Bimli Posted October 4, 2016 Share Posted October 4, 2016 Leader Celestial Hurricanum (lord with 6+ ward and +1 wound recover each hero phase) Grim burlockson Rune lord Battle line Warriors x 10 great weapons and shield Warriors x 10 great weapons and shield Warriors x 10 great weapons and shield Other Quarrelers x 30 shields Iron drakes x 10 Gryph hound Gryph hound Artillery Cannon Cannon Cannon 2000 points Gryph hounds stay with artillery unit and with quarrelers and thunderers to allow me to kill off some "deep striking" units Celestial Hurricanum gives my shooting units +1 to hit and has its own abilities. 3 runes lords mainly for more rend. My army is made to win by shooting while my warriors units hold things up for a turn here and there. Thoughts? OK so a slight update to the list I haven't gotten reply to it maybe it's cause I'm new here and people thought I would not provide insight on other lists but I have So let me know if you feel this is competitive or poop thanks Link to comment Share on other sites More sharing options...
Fellclaw01 Posted October 15, 2016 Share Posted October 15, 2016 Firstly warriors dont do shields and great weapons its either or You lack any objective grabbing units besides sending in the dwarf warriors which are slow, you would struggle in any matched play mission to that has objectives all over the board like the grph hounds, and the huricanum but id swap it out for a cogsmith and 3 flame cannons. Cheaper abd far more damaging At that point i probably would want to mix and match more order units but if your keeping it dwarve only id then consider iron breakers (for your front line) and the anvil (can give plus 1 armour and with the appretence do d3 mortal wounds at 24" range) for about 160 pts if you sneak in a battlemage or a stormcast castelan iron breakers can get a 2+ re rollable armour save to defend your front line Just some of the ideas im playing with currently Link to comment Share on other sites More sharing options...
Bimli Posted October 16, 2016 Author Share Posted October 16, 2016 Warriors can actually take a great weapons and shield it's in their rules not either or. I do agree the army is slow and I am thinking of a way in add bugman and Rangers may need to take out the CH. Yeah I wanted to stick to dwarfs it's my favorite army so I'm trying to make other work. I do like the flame cannon but I already have 3 cannons and grim they have the range and damage ability to kill a great deal Link to comment Share on other sites More sharing options...
Double Misfire Posted October 16, 2016 Share Posted October 16, 2016 Hey Bimli! Mo Runelords mo Runelords is the rule on a big unit of 26" Quarrellers, and you need characters in matched play lists incase three Places of Power hits, so I'd consider ditching the Irondrakes and their terrible range for a warden king (with +1 attack and +1 damage) and an extra Runelord. Personally I find gryph-hounds a little on the situational side in matched play (and the Quarrellers can take a charge from deepstriking units and warmachines can be screened off by warrriors), so unless you've got a regular opponent who uses Stormcast you might want to ditch the pair for another Runelord for a whopping -3 rend on the Quarrellers. Warmachines wise I generally find Grudge Throwers ability to snipe enemy characters and artillery without having to see them far more useful than cannons for the same points, and if you're explicitly going Dispossessed and friends you should take a look at Helstorm Rocket Batteries, same points cost at a cannon/grudge thrower, about as accurate as a grudge thrower with the same potential for damage, and they don't need to be babysat by an engineer, meaning if you take a couple you can spread your warmachines out and not have to deploy them in a cluster around Grimm. Link to comment Share on other sites More sharing options...
jobume Posted October 16, 2016 Share Posted October 16, 2016 I say more Gyrobombers, because they are cool! Link to comment Share on other sites More sharing options...
Bimli Posted October 16, 2016 Author Share Posted October 16, 2016 Bombers are fun but not top tier competitive I am thinking of taking out the CH put in bugman and another unit if Quarrelers. Thanks for your input double miss fire as I agree with a good amount of what you indicated. Gryph-hound are the best thing for artillery and it's not just storm cast that can port the scaven aka chaos and sylvanth do this quiet well also. When I build my list it need ms to be an all comers list if I go up against scaven sylvanth or storm cast and I don't have Gryph-hound it basically an auto loss. I'll rework the list a bit and plug something in I appreciate all your inputs keep it coming Link to comment Share on other sites More sharing options...
Sadysaneto Posted October 16, 2016 Share Posted October 16, 2016 No flame cannon? Link to comment Share on other sites More sharing options...
Coganaut Posted October 17, 2016 Share Posted October 17, 2016 I am going to second what @Double Misfire posted. You neeed! More runelords. They can really do some great work. I do love irondrakes too but swapping them out for a runelord and a warden king is a really great move. This will make your quarrlers and your objective game so much stronger! Link to comment Share on other sites More sharing options...
