah if you can take three take three for sure. Yeah yeah take three of your really worried like if I gave you a facing against a series spell-casting Army you want to go with three rooms spell breaking but generally two is enough for a game of five turns or around that many turns.

So if you're going to turn, if you're playing a longer game or you're going up to seven or eight turns, If you're really unlucky, you spent like five or six hours playing the game, then. Yeah. Then you will need through Rune to spell bring but otherwise to should usually do the trick. Well, on that note, we'll just go through all the rooms. We got to take a break and then when we come back. Yeah. And Joe will go through something like a blind list for

taking the tournaments. If you're going to face, if you don't know what you're going to face or to face all enemies. And We will do a bit of a wrap up at the end, but yeah, let's take this break so that we can recruit we generate and come back even stronger. Okay guys, so I'll see you after

the break. Okay, so if you made it to this point, guys, well done with, I think we're into about the third hour of this Army book review for the dwarfs and I'm here with Janice Janice. How are you going to make? Hey, how you doing? I'm going to doing good things. Okay, great. Okay. So good. Be back again.

Yeah, even though we typically have it left anywhere, but we've sort of split this episode every couple of days because it's been such a Colossus of an episode that indeed, we need to break and we need is some sleep in between so So basically a basically, an upsetting on the talking on the microphone for about eight hours that Baker's at the dials podcast straight afterwards. Yes, I was going to listen to that. Music was really good.

Listen, to actually say, you haven't listened to that, go check that out. Then to be the army with you that the or the first one, actually, that they've guys logos are done for for our sort of tactical series on the dark elves. But for today, We're going to look at for this section. Anyway at a sort of a blind list for the dwarves. Yeah. To take to a tournament something like that.

So would you like to do? But yeah basically we're going to be trying to build an army of dwarves that we think could face just about any faction and have a decent chance of winning something where you don't over commit to certain aspect of the army and you make sure you have a decent counters.

In case, what you're you might be facing Depending, whether you're going to be facing against ya, da kills, or lizard, Min or Empire or Undead, you know, something that you could work in pretty much any situation had give you a decent chance of winning. Cool. Okay, well, if always got to tournament like, as in, you know, in the next few months or something, I probably want to take something that's very defensive because that's the way I like to play with dwarves. Yeah.

So please take us Away. Joe Joe with what kind of list would you? Take for a defensive styled Army for dogs. Well, before we plunge into how we're going to build our characters, we're going to see what we need to build a defensive Army.

Now, what you'll need, you'll need some kind of unit, we're going to be using Slayer tactics we talked about earlier because we're going to use the Slayers as the blockers to stop the enemy charges and and is protect our Our artillery and ranged units from potentially being outflanked by enemy Cavalry or monstrous infantry. Something to give us the terms that we need to pull off the fire. The more terms that are ranged units setting up in this defensive formation halves have to fire.

The more chance we would get to win the chance, we get to win because we get more value out of our arrangements. So the first thing we will probably bring is we bring Ring, a couple of units of Slayers and these units would be five models in total. Each, they're simply there to take the charge, so there to be Slade as we talked about earlier. So, I'll probably bring about

three or four units at first. Let's start with three and we might adjusted up to five depending on what else we're going to be getting for our army here. So, that's the first pick, I would go from the beginning. That's making sure I have the It's to protect my range. So, basically we start with three Slayer units of five and that's a fairly cheap, blocker and models look cool. So that will look great in the battlefield. So then we're going to be looking at, okay, what do you

want to kill with? We need to have something to deal with their armored units. We need to have something to deal with their ranged units and we need to have something to force the enemy to come to us. So basically, we want to range superiority. Now, the probably the most basic way to do this would probably just to get like A talking guns. Do that might be. That might be a that might be a little boring to play the tournament. I'll just check my list. Yeah.

Yeah. They're pretty like, what the hell you doing so? So we'll settle for around three or four war machines in total, just to give other a standard because if we Face against the, for example, a an army of elves are organs, are not going to do anything, and the crew is probably just going. Matisse night as we won't get the value out of the organ guns. So my initial choice will probably be to include two organs for the sake of sniping monsters or ask characters like slam match.

That's a pretty good way to kill a slaw. Mix it with the organ guns, so definitely bring to organ guns. I don't think one is enough. Because if it misfires, you need a second chance to to kill your target. There's extremely cheap, there are 65 points a piece, so it's not a huge investment to get them. Now, third target will probably be some kind of Mobility to harass, you also need something to get you those which were two points from getting into the enemy enemy Corners because you

were playing defensively. So we need to either win on points or we need to have something that can outmaneuver the enemy. Me. And for this point point, of course would probably go with the gyrocopter initially, I'd probably go with one gyrocopter and we might add one later in the Army. If we can fit the points in Okay, looking good so far.

