Hi,
some accumulated thoughts based on my own highly subjective experience climbing the dwarf learning curve.
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I too was told Dwarfs worked best finding a defended position and weathering the storm.
I found this advice to be complete rubbish. 13 defeats in a row taught me that.
Dwarf players are often stubborn too.
If you give up the initiative you get flanked and die, every time. (I hesitated before writing 'every'...but on careful reflection I'll stick with it.)
Thanks to their 10 command general, the Dwarfs are 'foot-cavalry'. Get in there.
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I like mixed brigades: 1Ranger/1 TrollSlayer/2Warriors. Usually all in columns of 3.
With the penultimate order before contact, bring your columns up to 19cm from target.
Final pep talk before the order to go in.
Pass = you hit with 3 columns. 19 cm from target means...oh dear....stands after the first don't have enough movement to get into front contact and so have to form up behind, making a 3 deep column.
Incoming hits are now spread across your 3 units. You are unlikely to lose stands, even if it starts to go bad.
If you put rangers on one end of the 3 fighting units and win the first round you can follow up mounted troops and wrap round the end of a cavline. One stand straight forward, one at the side and one across the rear.
The 4th unit is your insurance. It either moves round the flank. (You never know, you might make _another_ order!) Or... it covers the brigade. (Even if that just means its the counter attack later, if you lose.)
Fail = you are far enough away that even SilverHelms need two orders to hit you in the flank, next turn. Having a flank resting on terrain is nice. (You never know, the enemy might not move at all and then you can charge in using initiative next turn.)
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I tend to put two batteries with a flame Cannon in the middle. One unit of warriors either side. Put the warriors in an 'L' formation, Two stands in front, one behind, to maximise support. Now they are in irregular formation and only move 10cm....The same as the artillery.
I see Dwarf Cannons as effectively making big chunks of the table impassible for cavalry.
Using your adjacent units to 'steer' LoS so you can shoot at targets other than closest is 'legal' but it wont win you any friends.
Invest in a solid straight edge ruler. Fold out carpenter's are ideal. Players with knights can't help but suffer from wobbly-tape-measure-syndrome when it comes to the path of artillery shots and its penetration. A nice straight edge takes away any ambiguity.
Artillery operate in two phases. The first phase often involves your opponent throwing a bag of feathers up in the air in front of your batteries. (They may have been Eagles or some other flying creatures. There's not usually enough left for a positive identification.) This phase also involves the shaping-of the-battlespace by refusing big chunks of the table at range using your cannon . Pity help a unit of silver helms trying to cross the front of two batteries. Its not unusual to hit one unit with 16 canon dice.
Second phase is when your mixed brigades have advanced to the point that its obvious where the fight is going to be. Its now that the command 10 general can rush a flying column forward made up from the two warrior units babysitting the artillery and the flame cannon. By now there is usually either a fire for them to put out or an advantage to press. If there's a fire, their mission is to move up into counter-attack position. (This is where things have gone badly and one of your mixed brigades is likely to disintegrate. You can often get the flying column up into initiative charge distance of the erstwhile victors as they overextend.) By now you should definitely be coming within 30cm of targets-of-opportunity for the Flame Cannon.
I never really took to my thunderers. I prefer the visceral thrill of Troll Slayers.
Hopefully my coffee break ramblings are of interest to any Dwarf newbies.
My 2c.
Happy Hunting
--Hammerskelp