@@TooShiestyForYou you have to have warhammer 1, it doesn't have to be installed but as long as its in your steam library then warhammer 2 will see it. you will have to also get mortal empires dlc since dwarves aren't available in eye of the vortex campaign
I disagree with a few things here. Firstly the role of most dwarven infantry is to hold the lines and allow your artillery and missile units to do the actual killing. So other than maybe 1 or 2 great weapon/hammerer units the rest should be shielded units to hold the line as long as possible with thier extra defence and missile resistance. Slayers should never be front line units for this reason, their lack of armour means they just melt. Have 1 or two in reserve with the missile units to punish any cav units that try to disrupt them. Irondrakes and trollpeados are great, but very specialised missile units. They are also micro intensive. 1 or 2 of them total is enough, and the rest should be thunderers, quarelers or rangers which are much more versatile and can damage both cav and infantry without the same micro. Also quarelers should nearly always have their shields as they should never really get into melee and their shields will block incoming missile fire from the enemy allowing them to win missile skirmishes. Gyrocopters are also micro intensive, though can be useful in certain circumstances. Apart from killing enemy artillery and chasing enemy units off the map there are other dwarven units that do a better job. Finally you only had 6 melee units in your example army, 2 of which were slayers. As a result your army was flanked and surrounded, which made an easy battle much more chaotic and difficult. I use at least 8 defensive units to hold the line and then use other units to do the killing.
@@ColonelDamneders that's fine, I did say i disagreed with a few things, not that everything I said was factual. And a lot of unit selection comes down to which faction your invading. Gyrocopters are really good against chaos, but get wrecked by vampire counts and skaven for example. I still think I made some valid points though.
I have also found that Brimstone Gyrocopters are peerless at sniping lords and artillery of certain factions. Greenskins were especially vulnerable due to lack of AP missiles outside of the Goblin Wolf Archer RoR. Tomb Kings are also vulnerable if you can lure their carrion out to be shot down early in the fight, as AI tends to use them. All else fails, they're good at spotting hidden units so your artillery can be firing as soon as enemies enter range.
Hammers are exactly how you "pierce" armour. If you move to stab a steel shell with a steel blade , you wont do anything other than damage or break the blade. But hammers are a sure way to dish out some internal bleeding and burger meat organ syndrome.
@@No_one_perhaps A medical condition, where the subjects flesh becomes indistinguishable from the mince that forms a burger paddy. Often caused by blunt trauma.
Incorrect, Hammers, mauls, mallets are blunt damage. They will break bones and cause bruising meat inside the armor and bash the armor (dent it in) making it difficult to remove after battle but not pierce it. Historically, piercing weapons were the pike, the war pick, Warhammer (one side was a pick) Estoc, arrows, javelin, lance etc...
@@Joe_Smo Notice "pierce" in quotation marks. None of the weapons you mentioned, with the possible exception of the pick, actually have the capacity to literally pierce steel plate armor. Rather, the best way to injure a man in plate armor (other than grappling him to the ground and stabbing him in the armpit or visor) is to hit him really hard with a heavy object. We see this in medieval artworks plenty; clubs, hammers, maces, polaxes. As for the lance, anything moving at horse speed will deliver a good wallop.
4:54 ‘They also inflict AP damage, but I’m sure how because hammers don’t seem to pierce armour’ Warhammers historically were used as anti-armour weapons, the small head of historical warhammers concentrated the force of the swing on a small area of armour to either break through or dent the armour sufficiently and with enough force to make contact with the body and break bones within. Most warhammers also had a spike or beak on the opposite side which was even better at piercing armour and stabbing the wearer underneath. In the case of hammerers, their hammers are so massive that, assuming the dwarfs could actually use the bloody things, the force crashing down on the enemy would break bones. It would be like hitting a sheet of steel with a sledgehammer, the steel with be dented and the force with transfer through the steel to anything underneath, so it’s not necessarily piercing the armour as it is negating it.
