Overall Changes
Well I could go on forever about the changes between this and the last Warhammer book, but in brief here are the following many changes:
Ancestral Grudge - Hating of all Greenskins - Useful, but not as good as it once as since Hate has been downgraded.
Resolute - 2D6-1 movement when running away, a polite way of saying that we got short legs.
Rentless - Always allowed to march - Possible one of the best enhancements to the Dwarf army book, this allows you to ALWAYS, yes ALWAYS march even if within 8icnhes so you can quite easily sidestep or at least move closer to the enemy then you could before. Remember and use this rule to the full advantage, as things like skirmishers on horses which charge around your flank to slow you down no matter bother you. March on lads!
Core Troops
Core Troop Run Down - You must always have a certain number of Dwarf core troops, and waht a selection you have, with better raed Warriors, units with speical rules such as miners and rangers, you can create a devestating and hard hitting Dwarf army without regarding to any other troops. Not many other armies can boast such a same quality. Also with no maximum size on most units, make sure you take as many as you can do, because in this game, size matters, and since a hard hitting Dwarf is now serious cheap, you have no excuses. Note that Dwarfs are also one of the fuew armies allowed to have Heavy armoured troops more then once in the core list. Units of 40 Warriors should soon become a common sight on the Dwarf battlefield.
Warriors - Possible the best HtH troops now in the Warhammer world. At a cheap cost of 7 Points, and with a toughness of 4, no maxium unit size and true qualities of a Dwarf, these are now some serious troopers. With the ability to have heavy armour (yippee!!!)and Great weapons, these troops can come with a WS 4, S5, T4, LD 9 and a maximum save of 3+ in HtH. Always upgrade to heavy armour and command gubbinz. IMHO, i only have one unit with great weapons due to the points cost, and always take in at least units of 20, if not more. 25 is a good unit size, but a unit of 40 of these lovely hard hitting troops is gobsmacking, and since the whole game is now based on who is best and biggset in combat ets not see any more 10 Warrior strong units OK?
Crossbowmen - No longer the trooper/missle unit they where in the 4/5th, these chaps are just as good as warriors but can shoot. IMHO, i never take command units apart from the standard bearer for these dwarfs unless I know that they have more then a 50% of getting into combat with some large units. Remember these are primary firepower dwarfs, not HtH.
Thunders - Dwarfs with handguns, light armour and possibilities of a shield. Impressed? You will be. Unlike the empire shoddy guns, the dwarf handguns can move and shoot and get +1 to hit at short range ontop of the S4 -2 save. This makes them highly flexible and since no "creep" is needed like the 4/5th edition ones, these are seriously worth the 2pts extra that you have to pay for them. Again dont bother with command gubbinz apart from the standard bearer unless you know that they will come into comabt with more then your average small human foot soldier
Miners - A unit which people either love or hate. Most people (thoose not playing Dwarfs) hate the units whilst most Dwarf players love they. Why? Because they now come with a "underground movement" rule which allows this unit to pop up anywhere if the correct role is roled. So a heavy armoured, great weaponed Dwarf appearing nearly anywhere? Exactley. I always buy the maxium number possible as you can only have one unit of these, plus give them the command gubbinz. Remember no other character can join this unit as thoose characters will not come with the special rule. You either have a choice with these Dwarfs of taking out other war machines or doing a lovely side attack. Now the hunted become the hunter. Although I have loads of success of attacking war machines from the rear, i believe the best use is when u suddenley appear at the side taking out a fast moving unit or disrupting a opponents game as as large unit of heavily armoured Dwarfs suddenley appear behind his lovely battle line. Just remember its numbers which now count, so make the unit big.