So if we look at the gyrocopter, it has the strength format steam gun and it's a little underwhelming with the strength of four is a little too, low chance to kill your target. So you want to make value and you do that by adding a least, one Runa penetrating. So we start by adding just the one room, it'll be 125 points and it's a fairly strong unit. All right, down the punch. Go see a project actually if you see anything that dwarves with Spears yet, oh we're going to

get to the door switch. I just don't and we might even throw in a flail skulls just or Hammer Of God. Might even throw one of those in there. We get to that once we get to the yeah, the unit building. But first right now we're building our ranged power. We got to make sure Sure, that we have enough range Power to take out the targets that we need is that is going to be a winning combination. Now, we talked about earlier about the, the downside of using thunderous.

I mean, they do have the extra armor piercing but they have six inches Less in range and you need to ranks for them to be effective are return and you want to be shooting every turn. So the only way I could see using thunderer's is if they meet you made them your Maine regiment. So that would hope you like your Frontline, you build like a two ranks of nine. So you get nine shots of a

thunderous. But in this case, crossbows might even be better at all times because you get the extra 6 range, you still have the our piercing, you still have the strength of four so you can reach just about anywhere. So, this is really the next thing we're looking at is the Is the dwarf cross woman because we do need a couple of units of these. Now, in my experience, I feel like two units of core crossbowmen is not enough. So I'm often I'm often tended to go with three units of them.

This is quite an expensive investment in each student, so you need to make sure they owned their points back. So we can first start by getting the three units of 10. Basically, we go with 10 cross women because that gives us with a usually, a 5 plus to hit because of long range that gives us a chance to at least get three to four shots in when we fire at the enemy. So we have three to four wound

rolls afterwards. We fired and usually in most cases in most armies, you will face still have a toughness of three at least. What you're targeting and that means you will get 3 plus 2 and show you maybe kill 223 on a 3 plus. That's where we going with the 10 models also, because if you stretch it even further, you're going to start lacking space to place all your units. Yeah. Because why, we've decided that at least in the out playthroughs, that tennis is a

fairly decent number. That's 390 points already just to just to get the stand guys. Okay, so that's a pretty big investment. So, we the issue that the Wolves also faced we talked about is that they have a difficulty to finding them because their own units because of the slow movement they have and with the crossbows as well, as well as the Thunder is, you can't move and shoot. So you need to have them well position from the very beginning. So you make sure you cover as

much as possible. The battlefield and all angles. Now, there are several ways to defend your drove government. You can't really do it with the with your meili infantry, because of course, they're slow. And they take a lot movement turn, and then they have to charge a while. So, you want your cross woman to survive against flying units or cavalry either by standing and shooting all by having some kind of Buff to this could be done with either a adding a hero to

the unit. Or in the case that I've been kind of fond of is adding the standard Bearer and giving them the the room of battle. This is the one I've been building on armies have been building recently basically using cross woman as my infantry and just placing out giving them lots of good items and then characters to make sure that it's okay. You can come fight my arranged but first you'll take fire and then you'll have to win combat result with five or more something similar.

Now, I like that idea because I like the Crosswinds being sort of versatile in that can be arranged in a class. They can be more of a hand combat unit as well. Well, yeah, you can even given you even if you you can fold points later, you might even consider giving him two handed weapons. So they have a string of five which to do have a weapon skill of four so it's very decent.

Yeah. Like most cases we will hit them are three plus and with the rule of battle, you kind of, don't need to bring the whole idea of giving them ranks. So main, finding unit, you have the, of course, you have the issue when your line is 10 long, that the enemy can Place they're arranged their Flyers out of range of your if you put characters in them, that's why I feel like the they can't really get rid of the standard-bearer until it kill.

Everybody else. That was why I really like the Runa. Battle that there's a choice. We're going to giving them standard bearers. All right, additional 39 points in total and now we need to make up a combination of room to battle in order to be able to give each unit wounds of battle. So either we do a different combination of the various rooms.

We can get four standards are all fairly expensive except for the ruin battle which is like why I like to go with the version where we say the one unit has three rules of battle. One unit has two rooms battle and one unit has one rule of battle. That's a total of 150 points. And that makes your least the the two first ones. The one with three rooms and one or two rooms they become intimidating, foes for the enemy. So we forego with the six rooms of battle.