Hammers work wonders against armor, since it doesn’t actually have to pierce the armor but rather inflicts massive blunt-force damage that bypasses the plate/chains/leather etc since the kinetic force from the impact will transfer into the body due to the action/reaction law.
What Dwarfs should do: Endure the line, blow people up with their amazing artillery. What Damneders does with them: Choose the damage frontline even if they lose defense. This kinda tells you how good the game can be when you do the literal opposite of a faction's role and still do quite well.
04:56. Blunt weapons are perfect for heavily Armored targets. At the end of the day we are talking about a 8KG hammer going to your chest very fast. No armor, muscle or bones can save you of having a bad time. Also if the plate armor is bad designed or it is in bad condition it can actually break and split off and technically PIERCE the armor
5:00 - Blunt damage more or less ignores armor completely. Obviously the weapon doesn't pierce but I think it was desgined this way by CA just because it'd be a bitch to code otherwise
Hammers might not pierce armor but are definitely one of the best weapons against an armored foe because the blunt force doesn’t need to get through the armor to break bones and shatter skulls
I know it's a fantisy game but historically a blunt heavy weapon like a hammer or mace was better at fighting armored oponants because the weapons would ten to cave the armor in on the wearer, so maybe that is why the hammerers have AP
That is pretty good, though I personally prefer focusing more on defensive aspects of dwarf army. From my experience - with Irondrakes - it is best not to stretch their formation into a long line. It is better to keep them clumped into a cube-like formation - this way they can still fire, but they don't have to reposition that much if you change targets, it saves time. Trollhammers are also surprisingly good against heavy flying units - they massacre dragons, for that matter. Slayers - I found they work better as support - they die too quickly on the front line of left to simply duke it out - they last far longer and do more damage if you mix them with units who are already fighting. If you feel a bit cheesy - you may simply replace all your melee units with Ironbreakers - they are very defensive and don't do that much damage in melee, BUT their blasting charges will soft up elite units enough, so ironbreakers should be able to chew threw them without much of a problem. The only issue here is micro, as you may need to funnel enemy elite melee units unto them, so they won't waste throwables on chaff. Another little thing - additional use for organ guns that is worth mentioning - they shred cavalry units, and dwarfs lack potent defence against cav other than pure heavy armour.
I would never recuit any great weapon units, because they not only lose their shield, but most importantly, have lower melee defence, which is the most important stat for melee infantry. Their job is to hold enemies as long as possible so your missle units can do the damage, rather than doing damage themselves. In that sense hammerers are terrible for their price, because they can't hold the line for long. In fact the best unit to tank enemies are your lords and hero, because you can craft extremely powerful equipment as dwarf. A proper leveled up thane with well-crafted equipment can easily reach 100+ melee defence and regen skill, make them almost invinsible. Besides they don't block the line of sight of your guns and flamethrowers.
Well that really depends on the situation, while I do agree that holding the line with shielded units and having ranged units do the killing is the superrior strat with the dawi. However if you are fighting against something like orks having a few units of hammerers can REALLY speed up the killing process so having few of those around might be very beneficial. Cause you see there are plenty of units that the hammerers take little damage from while absolutely reking their opposition, like ork boyz or goblins. On the other hand nothing really in the dawi army holds a candle to the ironbreakers bullshit with their satchel charges :'D
Warhammers don't need to penetrate the armor they transmission their impact through it and cause concussions, similar to modern HEAT shells on tanks, which are notorious for their anti-armor effect.
