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2500P Mixed Gunline

gunline dwarfs 2500p

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#1 Dvärgen

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Posted 10 June 2014 - 07:05 PM

EDIT: Newer iterations if you scroll down

 

I haven't been playing for that long but with a lot of iteration this is how my 2500p list currently looks:

 

+ Lords + (236pts)
 
    * Runelord (236pts) 
        Great Weapon
        * Ancestral Heirlooms and Runes
            Master Rune of Balance, Rune of Impact, Rune of Spellbreaking (1st rune), Rune of Spellbreaking (2nd rune), Rune of Stone
 
 
+ Heroes + (313pts)
 
    * Runesmith (113pts)
        Shield
        * Ancestral Heirlooms and Runes
            Rune of Spellbreaking (1st rune), Rune of Spellbreaking (2nd rune), Rune of Stone
 
 
    * Thane (200pts)
        Dwarf Handgun, Shield
        * Battle Standard Bearer
            Master Rune of Grugni, Rune of Stoicism
 
 
+ Core + (634pts)
 
    * Longbeards (367pts)
        Champion
        * 24x Longbeard
            24x Shields
        * Standard Bearer
            Rune of Stoicism
 
 
    * Thunderers (267pts)
        Standard Bearer
        * Champion
            Dwarf Handgun
        * 19x Thunderer
            19x Shields
 
 
+ Special + (1006pts)
 
    * Cannon (145pts)
        * Cannon
            Rune of Forging
 
 
    * Cannon (150pts)
        * Cannon
            Rune of Burning, Rune of Forging
 
 
    * Cannon (160pts)
        * Cannon
            Rune of Forging, Stalwart Rune (1st rune)
 
 
    * Gyrocopter (80pts)
        Steam Gun
 
 
    * Gyrocopter (80pts)
        Steam Gun
 
 
    * Hammerers (391pts)
        19x Hammerer, Musician
        * Champion
            Rune of Fury (1st rune)
        * Standard Bearer
            Rune of Battle (1st rune), Rune of Battle (2nd rune)
 
 
+ Rare + (310pts)
 
    * Organ Gun (170pts)
        * Organ Gun
            Rune of Accuracy, Rune of Forging
 
 
    * Rangers (140pts)
        10x Ranger
Created with BattleScribe
 
Thane BSB goes with the Thunderers
Runesmith with the Longbeards
Runelord with the Hammerers
 
The idea is to have a good shooting setup that will destroy anything that makes it all the way to the other side.
Longbeards and Thunderers in front as anvil, hammerers and Rangers a little bit back to move in and demolish anything that charges the wall of shields by flanking.
 
What do you think? Is there anything that it wont work vs? Can I improve it?

Edited by Dvärgen, 15 June 2014 - 03:07 PM.


#2 TaxiForBiggins

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Posted 11 June 2014 - 01:48 AM

I think, overall, it's fantastic :) I love cannons, shieldbeards, gyros, rangers and hammerers so I'm biased a bit...

 

Some things:

 

1) maybe split the rangers. more blocking/redirecting/speedbump utility that way.

2) do you feel like the benefits of the runelord are worth paying double what a runesmith would cost? Think about what you could buy for 120pts.

3) Your hammerers, and possibly shieldbeards, are a bit light. You need to free up some points to add more bodies. 120pts should do it.



#3 Hammer_Anvil87

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Posted 11 June 2014 - 05:21 AM

I think the list looks good but maybe take the Rune of Impact and Rune of Balance off the Runelord.

#4 Gimlisonofgloin

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Posted 11 June 2014 - 07:03 AM

Love the looks of this list but I'm with taxi you can probably get away with just as must power with the runesmith instead and give you more points to spend on hammerers or longbeards.  You have stubborn with them either way so you don't need to worry about unit sizes for that steadfast so I would probably throw the extra points into the hammerers just because they are the quickest to die in close combat without the use of their shields and parry saves.  But if anything dos make it across to you then you can tie them up with your shield bearing units and sweep through with the hammerers destroying everything in their path.  maybe even consider going 6 wide with the hammerers just for that extra killing power.  

 

Im not totally sure why you put the thane in with the thunderers but I do not usually fight a very gun line heavy list so I could be wrong.   Just seems to me to be a little bit of wasted points in that unit but i see what you're doing with the bob with stoicism in with them.  I just think you might be better off throwing some protection on him and putting him on the frontlines where that MRoGrugni will save the units most likely to get torn up by fire and magic.  But again i don't often fight gun lines so you may have a great plan for that.  

 

Good luck though this list with a few tweaks should tear through many an army before they even see you.



#5 Dvärgen

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Posted 12 June 2014 - 06:48 AM

After looking over it again I agree with you on the runelord, I was building the army from a older idea that had a anvil of doom but he doesnt fit anymore.

