His general was on a Wyvern and it was the Hawkeye shot of the century. I hit with the trollhammer (on 5+), randomized on the General (on a 5+), he failed his talisman of preservation save (on a 3-), and then I rolled 3 wounds (on a 5+). That kind of dumb luck can only happen against someone who uses Basha's Axe of Stunty Smashin' (righteous grudge fulfilled if you ask me). I actually had the trollhammer hammer a river troll that game too which was also fitting.
I will try to get the Chaos Dwarf and the Wood elf report up tomorrow.
The scenario cards really didn't help me that much. Most of my opponents were canny enough to stop me from getting more than the secondary or tertiary objectives (like 150 vps).
All of the units had their moments. My Lord really shined against the chaos dwarves (str8/10 is fantastic against trains and fire demons). The gyros are always a good decision. Even the Warrior darts have their moments (although they do flee a lot, it is more advancing to the rear). The real sore spot was the longbeards. 29 may be too many. It is expensive (takes me over the core tax) and I am not certain I wouldn't be better of with a second stoicism on them instead of strollaz. If I was advising someone else I would probably say that using the Longbeards as the bunker (stoicism on the unit banner and strollaz on the bsb, with the Lord reducing the incoming attacks down to 5 files) would be better supported by stubborn hammerers is mathematically superior. The thing is, I love ironbreakers. They are the quintessential dwarf unit for me. Shield wall in the darkness. They take a punch, smile and then go to work on most opponents. If hammerers would stop being such pushovers and learn to use their shields again things might be different, but now they just die to easily for my liking.
The warrior darts are actually very useful and I recommend trying them if you are going to run a strollaz type list.
1:They are junk drops which helps you place your line units in advantageous match ups.
2: as you line units vanguard forward, the darts still have charge arch that discourages fast units (fast cav, fliers etc) from coming around the flank. I have had wild riders hang back for fear of entering the 15" range of the warriors. It is really hard for opponents to gauge how threatening the darts should be. Some people treat them like real units (over estimate them), others ignore them to their own peril
3: They are cheap and sacrificable. Sometimes things die (someone needs to jump on a mangler squig for example) and it might as well be 10pt warriors rather than 15pt drakes.
4: They are ready made mini hammers. STR 6 T4, heavy armor can make for a decent flanking unit if all your line shield units are tied up.
5: Killing them for their 110 pts keeps opponents occupied rather than focusing magic and artillery on my breakers or longbeards
6: People never expect a dwarf to flee, so they are more willing to charge a warrior dart and waste their movement when you flee out of their charge range. With the Musician you rally on a 10 even out the general's range.
7:110pts is a bargain for the crazy lucky things that happen when a combat chaff rolls dice. I have had them stall an entire flank when they charge some varghiest infront of a black knight bus. The vargheists fluffed their attacks, the warriors were steadfast and the black knights spent 2 whole turns stationary.
My general deployment starts with the gyros (as they can go anywhere), then usually the warrior darts. I sometimes put one on each flank (this usually happens when i am playing a force that i expect will try to out flank me and thus the warriors extend the distance the flankers need to go by their own charge bubble), but usually I like putting them together. This can either set up a refused flank (it looks like I am deploying left when I actually deploy right) or can us the warriors to attack something in tandem on that flank (i was playing empire and had on dart die to helblaster fire only to have the second avenge their brothers and carry on into the flank of the main combat between the halbideers and the breakers).
My line units I deploy according to the match up I find most favorable. Usually I try to get my lord and breakers fighting anything t 5 or higher as my shieldbeards have little chance against such a foe. If I think my breakers can take their hardest unit (usually the case when fighting empire/bretonnia, most non endtimes elves etc) then I will throw them directly in front of the enemy and dare them to fight me. The 12" vanguard really rattles some people and usually triggers their fight or flight reflex. In my experience only WoC and Ogres can fight their way through Ironbreakers and only avoidance elves are fast enough for flight to work when the enemy is 6-12" away. In most other cases the enemy will stubble into you because they would rather do that than be charged by str 5 dwarves on the following turn.
M3 is a huge struggle, especially if your opponent wants to play hide and seek rather than warhammer. When used intelligently, charging can help even the odds. For example if your enemy is 13 inches away, common sense dictates that you not charge, as you need a 10 and that isn't likely to happen. However if you look at the situation (how much fire are you taking, how much do you need to get into combat etc) and find that moving forward isn't that vital, then declare the charge anyway. Most of the time you will move at least 4" forward which is almost the same as your march move. And every now and again you will roll the 5s and 6s.
Also I tend to look at chaff as a trampoline rather than as a speed bump. For example if someone places a chaff unit 1" away from you, you hit them and roll them and then overrun an average roll like 7", you just moved 2" over your marching speed.