Total War: WARHAMMER II

Total War: WARHAMMER II

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Tips for dwarf campaign? (ME)
I've tried many times playing a dwarf campaign ( mainly as grombrindal or belegar )on hard/hard, but I always struggle dealing with the orcs. The main problem i have, expecially with Grom, is that i can't expand out of Karak Eight Peeks province, because if I go north, Grimgor comes out from the south to say hello, and if I do go south the northern orc tribe decide it's vacation time. Tried making alliances with other dwarves too, but their armies don't stand a chance. And even if Grombindal buffs allow for a quick tech and relaly strong (2) armies, they ain't worth much if they are locked down in a province with 4 stacks waiting on each sides.

Couple that with the waagh mechanics and Grimgor becomes real strong REALLY fast.
Belegar on the other hand has his fecking upkeep debuff which makes the whole experience a tedious chore till you get to Karak.

Can you guys give me any tips?

Have a nice weekend! :D


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Showing 1-15 of 22 comments
A.Pot Mar 6, 2020 @ 11:59pm 
Play on a lower difficulty? Other than that, you will need to play aggressively when it comes to fighting the Greenskins.

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.
Potato Marshal Mar 7, 2020 @ 12:02am 
I usually try to get a peace treaty with Bloody Handz (Wurrzag's faction), and deal with them only after I dealt with all the other nearby greenskin factions. Have one army push North towards Gunbad, and my main army taking on Black Crag and any nearby greenskin facions.

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.
Trosho Mar 7, 2020 @ 12:03am 
Let them throw orcs at you you're a dwarf you don't need to go to them. Expand when they're weak and your defenses are setup in your starting province.
hammerinn Mar 7, 2020 @ 12:48am 
AMBUSH. The most OP ability in the game. Go into ambush near a town the enemy wants.
Profit.
Last edited by hammerinn; Mar 7, 2020 @ 12:49am
Fryskar Mar 7, 2020 @ 1:02am 
Grombrindal is pretty strong as starterlord (his ancestorbuff).
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.
Last edited by Fryskar; Mar 7, 2020 @ 1:04am
RCMidas (Banned) Mar 7, 2020 @ 1:13am 
Playing as the main dwarves faction, go south immediately after securing the Silver Pass to RAZE Karag Dron. This'll slow Grimgor down as he'll usually try to resettle it, thereby halving his army strength. If you're willing to risk waiting in ambush nearby, you can usually catch him by surprise as a result and RAZE the settlement again - thus slowing down whatever replacement army the Greenskins muster.

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.
Sn3z Mar 7, 2020 @ 2:49am 
Miner spam can seriously undermine the GS.
Fryskar Mar 7, 2020 @ 2:54am 
Originally posted by Sn3z:
Miner spam can seriously undermine the GS.
I never really had a use for (non blasting charges) miners, what do you even use them for?
RCMidas (Banned) Mar 7, 2020 @ 3:08am 
Way cheaper than warriors, still better than regular Greenskins in a 1v1, can attack gates, deal way too much AP to be funny, etc.
Sn3z Mar 7, 2020 @ 3:31am 
Originally posted by Fryskar:
Originally posted by Sn3z:
Miner spam can seriously undermine the GS.
I never really had a use for (non blasting charges) miners, what do you even use them for?

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
Last edited by Sn3z; Mar 7, 2020 @ 4:43am
DEAD RaNgEr 888 Mar 7, 2020 @ 4:33am 
i usually abandon the other regions in the starter province after i have captured them and focus my attention of dealing with the main greenskin armies. if the regions next to me are conquored then i will sack them to get some xp for my lord and army.
Fryskar Mar 13, 2020 @ 3:31am 
Originally posted by RCMidas:
Way cheaper than warriors, still better than regular Greenskins in a 1v1, can attack gates, deal way too much AP to be funny, etc.
Not to derail it too hard, but after checking them the last few days i found them still lacking.
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.
Last edited by Fryskar; Mar 13, 2020 @ 3:43am
Sn3z Mar 13, 2020 @ 3:56am 
Originally posted by Fryskar:
Originally posted by RCMidas:
Way cheaper than warriors, still better than regular Greenskins in a 1v1, can attack gates, deal way too much AP to be funny, etc.
Not to derail it too hard, but after checking them the last few days i found them still lacking.
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.

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.
Last edited by Sn3z; Mar 13, 2020 @ 3:58am
Fryskar Mar 13, 2020 @ 4:11am 
Originally posted by Sn3z:
Originally posted by Fryskar:
Not to derail it too hard, but after checking them the last few days i found them still lacking.
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.

They are to be treated as expendable units after a battle you can just merge down and recruit. 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 or budget.
I can see them having value under grombrindals full set of buffs. With that (even more as defender) they should easily hold and win against boys, but i found even belegars +rank not too impactful. But he needs to care a lot more about upkeep.
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.
Last edited by Fryskar; Mar 13, 2020 @ 4:12am
Sn3z Mar 13, 2020 @ 4:11am 
Originally posted by Sn3z:
Originally posted by Fryskar:
Not to derail it too hard, but after checking them the last few days i found them still lacking.
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.

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.

**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.
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Date Posted: Mar 6, 2020 @ 11:49pm
Posts: 22