 

The rangers could be split or not depending on my enemy, need to try it and see what works best. Tho I like the idea of having them together for a decent stand and shoot and give them a proper chance to figh of 5 fast cav or something like that.

 

Having the BSB with thunderers means they can stand on front line, take a charge like a boss and still stand for hammerers to move in and demolish from a flank.

 

Build 1.1:

 

+ Heroes + (419pts)
 
    * Runesmith (113pts)
        Shield
        * Ancestral Heirlooms and Runes
            Rune of Spellbreaking (1st rune), Rune of Spellbreaking (2nd rune), Rune of Stone
 
 
    * Runesmith (121pts)
        Great Weapon
        * Ancestral Heirlooms and Runes
            Rune of Spellbreaking (1st rune), Rune of Spellbreaking (2nd rune), Rune of Stone, Rune of the Furnace
 
 
    * Thane (185pts)
        Dwarf Handgun, Shield
        * Battle Standard Bearer
            Ancestor Rune, Master Rune of Grugni
 
 
+ Core + (694pts)
 
    * Longbeards (362pts)
        Champion, Musician
        * 24x Longbeard
            24x Shields
        * Standard Bearer
            Ancestor Rune
 
 
    * Thunderers (332pts)
        Musician, Standard Bearer
        * 24x Thunderer
            24x Shields
 
 
+ Special + (1076pts)
 
    * Cannon (145pts)
        3x Dwarf Crew
        * Cannon
            Rune of Forging
 
 
    * Cannon (150pts)
        3x Dwarf Crew
        * Cannon
            Rune of Burning, Rune of Forging
 
 
    * Cannon (160pts)
        3x Dwarf Crew
        * Cannon
            Rune of Forging, Stalwart Rune (1st rune)
 
 
    * Gyrocopter (80pts)
        Steam Gun
 
 
    * Gyrocopter (80pts)
        Steam Gun
 
 
    * Hammerers (461pts)
        24x Hammerer, Musician
        * Champion
            Rune of Fury (1st rune)
        * Standard Bearer
            Rune of Battle (1st rune), Rune of Battle (2nd rune)
 
 
+ Rare + (310pts)
 
    * Organ Gun (170pts)
        3x Dwarf Crew
        * Organ Gun
            Rune of Accuracy, Rune of Forging
 
 
    * Rangers (140pts)
        10x Ranger
 
 
Created with BattleScribe


#6 TaxiForBiggins

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Posted 12 June 2014 - 09:50 AM

Great changes. Only 2 small things: 1) I think you'll find you wished both runesmiths had shields - you get the +1AS AND parry, and they won't likely ever kill enough with the GW to be worth it. 2) I probably would have kept the thunderers at 20 and taken more hammerers.

 

with the rangers, sure, but 5 stick pretty well vs fast cav regardless.



#7 Dvärgen

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Posted 12 June 2014 - 02:43 PM

The thing is, I don't own more hammerers :P
Also having only 5x5 blocks is pretty ;)

Maybe shield is worth it, I just like to streamline my units. Never lost one before the rest of the unit died but maybe if I start doing.

#8 Gimlisonofgloin

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Posted 13 June 2014 - 06:06 AM

For sure liking this list a lot better and I agree with Taxi on the thunderers since that last rank really is never going to be able to shoot and they're only basic DW with guns in the end.  Maybe since you don't have more hammerers consider adding a few more rangers and splitting them into 2 blocks of 6-7. that way you can feel far more at ease with the fast cav, they generally demolish them anyways even in units of 5, and your enemy will be more worried about them and maybe you can divert more attention to them.  Also i think the shield is generally a better idea with the runesmiths because more then anything you just want them alive to give that AP and MR to the whole unit. so it you can get that bump to armor and a 5+/6+ parry you're gonna be pretty well off. either way tho do what you think most suits your fight.



#9 Dvärgen

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Posted 13 June 2014 - 08:49 PM

Done some thinking and a bunch of changes.

 

Both runesmiths goes with the core groups and have shields, that is where their armor piercing will be most useful since hammerers dont really need it. I dont think the Thunderers will flee that easily without the ancestor rune anyway.

 

Thane goes with the Hammerers to make sure they are always under Grugni and have that worst case scenario Ancestor rune (which is pretty damn good when you fail pre BSB-reroll).

 

2x10 Thunderer squad is as big as i should field them.

 

I looked over my Hammerers and only had 19 so that will be all for now.

 

10 more rangers for some map control.

