Skink
Raymond Caleatry
Member
- Messages
- 44
- Likes Received
- 3
- Trophy Points
- 8
I had a 2000 point game against the new army book today, and here are my thoughts, not in any order.
1) Shooting has been nerfed. I didn't take much damage from his shooting units at all.
2) Organ gun can be brutal if combined with an engineer and the +1 to hit rune. However, it is nice to be able to use skirmishers / Range / other modifiers to reduce the to hit roll. They are brutal against saurus.
3) My opponent gave shields to everything. This means that you should think of handgunners, or quarellers as dwarf warriors that also happen to have ranged weapons for 4 points extra, instead of "ranged" troops.
3a) This means that even small units of 10 guys get a 4+ armour, and a 5+ ward when you charge, on toughness 4 with ws4. I cannot stress how unexpectedly hard they are. My saurus where bouncing off their ranged troops. When i charged into an actual big block of guys with a character in the front, I broke and ran away, just because i did not do enough damage.
4) +1 strength on the charge is huge. Even nastier when they have a runesmith that gives them armour piercing. On the charge, they hit on 3s wound on 4s and reduce our armour save to 6s. This is not nice.
5) If they charge you, and by some miracle you don't break, and then you charge them, the whole unit gets use shield wall, so the next round of combat may go worse than if you didn't charge at all.
6) Magic phase was not very strong for me, but I still managed to get a lot of spells off. Dwarves can control the magic phase, but I think that the points needed to do this would far out weigh the cost of the casters on the other side, and they can still go for irresistible.
7) nice magic items and rune combos. 2+ armour save, toughness 6 and 3 wounds on a thane bsb!!!
8) Skinks run rings around their entire army, especially as they have such poor ballistic skill and movement.
9) Hammerers are nasty, but very vulnerable to saurus, skinks, and magic missiles. My opponent gave them shields, which I think really worked for him, considering that they are 14 point models, you only need to save 2, for the shields to have paid for themselves.
Summary
After that game, I think that their greatest strength is core troops. Take a block of them with a rune smith and they will tar pit anything, and may well win. Certainly they will live long enough for their army to respond to the charge. Don't be fooled by a line of dwarves with guns. If you get close, they can charge you kick your ass with WS4 Str4 attacks and 4+ armour. Dwarves are far better in melee than shooting.
I won the game, but it was very brutal. I had mostly skinks and my Slann left.
Ray
1) Shooting has been nerfed. I didn't take much damage from his shooting units at all.
2) Organ gun can be brutal if combined with an engineer and the +1 to hit rune. However, it is nice to be able to use skirmishers / Range / other modifiers to reduce the to hit roll. They are brutal against saurus.
3) My opponent gave shields to everything. This means that you should think of handgunners, or quarellers as dwarf warriors that also happen to have ranged weapons for 4 points extra, instead of "ranged" troops.
3a) This means that even small units of 10 guys get a 4+ armour, and a 5+ ward when you charge, on toughness 4 with ws4. I cannot stress how unexpectedly hard they are. My saurus where bouncing off their ranged troops. When i charged into an actual big block of guys with a character in the front, I broke and ran away, just because i did not do enough damage.
4) +1 strength on the charge is huge. Even nastier when they have a runesmith that gives them armour piercing. On the charge, they hit on 3s wound on 4s and reduce our armour save to 6s. This is not nice.
5) If they charge you, and by some miracle you don't break, and then you charge them, the whole unit gets use shield wall, so the next round of combat may go worse than if you didn't charge at all.
6) Magic phase was not very strong for me, but I still managed to get a lot of spells off. Dwarves can control the magic phase, but I think that the points needed to do this would far out weigh the cost of the casters on the other side, and they can still go for irresistible.
7) nice magic items and rune combos. 2+ armour save, toughness 6 and 3 wounds on a thane bsb!!!
8) Skinks run rings around their entire army, especially as they have such poor ballistic skill and movement.
9) Hammerers are nasty, but very vulnerable to saurus, skinks, and magic missiles. My opponent gave them shields, which I think really worked for him, considering that they are 14 point models, you only need to save 2, for the shields to have paid for themselves.
Summary
After that game, I think that their greatest strength is core troops. Take a block of them with a rune smith and they will tar pit anything, and may well win. Certainly they will live long enough for their army to respond to the charge. Don't be fooled by a line of dwarves with guns. If you get close, they can charge you kick your ass with WS4 Str4 attacks and 4+ armour. Dwarves are far better in melee than shooting.
I won the game, but it was very brutal. I had mostly skinks and my Slann left.
Ray