You're thinking of hesh rounds not modern day heat rounds. Heatfs sends super heated metal into a small jet to pen. But HESH (high explosive squash head) literally forms to the metal first then detonate's to create shrapnel or pressure waves threw the interior of the tank without even penning them. The damn brits love their squash heads lol
Not a bad composition, however there are some improvements you can make: 1) get a Runelord instead of a regular lord. They have similar melee stats, but have master runes which are more powerful than regular runes. Rune of Wrath and Ruin will apply a huge slowing debuff to enemies in an AoE, making enemy cav charge like molasses in January, becoming prime targets for Slayers. 2) Slayers should be kept in reserve next to your artillery to protect them from cav charges and enemy fliers. They have no armor and low melee defense, meaning they’ll get shredded very quickly in melee. Keep them in reserve and pounce on any cav or fliers after hitting them with Wrath and Ruin. 3) Since you have such a focus on anti infantry artillery pieces, you should remove your regular irondrakes and replace them with Ironbreakers instead. Ironbreakers have incredible defensive stats and will often fight to the last man, allowing them to hold the front line almost indefinitely. Trollhammers can stay since they’re a good dedicated anti-large, but using brimstone guns works too. 4) find a spot in your army for an engineer or two. They give a passive buff to reload speed in an AoE, turning slow-firing trollhammers into belt-fed machine guns. Other than that, you have the concept of the Dawi nailed to a T. Nice job.
@@ColonelDamneders Dwarfs was the first campaign I ever played in TWWI and near the endgame i just had Quarrelers, Ironbreakers and a mixture of cannons and grudgethrowers. My army literally did not move during battles. The ironbreakers formed a square that could hold forever and everything just got smashed by crossbows and artillery. You could even send Thorgrim up front to tank everything and blob things up. Easy pickings after that. :)
except if you are roll playing, in the late game you should have either 6-7 thunderers/crowlers(in sieges crawlers are better, plus there is the line of sight issue with the thunderers, but thunderers do more damage), 6-7 ironbrakers(because they are the best infantry , you shouldnt have any slayers, because they can be replaced by your skirmishers and in general they suck, maybe replace 1 or 2 ironbrakers with hammerers but ironbrakrs are just too good), then 3 flame canons/ organ guns (depending on which you prefer, i would go with flame canons , but you can have a mix too), then maybe a gyrobomber to destroy enemy artilery , and your lords. These is the most efficient way of playing the campaign, especially on legendary. And a quick tip , have your lords in front of your infantry so when the ai blobs around them your artillery/skirmishers could take them down easily. And almost always corner camp..
@@rockstar450 yea they are very great. Pitty that there are units that do a much better job at their role. May i ask you a question do you play on legendary? Because if you do you would know that especially on legendary slayers are very weak. So i am going to end my thoughts with a simple question . Why on earth would someone pick a slayer over a thunderer or an ironbreaker when these 2 do their job much better than slayers(especially on legendary), with lower coast?
5:00 They have armour piercing because of great Trauma damage that ignores armour and can do even damage than just piercing through armour. Trust me, even in full plate armour, ye wouldn't want to be smacked by 'em. Yer bones wouldn't like it hahaha
This, a clear understanding of the units and their application. Depending on army/enemy I've slightly mixed my numbers from some of your examples but this is how I play them too. Love Iron breakers and Hammerers, the artillery is strong, their heroes are and Gyrocopters are basically their cavalry. Long live the White Dwarf, long live Grombrindle✊
If you deploy Thunderers/Handgunner or Zombie Pirate Deckhand Mobs with Handguns into shorter and solid block formations like b behind and between gaps in an infantry line you get some more shoots of for your bucks. Without having to move them back or having to rely on hills for elevated firing positions.
"Hammers dont pierce armor". well that's the thing. You dont pierce armor to do damage to it. You can't. That's why people used maces and hammers against armored enemies irl. Only way to put down a fully armored knight is to bludgeon him to death.
yep, but there are a few other ways to bring down the mighty knight: 1. Stink-bombs, 2. Itching powder, 3. Name-calling, 4. Whoopee cushion (controversial one this one, as no-one has lived long enough to see if it worked or not), 5. Mexican Fighting Ants (orange ones, not the green ones)
Or charge at him with a spear while mounted, shoot downwards with a strong crossbow, wrestle him into opening the helmet so you can stab his face (killing the mount makes it easier if he is riding) depending on the armor design a good dagger blow takes the knight out the fight, etc... Admitted that a lot of these require you to be at the same level or higher than the knight when it comes to fighting skill, but the point is that there is more options than just using bludgeoning them to death.
