Proposed Dwarf Army list (2012)
1800pt Dwarfs Roster (Standard)
Dwarfs (Standard) Selections:
Solid Units (1225pts)
- Berserker Brock-Riders Regiment (245pts)Vicious
Brew of Haste (15pts) (Brew of Haste)
- Bulwarkers Horde (250pts)Phalanx
Fire Oil (5pts) (Fire Oil)
- Ironguard Regiment (130pts)
- Ironwatch Regiment (140pts)crossbows (Piercing (1)), Piercing Arrow (10pts) (Piercing Arrow)
- Rangers Horde (350pts)Crushing Strength (1), Vanguard
Blasting Arrow (20pts) (Blasting Arrow), Light crossbows (treat as bows)
- Shieldbreakers Regiment (110pts)Crushing Strength (1)
War Engines (165pts)
- Ironbelcher Cannon (85pts)Blast (2d6+1), Elite (if within 6″ of a Warsmith), Grapeshot, Piercing (4)
- Ironbelcher Organ Gun (80pts)Elite (if within 6″ of a Warsmith), Piercing (2), Range 24″
Heroes/ Monsters (410pts)
- Battle Driller (50pts)Crushing Strength (1), Individual
- Dwarf King (160pts)Crushing Strength (1), Individual, Inspiring
Da Boomstick (30pts) (Zap (3))
- Steel Behemoth (200pts)Breath Attack (10), Crushing Strength (3)
Profile Summary:
-
Name Unit Size Sp Me Ra De At Ne Berserker Brock-Riders Troop 10 8 4+ – 4+ 30 20/22 -
Name Unit Size Sp Me Ra De At Ne Driller 1 4 4+ – 5+ 2d6 10/12 King 1 4 3+ – 6+ 5 14/16 -
Name Unit Size Sp Me Ra De At Ne Bulwarkers Horde 40 4 4+ – 5+ 20 21/23 Ironguard Regiment 20 4 3+ – 5+ 10 6 Ironwatch Regiment 20 4 4+ 5+ 4+ 10 14/16 Rangers Horde 40 4 4+ 4+ 4+ 20 21/23 Shieldbreakers Regiment 20 4 4+ – 4+ 10 14/16 -
Name Unit Size Sp Me Ra De At Ne Steel Behemoth 1 3 6+ – 6+ 20 16/18 -
Name Unit Size Sp Me Ra De At Ne Ironbelcher Cannon 1 4 – 5+ 5+ 1 10/12 Ironbelcher Organ Gun 1 4 – 5+ 5+ 15 10/12
Roster Rule Summary:
- Army Special Rule: Headstrong: Whenever a unit begins a turn Wavering, it rolls a die. On a 4+ it shrugs off the effects of Wavering and can act normally that turn.
Selection Rule Summary:
- Blasting Arrow: Roll one of the unit’s ranged attacks separately. This one attack only counts as Blast (d6). Can only be used by normal ranged attacks.
- Breath Attack (10): Ranged attack, roll 10 dice instead of the At value. Range 12″, hits on 4+ unmodified.
- Brew of Haste: +1 Speed.
- Crushing Strength (1): Melee hits have a +1 modifier when rolling to damage.
- Crushing Strength (3): Melee hits have a +3 modifier when rolling to damage.
- Elite (if within 6″ of a Warsmith): Whenever the unit rolls to hit or to damage, it can re-roll one of the dice that failed to hit/damage.
- Fire Oil: Successful ranged or melee damage from this unit against a unit with Regeneration causes the target unit to lose Regeneration for the rest of the game
- Individual: The unit does not have any flank or rear facings.
When shooting against this unit, enemies suffer an additional -1 penalty on their rolls to hit. The unit also has the Nimble special rule. - Inspiring: If the unit or any friendly units within 6″ of it are Routed, the opponent must re-roll that Nerve test.
- Piercing (1): All ranged hits inflicted by the unit have a +1 modifier when rolling to damage.
- Piercing (2): All ranged hits inflicted by the unit have a +2 modifier when rolling to damage.
- Piercing (4): All ranged hits inflicted by the unit have a +4 modifier when rolling to damage.
- Piercing Arrow: Roll one of the unit’s ranged attacks separately. This one attack only counts as Piercing (4). Can only be used by normal ranged attacks.
- Zap (3): The unit has a ranged attack. You roll (n) dice for this ranged attack rather than using the Attacks value of the unit. This attack has a range of 24”³, always hits on 4+ (regardless of modifiers) and is Piercing (1).
Published: Sat Nov 17 2012 12:53:23 GMT-0500 (Eastern Standard Time) by Dr. Matt Lee