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JeffH
23-05-10, 02:12
I know I am not that good at alot of games but after 3 games of Wotr with my Dwarfs my current summoning up is the game has too much magic for dwarfs to stand any sort of cnace against

Zeb
23-05-10, 04:07
from what i see mate you need maneuver more. This game is all about keep moving and catching people on flanks and with multiple units
Try not to do the warhammer tactics as they will always fail in WOTR

KingTiger
23-05-10, 04:07
I wouldn't really say magic is all that powerful really, yeah its very useful, but shamans cost allot of points and can only cast 1 spell each, characters cost allot more points, well most do.

and dwarves have a massive advantage in close combat over allot of forces, there easy to get 2 handed weapons with and have a high basic defence to keep them safe from attackers, the defence alone makes allot of offensive spells difficult to pull of as well, as most have low STR.

I mean its no different from a minas tirith or rohan force, they have no magic casters, or very few expensive ones (like gandalf), so you just gotta be aggressive and not stand back

The Question
23-05-10, 05:03
I would also point out that spending a point of might gives you a 'Will of Iron' roll, which gives you a 50/50 chance of dispelling whatever spell has been cast at the unit. Also Good has access to a very cheap Fortune in 'Counterspell', which automatically dispels a spell that has been cast.

Failing that, for the points value of every basic Shaman/Wizard whatever they buy, you can get about 2-4 companies of troops, and I have yet to see a spellcaster take out a company or so in one shot...

BigJim
20-06-10, 10:06
It might be worth considering the 'Host of Erebor' battlehost. This can include the bulk of your battle line, barring rangers, ballistae and iron guard. The formation benefits from the 'My will is my own' rule, which allows Dain to spend might points to make a will of iron rule on the behalf of any unit in the battlehost within 12', and makes those rolls on a 3+ rather than a 4+.

Even better, take a captain somewhere in the formation, and the 'desperate heroics' fate. Dain can go nuts deflecting enemy spells, and as soon as he runs out might, 'desperate heroics' can drain the captain's might to fully replenish Dain's. As a real kicker, if it turns out that the captain needed that might after all, Dain can always use his 'counsellor' ability to hand it back!

And, if all else fails, there's always the 'Counterspell' fate. One use only, but it's cheap, and it might just protect those feeble-minded ballistae long enough to turn a Nazgul into an arrow repository......