Hammer damage is more armor ignoring than armor piercing. Armor can stop the damage from a sword in a way it simply can't absorb the damage from a hammer. Hammers and maces came about as weapons as a response to armor. Consider too swinging a hammer at someone who's not weighed down by any armor... They won't have too difficult of a time dodging it
AP is probably a bad way to describe maces, but historically swords were slicing weapons and used on lightly armored opponents in lethal combat, weapons like halberds and warhammers were used to kill opponents in plate armor because the halberd could pierce plate and the warhammer could break bones under the plate because of the high kinetic energy from their blows. So, hammers are anti-armor.
Nice video for presenting the units ! My army comps are quite differents and work pretty good as well. Thank you for taking time to explain everything.
In short for those wondering, you have a bit heavy frontline to hold the enemy down, artillery and explosives to rip them apart and you want to play defensively
I’m going through this before III comes out - just one nit - the blasting charge miners are a great and cheap way to defend against a cavalry charge in the rear. They may get one rush but if your ammo holds out they basically decimate the entire unit, then I use them to flank (they are speedy remember) engaged units. While they don’t cause physical damage they surprise the units and help demoralize them. Cheap, fast (for dwarves) and lethal if used correctly to protect the flanks and rear in the early game.
Good unit run down on the dwarf, but that army composition isn't great. Too many artillery and specialized unit, your army need more meat shield and mass range unit. This is what i run with on my hard/very hard campaign. 1 (Thane/Runemaster/Egineer) - support 7 (shield infantry) - hold your line 2 (2-hand infantry) - to watch your flank / attack enemy 2 (artillery) - make AI come to you 4 (ranged unit) - a mix of quareller and thunderer 1 (slayer) - for anti-large/ flanking engaged enemy unit 2 (specialized unit) - gyrocopter/iron drake or w/e
Nice video... try ask totallegend, his channel "exploded" with some crazy formular ;) he had helped other youtubers, and he love total war. But keep up the good work
@@ColonelDamneders It's more like, unless you're wearing Gambeson or thick leather armor, armor won't do much to stop a heavy blunt weapon from caving your skull on or breaking bones. It does little to stop the force of the weapon, if that makes sense.
+Da Bomb so it’s less armour piercing and more using the armour as a battering ram lol. But obviously they aren’t gonna call it something different to piercing because it functions the same
Weapons in games in general tend to be a bit oversized. Going for the 'cool' look, rather then actual functionality. Warhammers had a small head to concentrate the force of impact and usually a point or 'beak' on the other side. Esp with plate, piercing only works in gaps of the armor. That is why they used hallberds, maces and warhammers on the battlefield and the sword was a backup weapon. With a sword you have to halfsword, that is holding the blade halfway with your hand, to use a a lever and try to ram the point in a gap of the armor. Or using the mordhau, by holding the blade and use the guard and pommel as a mace or hammer. Just look up pictures from actual warhammers and 2 handed warhammers.
@@ColonelDamneders Basically slashing attacks are useless against plate. And stabbing attacks cannot pierce the armor, only certain weakspots (eyeslits, necks, crotch, knee backs). That's why the optimal way to fight plated opponents are to disorient him with blunt attacks (ideally a concussive strike to the head) and then finish him off with a dagger, sword or any long, spikey bit on your weapon. For that reason swords are extremely bad weapons against plate armor. And if it happens that you need to use a sword, half-swording and murder strokes (mentioned by Paul) are the best techniques. You use the sword "reversely" and try to hit the opponents head like with a club. And once their disoriented, you can try to stab them in the face or neck. You may also think that weapons with large pikes can work as great can openers. But unless you are a giant (which is possible in this game), it won't penetrate deep. Any such small penetration would be usually stopped by gambeson worn under the plate. And then the weapon is usually stuck in the armor and you've lost your weapon. So for this reason even "piked" weapons like war picks have hammer-like ends.
