In response to the debate about reorganizing army lists for a new ed. of Warhammer, I have come up with this Dwarf Army list. In my original post about theme armies, I mentioned some theme armies. These are coming soon, promise! However, to save repeating alrge chunks of the dwarf list in each theme army, as well as to highlight how I think armies should conform to the background of the race, here is my main Dwarf Army list, of which the various themed "sub" lists for different holds will be variants of.
In order to fully appreciate the differences in my forthcoming theme armies - i.e. Slayer Keep list etc. I thought I would post my restricitive "generic" Dwarf Hold army.
Have fun.
Rick Martin.
Restricitions are as follows:
No more than 50% can be spent on characters.
At least 50% must be spent on "core" units.
No more than 25% can be spent on elites.
No more than 25% can be spent on war machines.
No more than 25% can be spent on allies. Allies must include a single "core"
regiment per character or war machine.
The Dwarf army can include NO monsters.
The only restriction is that the Dwarf army must have one character eligible to lead the army. The magic item limits are slightly higher than recommended in WD 222 to compensate for the fact that Dwarfs have no wizards.
0-1 DWARF KING..................................................................................160 PTS
You may include a single Dwarf King. He represents the lord of the hold. If there is a Dwarf king in your army, he is always the general. If your army includes a special character king (Ungrim, Kazador or Thorgrim) then the army may not also include a Dwarf King. The Dwarf King has a profile equal to a Dwarf Lord.
OPTIONS: The Dwarf King may have up to 3 magic or runic items whose total cost is no greater than 150 points. The Dwarf King may have any equipment from the Dwarf Equipment list (In WH - Dwarfs).
RETINUE: The Dwarf King may be accompanied by a regiment of 5-20 Hammerers. They are kings Dwarfs. The cost of the Hammers come from the Elites allowance, not the Characters. Each Hammerer costs 15 points per model. The minimum number of Hammers which may be included is 5.
OPTIONS: The Hammers may have double handed hammers for a cost of 2 poinst per model. The regiment may have a musician for no additional cost. The regiment may NOT include a standard - if the hammers are to ahve a standard, it must be the Battle Standard Bearer. The hammers may have a champion chosen from the list at additional points cost.
SPECIAL: While the King is alive, the Hammers are Immune To Pyschology and Break Tests. Should the King die, the Hammers have their LD reduced by one, and fear all of the enemy, due to shame of losing their king, who they are all sworn to protect. If a Hammer retinue is included, then the king must accompany them, and can not leave their unit. The maxiumum unit size of 20 includes Battle Standard, optional Champion and King. I.e. The Unit may be 17 Hammerers, King, Champion and Standard.
0-1 BATTLE STANDARD......................................................................98 Points
This Dwarf carries the standard of the stronghold or clan the army is from.
OPTIONS: The Dwarf may have one magic banner or runic banner with a total points cost of no greater than 150 points. The standard amy have any equipment normally allowed to Dwarf champions.
SPECIAL: The Battle Standard must always stay within Base to Base contact of the general of the army.
HEROES............................................................................................104 Points
You may include one hero per two core units in your army. A Hero may lead a dwarf army if there is no Dwarf King included in the force, as they represent powerful warriors and leaders.
OPTIONS: Any equipment from list. Up to 2 magic items with a total points costs of no greater than 100 points.
0-1 RUNE SMITH .
Rune Smith ........78 Pts,
Rune Master ..... 187 Pts,
Rune Lord .......... 306 Pts.
Each hold has a few rune smiths working in it. You may include a single rune smith in your army. You may include a Rune Smith if your nominal army total is 1000+ points, a Master Rune Smith if your nominal value is 2000+ points, and a Rune Lord if the total is 3000+ points.
OPTIONS: A rune smith can take up to 3 magic or runic items. The maximum value of these items is dependant on level (see below). They amy ride an Anvil of Doom (+200 Points) at the expense of one of their magic item slots. They any equipment from the equip. list.
Smith.....75 Points
Master..125 Points
Lord......175 Points.
CHAMPIONS....................................................................................... 48 Points
SLAYERS - Giant ......... 63 Points
- Dragon ..... 126 Points
- Daemon ... 210 Points
Each regiment may have a single champion armed with exactly the same equipment as the regiment they are in. A Slayer regiment may include any number of slayer champions as they wish - but no more than half the slayer regiment may be made up of champions.
