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Its not hard to beat them, really static army as it is which can be a weakness on top of being slow moving which certainly is a weakness.
Despite having magic resistance Dwarves are often clumped up so its easy to catch a lot of units in big spells.
Also to be quite honest it doesnt sound like your familar with how Wood Elves get overpowered in campain mode due to stacking outpost buffs.
Yea theyre like 5 points slower but 50 points higher on armor. Seems pretty fair.
Dwarf Warriors will beat most early and midgame infantry 1 on 1 or at least bring it to a (literally) grinding hold.
Quarrelers will mess you up good and if you think you got them with your sweet wolf rider charge they will explain to you that they are actually just dwarf warriors with added crossbows. A sad revelation for your wolf riders.
Thunderers will mess you up for good, but the AI is terrible at using them.
Their artillery - if used right - is only second to skaven artillery. Very strong but also very vurnable.
On the otherside:
Dwarfen late game units are lacking compared to other races. They aren't bad, but you will feel your powerlevel droping.
Fighting dwarfs:
They can't move. If they have to move they suffer. Make them move (come towards you) .
Use your own mobility to rear charge with a couple units of infantry or kav if you have it. Maybe chariots.
Bring Armor Piercing (AP) units. There is no such thing as an unarmored dwarf. Yes. Slayers aren't dwarfs. They are trash on short legs.
Bring 1 or 2 fast moving units (light kav, chariots, flying) to circle around (wide arch ! their ranged units have respectable range and light kav doesn't like beeing shot at) to engage their artillery if they have some. The Ai usually doesn't reattatch the artillery crew to the machinery once they are detached through combat. If you can't break the Artillery just deal damage and retreat before their melee units envelop you. You can come back later.
I don't really think they're lacking late game. Ironbreakers are a great anti-everything unit. Yes, they will narrowly lose to some chaos, HE and DE elites but not really any other infantry, so you'd have to say they're pretty much top tier. And irondrakes, flame cannon and organ guns (preferable backed with an engineer) is as destructive as missile infantry and artillery gets.
Everyone is op in this game
Eternal gaurds are AP, the asrai spears T3 are AP aswell and great units to use agaisnt factions that have issues with cavalry(HE elves worst nightmare).
You could build and get two cavalry units(can't remember if Durthuu starts with any), forget this if you already have a cavalry unit at the start.
Durthuu I sure starts with some dryads but 4-6 is a decent number for flanking either side,Dryads may be able to deal with quarellerers on their own but I think they take too long without some cycle charges from cavalry.
I wouldn't bother with glade archers hagbane tip, I just use normal archers, I don't usually make a lot of archers anyway but the pioson is helpful if your firing onto units around single model units like durthuu. Glade archers/hagbanes are limited to only really being effective against miners, you can finish off units that are low health with both variants or get behind and shoot into backs of dwarfs.
If you want to make archers much more useful try to build starfire shaft tech building if you have a free slot and get glade archers starfire thats much better than recruiting glade archers/hagbane tips.
Focus on that : Magic, flanking, armor-piercing units with good offensive capabilities. They can also have a hard time dealing with monsters (which are often fast, and have lot of damage and armor-piercing)
Their end-game is also lacking in good units. They only are a powerhouse because they have a HUGE load of gold and therefore can spam lot of armies. A bit like the Tomb Kings but way less powerful.