06-20-2007, 06:27 AM
Dwarfs are difficult to face as they are even more shooty than CDs. My advice is to concentrate on faster troops and artillery, as blunderbusses are too short ranged. When both armies core troops move at 3-6" a turn, its unlikely they'll spend much time in range (although its always going to be fu when those miners appear in their firezone. I would tend to minimise the number of CD warriors, and use them to form a core reserve guarding the artillery from the likes of miners and gyrocopters. If you are going for magic then as Archaon says, don't go half way, you need a lot to get through. That said, if you dont want to max out magic then even a level one with 2 scrolls is a must to counter the anvils. My first pics would be bull centaurs, wolfriders, and as much artillery as you can lay your hands on.
Ignore oathstones, just smash the stonebearers with artillery if you get the chance to claim the VPs. Gyrocopters are you're main target for artillery though as they virtually ignore blunders. It may even be worth taking a few hobgoblin archers to deal with these pests. Black orcs and big'uns are also a good choice. Remember that you are not relentless so CD infantry is outmanouvered even by dwarfs (which is about the most embarrasing thing in the world). I would also invest in a taurus and some BC heroes to lead your wolfboyz.
Ignore oathstones, just smash the stonebearers with artillery if you get the chance to claim the VPs. Gyrocopters are you're main target for artillery though as they virtually ignore blunders. It may even be worth taking a few hobgoblin archers to deal with these pests. Black orcs and big'uns are also a good choice. Remember that you are not relentless so CD infantry is outmanouvered even by dwarfs (which is about the most embarrasing thing in the world). I would also invest in a taurus and some BC heroes to lead your wolfboyz.
Great model, but its 1,000 points, so not a popular option in a 2K game. 