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Post by blackdog on Apr 2, 2017 9:35:32 GMT
Hi folks!!
I am now playing mainly Druids and stored my mercs but still want to use the dwarves. I generally play in our local store in a friendly way but we also play sometimes in a more competitive style, go to tournaments, ...
I really want to bring the dwarves to those environments and although I am aware of their problems in such competitive style I would like to field a couple of lists as much good as I can. Using the Rhulic theme force.
So, write this here to see if we can discuss how to use these short fellas in a competitive environment and how to improve their game.
There are three war casters, I think Gorten and Ossrum are the best so don't know how to use and what to field with Durgen.
Battle Engine and Colossal? what do you think about them?
Lists? are the dwarves able to play control? assassination?
Is there any option of winning outside the little jacks spam?
Any suggestion for list designing?
Is the theme list good enough to use it instead of fielding a majority of rhulic troops but with some of the great generalist solos mercs has?
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Post by Crow on Apr 2, 2017 17:42:57 GMT
My list, which I've had decent results with is
Ossrum - Driller - Avalancher - Gunner - Gunner - Blaster - Blaster Forge Guard (Max) Forge Guard (Max) Thor Herne and Johnne Bokur Bokur Artillery Corps (free)
I have also started pairing it with
Durgen -Earth Breaker -Blaster -Blaster -Driller -Reinholdt Croes Gobber Tinker Raluk Orin Midwinter Aiyana and Holdt Master Gunner Dougal
I think those are the lists anyway, but they compliment each others weaknesses and strengths fairly well, and both are dwarfy in feel.
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Post by blackdog on Apr 3, 2017 9:45:11 GMT
Thanks for the lists Crow. How Durgen's list performs? I
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studderingdave
Junior Strategist
May the Gods have mercy on your soul.
Posts: 114
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Post by studderingdave on Apr 4, 2017 0:50:44 GMT
Ossrum bunny ranch is very solid. I have won many games with it. Everyone has their own spin on it but here is mine:
Ossrum Avalancher Rockram Gunner x8 Blaster x4
In theme the heavies get reposition and you add 2 inches to deployment. You can leverage two 12 inch knockdown guns between the heavies (snipe on rocky). Back this with a ton of boosted pow 12's and you can bag games. Dwarf jacks also cannot be pushed so you cannot be dragged by galleons or prime axioms. You also laugh at hellmouths and thexus`s feat.
As far as a pair I would add Gorten. I like him out of theme with kayazy and Wrong eye and Snapjaw.
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Post by Crow on Apr 4, 2017 17:41:07 GMT
The Durgen one is Tons of fun and generally does well, though it's all about the placement of the croes. I tend to use them as a mine field to protect the Earth Breaker and gunk up enemy lines. With Stealth and primed enemies need to be within 5 inches to get a proper shot at them, which then usually means that the croes can be in their faces first. They then have to choose free strikes (which granted are only boosted pow 10's or take a pow 14 blast. Either way you usually take something with you. Next is use the earthbreaker to gun down as much as it can before casting redline, and charging it in to get rid of the really hard targets. Over all it's pretty fun, and can really hurt certain lists.
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Xintas
Junior Strategist
Posts: 824
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Post by Xintas on Apr 10, 2017 14:48:01 GMT
Ossrum bunny ranch is very solid. I have won many games with it. Everyone has their own spin on it but here is mine: Ossrum Avalancher Rockram Gunner x8 Blaster x4 In theme the heavies get reposition and you add 2 inches to deployment. You can leverage two 12 inch knockdown guns between the heavies (snipe on rocky). Back this with a ton of boosted pow 12's and you can bag games. Dwarf jacks also cannot be pushed so you cannot be dragged by galleons or prime axioms. You also laugh at hellmouths and thexus`s feat. As far as a pair I would add Gorten. I like him out of theme with kayazy and Wrong eye and Snapjaw. I second all of the above. I also would try to find a place for the artillery corps in theme, but overall Gorten loves him some high def heavy hitting models and the more bunnies the better with Ossrum.
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studderingdave
Junior Strategist
May the Gods have mercy on your soul.
Posts: 114
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Post by studderingdave on Apr 10, 2017 16:26:18 GMT
Artillery is valid. In a game where you can hotswap FFE on a fair of artillery pieces can put down some serious pain and they get repo
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eathotlead
Junior Strategist
PP forumite since 2004
Posts: 259
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Post by eathotlead on Apr 16, 2017 22:27:27 GMT
I'm a bit surprised to see the oft-maligned Avalancher in competitive lists. I love the 'jack and own two, so I'm glad to see them on the table. PS I thought it was RNG 14 but I guess now it's only RNG 12.
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Xintas
Junior Strategist
Posts: 824
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Post by Xintas on Apr 18, 2017 14:16:25 GMT
Knockdown is a hell of a thing, especially with Repo.
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Post by Crow on Apr 19, 2017 13:49:48 GMT
I'm a bit surprised to see the oft-maligned Avalancher in competitive lists. I love the 'jack and own two, so I'm glad to see them on the table. PS I thought it was RNG 14 but I guess now it's only RNG 12. But snipe from Ossrum makes it range 16 pow 14 with kd. With 4 inch AOE.
