Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Dawi in fact do not have most versatile roster. Robust, yes, versatile no.
Empire has the best artillery. Hellstorm base 480 range, weapon of mass destruction. Empire has cannons matching Dwarf, and Volley Gun outranges even Organ Gun and they both function similarly, though Volley Gun does far more DPS vs single entities.
Dawi Infantry are not the best overall, many of the horde factions wreck them in Infantry v Infantry battles. Dawi infantry is good for holding the line, delay enemies, not so much in killing power.
Dawi Lords are one of the worse. The melee Lord has nothing special, no AP, slow no mounts. High armor, low dps is not valued in mid-game onwards because AP exists. Runelords are lolz pathetic, and so is Rune Magic. New Slayer lords are easy pickings even for archers.
Your list of pros are very inaccurate.
Their biggest pros are in fact their airforce now. Rework Gyros & Thunderbarge are very strong.
To add, recent Empire Engineer & tank addition means Empire armies out range and out firepower Dawi armies easily. Its not even close. We're talking 500 range cannons, to pick apart Dawi artillery, then Hellstorm will melt the entire Dawi infantry lineup before they get into range. Hoc Longrifles & even standard gunners wreck "high armor" targets. Not to mention abusing magic with casters on flying mounts with super speed that Dawi can't touch.
Heck, even regular Skaven & Cathay artillery can be onpar than Dawi artillery. Literally the only thing dangerous in Dawi armies are their Organ Guns & Flame Cannons. If you can nullify those two, the rest of the army is just slow sitting duck.
I think Skaven/Ikkit has the best tools for that. (Rattling guns, poisoned wind mortars and warplocks for ranged damage and warp bomb as opening for the artillery - if they have any)
If you get an ambush the artillery should be to the back an be done with before the midgets can even turn their noses around, and then they can be shot to pieces in peace (ha) - as you said the only real weakness is the speed, so try making the most out of it. (Flanking, kiting and shooting are the only things that come to mind where speed seems elementary)
The Hellstorm artillery may have slightly longer range but they are incredibly inaccurate, I've seen entire volleys miss an immobile target if it's really far away. The dwarven artillery is much more accurate though and hits very hard. On the artillery with shorter ranges like flame cannons they can deal insane amounts of damage very quickly.
Units like Irondrakes aren't Artillery but those are another one of the units that can melt infantry very quickly, sometimes faster than you can compensate.
Their infantry is definitely not the damage dealer but unless every one of your armies is equipped with units capable of flanking the front line and getting to their artillery and ranged units you will almost always get destroyed.
But again, even if we disagree on what makes them formidable I still am interested to hear what units you find to be most effective and what counters you employ.
But in the open, they are prey for shock cavalry. Pin them with your frontline supported by some magic and buffs so they are able to hold, and then ram them with your shock cavalry. Charge, go back and repeat, the funny thing is that the dwarf units that have charge protection don't have anti large
Most mid-game AP damage is usually 25/75 or even 20/80 AP. Classic example, handgunners, 5 normal dmg, 17 AP. Or some varieties have 5 normal, 20 AP.
Another way to put it, you take 85-90% of the dmg with 100-120 armor instead of 100% naked. Does it help? yes. But certainly not a big deal. Bretonnia's peasant mob with the Lady's blessing ward save takes less dmg from AP units. :)
Hellstorm inaccuracy is its advantage, all those exploding rockets are spread out, hitting multiple infantry units. The solution is just to have a few of them, then their inaccuracy means the entire enemy army is blanketed by exploding rockets. It is an anti-infantry weapon and it excels at that role.
I already suggested ways to counter them in my post, as Empire's example. Other factions have their ways too. But generally, you abuse Dawi slow speed and take out their main firepower, starting with Cannons, then Organ Guns, Flame Cannons shorter range. Once they can't fight back with artillery the rest of the army is easy picking, luring them with your faster units, split up and focus fire with your own range units.
It's also playing to their strength, since you are taking the fight to them, where their shorter range artillery can be very strong.
Plentiful anti-infantry artillery. Flying monsters that are good at fighting flying SEMs (because thunderbarges pretty much need to be melee'd down).
hope this helps
First is big monster charge - they do not have own big units to stop them, so you can just walk through the front line into their damage dealers, you want to ignore melee inf and kill their ranged damage dealers first.
Second is to surround and swarm them - the plan is the same, to get into their formation and force ranged units into melee, but now you do not have big single entities.
Third is to outrange and outgun them - not many factions can do that, but the chorfs and the ratkind are perfect for smashing them at range.
Basically all you want to do is to clean up their damage sources and they are infantry only faction with super tanky front lines, so you avoid their front lines and go for the meaty back lines. But beware of arti duels, their canons are damn precise.
Currently, rats are in a bad place against them, because thunderbarges laugh at being shot at. Thus why I left the skaven out, because they have no flyers to deal with that.
Rattling Guns and Jezzails will melt them. I have no idea what you are talking about. Maybe if you are coming at it from a purely multiplayer perspective I could see your point.
The multiplayer guys really need to stop acting like the game balance should revolve around them.
No, I'm referring mainly to Malachi's thunderbarges, which can go up to 70% Missile Resist.