 

Feels really stable now, looking forward to playing it in a few days =)

 

Build 1.3:

 

+ Heroes + (404pts)
 
    * Runesmith (113pts)
        Shield
        * Ancestral Heirlooms and Runes
            Rune of Spellbreaking (1st rune), Rune of Spellbreaking (2nd rune), Rune of Stone
 
 
    * Runesmith (118pts)
        Shield
        * Ancestral Heirlooms and Runes
            Rune of Spellbreaking (1st rune), Rune of Spellbreaking (2nd rune), Rune of Stone, Rune of the Furnace
 
 
    * Thane (173pts)
        Shield
        * Battle Standard Bearer
            Ancestor Rune, Master Rune of Grugni
 
 
+ Core + (639pts)
 
    * Longbeards (362pts)
        Champion, Musician
        * 24x Longbeard
            24x Shields
        * Standard Bearer
            Ancestor Rune
 
 
    * Thunderers (277pts)
        Musician, Standard Bearer
        * Champion
            Dwarf Handgun
        * 19x Thunderer
            19x Shields
 
 
+ Special + (1006pts)
 
    * Cannon (145pts)
        3x Dwarf Crew
        * Cannon
            Rune of Forging
 
 
    * Cannon (150pts)
        3x Dwarf Crew
        * Cannon
            Rune of Burning, Rune of Forging
 
 
    * Cannon (160pts)
        3x Dwarf Crew
        * Cannon
            Rune of Forging, Stalwart Rune (1st rune)
 
 
    * Gyrocopter (80pts)
        Steam Gun
 
 
    * Gyrocopter (80pts)
        Steam Gun
 
 
    * Hammerers (391pts)
        19x Hammerer, Musician
        * Champion
            Rune of Fury (1st rune)
        * Standard Bearer
            Rune of Battle (1st rune), Rune of Battle (2nd rune)
 
 
+ Rare + (450pts)
 
    * Organ Gun (170pts)
        3x Dwarf Crew
        * Organ Gun
            Rune of Accuracy, Rune of Forging
 
 
    * Rangers (140pts)
        10x Ranger
 
 
    * Rangers (140pts)
        10x Ranger
 
 
Created with BattleScribe

Edited by Dvärgen, 13 June 2014 - 09:29 PM.


#10 Dvärgen

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Posted 13 June 2014 - 09:01 PM

//Ohshit forgot a few changes, brb with a update//

 

EDIT: Update 1.3 deployed


Edited by Dvärgen, 13 June 2014 - 09:30 PM.


#11 Dvärgen

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Posted 17 June 2014 - 10:51 AM

The list works like a charm!

 

Played against Ogre Kingdoms last night, first game I shot like a god with my cannons and his Irongut deathstar (about 1700 points, Ld10) fled off the table before he even got a chance to play :P

 

2nd game was more interesting but I shot him up bad, dispelled Trollguts, the hammerers hammered and the longbeards stood still. He didnt stand a chance.



#12 Dvärgen

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Posted 22 June 2014 - 02:48 PM

New ideas, new list.

 

Group 1:

Belegar Ironhammer

Runesmith - Shield, 2x spellbreaking, MRoPassage, RoStone

23 Longbeards - Shields, FC, RoBattle

 

Group 2:

Thane - Shield, Handgun, BSB, Grugni, 2x Slowness

19 Thunderers - Shields, Musician, Standard

 

Group 3:

21 Hammerers - FC

 

Group 4:

10 Rangers - Musician

 

War Machines:

3 Cannons - 1 burning, 1 forging, 1 with both

Organ Gun - Forging and accuracy

 

Belegar gives stubborn and flank blocking so my Longbeards and protect the most exposed flank, other then that pretty straight forward. Not sure if I will get outplayed by magic with only 1 runesmith but I guess I will have to wait and see.



#13 TaxiForBiggins

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Posted 22 June 2014 - 11:17 PM

Not bad, but I don't think belegar is worth it. Not saying don't try it, could be good. YMMV.

 

Just remembered you said you don't have more hammerers, so here's an idea: Buy some new hammerer heads from a bits seller (or use your own leftovers). Take some GW warriors, snip off the axe head, add the hammerer head... They don't look that great but you can mix them in and still satisfy the WYSIWYG rules, and they can also be used as regular GW warriors still. Just call them rookies in training :)



#14 Dvärgen

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Posted 23 June 2014 - 06:34 AM

Not bad, but I don't think belegar is worth it. Not saying don't try it, could be good. YMMV.

 

Just remembered you said you don't have more hammerers, so here's an idea: Buy some new hammerer heads from a bits seller (or use your own leftovers). Take some GW warriors, snip off the axe head, add the hammerer head... They don't look that great but you can mix them in and still satisfy the WYSIWYG rules, and they can also be used as regular GW warriors still. Just call them rookies in training :)

 

I'm about to buy more hammerers and Belegar. He looks good, i wanted a lord on oath stone for my Longbeards and I wanted the Stubborn banner but Belegar already has stubborn and is way cheaper then the two together.

