torn:
Ok i think this is going to be my final list before i go out and start buying things.
Heroes
Lv 4 sorcerer lord, black gem of gnar - 260
hero, extra HW, armour of gazrahk - 94
Lv 2 sorcerer, chalice of darkness - 150
Lv 2 sorcerer, 2x dispell scroll - 150
Core
20 chaos dwarf warriors, HW+shield, heavy armour, full command - 210
20 chaos dwarf warriors, HW+shield, heavy armour, full command - 210
15 CDW, blunderbusses, heavy armour, full command - 210
15 CDW, blunderbusses, heavy armour, full command - 210
32 x hobgoblins - 64
10 hobgoblins, light armour, shields - 40
10 hobgoblins, light armour,shields - 40
Special
2 x bolt-thrower - 60
15 sneaky gitz - 75
rare
earthshaker - 110
earthshaker - 110
total 1993
its very magic heavy, and with the chalice and 2 dispell scrolls i hope to dominate the magic phase. The hero is there instead of another sorcerer to protects my sorcerers from light harrassers who will have a problem with his 1+ armour save.
The small 10 man hobgoblin units will each be assigned to an earthshaker to hopefully act as a buffer. With armour and shields they may be able to give the earthshakers 1 or2 more turns of firing.
I picked sneaky gitz over a death rocket simply because their extra poisoned attacks will wok well against humanlike enemy infantry.
blunderbusses and warriors are pretty self explanitory. went for HW+S rather than GW because of their survivability. Plus they dont always have to fight 2nd!
Its a pretty slow defensive army but that suits my style.
Any comments and suggestions welcome :cheers
Lepreh Khan:
I would save yourself 40 points by ditching the light armor and shields on your Hobgobbos. You would do better with 20 more hobgoblins protecting the war machines. Even better would be ditching all hobgoblins and buffering up your warrior groups to 25. Trust me, with HW & Shield you are relying on combat resolution to win and this ensures that you’ll still have full static CR by the time the enemy reaches you.
I personally would have more in my Blunderbuss units as well, but I guess to each his own.
I feel like your sneaky gits unit should be bigger as well, at least 25. That’s only 125 points total, you can come up with that.
-Lepreh Khan
wallacer:
15 guys may be a bit small for your Blunderbusses. It won’t take much for them to be knocked down to Strength 3
wallacer:
15 guys may be a bit small for your Blunderbusses.��It won’t take much for them to be knocked down to Strength 4
torn:
wallacer i love your double post lol. i was toying with the idea of 18 per unit. In all honestly str 4 is good, in my opinion str 5 is a bonus because most enemy regiments are toughness 3. Of course i do want the higher strength.
the hand weapon shield combo is what i use for my regular dwarfs. I find that with low initiative im better off being able to have my men survive to get more attacks back rather than have stronger attacks back. the difference between rolling a 3 to save then a 4 to wound i think is better than a 5 to save then a 3 to wound. Also on a rare occasion i might even get the charge!
the sneaky gits were rally just a what can i do with the spare points situation, it was them or a death rocket. Overall 50 dwarfs and 65 hobgoblins plus heroes/warmachines isnt bad. bigger dwarf units would be nice but it always means dropping something.
Uzkul Werit:
15 men normally does it in Blunderbuss units. Take out potental threats to them with your Earthshakers. I’d ditch the armour and shields on the Hobgoblins. Use the points to bump up the Sneaky Git unit. In turn use the two small units like Empire Detachments. That extra CR for flanking is really handy.