Now, that's another 150 points. We can come back later and maybe give another one A different one. But in essence, this would keep be deployed that the ones with the best rooms of battle, the one with three and the one with two would be the ones that are most exposed to the enemy.

That way, you can have your, your main character unit nearby to protect the last one, only gets combat result of two from the standard, and one from the ruin of battle, but the one on the, with three rules of battle can Really win a fight on their own against Cavalry. Yeah. Alright, so we that's a, that's a fairly good easy way, fairly good. Way of protecting your your ranged units. Now, is there anything else we

would like to consider in range? There aren't really many other choices, but we perhaps, if we will later, will consider whether we're going to be getting a flame Cannon for the to see how it works. Or maybe adding a Gyrocopter or if we're low on points, will look at the getting a ball through instead just to have a little extra habeas. Don't throw something. A little extra to make the opponent, divide their army out into where we want them to go.

Yeah this will depend a lot about the placement where we put the different units. So now we have our arranged file and this is a very intimidating Force. So of course, we need something a scary central unit. And for that, we either have to go with the dwarf warriors with Spears. All we need to build like an unbreakable unit like the the iron Breakers. So what were you feel like we should be a choice in this way because we're going to be playing defensively.

So the spears are pretty good but we only get a strength of three meaning. We need additional character support for the for four years or additional standard support for them. Or we could go with the iron Breakers, who have fairly strong on their own. Yes, difficult choice. I mean, the outbreak is a good in that they have 3 plus armor. They've got like humans Fire Plus weapon skill. You know for strength ledge 9. They had an issue but three is quite good as well.

I really like taking my own breaks and they usually love bit of an auto include a heavy list. I take. So I think I'm going to go with the iron break as this time man. Yeah it's cool with the ungreased then we're going to build a unit of iron Breakers now in order to make sure that this art this unit doesn't Die anytime soon and it's an opposing Force for the enemy to attack. We probably want to go with at least 16 of them. That way we get four in the front Rank and three additional

ranks. This will be bolstered a little more because we're going to be putting at least one more character in the unit, especially a probably the general with the golden scepter of Northern. Yes. So what? So what They're each 20 costs. So 20 times 16 as I 320 points that's a pretty expensive unit but we also of course need to get them a standard-bearer because they're going to be our

main fighting unit. The person that 340 with the standard We'll be looking at what standard to get them later on once we could design the characters because now we're going to be looking at what character we want to put in this unit. And of course we wanted to be our general, this could also be a room Smith but I think the room Smith is better served in a either as well in this unit or in a different unit supporting that one.

This could be the dwarf warriors with Spears perhaps if we getting that in addition Now the general is, of course, the 160 points which is a lot more worth its stats than the dark elf generalist as we discussed. Yeah. Basically, yes, more important characteristics that are increased then of course he loses the movement speed but he has the additional toughness which is really good. Yes. I would love to have him additional As well, but you can't have everything.

That's true. Yeah that's one thing that dwarfs kind of like I thought General. Yeah. Alright so now we have to make another decision in. This depends on the rooms. We're going to take we know for sure he's going to have to go to set of Milgram. Yeah. So that's going to be a 50 points and one of our items and the item is a enchanted item so we will not be able to get any

more of those. So what we're going, Do now is we're going to decide how we're going to be a going to try and kill the Enemy by winning with combat result. Or we're going to try and block them down in a fight. Gyrocopter. Definitely want to win the combo result. Yeah, so we're going to try and build a unit killer or a character killer. Because if you kill the unit you kill the character.

Yeah. So we want to get him a decent water safe so he doesn't get killed by the enemy character and we want to be able to give him a. He doesn't die, Jane kind of matting and stuff and then we want to give him something that he kills Eunice with. So we're looking at Isla getting At this is the question if we're going to make a runic item. So he only has the for tax, which is a bit on the low side. Now, this can be fixed by, of course, using the Hammer Of Skulls giving him a higher

chance to moon. But we're going to try and give them something that gives them a more tax. So we definitely want to go with the room weapon to start with. See if we can build a teaspoon for him and approve. The first room we were probably get is the Rune of Fury. Yes. This will give me one additional tax, meaning more chances to get a wound through. Now, what we're going to do with this is that we can add the bolster the strength. It depends how many points you

want to use with them. We probably want to give him the master room to swiftness as well. So, he'll strike first. Yeah, Now, we have one more room to put on this weapon here. Now, let's see how he does have a weapon skill of seven meaning he's going to be hitting them. Three pluses. I think so. Yeah, we could go with that, they'll be the cheap version of doing giving us strength of Phi because then he'll be hitting a three sometimes even wounding on Three's sometimes even twos.