He will bring both some punch and be a good general there so I'll try him =)

 

Sure I wont get stubborn for my thunderers but im not too bothered, might squeeze Ancestor rune onto the BSB but its total is getting a bit expensive.



#15 TaxiForBiggins

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Posted 23 June 2014 - 06:57 AM

Post reports :)

#16 Gimlisonofgloin

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Posted 01 July 2014 - 06:20 AM

Love that 1.3 list and I'm with ya on Belegar, he may not be a great choice always but he's tough as hell can take a bunch of hits with that ward save and can pack a punch when it matters with that double attacks. plus the stubborn really helps without having to get a rune for it.  I would love to see the result of that list when you can

 



#17 Dvärgen

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Posted 09 July 2014 - 10:45 PM

I had some new ideas to make it even less shooty but still forces your opponent to come to you.

Belegar and GW smith with Longbeards

Thane and shield smith with Thunderers

+ Lords + (305pts)
 
    * Belegar Ironhammer (305pts) 
 
 
+ Heroes + (455pts)
 
    * Runesmith (123pts) 
        Shield
            Master Rune of Passage, Rune of Spellbreaking x2, Rune of Stone
 
 
    * Runesmith (141pts) 
        Great Weapon
            Master Rune of Gromril, Rune of Spellbreaking x2
 
 
    * Thane (191pts) 
        Great Weapon
        * Battle Standard Bearer
            Master Rune of Grugni, Rune of Stoicism
 
 
+ Core + (673pts)
 
    * Longbeards (419pts) 
        * 28x Longbeard
            28x Shields
        Musician
        Standard Bearer
            Rune of Battle
 
 
    * Thunderers (254pts) 
        Musician, Standard Bearer
        * 18x Thunderer
            18x Shields
 
 
+ Special + (897pts)
 
    * Grudge Thrower (135pts) 
            Rune of Accuracy, Rune of Forging, Rune of Burning
 
 
    * Grudge Thrower (170pts) 
            Rune of Accuracy, Rune of Forging, Rune of Penetrating
 
 
    * Gyrocopter (80pts) 
        Steam Gun
 
 
    * Gyrocopter (80pts) 
        Steam Gun
 
 

    * Hammerers (216pts)
        * 14x Hammerer
        Champion, Musician

 
 
    * Hammerers (216pts)
        * 14x Hammerer
        Champion, Musician
 
 
+ Rare + (170pts)
 
    * Organ Gun (170pts) 
            Rune of Accuracy, Rune of Forging

 



#18 Gimlisonofgloin

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Posted 15 July 2014 - 11:22 PM

I'm liking that list a lot. A few questions and suggestions. 1 why the MRoGromril on the runesmith and not the thane? Seems like you'd rather make the thane impossible to kill rather then the runesmith and save that bsb. 2 not sure why you're bringing 2 grudge throwers unless you're certain you're fighting a squishy army, elves of any kind ,skaven etc. I like the one with the RoPenetration as that will be good against t4 enemies but I rarely have great luck with grudge throwers against anything but true squish. This is an amazing list if you are fighting squishy with the gyros as well but if not your shooting may not be as good as you think. Personally I would take out at least the lower grudge and throw in a cannon for tougher enemies. I recently had a cannon take out a soulgrinder in 1 shot and then a deamon prince in the next round. that closed any doubt I had ever about not bringing a cannon. 3 if you are fighting a squishy army maybe quarrelers instead of the thunderers. The extra range will seriously help your shots and even give you more opportunities for targets. Plus the S4 will be just as deadly. No matter what you do those this is a great list for many armies especially squishy ones and I'm really liking the 2 smaller units of hammers to maybe mutli charge on a flank or just sweep through two other units. Be careful with them them tho. While they kill a lot they die so fast in combat against anything with s4 or multiple attacks. Good luck tho this looks great!

#19 Dvärgen

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Posted 16 July 2014 - 07:38 PM

I want a magic standard on my BSB so no Gromril there, it's good for a GW Smith tho.

I don't know if you've seen my warmachine spreadsheet, I've calculated that a runed up gt has almost exactly the same killing potential as a Cannon vs single targets so I wouldn't take a Cannon unless I need to hit multiple hard targets.

I've taken Thunderers because all my Quarreller models have GW's :P

I'm going to try it like this and report back with results!

#20 TaxiForBiggins

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Posted 17 July 2014 - 09:57 PM

Where was that spreadsheet again? Iirc cannons with forging can hit a monster a bit more than 50% of the time if leading by 10". I wouldn't think the GT would come overly close to that % of a direct hit. Would love to be wrong though :)





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