Characteristic of Dwarves TW: Warhammer Guide
Last update: 08 September 2017
General information
Armies of Dwarves are composed of units with extraordinarily high discipline values, highest from all the available factions. This causes them to be unbreakable during even the longest and harshest battles. This faction focuses heavily on infantry units - ranging from the weakest Miners, to the extremely powerful Ironbreakers, one of the most powerful units in the entire game. Aside from a single unit (Slayers) all of the Dwarven units have thick armors, making them extremely effective against units that lack armor-piercing capabilities (like most Greenskins units).
A distinctive feature of the armies of the Dwarves are their missile units. Those have a little shorter range than, for instance, missile infantry from the Empire (not to mention slow movement speed), but they are without a doubt the most durable missile units in the game. All three types of missile units (as well as their different variants) have thick armors, capable of withstanding damage. Additionally, those units are still effective when fighting in melee range - they are useful even when they run out of ammo. What is more, aside from Irondrakes, all of the missile units of the Dwarves are equipped with shields, making them extremely effective at combating enemy missile shooters. If you own DLC The King and The Warlord, a new range unit will be added - Rangers. Although they may have weaker armor, they are faster and can hide better than other troops.
A big plus of this faction is the fact that a lot of units are capable of dealing armor-piercing damage - even 3 out of 4 artillery units. Artillery units are also praiseworthy - there are ones capable of firing over vast distances, effective against clusters of troops, or when dealing with large, durable enemies. You can also find flying units in this faction's army roster - the Gyrocopter and the Gyrobomber. Both of them are unique when it comes to flying units, as those are the only ones that have ranged attack while in the air.
There are two things that make their economy stand out in comparison to other factions. First things first - research. Dwarves have access to dozens of different technologies that they can research during the campaign. Their early game is a little worse because of that, but after completing a portion of them and recruiting army they become unstoppable. Their insane income definitely help with unit recruitment - no other faction will be able to beat them when it comes to gold. 30,000 or even 40,000 gold each turn is a normal sight here.
This faction has three flaws. The first one is the complete lack of magic - no unit here (Lord or Hero) is able to cast spells. This is in a way compensated by the fact that their Lords and Heroes gain abilities to boost the effectiveness of their own troops, but they can't really hurt enemies with it. In exchange for the inability to use spells Dwarves' units get 25% resistance to magic.
The second problem is the absence of cavalry - they can't recruit any unit of this type, meaning that you won't be able to charge at the enemy flank. The last and probably the most troublesome thing is the movement speed of Dwarves' units. All units (aside from Slayers, but they are still slow) move very slowly, with almost exact speed that a artillery unit does. This is partially compensated with their thick armors, but mobile units (especially ranged cavalry ones) are their nightmare. This also causes those units to be extremely effective in defense, but average (at best) while attacking.
While playing the Dwarves you will be able to conquer settlements belonging to other Dwarven and Greenskins' factions. You won't be, however, capable of seizing control over the terrains belonging to humans and vampires and Athel Loren that belongs to Wood Elves - in case you attack their settlements (or when they attack you) you will only be able to pillage them to gain gold, or raze them to the ground.
Victory conditions
In case of the Dwarves, apart from their main faction, you may also play as Clan Angrund (a subfaction available in DLC The King and the Warlord). As all other factions in the game, Dwarves have specific victory conditions. These conditions will differ slightly for both parties.
In order to complete the main campaign as Dwarves:
- Unite the following Dwarfholds either by direct ownership or through vassals and military allies: Karaz-a-Karak, Barak Varr, Varenka Hills, Dringorackaz, Kradtommen, Misty Mountain, Karak Azul, Spitepeak, Karak Hirn, Mighdal Vongalbarak, Karak Izor, Karak Kadrin, Karak Norn, Grimhold i Karak Ziflin.
- Reclaim the following fallen Dwarfholds either by direct ownership or through vassals and military allies: Karak Ungor, Mount Gunbad, Black Carg, Ekrund, Karak Eight Peaks, Karak Azgal, Galbaraz
- Destroy the followin faction: Greenskins.
- Ensure that the military presence belonging to the Warriors of Chaos faction exists only in the region: Chaos Wastes.
- Ensure that Archaon the Everchosen is in a wounded state.
- Ensure that there are no active grudges remaining in The Great Book of Grudges
Victory conditions for Clan Angrund:
- Reclaim house of Clan Angrund Ancestors: Karak Eight Peaks
- Unite (by direct ownership, or through vassals and military allies) the following Dwarfholds: Karaz-a-Karak, Barak Varr, Varenka Hills, Dringorackaz, Kradtommen, Misty Mountain, Karak Azul, Spitepeak, Karak Hirn, Mighdal Vongalbarak, Karak Izor, Karak Kadrin, Karak Norn, Grimhold, Karak Ziflin, Blackstone Post, Kraka Drak, Khazid Bordkarag, Sjoktraken, Karag Dromar, Oakenhammer Zhufbar.