There's definitely a good choice. So let's start by giving him the ruin of cleaving to see. If we can maybe we'll return to him and and start to give him some more expensive rooms once, we figured out what the rest of our army is going to cost. So that's a total of 65 points for his weapon, as quite a cheap, very effective weapon, he has here. Now, you also have the golden scepter to give him plus more strength in addition, in case, we're finding in combat. So now he can be quite the

intimidating monster. Go back and give him two rooms Fury instead and just use the scepter to boot, bolster our strength. So that's something. We'll look into afterwards here. Now now we need to get him aboard safe and let's have a look. Whether we want to build one from our list here from the runic items. We only have the master room of spite but I think we might be looking at getting him 80 and armor with the war. I save instead.

This way we can either save some points or we can give them something strong. Like you could use the the armor of protection which is an 5 + armor save with the 4 plus Ward or we could go the cheap way given the arm of Fortune with a 5 plus I'm a safe and a fire plus water. Given that he only has a tough year as a high toughness. We might consider going with the our future Fortune to start with and then just adding it up afterwards to see whether we

have more points. Now, we actually have a fairly cheap General who can deal some unit damage to attend + A2 + 9 points. For a general. Okay, not too bad. Now, given that we have, we're going to focus on the unit. We probably want to throw a champion in that unit as well. A Vine Breakers. This means because we're going to be using the black gem, this is going to protect them from Monsters.

It's going to protect them from high strength, High attacks characters and it's going to make the enemy when we will show a champion in the unit are going to be other afraid. That we have the black gem or they're going to be rushing into it and then having their best character or best monster just disappearing for a multiple turns, allowing you to deal with the rest of the unit. So we're going to quickly get

ourselves a champion. And of course, the start with, he needs to have the room to Stone, but you get that for no magic item. No magic item slot. So you'll just get that normally then we need to get equipment like the rest. So you'll have heavy armor as well and he'll have a shield Yeah, and the runestone, of course, that also makes this almost magical. So, you know, weapons that negate regular armor saves does not negate his save. Yeah, did I mention that?

So that's really really powerful. Yeah, it's quite expensive are quite powerful for just five points. Yeah. And now, of course, we're going to give him the black Gem of not. And this of course allows you to any point. Don't just swallow up yourself and any enemy model in base contact and have them only reappear on sixes at the start of a return, which is extremely powerful item. It has been banned in a lot of tournaments, so we will also be looking basically, because it's

too powerful. Yeah. And it only 25 points. Yeah. Super fluffy. So this could be something that we might consider giving an alternative to it. Point is this talk here to see whether if you give me the control element where they've banned the the Blackjack not to be honest, I've never used it. Never ever use it never even consider using it really. I don't know if that's just my mindset or whatever. I don't know. I just, yeah. But it put for that for that

kind of points. It's really, really powerful. So I can, yes, you know, why? They would have banned it. Definitely. Yeah, it's something to great for use, great use for for Are assassins as well. Both skaven and it was given assistance can actually have items. Now they can't give the okay pretty much the entire game. That's incredibly powerful for

25 points. Yeah, so basically with this Champion here which is we're spending 83 points in total to have them be able to eat a giant or a dragon or a vampire lord. Anything that might threaten your general, excuse me. Now, the next thing we want is, of course, the room Smith. Andrew Smith is basically a must-have in every fight for the

divorce. Now we could include a lot more characters if we just settle for the level one room Smith he only has two wounds into a tax but he's not there exactly to deal damage. He's there to soak damage and to give you dispose grow through the Runa spell breaking and since the room Smith can always have three runic items. We're no, we're not limited in any way, only by the the stats that we want. So this is if we don't want to

go with the actual amble, okay? So this case, we're going to try and go without the animal because it's a very, I would say that it's a niche pick, you you probably don't always want to use it. But if we have the points for later, we might go for the upgrading to a room Lord, and

throwing in an animal for some extra range Firepower. so we want the room Smith and of course a standard we want to Runes of spell braking This is because one is usually not enough for a game that lasts five or more terms, but or two might actually be sufficient because you're going to be targeting the most dangerous spells that the enemy throws at you that aren't thrown with total total power.

This is to save your general auto, save your characters or to stop, something like a dark elf sorcerer from flying into your, the flank, the the flag of your army and Throwing an actual bars black horror all the way down your line. Yeah, this is the this is your Saving Grace and as the rule is with this post rolls, it's better to have one and not need one and to need one and not have one. Yeah. Now we have two more items slots for our room Smith here. So we could try and make him

either a defensive unit. He only has two attacks, we're not going to make him a unit killer or character killer. So we might make him a way to save the unit that Going to be defending this guy off. Do with going with a triple parrying room on the his. Why don't you guys?