OPTIONS: The champion may have a single magic/runic item with a value no greater than 25 points. Slayer champions may have a magic or runic weapon of a vlaue dependant on level:
Giant - 25 Points
Dragon - 75 Points
Daemon - 125 Points
ENGINEERS....................................................................................... 55 Points
Engineers from the Dwarf Engineers Guild accompany there war machines to battle. Each has the profile of a Dwarf Champion and must be assigned to a specific war machine or battery and stay with it for the rest of the game. Engineers wear light armour. Engineers may not have magic items. Engineers can be assigned to gyrocopter squardrons, in which case they replace the pilot of one of the coptors.
SPECIAL: If a machine or battery still has it's engineer alive it may add 1 to any misfre rolls. NB: It may not add +1 to rerolled Misfire result due to an artillery rune.
At least 50% must be spent on regiments.
1+ DWARF WARRIOR REGIMENT........................................ 8 PTS PER MODEL
You must include at least one regiment of Dwarf Warriors. The Warriors have hand weapons.
OPTIONS: (Prices per model) - Shield (+1), Light Amrour (+2) OR Heavy Armour (+3), Add. Hand weapon (+1), Spear (+1), 2 Handed Weapon (+2). May include a magic or runic standard of a cost of 50 points or less.
0+ DWARF CROSSBOWMEN............................................. 13 PTS PER MODEL
Dwarf Crossbows wear light Amrour and carry Crossbows and Hand Weapons.
OPTIONS: None! (Yep - no Double Handed Weapons - warriors have double handers, not Crossbow guys! I know it is harsh, but it stops people from fielding uncharteristic crossbow armies!).
0+ DWARF THUNDERERS .................................................13 PTS PER MODEL
Dwarf Thunderers wear Light Armour and carry Hand Guns and Hand Weapons.
OPTIONS: None! (see note above for explanation - the intent is to encourage dwarf warriors).
APPENDIX: You may arm a single dwarf warrior regiment with crossbows and double handed weapons (+5 points per model). These are Bugmans rangers however, and so the unit size can not be greater than 20, inc. characters. The regiment may have a single champion with no runic weapons, may not include a runic banner and must be led by the special character Joesph Bugman. The cost of this regiment comes from the Elites section, not the Core section. Bugman's Rangers can't be used as the compulsary Warrior Regiment.
No more than 25% of the army can spent on elites, and there can not be more elite units in an army then there is standard units.
0-1 LONG BEARD REGIMENT ....................................... 15 POINTS PER MODEL
Long Beard regiments can be no greater than 25 models strong, including any characters. Long beards are armed with Hand Weapons, Heavy Armour and Shields.
OPTIONS: Long Beards may have Double Handed Weapons at a cost of +2 pts per model. Long Beards may include a magic or runic standard of a cost no greater than 75 points.
0-1 IRON BREAKER REGIMENT .................................... 16 POINTS PER MODEL
Iron Breakers can be no greater than 25 models strong, including any characters. Iron Breakers are armed with Heavy Armour, Axes and Shields. NB: They no longer have the rune of stone.
OPTIONS: Iron Breakers may have double handed weapons (+2 poinst per model). Iron Breakers may have a magic or runic standard of a points value of no greater than 50 points.
SPECIAL: Iron Breakers being hardened tunnel fighters HATE Skaven, and my reroll any failed rolls to wound when fighting monsters (any creature, other than characters, which has more than 2 wounds - I.E. Trolls and Ogres).
SLAYERS...........................................................................11 Points Per Model
You may include one Slayer Regiment for every Core regiment in your army.
OPTIONS: Double Handed Weapons (+2) or Extra Hand Weapons (+1). May include a single magic or runic standard of no greater than 50 points total. The standard may NOT offer the regiment any form of dispel or increased armour save (Slayers shun protection - it's why they won't wear armour).
0-1 REGIMENT OF DWARF MINERS .................................... 13 Points Per Model
You may include a singe regiment of Miners in your army. They are armed with Heavy Armour and Double Handed Weapons. The Regiment may not number more than 30 models.
SPECIAL: Dwarf Miners toil at mine faces with their picks most days of the year, and so are accustomed to using 2 handed picks. Dwarf Miners ignore the restrictions of hitting last with their double handed weapons. Strikes are done in initative order as normal (thanks to Dave Stone for this rule).
You may not have more than 25% of the total points value made up of war machines. each war machine may have up to 3 engineering runes, of which the toal value may not be more than 50 points. You may include up to three war machines for each engineer you have in your force. The War Machines are exactly the same as listed in the Dwarf Army Book.
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