4:55-4:56 Well, certain hammers which are tough/strong enough can hit through armor and hit directly into the skin. Ie. Those hammers in medieval movies that are so strong they can hit a person directly who is in armor and even knock them back. So that's probably how.
4:54 I would say that the hammerers would mostly ignore armor since hammers are going to straight up crush helmets and armor because of their blunt strikes and massive weight. You hit metal with a massive sledgehammer, that metal is going to bend or even bend so hard it breaks. Though i would say a spear or a great axe would definetly fit the category of actually "piercing" the armor so you do have a point there.
Hammers and the like are kinetic weapons. The shock of the blow "pierces" the armor and is transferred into the target. Think what a blow to the head of an armored target by a warhammer would do.
@@wintermute- Yea i think a helmet is not gonna do anything against a Gromril hammer head that is twice the size of your head that comes swinging at your noggin at full force. That skull is gonna crack open like an egg.
Great video! Although the most important thing to note about Norgrimling's Ironbreakers is that they have 30 more models than regular Ironbreakers, so they have nearly 12k HP on ultra settings. They also throw more bombs per volley, since there are more of them.
Been addicted to this series by you, absolutely brilliant!! Really appreciate all the hard work you put into these videos! It would be sick if you do Norsca next :)
TL;DR my opinion and personal compisition- Lord/Hero 8 front-line (6 infantry/2 AP infantry early, 8 Ironbreakers late with changes depending on enemy army) 6 Ranged (usually 4 crossbows and 2 guns, with changes depending on enemy army) 4 Arty (2 cannons or catapults, always 2 organ guns) My strategy abandons anything that isn't worthwhile. Hammerers are out, as the Ironbreakers are just way better at holding and will last much longer with fewer casualties, and the blasting charges to stop cavalry charges means that the Giant Slayers are out as well. This also means my entire front-line is a single unit which makes allocating lord level points easier. I take 8 of them. Along with a lord and a hero (thane/runesmith or thane/engineer) makes the ten units I have in every army. Early game swap that for 6 DW early and 6 LB later with 2 of the AP variant to back them up. A small caveat, it I'm fighting Britonnia or the Beastmen I will bring 4 Giant Slayers, and if I'm fighting Chaos I will bring 4 Hammerers instead of four of the Ironbreakers. Gotta tweak your army for what you're fighting. I than focus on the Dwarfs strengths: artillery and ranged. 4 artillery units, changing between Grudge Thrower and Cannons depending on what I'm facing, sometimes even Flame Cannons, but I always have atleast 2 Organ Guns once I unlock them. Than it's 4 Quarrelers/Rangers, because shooting over walls and over the crenelations guarding siege defenders is useful, and 2 Thunderers because AP ranged is useful. The point of this army is to wreak absolute havoc with the arty and ranged, and once they get into melee, most of the enemy is half health, especially after charging through all those blasting charges. Half health units vs Ironbreakers means Ironbreakers gonna win. Than the Rangers get onto flanking routes to shoot the enemy in the back, because they're decently fast, and Thunderers take down any major threats like Dragons or Giants. The Rangers chase units away after they break using their spiky sticks, and so does the artillery. Swap out two of the crossbow units for Gyrocopters if I expect a lot of enemy arty, and if I expect a whole lot of dangerous enemy large units (Necrofex Colossus/Mammoth) I will swap out all those ranged units for Trollhammer Torpedoes. Those spam armies are still hard to fight, and I'll usually just send Ungrim to deal with them with loads of Trollhammers and Giant Slayers along with 2 Cannons. I don't usually use Slayers at all, as I find they die way too fast, and Thunderers make for better cavalry and large unit stoppers. I don't usually use the flamethrower bois because they hurt your own units too much if you forget to turn off 'fire at will' after your line clashes and you pull them back. Most Gyrocopters don't do enough damage but a couple of bombers can disrupt the hell out of artillery, even after they run out of bombs. Miners are complete garbage. Early game when the Orcs have no armor, and neither do the Skaven, they're useless, late game they're highly outclassed. Bolt Throwers are usable, but every other artillery piece is better, so just use that. Not saying that your comp is wrong, but it won't work on higher difficulties without major breaks for replenishment. it relies too much on being able to hold in melee, and the enemy gets bonuses so that even basic infantry is elite and will wipe your units that have the tag {Decent Melee Combatant}. And with your composition, you either have to spend a fortune in the red section of the lord skill tree, or just not have it affect much of your army, missing out on major bonuses you could have applied to your entire army. You have a fun little composition for normal and below, though. Also, next time take an actual army into a campaign battle, and not a skirmish battle. The Orc army that you're up against is something you'd never see in campaign. Note that when I'm talking about these alternate compositions where I swap out units, I usually make a new army specifically to fight the faction. Swapping out units for every war is dumb, because than you'll never have level 9 troops. Those tooled-up armies just go in first, and will get backup from the general army I already described. This is also JUST for campaign. Obviously this army is too expensive to bring into multiplayer.
