Dwarfen Mountain Holds
Our lost cousins who still cling to their old faith. You should despise them, but they are not to be underestimatedâŚ
What are things that were especially effective against Dwarfs? Which things do you need to be careful of?
Strengths
Much of what makes Chaos Dwarfs are good army also makes Dwarfs a good army: High toughness, leadership and armour across the board. Dwarfs are hard to shift, many units have a combination of Stubborn, Shieldwall and Drilled. They donât look like it, but Dwarfs usually take their strength from the shooting phase. All their missile weapons have S4 or higher and have AP and/or Armour Bane. They can bring a host of war machines, which can further be boosted by magic runes and Engineers. Due to their runic system, Dwarfs can build arguably the best (infantry) characters in the game. While Dwarfs have units with Ambushers, Scouts and Vanguard (including the highly annoying Gyrocopters), they are largely a more stationary army. Dwarfs excell at taking the charge, where their missile weapons donât suffer a -1 penalty to hit and their special rules take their full effect. Be especially careful when charging Hammerers or Irondrakes. At least try and donât charge them in the front arc, since Dwarfs have a few nasty runic standards which can take away all of your charge bonusses: No Impact Hits, no First Charge, no Choppas, no initiative bonus, no cavalry spears etc. Thatâs a rude awakening!
Weaknesses
The big one: Magic! Yes, all Dwarf units have at least Magic Resistance (-1) and they have access to straight-up dispel runes, but they are at a massive disadvantage when it comes to wizardly dispels. Their two infantry Runesmiths count only as Level 1/2, so they only have 18" dispel range on top of their meagre 3" movement. And they end up in combat sooner or later where they cannot dispel at all. The Anvil of Doom dispels at level 3 but cannot move at all! It has some powerful bound spells, so if you want to dispel those youâll have to move into his dispel range too, but if you focus on Enchantment, Coveyance and Vortex spell, you can just stay out of the dispel range and just cast away, and those types of spells donât even trigger Magic Resistance!
Dwarfs also do not have access to any type of monstrous characters, so thatâs something you donât need to worry about. Dwarf Lords on Shieldbearers can be made quite tough too, but it takes all of their magic items allowance to do so, which leaves them more or less with a simple Great Weapon. They can also be made more punchy, but then theyâre not as durable. Unlike armies with access to Dragons and the like, Dwarf characters cannot have both.
Tactics
Dwarfs are slow and cumbersome. With the exception of Gyrocopters, their maximum charge range is 9". You need to use this to your advantage and control movement. Dwarfs are vulnerable when charged in flank or rear, use your faster units and Ambushers/Vanguard/Scout accordingly. Sneaky Gits e.g. can take care of war machines. Also keep in mind that overrun does not trigger a charge reaction (i.e. shooting). The worst rune, the one which takes away all charge-related special rules and weapons, thankfully is a Master Rune, so you can only face one unit. Find out which it is! If there are Hammerers or Irondrakes on the board, chances are itâs one of those two.
Another big thing is magic. You can easily circumvent dispel ranges and use spells which donât trigger Magic Resistance.