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eathotlead
Junior Strategist
PP forumite since 2004
Posts: 259
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Post by eathotlead on May 7, 2017 15:10:08 GMT
Yep, understood. For its point cost, I guess I was just hoping for all of the above. I do love the 'jack.
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Post by smartalek on May 8, 2017 19:17:07 GMT
Has anyone tried Gorten with the 3 lesser warlocks? I feel like their getting better in SR2017 since they're basically a warrior and beast model in one package (letting them control any zone).
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Post by lamoron on May 9, 2017 5:50:11 GMT
Has anyone tried Gorten with the 3 lesser warlocks? I feel like their getting better in SR2017 since they're basically a warrior and beast model in one package (letting them control any zone). I've tried Magnus2 with three Lessers. It's hard to do on a clock, but it sort of works ( Bullet Dodger Skarath with Star Crossed is fun), the feat sort of protects them, and Rorsh brings a battle boar, alongside Ragman, A&H, some Renegades so I can throw Calamity, and PS 26 Snapjaw is fun. I then tried theory on both Gorton and Durgen, and i think Gorton might work, with the wall, but it's tricky.
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tanan
Junior Strategist
Posts: 209
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Post by tanan on May 9, 2017 11:19:02 GMT
I have had a lot of success with this list:
Mercenary Army - 75 / 75 points [Theme] Hammer Strike (Gorten 1) Gorten Grundback [+31] - Ghordson Avalancher [17] - Ghordson Basher [9] - Ghordson Basher [9] - Wroughthammer Rockram [14] Brun Cragback [16] Thor Steinhammer [4] - Ghordson Avalancher [17] Horgenhold Artillery Corps [0(6)] Horgenhold Artillery Corps [6] Tactical Arcanist Corps [7] Tactical Arcanist Corps [7]
Some thoughts about modules: 2x Bashers + Gorten: The purpose of this module is to hold the enemy center. Unless you get a slam line that wins you the game, don't break ranks and engage the enemy. Just back away few inches, cast rock wall, apply some KD from ranged heavies. When enemy finally gets the charge and removes one of your economy heavies, you should be able to retaliate with overwhelming force and get an attrition edge.
Avalanchers: Avalanchers catch bullets for TAC, Lug and Rockram and force enemy to make "bad" charges by knocking down enemy heavies. Avalanchers also help everyone else hit their target. Avalanchers counter tough. Did I mention that I really like Avalanchers .
Rockram + Lug: Keep these models back until enemy engages your front line. While they are somewhat durable, they should never be taking a charge from an enemy.
Avalancher + Thor: This expensive module takes a flank and starts shooting. If you want, it can threaten stuff from 30" away from your deployment zone during your 2nd turn. (2" (theme) + 7" (trample) + 5" (Thor repo) + 4" (advance) + 12" (RNG)). The repo 3" from theme helps with activations and keeps Thor safe.
2 x TACs + 1 HAC + 1 free HAC: The theme force obviously wants to field two HACs. 2xTACs + 1 HAC is exactly 20 pts, which gives you a free HAC. TACs are also the most accurate ranged unit the theme list. Just remember that they aren't a frontline unit anymore. Keep your distance and apply some pow13 magic attacks when suitable enemy comes within 14". TACs really start to shine if they manage to survive to the end of the game. Automatic continious fire, flame burst and battle wizard kill a lot of dudes. Also remember that the clouds don't go away, if the TAC dies, so if you really need some concealment you can kill the caster.
KD guns and repo are awesome Most heavies in the game don't like charging because you have to spend a focus for it (heavies that don't have to spend focus for charging obviously love charging). Rhulic heavies (and Lug) aren't exceptions to this rule. The reason for this is quite simple: Using focus for boosted dmg roll usually means that the charge target survives if it's another heavy. The charging heavy is also trivially easy to destroy because there are probably many friendly models nearby. This is why rhulic KD guns are so effective. For example, Rockram can walk in, shoot a heavy with its KD gun and back away 3". During opponents turn, the heavy needs to spend two focus (one to shake KD, another to charge the Rockram) to engage the Rockram, assuming that it's even within charge range after repo. Most likely the Rockram will survive and expensive enemy heavy can be trivially removed during your next turn. Speaking of taking a charge, Lug and rockwall have strong synergies. While it's difficult to completely prevent enemy from engaging your heavies with rockwall, herding them to Lug's countercharge range is somewhat very easy to do. The repo 3" on Rhulic warjacks also makes them very reliable when it comes to advancing. Unless the rhulic heavy suffers a SPD debuff, it can always advance at least 7". Knockdown, being out of control area or suffering from disruption won't slow them down. This ability is very helpful in most scenarios.
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Xintas
Junior Strategist
Posts: 824
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Post by Xintas on May 9, 2017 13:28:18 GMT
Obviously it would take some rearranging, but have you considered the new siege crawler with this? I feel like giving TAC units the option to just...not be dead, seems to make them quite a bit more playable.
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