Yeah, a lot in length is a very, I think it's a very safe pick because you can always use the pairing rules, whether you're finding characters, whether you're fighting, Cavalry mean, the enemy chaos nights that charge you, okay, you reduce take away three of the tax they'll suddenly down you Get attacked by five of them. Yes, they're suddenly down to seven attacks instead of the usual, the 10 they have when they're charged and they will be, they won't be able to kill

your room. No. Because humans room Smith because he's negating. The ones in front of him. Yeah. And that's a, that's a weapon tone for me. 60 points. It's pretty darn good. We could consider since we're going very cheap with a characters that we want to add some Some heroes in as well, to assist with the unit that we're going to place him in, I'm thinking maybe some dwarf warriors with Spears. Whoa, really? Yeah. Yeah, with the mystery choices

here. Now, we also want to get him a save, some kind, I mean, he does have a toughness of five as well as the Lord but he only has two rooms and the only weapon skills six. So we're looking to give him either a very cheap or safe or to give him a very strong armor safe. In this case, sometimes I go with the arm of meteoric, iron. If I want to go a little bit more expensive with the armor, but you could also just settle for a jade amulet for Five Points, you just want to save

one. Boom. Basically, you want to keep him alive for one more term to deny another round of of attacks or to dispel another enemy spell because he's basically served his purpose mostly once the rooms spell. Braking have been used. Then he's just there to negate enemy attacks. Let's have a look. We can't give them any kind of Ruin items. We can't give him one more Rune item, but it would be a armor Rune. So we could go with something like The Vines like 50 points.

Yeah, yeah, yeah. It will be something like the Rune of iron. Perhaps giving him up to toughness of six, making the heart of wound and maybe a rune of resistance, but then he starts to become quite expensive. Let's see. Yeah and we don't really have a good armor say for him to start with because he's going to be able to be getting a full plus we could of course go with the Rune of iron and the runestone when you have got a gets a toughness 6 and he gets an armor

save of 3 plus. But in this case. Yeah yeah. So that's it. Let's start by, we're going to gamble a little bit within this, not just with the meteoric iron. Yeah. So we'll have a 2 plus, I'm safe. That sounds good and it puts him at 210 203 213. That's a fatty a decent character. We have here and now we need the a unit to support him in this

case. Yeah, I would probably go with the my second choice after I'm Breakers would be the dwarf warriors with Spears. This is purely for the idea of having attacks even though you might lose part of your front rank. Yeah. You're always be able to attack back. So we want to go with a fairly strong unit I guess. So we're looking for something between 16 to 20.

Okay, 20 May 2000 2000, we're going to go with twenty, twelve Warriors, that's 220 points standard and then we going to give them Spears, that's another 20 points and we want to give them a standard-bearer, that's another lemon points. And then we want to give them a magic Banner in this. We have two options here, we cannot give a banner that

forces. The enemy to get in to come closer, that could be something like the banner of Wrath giving us an additional shooting option and also extra a because doesn't allow a safe. But it makes the unit vulnerable to break tests if we if the enemy causes a lot of rooms but we do have the room Smith. We could add additional Another Hero to the unit with additional parrying rooms to make it even more harder for the enemy to fight.

So in this case, all we could go the standard Banner of defiance as a fairly cheap way of making a unit that's defensive basically doubling the bonuses of your ranks. Yeah Defiance again, that's a 50 points, 50 points. Otherwise you give them the data of Courage here. You're better. Courage will be the ruin of courage or a band of defiance or we give them a different combination of Eames paddle like two rooms of Babel and something

else or else we could give them. Could be the yeah, I could be two rooms of battle, and the ruin of slowness. That's 100 points though. The other way we could do, it is to give them a banner of Wrath is what basically the the Wonder fire, soft T, six shots, each matching phase at the. But we don't really have any other magic to support us. So the enemy often have a chance to dispel it.

Yeah, that's true. So in this case I'm probably leaning towards Banner Defiance or some combination of Battle or the Rune of Courage. Let's go, let's go. A banner of coverage of this case. Yeah okay so we go for the Bruno cars. It basically just makes them unbreakable and Immunity to psychology courage, so you should want last. Yeah, so this this unit will never break it.

