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You should start by playing aggressively by first conquering the SIlver Road then going south to Death Pass. Do not capture anything, just raid and sack, raid and sack.
When you have the money for it, make two armies, a main one for attacking and another for defending and just continue to pillage the greenskins. Do not forget to build the defense buildings in your small towns because having it walled up will go a long way in securing your realm.
Try to make an alliance and eventually confederate with Barak Varr. You will want access to the sea port so you can trade with the Empire, Bretonnia, High Elves, etc.
As Belegar, I just make a beeline for Eight Peaks, loot and raze settlements on your way there and use the extra gold for global recruitment. Mostly use dwarf warriors, quarrelers, and a few good pieces of artillery, with an extra gyrocopter for sniping rock lobbers. Units like longbeards cost like 50% more than dwarf warriors in upkeep and aren't worth it with Belegar's penalty before he reaches Eight Peaks.
Profit.
Belegar on the other hand is rather hard due to +50% upkeep.
One way it to push karak eight peaks to lvl 3 (os simply hope you don't lose it) and then rush north for the goldmines.
Once you hit that goldmine you can easily afford a 2nd army.
It shouldn't be too hard as grombrindals armywide buff nearly pushes your dwarf warriors to longbeard levels, orks simply have no answer to that early on.
Once you secured at least the first goldmine and k-8-p you basicly won.
Push further north for the 2nd goldmine then steamroll any ork you find.
After that, push towards Crookback Mountain and cut off the danger from the Bloody Spearz in that direction and the Rictus Clan-Nest. Your second army, which you should be working to make about 7-10 miners, can hold the Silver Pass against any attempt to attack it until your main force gets back.
Head north after that to finish off the Bloody Spearz - Grimgor may even be willing to sue for peace for the moment - and keep going until you've taken out the Red Eye tribe as well. With both Mount Gunbad AND Karak Ungor under your control, you'll be rolling in money. Now you can go back into the Badlands to sort things out properly.
These form the center of a dwarf line(don't even put them on flanks) and have atleast 3 different transitions for later, greatweapon variants ,blasting charges and even rangers greatweapons. Stacks of miners have good synergy with defence buildings, the garrison is pretty good and so can be augmented with miners + one dwarf warrior, GS simply can't hack though though so much armor. Dwarf warriors can be used on flanks typically for every dwarf warrior you recruit get x2 miners for stacks you will be using to take territory.
Miners can also be heavily buffed, Belegar building give +3/4 ranks to recruitment on miners, Grombrindal has rank recruits +3, obscene army buff skill, redskills and technology. Also miners are now in T1 settlement building, CA finally listened to me so can be used more readily. I'am working on getting dwarfs better access to other units(namley greatweapons and rangers) but just allow for an additional 2 years for CA to move units.
Play @2.51 x 2 speed, how to deploy and sort unit cards to find your unit easier., also if you run the risk of being surrounded pull your line in make it shorter pull units from the other side or use the reserve. Grombrindals starting units are all very good together, all to good for starting a campaign.
https://www.youtube.com/watch?v=Z6JBjiGos9Y
Miners lose out to boys in all aspects but armor and leadership.
20MA vs 28, 18MD vs 25, 22 WS vs 34 (5reg, 17ap vs 26 reg, 8ap), 6 charge vs 20 and 5.7k hp vs 7.3k. Also i don't know if the higher ap really matters against the low armor starter enemies (orks and skaven).
Stats are form a fresh, normal campaign.
So with the red buffs they can hold themself, but only barly.
The few times i got them into a 1v1 even the blasting charges (after throwing them all on their orks) took heavy losses or lost.
They are to be treated as expendable units after a battle you can just merge down and recruit(why the settlement change was needed). Its prudent to try and get recruitment costs down and recruit at rank.
The AP doesn't but,
The buffs you can get with Grombrindal(they can be treated as not expendable) and Belegar(ranks +4 can provide cheaper support for hero unit to go to work)
Thorgrim/Ungrim trails alot behind them both for them I wouldn't use as many.
CA could slighty tweak the early tech to give them +2 ranks quicker(Militia training remove to +2+2) and if miner with blasting charges had prereqiuistes lower along with dwarf warriors AP, this would allow for smoother transitions, whereby the unit is validated if you want to try and balance your budget.
I'd agree that ungrim and thorgrimm have less uses for them.
That why i used only a few favoured with blasting charges.
Maybe if the betas no supply lines idea gets takes over they get more reason to be used.
**Rangers being moved to T2 aswell would really help both have vanguard, but since the miners are only going to be able to hold whislt your trying to buff them getting shots into backs is more important. I Also think CA should incentivitze this kind of play-style with Belegar and remove the upkeep for these units.