Bimli Posted October 17, 2016 Author Share Posted October 17, 2016 4 hours ago, Sadysaneto said: No flame cannon? Sadly I don't have any flame cannons. I agree with the more rune lords. So after taking out the CH and drakes I added 20 quarrlers and bugman this will allow me to pop up where needed and take points. I have 200 point left with this change so should I add another rune lord leaving me with 120 points left. Thoughts? Link to comment Share on other sites More sharing options...
Double Misfire Posted October 17, 2016 Share Posted October 17, 2016 I always take Bugman's rangers as a unit of only 10, they can only pop up from the second turn onwards and if your opponent kills one member of a unit of 20 they've lost their double shooting. Keep them as cheap and cheerful objective grabbers and spend the points on more Runelords/artillery. Link to comment Share on other sites More sharing options...
Sadysaneto Posted October 17, 2016 Share Posted October 17, 2016 I also prefer 20 thunderers over 20 quarrelers. Imo 20 3+/3+/-1/1 is better than 40 4+/4+/-/1 Link to comment Share on other sites More sharing options...
Double Misfire Posted October 17, 2016 Share Posted October 17, 2016 34 minutes ago, Sadysaneto said: I also prefer 20 thunderers over 20 quarrelers. Imo 20 3+/3+/-1/1 is better than 40 4+/4+/-/1 20/26" range over 16/22" range is huge, Quarallers can acquit themselves decently in melee and rend is what Runelords are for. Link to comment Share on other sites More sharing options...
Bimli Posted October 17, 2016 Author Share Posted October 17, 2016 The reason I go with 20 rangers is cause when they get in it will be with 40 shots then I basically use them as a minor close combat unit and shooting is just a bonus. Also after a few reads of the rule it seems bugman dose not need to pop up in the same location as the unit of quarrelers (though they need to pop up at the same time) so let a unit of 20 pop up where it needs and let bugman pop out where he is needed. Link to comment Share on other sites More sharing options...
Bimli Posted October 17, 2016 Author Share Posted October 17, 2016 3 hours ago, Sadysaneto said: I also prefer 20 thunderers over 20 quarrelers. Imo 20 3+/3+/-1/1 is better than 40 4+/4+/-/1 I agree if the 20 thunderers could be bugmans rangers but If I'm not using quarrelers as bugmans rangers then I'm going 30 strong to take advantage of the double shooting which is better than the thunderers ability and has a highers damage output over all. Link to comment Share on other sites More sharing options...
Sadysaneto Posted October 17, 2016 Share Posted October 17, 2016 14 minutes ago, Bimli said: I agree if the 20 thunderers could be bugmans rangers but If I'm not using quarrelers as bugmans rangers then I'm going 30 strong to take advantage of the double shooting which is better than the thunderers ability and has a highers damage output over all. Its like i said - IMO I have a crappy hand, so 3/3 beats 4/4 any day of the week for me. And there´s rending, also. Link to comment Share on other sites More sharing options...
Bimli Posted October 17, 2016 Author Share Posted October 17, 2016 24 minutes ago, Sadysaneto said: Its like i said - IMO I have a crappy hand, so 3/3 beats 4/4 any day of the week for me. And there´s rending, also. I know what your saying some times my 4+ is just straight poop so I can attest. For me its mainly the range and the x2 shooting I guess rolling more dice and a farther distance just feels right.... not to mention since 8th I used only quarrelers so I don't have an thunderers Link to comment Share on other sites More sharing options...
Bimli Posted October 17, 2016 Author Share Posted October 17, 2016 Ok so with the changes here is what I got Leader Warden king (I'm thinking +1 attack and extra -1 rend) Other heroes Grim burlockson Rune lord Rune Lord Bugman Battle line Warriors x 10 great weapons and shield Warriors x 10 great weapons and shield Warriors x 10 great weapons and shield Other Quarrelers x 30 shields full command Quarrelers x 20 shields full command (bugmans rangers) Gryph hound Gryph hound Artillery Cannon Cannon Cannon 2000 points 5 heroes a poop ton of shooting with good range some "deep striking" and protection against the "deep strike" army seems to be mobile bugman + rangers. a leader to buff my shooting (not artillery seeing how they are no longer dispossessed ) I do like grudge throwers but the cannons can shot even if someone is within 8" which will be helpful against armies that can pop up and try to take the points on my side. But what do you all think good or bad any changes? Link to comment Share on other sites More sharing options...
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