The enemy has to kill every single model in the unit in order to deal with it. And let's see that brings us to 300 And thirty forty, three hundred sixteen points. This unit, we might cut one or two or four years from this regiment just to have it even up to safety points leaders. But you can take the 16 if they're going to be like unbreakable before. It's taken 16, I suppose you need to yeah, we could go with 16 but let's have a look at it later on here. Start to have an idea of how

many points we've spent. Get the old calculate out. right now I'm just calculating up the total expenditure on the Dwarf, crossbow, if you sit on the phone all day. So I use, we also haven't given our iron breaker, a standard. I'm British so standard yet. Yes, we went with 69 Braves. I believe we went with Yeah, so we need to stand up for them. In this case, we use the your real courage, but we could combine it with a Runa battle to give them the same effect, but

we kind of want to win. So we might want to go with the MSC. We give them the room to find. They cannot Chase, and we might want to wait, have them win the battle. So we could go with something like three rooms of battle and Rune of fear quite expensive. Banda But make some almost immune psychology and makes them a intimidating folk for a general High saving throws. That we lose that many guys. So the latter always have like a higher number than the enemy General. Yeah, exactly. Okay.

Y'all quite like that idea. That sounds good. It's another 125. That makes our I'm Breakers at 465. Let's try and see what we spent so far. So he spent 125 on the gyrocopter 135. on the Organ guns. And we have the 579 Point, spent on the three gyms across woman and then we go to the I'm Breakers, that's another 465 and the Spearman, that's another 316.

Now we're looking at we might actually start to cut down on this Army because actually now we're going to go above it because we have the generals, whether 290. So we spent right now on artillery range units and And infantry. We've spent 1620 points. So now we have to start looking at what we want to cut. So I let's see what we spent on characters. We really not spend a lot of characters here.

Yeah, so that's minus. The 2008-2009 and we're going to stand up but yet we spent a 586 points on characters right now. Okay. All right. So so that's almost almost half of what we are allowed to do. So that makes a total of 2220 and 2206 points. We spent so far, we need to, we need to figure out a way to cut 206 points from our list. Now the first yeah, yeah.

Now the first thing we probably want to cut is we want to reduce the the size of the dwarf warriors with Spears we want to reduce their size because then we use So basically one would put four men in front rank that way. There's a bigger chance of our Rune Smith being able to affect enemy characters who charges and there will be a smaller cost for us in movement to turn because we don't have without five wide meaning, we have to spend more inches to turn.

So we will start by cutting for two or four is here to make it to 16. We could even go down to 15 but since we get the reward, What the battle to be won in perhaps the first or second turn but since there were no courage, doesn't really matter how many ranks they have because we're always going to stay in battle. The most important thing for us is always having a second practical attack when we have these fears. So let's try cutting 5 2 or 4 is here, that's fifty five plus five.

That's 60 points from it. So of course we're going to 15 here. My sweet 16. I push the unit down to 256. That will put this one down to me, 206 points to cops. So that makes it 146 points. We still need to cut. Now, what else can we start to cut down on. We don't have any thunderous, but we do have the cross plan to look, we could look into calling one of the units of crossword. So that's three years of course women yeah, yeah, yeah. We could cut it down to two.

I do have the and we all have gotten something as well. We haven't calculated the Slayers as well. That's that's another hundred sixty five points. We also have to cut. So we're definitely cutting one of the units from across the money because we need to cut 311

10 points. Now, let's see here at the Some crosswind, that's 130 points and then it's another 13 for the standard Bearer. And then if we decide to, if you cut the big unit with three rooms of battle, we can also cut the Rune of fear from the island Breakers. So 75. That's 218 points for the large

unit of crossbowmen. All we need to consider not having a gyrocopter of all but I wouldn't recommend not having any Mobility. The other idea is that we cut the dwarf warriors with Spears entirely and throw the room Smith into the iron Breakers my God? Yeah, it could be could be because then we can. We have also have the three years of Slayers that will block for us, because we still want to kind of, because I never claimed Wars with Spears. Let's cut those out. Out. Yeah.

Sort of theme. It to what I actually have in my particular collection. Yeah, sure. Oh yeah. So that's 256 points. So we need to cut another 55. Now that could be a unit of five Slayers, we could cut there. So we'd only had one unit of five, we'd have two units of five players. We have three of the company so that make it to and then mix 110 points. Let's try recalculating

everything here. So we started beginning with the 110 points for the Slayers, the 135 for the organ guns, 125 for the gyrocopter with the Bruna penetrating and we still have all the crosswind. So As 579 points. For three years of those, then we have the I'm Breakers with the 465 points of 16, I'm Breakers with wounds of battle, and fear. And then we have the general at the 290 points. The Champion with the black gem at a 3. And then we have 213.

