Can anyone come up with any suggestions on how to beat dwarfs?
My opponant has started to take huge units of GW armed warriors and I just can't seem to shift them
Are they regular Dwarves or Longbeards?
Tried shooting them but I simply can't get rid of enough of them to get the VP that way.
Don't get into a shooting war with Dwarves or Empire, they win that contest every day of the week. You'll have to engage him in close-combat.
Tried magiking them - but he has so much anti magic that I'm lucky if I can get a single spell off all game
With what exactly? I can name every item, and even all used at once, they still don't add up to all magic being cancelled
- Master Rune of Valaya: Expensive banner, limited to the BSB, and it only grants a +2 to all dispel rolls.
- Master Rune of Grungi: Expensive banner, grants 5+ ward to magic missiles. Meaning nukes still don't care, so it won't activate against 'Pit' or 'Dwellers'.
- Rune of Sanctuary: Cheap banner, grants MR1, which again means nothing to nuke magic, as 'Pit' and 'Dwellers' don't cause wounds, they cause horrific death through characteristic tests.
Banners are harder to snipe/assassinate than Runesmiths/Lords, but the following can only be taken on a Runesmith/Runelord, who won't have ward saves usually and weak armour (meaning easy prey for a Scar-Vet/Old Blood assassin).
- Master Rune of Balance: Entire allowance of a Runesmith, steal one of your power dice for a dispel dice. Meaningless, because we just add that dice back to the casting attempt with 'Rumination'.
- Master Rune of Spellbinding: Entire allowance of a Runesmith, +1 to dispel, which even with Valaya stacked is still barely matching a Slann's +4 to the casting roll (assuming he has enough dispel dice to roll the same number).
- Spelleater Rune: Entire allowance of a Runesmith, and one-use. Force him to burn it to shut down a powerful buff spell, then force through a nuke afterwards. It can make your forget the spell on a 4+, but only the spell it was used to stop, and only once per game.
- Rune of Spellbreaking: Half their rune allowance, works as per above but doesn't cause the enemy Wizard to forget their spell. Again, one use, so make him burn it on a buff spell then cast your nuke.
Tried chargeing them - but his guys are cheaper than mine and with GW he kills me quicker than I can kill him.
Yeah, don't engage until you're buffed. Even then, I'd only risk Temple Guard, Saurus are ok but can't go alone.
His latest tactic is to take a single unit of 100 warriors with the oathstone and pack it full of anti magic equipment - can't get a spell off, no way you can kill 100 models in 6 turns via shooting and the oathstone means you can't get flank/rear charges.
Take Lore of Life
Cast Dweller Below on 5 dice (adding your free one from 'Rumination')
Laugh
or
Take Lore of Shadow
Cast 'Miasma' first, to draw out his dispel rune
Cast Pit of Shadows on 5 dice (adding free dice from 'Rumination'). Even if you don't IF, you'll make the casting roll so high he can't dispel it.
Laugh
Srsly, if you can burn out his dispel runes early on, he'll have no way of blocking it. It doesn't activate ward saves, nor does it activate Magical Resistance.
I'm really at a loss of what to do - I was doing ok when 8th started and he did the usual dwarf thing of taking gun lines - terradons, chamos and bad luck meant I took them out fine, but since he's started with these massive units armed with GW I'm at a loss on how to beat them.
Thunderers suck, but Dwarven artillery is some of the best in the entire game. I'd expect him to go back to cannons at some point.
Overall, he's made things easier on your by not taking cannons and other artillery. Also, by investing in an insane block, it'll make any nuke that you cast impossible to recover from. 'Dwellers' in particular is pretty much game over, because after a 'Withering' from a Shadow Slann or even just on normal Strength, he'll lose almost the entire unit. Shadow Slann can even one-shot it, with a powered-up 'Pit of Shades', which is harder to dispel as well.
Remember, even with all his runes and standards, he will always have fewer dispel dice than you have power dice. Even if you roll badly for Winds, you get free dice with every cast, which pretty much doubles your magic output. Force him to use his two (count it, two) dispel runes early on, then hit that giant Deathstar with a nuke spell.