DWARF 2,000 POINT GT '99 ARMY



CHARACTERS
1 General (160) with Armor of Fortune (15), Golden Sceptre of Norgrim (50), Black Amulet (50)double handed weapon (2), crossbow (3) and shield (1)
281 Points
1 Runesmith (78) with Anvil of Doom (200), 2 x Runes of Spellbreaking (50), Rune of Luck (10), crossbow (3), double handed weapon (2), heavy armor (3) and shield (1)
344 Points
Subtotal: 628 Points

REGIMENTS
16 Miners (208) with shields (16) and unit standard (14) with 2 x Runes of Battle (50) and musician (14)
302 Points
13 Dwarf Warriors (143) with spears (13) and Standard of Shielding (37)
193 Points
13 Slayers (143) with add. hand weapons (13) and unit standard (12)
155 Points
5 Slayers (55) with add. hand weapons (5)
60 Points
13 Crossbows (169) with shields (13), double handed weapons (26) and unit standard (16)
224 Points
10 Thunderers
130 Points
Subtotal: 1,077 Points

WAR MACHINES
1 Flame Cannon (119) with Rune of Fortune (25) and Rune of Penetration (25)
169 Points
1 Gyrocopter (100) with Rune of Penetration (25)
125 Points
Subtotal: 294 Points
TOTAL:1,999 Points

Notes:
The Dwarves have it tough in tournaments these days. Not many armies will be in the mix this year, but it is important to test against them.

Movement: Not a great deal. The Dwarves are not very fast. In fact, in a four turn game, Dwarves will only move a max of 24" from where they start, unless they persue or rout. This army is designed to be somewhat aggressive, which means moving as fast as their stumpy legs will carry them towards the enemy.

Shooting: This force can muster 15 crossbow shots and 10 hand gun shots, plus the flame cannon and the gyrocopter. The Dwarves are reallyt limited this year by the war machine limit. If you have three or more war machines, you lose one point per game for it. That hurts the Dwarves a great deal, and means they have only two war machines in their force. The flame cannon is able to deal the most damage of anything, and the copter with the rune of penetration should be able to kill lots of T3 guys given the chance. The crossbows are good enough to shoot up chariots and mobile Daemons, while the handgunners lend a little variation to the force. They are not as good as crossbows, but they are great models.

Close Combat: The General will run with the miners, but could switch to the warriors if he feels like it. The miners are very dangerous, having a combat res of +6 before any blows are struck. They are supported by two units of slayers and a unit of warriors, so they will be hard to flank.

Magic: The anvil is very handy for Dwarves under the new magic rules. It allows the short guys to use the whole magic deck, and throws lightning bolts to boot. In addition to the Anvil, the Runesmith has two runes of spellbreaking and a luck rune to reroll the important dispel. The anvil will deploy close to the infantry ready to charge in and lend support to the front line.