For the route Smith making a total of 2,000 points. Yes, we did it sort of fits my style of the way I like to play. I would I would like she liked to have warriors with Spears because I see more value in them. After having talked to you about it. Yeah, it's definitely a better way to a different way. To get combat results as well. More cheap than having to buy expensive balance because you get to get the attacks back. So Spears is a very favorite choice for us.

We use it in almost all our armies, the best ones, probably being the source Warriors so it's various recipes are Seeing as I don't know, what know it's it's if basically if you don't kill one of them, they're going to have at least 12 attacks back. At strength for that is scary and they also have a decent weapon skill. They have a weapon skill of for, I believe. Yeah, yeah, yeah, yeah. So they're playing use also, it's a, it's an auto Pig for any Undead Army using skeletons.

You always want to space because your first rank is always going to die. If you want any attacks, back to reduce your losses from combat or salt. You want Spears on your yours. It seems now that makes sense. That this makes always go for like the elite units first. And then sort of the door for as always like an afterthought. The waiting lists. But yeah, now I said it can see they're more. They're more valuable. Now this is something we could. We got also do because we could

main unit is quite expensive. So we kind of wanted to see combat the same time. If the enemy doesn't touch it, it's it's a lot of points. Let's say, you know, just how many points we'll put into this unit. Let's 293 plus 2 and 13. So that's that's over half our army in one unit. So the enemy has to find it. Otherwise they're not going to get enough of a victory points.

If you've already managed to successfully deal, if you deal over, 1,000 points of damage with the, your ranged units, you've basically won the game if they don't touch your, if you don't touch your main unit. Yeah. Well, that's, that's the on bridesmaid. That's, that's the role religion. It is to stay. Yeah, boys. Keep alive. Yeah. Hopefully when they combat. So I think with this particular setup, I think they're in a very good position to do, so.

So yeah, I feel quite comfortable with this list. Actually, we might actually use this particular list in one of our upcoming live streams. Yeah. So that you can definitely do that particular list that dramas that we have now we can we can we can give that as a proposed list to one of our guests or myself in one of the live streams in the future. So so the way you would probably play this Army is that you would definitely have Front and center. You will have your own Breakers.

Of course, they're going to be holding the center. You have the two units of Slayers on the flanks, that's two to stop Cal you might position in the more close to the center depending on where the enemy want their Cavalry to be. The next thing you want is the across woman. You want the one with the one rule of battle? You want that in your back line, whereas most protection on the are your general? In case, you know, there's a chance of you to be able to

charge your problem. Just be somewhat actually want to be a little bit forward compared to your, I'm Breakers. If you're not moving forward because that way your aunt Breakers can chase charge in if you were, if you don't lose the come by then break. And then the one with three rooms battle he can be a on his own all the way out in one of the flags because he's going to win against all the Flyers and he might even beat beat most of the cavalry.

Because that is until he has for combat results before he Strikes Back me. Usually ranges don't get strike back but the enemy has to kill five or more models for them to be to win combat and that's very unlikely in most Kyrie cases. And if they do have a threat for you, that, like, if they do have a unit of KS nights, there's your organ guns, or there's your gyrocopter job. This is to pick off their ranged

units. That might be a threat to you, or to pick off their low armor, low toughness units, to give you those points. You need Yeah and then you have a mean unit of and Breakers with your characters in the front and they will deny the enemy attacks, they will kill the enemy units and they will eat the enemy monsters and Generals. Yeah, plus it cause fear and you have a standard for the first

round of combat. You will have A minimum of seven in combat result, meaning you will probably win every single fight. Yep, not it's set up to wean. Basically that unit. It's yeah into it. But yeah, it's definitely the enemy needs to get a great spell off with total power. All they need artillery of Their Own. That's the only, that's the only downside of this regiment. We built here. Yes. Negates your adversaries and that kind of thing. Yeah, yeah.