Rangers - Woooooooooohhhhhhhhhooooooooooo. Sorry. At long last GW has given Dwarfs what they should have had all the way along, Dwarf Rangers (note you can find rules for Bugmans Rangers elseswhere on this website) There basic points cost is 12 pts for a great weapon light armor wielding Dwarf, not bad but not brilliant. IMHO throwing axes are pointless due to the short range, and crossbows are highley expensive. Think carefully what you wish to with these Dwarfs as though they can scout, they must always remain as a unit, and can not skirmish. My best unit is often tooled up with a crossbow or with just a shield, plonk them somewhere 1/2 way and be prepared to sell them dearly. Dont take on big units unless u know you can win and concentrate on slowing down, haressing and basically being a pain in the back side. Use the Rentless rule to out manover the opponent giviing them headaches before they even get to your main line. Note, do not expect these Dwarfs to last long.
Special Troops
Special Troops Run Down - Possible the only thing which I hate about the Dwarf book. Count the number of special troops you have compared to everyone else. You will find that Dwarfs have a staggering 7 choices where armies like VC have only 4 and really two of those are the same. This is a hard part to choose from and it can make and break your Dwarf army, choose well!
Hammers - Better stats then a Dwarf warrior, armed with a great weapon, and shield these are mean Dwarfs. Always upgrade the command gubbinz to full. Also note that Hammers can be stubborn if you include the general with them. Since you can only have one unit of these great blokes (well it is after all WS5, S6, T4 5+ save for 2 points more then a warrior"), t ake a large unit and stick the general in it, you will then be able to get into battle and confidentley say there to the last Dwarf if required. But of course you would have defeated them by then won't you!. Also able to take a magic banner worth 50 pts. Since only 3 units can take such a banner, use the slot available. And remember, there is no maximum size
Longbeards - In 4/5th Edition, these where the poor mans dwarfs but no longer. Stil having the same stats as a Hammer, but also with a shield thrown in for the same cost. The only downside is that these are now immune to panic. Is it worth it then? IMHO no, special slots can be spent on better things then this, cos if your dwarfs are panicing and running away, your not playing with them correctley!
Ironbreakers- Although only armed with a handweapon, these Dwarfs come with Gromil armour and a shield, giving them a staggering 2+ save in combat for a unbelievable 13 pts per model. These are now so much more worth it (not 20 pts no longer) and the ability to have large units, with 2+ Save, S4 and WS5 are possible seen as a better mans Warriors. Worth taking in large amounts and with of course command gubbinz and Dwarf runic banner.
Slayers - Now only one unit, with a maxmium of 30 minis, no armour save and no great weapons makes Slayers not such a nice option as what they use to be. The only good thing about these troops is that they are unbreakable and can have as many champions for +15pts as you like, but would you really want to pay 26pts for a Champion with no save and 2 axes. Not me. I rarely use these models now and I think most people will agree, these where given a bad deal in the new book. Maybe the 7th edtion guys....
Cannon - What is this doing in the special section???? (Should be in the core
) Cheaper and with light armour, S10, need I say more. Always include 1, if not more.Useful for hitting knights and other small ubber tough units.
Bolt Thowers- With the ability to have 2 bolt throwers for 1 special slot, these war machines are cheaper and hard hitting with the only downside of the low Dwarf BS, but if you include an engineer and some runes, these babies will kerbab anything you want. Take them, at least 2, cos if you take 1, you just lose a slot!
Stone Thowers - Chucks stones, cheaply. Useful for large units.
Rare Choices
Race Choice Rundown - with only 3 useful choices, you wonder if GW ever got this book right, although all are over priced and a bit useless, ,but its a shame to see a slot goto waste!
Organ Cannon - No longer a 65pt S10 machine gun, you now have to make do with what is essientley a hellblaster, Its expensive and can be useful against lightley armoured targets, but otherwise over priced and under achieving. THE worest unit now in Dwarf book
Gyrocopter With a mess of rules to govern how it works, its unlikey to see many battles till the end. Avoid
Flame Cannon Untouched but no runes. Works well if playing horde armies, otherwise to me, expensive and short ranged
Well I could go on forever about the changes between this and the last Warhammer book, but in brief here are the following many changes:
- Troops are now Core, Special and RareCharacters, and magic items have been highly restricted
- Troops are cheaper and better options
- Lack of any magic or ability to take allies as per se 4th edition
- New Troops and rules mean a faster moving, tougher dwarf army then before.
