- Magic Items
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- Hell Banner, with Dread Banner within range of each other, then charge the same unit
along with wraiths and monsters. Should die or break awfully fast.
Vampire Count with the Carstein Ring and a Heart of Woe. Kill, Kill, Kaboom!!
A Mummy Tomb King with the Tomb King's Crown and the Blessed Sword on a Steed.
A lots of Skeletons with the Battle Banner, the Ruby Chalice, the Cursed Book and the
Black Gem of Gnar.
A Wraith Champion challenging a powerful character with the Black Gem of Gnar.
Hail of Doom arrow on a champion in a unit of archers gives you a hell of a lot of shots
from that one unit (preferably 10 or more in that unit).
Magic War Paint is a must for your wizard. You get armor saves, but the opponent doesn't,
plus, it is only 5 pts!
The Bow of Loren is also a nice one.
Sky Arrow of Naloer for those pestky flyers.
Blade of Sea Gold to even the odds; since you have practically no armor.
Standard of Shielding for any unit going into battle.
The Ruby Chalice is a must!
Forbidden Rod, combined with a Heart of Woe, cast spells for free, then, kablooee!!
Crown of Command with any unit that dies when a break test is failed. (Undead)
Wraith Champion in combat with a mage with the Talisman of Obsidian.
Banner of Might in a unit of Zombies, Skeletons, or Wights.
I never field a dwarf army without taking the Scepter of Norgim. It is such a wonderfully
useful and effective item that I feel it is a must for every dwarf general. Many opponents
march within 8" of a dwarf regiment, confident in the knowledge that with the
movement of 3 they'll still get to charge first. The Scepter changes all that by
increasing the move of the Dwarfs to 4! I've also seen an Iron Breaker unit with armor
save of 1+! (the regiment had a Standard of Shielding as a side order.) The regiment was
also 30 strong.
If you want to give your regiment a "regular" magic standard like the Banner of
Might, and still wish to have a good chance against psychology and break tests, consider
the Dragon Crown of Karaz. You'll have to give it to a dwarf king, though.
Both Axe of Grimnir and the Gotrek's Axe are real bargains at mere 125 points. Whenever
facing an opponent with lots of troops with multiple wounds (like Chaos and the Undead)
they are worth considering.
The Armor of Skaldour is in my opinion the best armor in whole game, and if you are
fielding any of the dwarf kings (Kazador, Ungrim, Thorgrim) I say go for it. It is very
cheap, and protects you from almost anything.
Heart of Woe, "Escape" (Wind of Magic Card), Forbidden Rod.
Cloak of Mists and Shadows, and Black Gem of Gnar. Get rid of the competition fast.
Jade Amulet, Black Amulet, and the Silver Seal on a Wizard. Protection galor
The Orb of Thunder when only your opponent is up high.
Cloak of Mists and Shadows, Claw of Nagash, and Doomfire Ring.
Banner of Courage, and the Crown of Command.
Ruby Chalice, Forbidden Rod, and Amber Amulet (and/or Healing Potion/Skalm/Bugman's
Tankard).
Book of Ashur and Talisman of Hoeth/Liber Bubonicus/Crown of Sorcery.
Talisman of Obsidian and Cloak of Mists and Shadows. Head straight for the wizard.
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