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Dwarves
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- Dwarf Tactics
The Dwarves - Army Tactics
Army Strengths
- A dwarf general can field pikemen and axemen with an armour save of 4 with the shield
ability. This means that his core battle-line is able to resist all but the most
punishing missile or melee assaults.
- Dwarf infantry have a wide array of weapons at their disposal. They can field basic
axemen, dual weapon warriors, double-handed weapons, pikes and halberds. This gives
the dwarf general the options to deal with most threats just from his core army.
- Dwarf generals can field three types of cavalry: bear riders, ram riders and berserker
boar riders. Bear and ram riders are both excellent heavy cavalry options as they
have armour 4, many attacks, magic resistance 4, high morale and the ability to
move through certain terrain features without penalty. Boar riders have high wounds
and a huge number of attacks, but unlike other dwarfs are unarmoured.
- All Dwarf units have a magic resistance of 4. This makes it very hard for the enemy
to use hostile magic on them.
- The dwarf army list is composed entirely of high leadership troops as all units
are morale 9 or higher. Dwarf lords are morale 11, making any unit they lead very
hard to break.
Army Weaknesses
- The dwarf army lacks fast moving units. Their infantry move 5 inches and cavalry
range from 10 inches to 14 inches a turn. For quick assaults on the enemy line,
a dwarf general will have to resort to using up his elite allowance on flying monsters.
- Although basic dwarf infantry are very well armoured, brave and protected from magic,
their ability to inflict casualties on the enemy is fairly average. Most of their
troops are skill 2 and only the berserk units and cavalry units have the ability
to inflict high casualties in melee.
- The dwarf army lacks infiltrators in its core army. The dwarf player would again
have to use up his elite allowance to field infiltrators.
- The dwarf army has a limited choice in magic as their wizards can only field earth
magic. Their wizards are also quite vulnerable in melee as they do not have any
evasion.
- Dwarfs have very weak long-range shooting. They use crossbows primarily, which are
only effective at short/medium range. Their handgunners are powerful troops and
have a respectable range ... however, as they require a turn to reload, they are
not suited to prolonged missile duels with enemy archers. Clever dwarf generals
can off-set this weakness by screening his missile troops with cheap, well-armoured
axemen units in skirmish until his missile troops move within ideal weapon range.