Ancestral Grudge - Hating of all Greenskins - Useful, but not as good as it once as since Hate has been downgraded.
Resolute - 2D6-1 movement when running away, a polite way of saying that we got short legs.
Rentless - Always allowed to march - Possible one of the best enhancements to the Dwarf army book, this allows you to ALWAYS, yes ALWAYS march even if within 8icnhes so you can quite easily sidestep or at least move closer to the enemy then you could before. Remember and use this rule to the full advantage, as things like skirmishers on horses which charge around your flank to slow you down no matter bother you. March on lads!
Core Troops
Core Troop Run Down - You must always have a certain number of Dwarf core troops, and waht a selection you have, with better raed Warriors, units with speical rules such as miners and rangers, you can create a devestating and hard hitting Dwarf army without regarding to any other troops. Not many other armies can boast such a same quality. Also with no maximum size on most units, make sure you take as many as you can do, because in this game, size matters, and since a hard hitting Dwarf is now serious cheap, you have no excuses. Note that Dwarfs are also one of the fuew armies allowed to have Heavy armoured troops more then once in the core list. Units of 40 Warriors should soon become a common sight on the Dwarf battlefield.
Warriors - Possible the best HtH troops now in the Warhammer world. At a cheap cost of 7 Points, and with a toughness of 4, no maxium unit size and true qualities of a Dwarf, these are now some serious troopers. With the ability to have heavy armour (yippee!!!)and Great weapons, these troops can come with a WS 4, S5, T4, LD 9 and a maximum save of 3+ in HtH. Always upgrade to heavy armour and command gubbinz. IMHO, i only have one unit with great weapons due to the points cost, and always take in at least units of 20, if not more. 25 is a good unit size, but a unit of 40 of these lovely hard hitting troops is gobsmacking, and since the whole game is now based on who is best and biggset in combat ets not see any more 10 Warrior strong units OK?
Crossbowmen - No longer the trooper/missle unit they where in the 4/5th, these chaps are just as good as warriors but can shoot. IMHO, i never take command units apart from the standard bearer for these dwarfs unless I know that they have more then a 50% of getting into combat with some large units. Remember these are primary firepower dwarfs, not HtH.
Thunders - Dwarfs with handguns, light armour and possibilities of a shield. Impressed? You will be. Unlike the empire shoddy guns, the dwarf handguns can move and shoot and get +1 to hit at short range ontop of the S4 -2 save. This makes them highly flexible and since no "creep" is needed like the 4/5th edition ones, these are seriously worth the 2pts extra that you have to pay for them. Again dont bother with command gubbinz apart from the standard bearer unless you know that they will come into comabt with more then your average small human foot soldier
Miners - A unit which people either love or hate. Most people (thoose not playing Dwarfs) hate the units whilst most Dwarf players love they. Why? Because they now come with a "underground movement" rule which allows this unit to pop up anywhere if the correct role is roled. So a heavy armoured, great weaponed Dwarf appearing nearly anywhere? Exactley. I always buy the maxium number possible as you can only have one unit of these, plus give them the command gubbinz. Remember no other character can join this unit as thoose characters will not come with the special rule. You either have a choice with these Dwarfs of taking out other war machines or doing a lovely side attack. Now the hunted become the hunter. Although I have loads of success of attacking war machines from the rear, i believe the best use is when u suddenley appear at the side taking out a fast moving unit or disrupting a opponents game as as large unit of heavily armoured Dwarfs suddenley appear behind his lovely battle line. Just remember its numbers which now count, so make the unit big.
