Switch the RoStoicism on the BsB and Slowness on Longbeards around. This way the longbeards don't lose stubborn if the thane gets killed.
And why don't your Hammerers have strollaz? They are your killyest unit, and also lack shields to weather ranged fire, you want them up in your opponents face the most!
Grugni is neat for gunlines as it protects from ranged fire, but strollaz is all about getting in your opponents face quick so you don't get much utility out of it. And it costs almost as much as another gyro!
RoSlowness is good for giving you an extra turn of shooting or a better shot at getting +1str from the charge, but with strollaz you are so close to the enemy that it is unlikely their charges will fail.
A strollaz list gets close and launches the charge before the opponent can outmaneuvre us. Gunlines stay back and rely on grugni and slowness to whittle the enemy down before countercharging. If you try to do both you will lose focus and divide your hitting power. A strollaz list needs everyone up in the enemy's face. It can hybrid by leaving a cheap ranged units like cannon and some quarellers for shooting monsters and chaff, but don't waste banner runes on those.
So without changing any of the models here is how I'd give the list focus;
Runesmith - 93 pts
General, shield, RoStone, RoSpellbreaking x 1
(goes in the hammerer unit)
Thane - 128 pts
BSB, shield, RoStrollaz
(goes in the longbeards unit)
24 Longbears - 377 pts
shield, FCG, RoStoicism
20 Hammerers - 335 pts
musician, standard, RoStrollaz
14 Irondrakes - 275 pts
Gyrocopter - 80 pts
Gyrocopter - 100 pts
TOTAL: 1388 pts
This is a straight and to the point army. Strollaz up, charge enemy, gyros is where the finesse comes in as they can steam chaff, hunt warmachines, flank, disrupt enemy units and block enemy flankers.
In the list above you also have 112 points to spare, there are several useful posibilities depending on what you expect to face;
-Another runesmith with spellbreaking and other goodies, shuts down annoying magic and gives your longbeards some bite via Armour Piercing
-Another vanguarding gyro to ensure redundancy, as you are bound to lose at least one in the opening salvoes.
-Rangers, use them to scout up before vanguard moves. This blocks enemy vanguards, and ensures your own are not blocked. The Rangers can then shoot enemy chaff or charge in with their own great weapons!
-Free up another 13 to 38 points and get a cannon, preferably with RoForging. Useful if the enemy brings a big monster, steam tank, or similar. However because you strollazed up the cannon will probably only get a single round of shooting before combat is joined.
-Ambushing miners, pop up in your enemy's backfield and hit them from the rear! Because you strollazed up the enemy should still be near their own board edge, but miners still have a tendency to show up late. That's several turns you are one unit down compared to your enemy.
-More dwarfs! Strengthening up the unitys you already have is always a good idea as well. Perhaps give the runesmith fiery ring of thori so he can flame hordes, or silver horne of vengance for more attacks on thr charge?
In conclusion, never strollaz halfway. Hit decisively with full force. Grugni and slowness is for castling gunlines. My personal recomendation is that an extra gyro will greatly strengthen the list potential, and also gives you as a general more interesting (and thus fun) tactical choises apart from pushing your blocks down the enemy throat.
Edited by Grumpgrim, 28 February 2015 - 10:54 PM.