Yep, definitely. Yeah, almost unkillable with their with their 2, plus, I'm safe. Yeah, I'm from the golden scepter. When you yeah. Or they're very strong with the strength of five when you're fighting. And of course, if the enemy has more brains than you then you just start marching them for Word get up there. You have the additional movement so you're not the slowest faction in the game anymore and then when it's their try and you

can take our sleeves. Yeah yeah so a fairly fairly decent Army. The can you have armor piercing you have ranged? You have a hard-hitting unit, you have support on your flanks and you have Monster character Killers with your organs. You definitely are like a very solid Army here. Yes, I'll buy that. Welcome. You guys want to play in the

future? If you want to take advice in this particular list build, try it yourself and give us your feedback in the in the Facebook group at the credit, command podcast Community page and give us your results. You know, give us your feedback on various others. You play against using this particular list and we hope to do that covering. Yeah. And remember yeah I remember all the the items in the list and apart from a few are all up to you to decide what you want to

do with your regiment. Now we it with a room Smith and the general, we build a defensive character and an offensive character. So the only items I consider absolute musts in this Army is the golden scepter of Northern and the two rooms. Breaking everything is else is up for grabs. The room stopped given to my crossbow. The two hour cross woman here, that's basically from my own personal experience that Mike Ross woman need to win the fight, I cannot lose them

because they're so expensive. From you as well lists. You would like to take or suggest for maybe Johannes or myself or other people in the community about their particular this builds. It's always quite interesting to see what kind of combinations do come up with and every country work to each culture, has a different matter what different ways of looking at things. Yeah.

And every group that plays Hero has a different set of what they considered, the best meaning, it all depends on who your opponent is and how much you've synced up to to care about the same items and equipment. So, in this instance, this would be like a fairly standard Army that I would feel against Casper in our matches. Yep. I think I put it. Yeah, it's all pretty solid. So I think it's going to deal with most situations, really? Yes. Most different armies.

So, yeah. Hopefully, hopefully that at that advice of yours will be very helpful for a lot of dwarf players out there in the community that can take on those little Snippets of information and little combos there without. Yeah, yes. So I hope someone if they have any comments or yeah, I own ideas, please. Let us know. Also, if you have an idea to an army at least that you feel that we should play in one of the upcoming battles, please post it on the ground command forum.

And you know, we'll have a look at Yep. That we were very interested in getting the community on board in our Facebook, Facebook group at the kind of command podcast Community page. If you haven't, or haven't seen it yet, please, go to Facebook. Now, if you're not a part of Facebook and you don't really want to be part of Facebook, that's fair enough. You can always email me or Johannes at the clinic down podcast at gmail.com and I can always fall forward emails to Johannes personally.

If you have any comments or feedback that you want to give to him or Casper as well in the future because the dark, their dark elf episodes just been released. So maybe put some feedback about those particular comments or ideas that those guys had about the dark elves. So I think we might wrap it up here Janice. So thank you so much again. Wait for all your time that you spent with us to share all your knowledge with us, I always enjoy talking hero. Hammer and specially the tactics

part of the game. Yeah, I think I really enjoy talking to you and I'm sure the community enjoys listening to you. So, thanks again, mate, for all your valuable time today. Yeah, sure. No problem. Anytime, I'm ready to go again, let's build some rounds that's that's why that's why I got the game and that's what we need in order to reinvigorate people in the community to start playing and painting up their armies. Getting back into some here. I have a action.

So yeah we're hoping here the the old world will be something similar. Yep. Well you know any in at the Incarnation if you play six editions or 7th 8th Edition you know you still part of the hobby, you still part of the community and that's the main thing. Even the old hamburgers out there playing Third Edition. You know, they're still playing the game, you love and its Purity. So but anyhow, we're To sign off, and thanks very much for joining us. And this is going to be a

massive, massive episode. I think, I think it would be. I think we're almost before ours. Maybe we need to break up into Parts. I don't know. We'll see how we doing, good, anyhow, what will leave with ahead, guys? Yeah, well stocked, all he let you guys get on with it, okay? So thanks very much. Yeah, quite welcome. And thank you for having me as always. It's always a pleasure mate. She's okay.

Okay, thank you very much for making it to the end of this episode is another two hour-long episode, and I hope that you could get a lot of more ideas and things to think about. If you're a dwarf player, if not, then maybe facing dorms. Maybe there's some some new sort of army composition or unit compositions that you want to try or runic combinations. And then you haven't thought of that.

Hopefully you had us all myself have given you sort of bit more insight into and that you want to test out for yourself. If you want to contact us at all, and you have some ideas or you want to challenge us on a few things, we mentioned in the podcast that maybe you agree or disagree with, you can always jump over to Facebook and you can find us there. The crown of command podcast Community page.

Okay. So you can always go there and and and interact with us and other community members as we try to grow. And, you know, keep this wonderful era of the hobby alive within our community. So, I hope to see you there. Anyhow, thank you very much for listening. Again, and stay tuned for the second half of this Army review. Coming out probably the same time next week. Okay, guys, have a great week. And take care and I'll see you the next one.

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