Dwarfs 3.0: general thoughts?

Ok, bear with me, this might be a long one, but here’s my take on Dwarfs in 3rd Edition:

Heck. Yes.

I can’t see any serious drawbacks, even Throwing Mastiffs are worth taking now. Nearly all entries are much more balanced, there’s more incentive to take troops/irregular units (Rangers, Sharpshooters, Mastiff Hunting packs, etc), and the units that did take at least a minor nerf (organ guns, battle driller, Brock Riders, Earth Elementals) either needed it or got something to make up for it (cannons! bombards! stoneshaper special rule!).

I’m actually pretty excited about Ironwatch - put that in the book of ‘things I never thought I’d say’. Ironwatch Hordes help with unlocks, project more threat than organ guns, can move and shoot (poorly, but still), Unit Strength is more important in this edition, and there are a few good upgrades (specifically the Dragonshard Shield). Its not so much a ‘boost’ as it is a ‘better by comparison’ thing. I just wish there was something besides a minor point difference to help incentivize Crossbows over Rifles (range boost, Elite, no ‘pot shot’, something…).

All in all, a lot of good additions that help Dwarfs hold up in attrition fights (which they should).



Dwarfs will feel faster with the new charging mechanics that everyone has access too. What I expect here is that Dwarfs will be engaging in more fights that are diagonally away from them. Every one can, but now Dwarfs can engage more where others might have already had this distance because they are faster. Its minor and significant for slower armies. Spd 5 armes will feel like spd 6 for example when charging. This will mostly be seen in counter striking. Other armies are still faster on normal movement.

To make of for it, Dwarfs get access to Cheap Hordes of heavy armor. 190 pts for Horde with Def5 and high nerve and headstrong. So you want 2 or 3+ units of IronClad maybe some berserkers or other unis of preference for tactics. However Dwarfs also get solid artillery to make up for the strategic disadvantages in the list. For those that haven’t reviewed the dwarf list: no Flyers, Spd4 base, No healing, no Rally, limited spells are the key ones. Doesnt mean they aren’t playable.

Like most armies, the go-to stuff across the board was modified. For people who dont like their list concept changing, they will be a bit abrasive about it. But others will look forward to something new and try to open the puzzle.

Personally I think the artillery will be a big part of dwarfs motivating attackers to come to them. Basically the points Dwarfs save on units, is what extra points on weapons they can spend to motiate targets to come to them. Another other option is for Dwarfs to get the objectives, so some matches will be harder. I’m wondering how hard Dwarfs can hit back. The Brocks got side-graded. So it will take some savy players to get the most out of the hammer units.

Dwarfs also have solid access to Def6. Earth elementals are very interesting because they are hard to kill. I’ve always liked the berserker army, but I think that got minimized for some reason.

I’m tempted to a Dwarf Amy using Oathmark miniatures. So that will give me access to Ironclad, Ironguard, Shieldbreakers, Bulwarkers, and Rangers. Not sure how competitive it will be, but it will be most focused on melee with the limited shooting coming from the Rangers.

I don’t have the rule book yet, do Rangers still have light crossbows, which essentially count as bows?

Yes, only change the rangers have is they are irregular now.

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Brocks were cut down. So were Organ guns. I dont see anything to get excited about for Dwarfs in 3rd. Its not like the army got better. It will still struggle in any scenario that requires movement . You better keep your flanks secure or your army will be outmaneuvered. There is one fast unit.
Just my opinion. You may love it. I prefer to play an offensive aggressive army. I dont see Dwarfs doing that well.

I think the bonus to cannons and bombards (+1 att, ignores cover, Bombards have a ‘pot shot’ option to move and shoot 1 shot at 6+) will be a bigger change to dwarf lists than people think. Being able to focus fire on faster flanking units has always been an issue, since all everyone took was organ guns and flame belchers (for good reason, lets be honest). Having 48"-60" range guns that ignore cover is fantastic incentive for a lot of faster, outflank-y enemies to close into melee rather quickly, and the Dwarf attrition game is stronger now with the bonus to Phalanx.

Shieldbreakers being at Me 3+ is very nice to have, and the general points reductions to most infantry (bulwarkers, berserkers, ironguard, and shieldbreakers) is just plain icing on the cake.

I’m still taking brocks and earth elementals (1 regiment / horde of each, a greater elemental, a stone priest, and a brock-riding berserker lord with mournful blade), since it adds really nice versatility to the list.

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I agree. There are a few standout units that have impressed me in V3 so far.
Dwarf on Large Beast
Dude is a mobile D6 tank. Doesn’t hit very hard esp in terrain but does a nice job of holding up stuff. And he sees over hills too.
Steel Juggernaut
Inspires and is speed 5 nimble and can do some plink shooting from turn 1. Hard to take off with chaff and can do damage to flanks.
Infantry Regiments
Shieldbreaker regiments are standout for me - US 3 and can pack a punch at just 125 pts. Will try bulwarkers next.

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Disappointed that bulwarkers lost big shields but iron Guard regiments means I can have a ton of D6 on the board.

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