Hi this is what i am going to get can you help me a bit with it plz. :)
Hero:
Thane with rune of cleaving, gromril armour. 117 points
Core:
20xDwarf warriors with heavy armour, great weapons and full command. 231 points.
20xDwarf warriors with heavy armour, great weapons and shields, full command. 231 points.
10xCrossbowmen. 120 points.
Special:
Cannon. 135 points.
10x hammerers with shields and great weapons 154 points.
tottal points of 988. :D any thing you think i should change. ^_^
8½ / 10
Strength: Close Combat
Weakness: Magic take a runesmith with some dispel scrolls!!!!!!!!!
ok have you got any idears what i should do. ^_^ i cant find any of the magic in the army book what dwarfs have sooo can you help me plz with that. ^_^
hmmm... let's see
No offence my friend, but I'm not sure I would rate this army 8.5/10.
In my opinion there are several changes that probably ought to be made:
1) Replace the warrior unit with only great weapons with a unit with heavy armour, hand weapons + shields. The survivability of these guys is great and you alreday one unit with great weapons: one unit of each would be a better starting point.
2) Drop the crossbowmen and think about taking some thunderers. You will soon find out that, like most Dwarf generals I speak to, that the thunderers are a much better choice: better chances of hitting, armour piercing, move and fire. They are basically much more versatile than crossbowmen, despite the decreased range.
3) If you are new to Warhammer I wouldn't recommend a cannon. I remember that when I started I found it difficult to get to grips with the range guessing technique for a cannon. Try getting stone throwers (to practice your range guessing) or bolt throwers or gyrocopter or organ gun (no range guessing required)
4) Your hammerer unit is far to small. Either get a larger unit (about 16 as an absolute minimum), or drop them from the list altogether - they are easy victory points because they will very quickly be wiped out by enemy shooting (T4 or not!)
5) Enemy magic might be a problem, but isn't normally in such small games. Taking a Runesmith would give you an extra dispel dice and access to some of the anti-magic runes, but the 4 dispel dice you already generate will probably be enough in small battles. Dwarfs have no magic of there own as such, although you can take an Anvil of Doom in games of 2000+. Dwarf anti-magic is very good though so opposing wizards shouldn't ever cause you too much bother.
To anyone starting out as Dwarfs I would say get a model to be your thane/lord and maybe a Runesmith. Then take say 3 of the plastic Dwarf sets and make 2 largish units (20+) of warriors: one unit armed with hand weapons and shields, the other with great weapons and shields. Next maybe choose some thunderers and traditional war machines (bolt throwers and stone throwers) to provide firepower. I would imagine that force would come to around 1000 points on its own.
These are just my suggestions.
Then play a few games and see what you want to add - I like hammerers and ironbreakers for their survivability, unbreakable slayers to protect one flank, gyrocopters to slow the enemy down, organ gun cos enemy knights always avoid going near em and miners to attack enemy war machine batteries. Oh, and I would always take a BSB in games over about 1500 points - this guy is invaluable in an infantry army, and gives you an opportunity to convert a real cool-looking model!