- Reclaim (by direct ownership, or through vassals and military allies) the following Dwarfholds: Karak Ungor, Mount Gunbad, Black Crag, Ekrund, Karak Azgal, Galbaraz
- Destroy the following factions: Greenskins, Crooked Moon.
- Ensure that any presence belonging to Warriors of Chaos and Warherd of Chaos exists only in the Chaos Wastes region.
- Ensure that Archaon the Everchosen is in a wounded state
- Ensure that there are no Grudges in The Great Book of Grudges.
Victory conditions are very similar to all of the primary factions (aside from the Warriors of Chaos) - you must conquer (or control them through vassals and military allies) specific provinces, destroy a faction (Vampire Counts - The Empire, Dwarves - Greenskin), and drive out armies of Warriors of Chaos back to the Chaos Wastes.
Available Leaders
The main Dwarves faction offers three Lords to choose from - Thorgrim Grudgebearer (who is also the faction leader), as well as Ungrim Ironfist and Grombrindal - The White Dwarf. Depending on the Lord you choose as your starting one you will be given different starting units and the gameplay itself will differ slightly. Differences fade out in the latter part of the game when you gain access to all of the Dwarven units.
Thorgrim Grudgebearer starts with the following units: Grudge Thrower, Quarrellesl and Hammerers. All of those can be unlocked fairly quickly (with the 3rd level of the main building in the capital city), but the Grudge Thrower, the first artillery unit of the Dwarves make all of the early encounters a breeze. Because of their low mobility Dwarves have problems with keeping up with faster units. This is where the Grudge Thrower comes in - it allows you to harass enemies from a vast distance, forcing them to come at your army. Hammerers are also worth mentioning - this is one of the best melee units in the game, with thick armor, very high discipline and good offensive capabilities. Additionally, by choosing this Legendary Lord you will be given more valuable global bonuses - decreased construction cost for military recruitment buildings, as well as decreased upkeep costs of the most common high-end Dwarven infantry. Thorgrim is a great leader and his abilities affect nearby troops.
Ungrim Ironfist starts with the following units: Thunderers, Slayers and Longbeards. The unit that stands out the most here are the Slayers - capable of dealing incredibly high damage. Their biggest flaw, however, is their complete lack of armor - this makes them extremely vulnerable to missile fire. Longbeards are very effective at protecting other units, while the Thunderers will make short work of any enemy thanks to their armor-piercing attacks. Global bonuses are limited to the Slayers units - if you don' plan on using them, ignore this Leader. Ungrim is extremely effective in combat - apart from certain Lords, there is not a single unit that can keep up with him.
Those Lords differ between themselves when it comes to combat. Thorgrim Grudgebearer is an ideal leader - he has access to various abilities that influence (and strengthen) nearby allied units). Ungrim on the other hand is an extremely powerful fighter - aside from a handful of Lords no unit will be able to keep up with him.
Grombrindal - The White Dwarf begins the campaign with the following units: Irondrakes, Miners (Blasting Charge), Gyrocopter (Brimstone Gun). Both Irondrakes and Gyrocopter with Brimstone Gun are among more sophisticated units. Irondrakes can cause fire damage to large groups of enemies, which can be crucial when facing hordes of weaker armored orcs and goblins. Gyrocopter with Brimstone Gun will become useful later, when your opponents gains access to larger creatures. The most interesting of the lord's abilities is summoning gods of the ancestors. Every 25 turns, you can choose one god, which will benefit your faction. The boost will last till your next choice. Grombrindal, himself is the strongest of the Dwarf Lords, and his ability - Grombrindal Has No Fear can save you troops during a critical situation.
Belegar Ironhammer (DLC The King and the Warlord) begins the campaign with the following units: Rangers, Dwarf Warriors, Hammerers. All this units can be unlocked rather early in the game. Rangers are equipped with crossbows and light armor, and can move faster than other dwarves, while Dwarf Warriors are one of the basic infantry units. Hammerers on the other hand, are one of the troops with the best armor and phenomenal fighting skills. Furthermore, Belegar will be accompanied by four fifth level ethereal heroes. Their main advantage over the traditional dwarf heroes is that they can cause fear and terror among enemy units, and they are Unbreakable. Belegar's effects are rather unusual. One of them will cause a negative effect - until you reclaim Karak Eight Peaks, the cost of your troops will increase by 50%. Thus, it's a character for players seeking additional challenge. Belegar is a skilled warrior and can boost nearby units.