Dwarf Guilds Quickplay Armies: Difference between revisions
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Below you can find quickplay armies for the Dwarf Guilds from the Grimdark Future universe. | Below you can find quickplay armies for the '''Dwarf Guilds''' from the Grimdark Future universe. | ||
==Forge Fathers (750pts)== | ==Forge Fathers (750pts)== | ||
Revision as of 23:29, 25 October 2022
| Dwarf Guilds | ||
| Setting: | Grimdark Future | |
| Games: | Grimdark Future, Grimdark Future: Firefight | |
| Species: | Dwarf | |
| Version: | v2.50 | |
Below you can find quickplay armies for the Dwarf Guilds from the Grimdark Future universe.
Forge Fathers (750pts)
Note: This list need updating
This is a v2.50 list you can build using the Forge Father Strike Force from Mantic Games, or any other models of your choice.
An very strong shooting army due to Slow making their units much cheaper, allowing your concentration of guns to go up. You'll need to pick your movements early on, as it also makes correcting any positioning mistakes typically pretty difficult. This list is more forgiving because of the APC's Fast.
An important thing to note is that your Power Suits cannot melee the round they drop due to their 8" charge. It might be wise to keep them outside of 12" so that they cannot be charged themselves by something with a regular charge distance, but you would still be able to move one turn and melee the next. The Burst Pistols are put there to alleviate this weakness by at least allowing you to try dealing some chip damage if you're planning to attack something that needs the AP(4) of your hammers, or shooting a unit with weak defense.
The Heavy Fusion Rifle on the APC may cause some soreness in your group due to the very swingy nature of a model with a 50% chance to hit firing a single shot weapon with that large of an effect. If you wish, you can go back to the original Heavy Machinegun (30", A3, AP(1)) and use the 15 points elsewhere - using an additional 10 for a Missile Launcher (30", A1, AP(2), Deadly(3), Lock-On) instead of one of your Warriors' Heavy Machinegun could help make up the loss of anti-tank capability. The remaining 5 points could perhaps be used to upgrade a Power Suit Plasma Hammer to a Drill Hammer (A2, AP(2), Deadly(3)), which has less AP, obviously, but can potentially deal twice as many wounds.
| ++ Forge Fathers [750pts] ++ |
|---|
| Dwarf Champion [1] Q3+ D3+ | 80pts | Battle Lore, Hero, Slow, Tough(3)
1x Burst Pistol (12", A3) 1x Heat Hammer (A2, AP(1), Rending) Dwarf Warriors [10] Q4+ D4+ | 200pts | Slow 2x Heavy Machinegun (30", A3, AP(1)) 8x Rifles (24", A1) 10x CCWs (A1) Power Suits [3] Q3+ D3+ | 240pts | Ambush, Slow, Tough(3) 3x Burst Pistols (12", A3) 3x Plasma Hammer (A3, AP(4)) APC [1] Q4+ D2+ | 230pts | Fast, Impact(6), Tough(6), Transport(11) 1x Storm Rifle (24", A3, AP(1)) 1x Heavy Fusion Rifle (18", A1, AP(4), Deadly(6)) Special Rules Battle Lore - The hero and its unit get AP(+1) when shooting. |