Rangers - Woooooooooohhhhhhhhhooooooooooo. Sorry. At long last GW has given Dwarfs what they should have had all the way along, Dwarf Rangers (note you can find rules for Bugmans Rangers elseswhere on this website) There basic points cost is 12 pts for a great weapon light armor wielding Dwarf, not bad but not brilliant. IMHO throwing axes are pointless due to the short range, and crossbows are highley expensive. Think carefully what you wish to with these Dwarfs as though they can scout, they must always remain as a unit, and can not skirmish. My best unit is often tooled up with a crossbow or with just a shield, plonk them somewhere 1/2 way and be prepared to sell them dearly. Dont take on big units unless u know you can win and concentrate on slowing down, haressing and basically being a pain in the back side. Use the Rentless rule to out manover the opponent giviing them headaches before they even get to your main line. Note, do not expect these Dwarfs to last long.
Special Troops
Special Troops Run Down - Possible the only thing which I hate about the Dwarf book. Count the number of special troops you have compared to everyone else. You will find that Dwarfs have a staggering 7 choices where armies like VC have only 4 and really two of those are the same. This is a hard part to choose from and it can make and break your Dwarf army, choose well!
Hammers - Better stats then a Dwarf warrior, armed with a great weapon, and shield these are mean Dwarfs. Always upgrade the command gubbinz to full. Also note that Hammers can be stubborn if you include the general with them. Since you can only have one unit of these great blokes (well it is after all WS5, S6, T4 5+ save for 2 points more then a warrior"), t ake a large unit and stick the general in it, you will then be able to get into battle and confidentley say there to the last Dwarf if required. But of course you would have defeated them by then won't you!. Also able to take a magic banner worth 50 pts. Since only 3 units can take such a banner, use the slot available. And remember, there is no maximum size
Longbeards - In 4/5th Edition, these where the poor mans dwarfs but no longer. Stil having the same stats as a Hammer, but also with a shield thrown in for the same cost. The only downside is that these are now immune to panic. Is it worth it then? IMHO no, special slots can be spent on better things then this, cos if your dwarfs are panicing and running away, your not playing with them correctley!
Ironbreakers- Although only armed with a handweapon, these Dwarfs come with Gromil armour and a shield, giving them a staggering 2+ save in combat for a unbelievable 13 pts per model. These are now so much more worth it (not 20 pts no longer) and the ability to have large units, with 2+ Save, S4 and WS5 are possible seen as a better mans Warriors. Worth taking in large amounts and with of course command gubbinz and Dwarf runic banner.
Slayers - Now only one unit, with a maxmium of 30 minis, no armour save and no great weapons makes Slayers not such a nice option as what they use to be. The only good thing about these troops is that they are unbreakable and can have as many champions for +15pts as you like, but would you really want to pay 26pts for a Champion with no save and 2 axes. Not me. I rarely use these models now and I think most people will agree, these where given a bad deal in the new book. Maybe the 7th edtion guys....
Cannon - What is this doing in the special section???? (Should be in the core
Bolt Thowers- With the ability to have 2 bolt throwers for 1 special slot, these war machines are cheaper and hard hitting with the only downside of the low Dwarf BS, but if you include an engineer and some runes, these babies will kerbab anything you want. Take them, at least 2, cos if you take 1, you just lose a slot!
Stone Thowers - Chucks stones, cheaply. Useful for large units.
Rare Choices
Race Choice Rundown - with only 3 useful choices, you wonder if GW ever got this book right, although all are over priced and a bit useless, ,but its a shame to see a slot goto waste!
Organ Cannon - No longer a 65pt S10 machine gun, you now have to make do with what is essientley a hellblaster, Its expensive and can be useful against lightley armoured targets, but otherwise over priced and under achieving. THE worest unit now in Dwarf book
Gyrocopter With a mess of rules to govern how it works, its unlikey to see many battles till the end. Avoid
Flame Cannon Untouched but no runes. Works well if playing horde armies, otherwise to me, expensive and short ranged













