Dwarves Tactics

Heroes/Monsters


Overall tactics
Gunline! is the basic version of it. Arrange your cannons and Ironwatch behind your Ironclads, as gun 'em to death. For a more in depth look, please refer to my diagram:

   Scale this plan up and down for your points size. Add in things like Beserkers, Bulwarkers and Brock Riders to taste.
Heroes and Monsters
  • Dwarf King - One of your two fighting heroes, along with the Beserker Lord. They are two fundamentally different units. The Dwarf King has Inspiring, and is therefore good at staying back and helping your units stay alive. He should not really be used in direct combat, but if you do manage to get him stuck in, he will not do terribly. He could be used to support other units in combat, as 10 3+ Crushing Strength 1 attacks (when attacking a unit's side) is nothing to scoff at. 
  • Beserker Lord - A very glass hammer-y type lord. With his attacks, melee value and Crushing Strength, he can certainly deal some damage. However his 4+ armor means he cannot take much back. Even though he has an unusually high nerve value, his armor still leaves him worse that the Dwarf King for taking hits. His inspiring only works on Beserkers, so he is certainly not a support Hero. He can be mounted on a Brock, which is always recommended as it enables him to get into a combat in a timely fashion, which is what you want to do with him. Rules as written, his inspiring does not work on the new Beserker Brock Riders, but I personally would let this fly.
  • Warsmith - Not really recommended, as he is too expensive just to use Inspiring and Elite on war-machines, as single re-roll is not really worth the 40 points he costs over a standard bearer when used on anything other than a cannon, and the standard bearer gives Inspiring to any units you may have lest to defend your cannons.
  • Steel Behemoth - What seems like a good unit, only to be let down in the limitations in the Kings of War rules themselves. Even though it is supposed to be a massively armored tank, it does not make sense that it has only 6+ armor. This means that it can still be destroyed by basic infantry. In my opinion, it should have a 7+ or 8+ defense value, meaning to can only be hurt by units with piercing or crushing strength, like in Warpath. This could come with a price increase to match. It is only movement 3 with a breath attack, so it is possible that it will never have a chance to hit an enemy. It's previously mentioned vunerability means that it will most likely he taken out by enemy war-machines in 2-3 turns, which can be played to your advantage as a distraction unit. So, we have here a 200 point bullet sponge.
  • Standard bearer - Different from other Standard bearers, as he is only able to play a different role. He cannot be mounted like other standard bearers so therefore may not be used to run around your battle line. This is offset by the fact that the Dwarves have such excellent war-machines, so can be used to help keep your cannons in the game, and as such will not need to be mounted.
War-Machines

  • Ironbelcher Cannon - Oh boy, here we go. The cannon fulfills a very specific role within the army, and that is long range firepower. With Piercing 4 this thing can handle ANYTHING in the game, and can one-shot small units with the blessings of Lady Luck and Admiral Awesome. On the downside, there is a high chance you will miss with that one shot, as it has Ranged value of 5+. This can be mitigated by putting an Warsmith nearby, as you get a re-roll. Grapeshot can be useful as a last resort. It has to roll on how much damage it does, and this is one of it's main failings, as you could just as easily only inflict 2 hits. 
  • Ironbelcher Organ Gun - This gun fills out a different role to the cannon.  It does not rely on just a single dice-roll to hit, as you roll individually for each of it's attacks. It only has Piercing 2, so is not as deadly as the cannon. Overall I prefer the cannon, but some people say that the Cannon is too unreliable for the job.
  • Dragon's Breath - A whole pile of "meh". While it is deadly against units with low defense, it will be unable to do any real damage to high defense units. Deadly against some armies, terrible against others.
Cavalry
  • Beserker Brock Riders - HOLY SHIT. Dwarven cavalry. On a sidenote, I know that Dwarven Cavalry in wargames is nowhere near as rare as I make it out to be, but coming from mainly a (Most popular fantasy wargame that is run by a tyrannical, overbearing money grubbing parasite of a company that drove me away from said game and straight into Mantic's loving arms) background, I still find novelty in this idea. Anyway, these guys are strange in your army. They are stuck between basic and elite cavalry. They will beat out Revenants, but not Soul Reavers. They pump out a high number of attacks, but in the tactic that is most competitive with these guys, that does not matter. These guys should be used to go around the enemy, but unlike other Cavalry, not attack him. Charging him means you cannot fire at the enemy unit. These guys are not a major player on the field, but not irrelevent to be ignored. After you have gone behind the enemy, there will be two scenarios. One is that he sends a unit or two after your Cavalry. You keep your Brock-rider just out of charge range, leading  them on a wild goose chase around the board, and all the while you pummel him with ranged weapons. Just As Planned. The second scenario, he ignores you, and you destroy his warmachines.
Infantry

  • Ironclads - Good as far as basic infantry go. They are well balanced, and have a good Defense value. They are not as good in attack, but this does not matter as your War-Machines and Ironwatch should have crippled the enemy before they reach your lines. If you are using Ironclads to do the majority of your damage, you are playing Dwarves wrong. They should mostly be used to get the last few points of damage on units that have managed to reach your lines. These guys' main job is to be meat shields for your ranged units.
  • Shieldbreakers - These guys trade defense for attack. They should be used to attack units that have managed to reach you less damaged than the rest, or any otherwise strong units. Their Crushing Strength really helps them in this task .
  • Ironwatch - Awesome. These guys are your bread and butter. The rifles are a great upgrade, as every enemy will go down under a sea of Piercing 2 shots. Keep them in one place, and then unload shots into the enemy from behind your Ironclad meat shields.
  • Ironguard - Ironclads with a better melee value. Overall, you get what you pay for with this unit, and you don't pay much over the cost of Ironclads.
  • Bulwarkers - Ironclads with phalanx for a meager points increase. Generally worth it, as they are even more effective at defending your guns.

2 comments:

  1. Hey, I really like your blog (and it was one of the few sites that was investigating KoW tactics). I know that the blog is totally small and the last post was two years ago but do you plan on creating further posts about different tactics? I would really be looking forward to it.

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  2. Thanks for the write up. I thought this was interesting as I have some mantic and GAmesWorkshop Dwarfs and thought I would put together a Dwarf army and try out Kings of War

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