no need to ever bring hammerers, just get thunderer for AP. Why ever bring a cannon? Grudge thrower gets so much more kills and thunderers kill any large unit just as well. I never bring slayers and rarely find troll torpedoes useful, as thunderers are way more versatile even if i am in war with lizard-man.
@@SzRobertF I rarely bring hammerers only against big chaos doomstacks, I rarely bring cannons, unless they have dragons or some other very armored large threat. Weather you like it or not, cannons are much better at dealing with large units when paired with an organ gun and thunderers. Hammerers helps to add damage to the Iron breakers defense so they can take down chosen spam. My army focuses on unit synergy helping each other to bring down top priority threats. It's also for V.Hard difficulty, where the enemy gets bonuses to every stat that isn't ranged def.
@@OtterSpace975 I play legendary only and no way a cannon has better damage than an organ gun. Less range but more than makes up for it. Also cannon has shit kill count against infantry. Like 10-50 while organ gun/g thrower gets 100-200. Even thunderer have just as much dps close range and they can much better kill chaos spawn by shooting over ironbreakers than hammerers. No point in having them. Just get more thunderer if you need damage or ironbreakers for defense. I deleted Archeon's 5 doom stack just now w 0 dmg taken. 4 IB, 6 Th, 4 OG, 2 GBombr, 1 IDrake, gg ez mode.
Just an FYI, armor isn't pierced historically, it's broken by hammers and blunt force. Swords and axes didn't do anything to armor which is why most knights used heavy blunt weapons.
Depends on the armor though. Even with chainmail there is a good chance a poleaxe or a longsword might end up doing damage. And the "most knights used heavy blunt weapons" is just wrong. They mainly used spears early on, then lances afterwards and for foot combat, which was never the focus, it was mostly either polearms or longswords. Hammers and maces were a bit too specialized for the already specialized type of soldier to be carrying around as their main weapon.
Hi, I hope you will see this question. Let's say an enemy infantry is engaged with your dwarf warriors. Let's say your quarellers are close behind your warriors. Can the quarrallers safely shoot over warriors head?
@@krell2130 Nope, French origin word and definitely May-Lay....although Brits disagree, and also pronounce Lieutenant as left-tenant...along with many others :P
Sure getting the irondrakes up onto the enemies walls is a good strategy. The only problem with that is that by the time u safetly got them up on the walls and in position to fire down there would be no enemy to fire at. There range is to short and once they are up there odds are your main army is up there to, aswell as having the gate broken down and dwarf units flooding in that way.
Personally I detest variety in my army unless it's effective. If we are talking late game I always go with 1 dwarf lord 1 Thane 1 master engineer/Rubesmith 6-7 ironbreakers 7-8 thunderers And the remaining ALWAYS Organ Gun. As much I would want slayers to work they are in my eyes completely useless. 1 quarler can do more damage on anyone than a slayer. They are especially weaker in the higher difficulties.
My best strategy is to corner camp so all my flanks are protected I usually have 4 hammerers and 5 longbeards sheilds or Great weapons 2 iron breakers three quaralers 2 flame cannons and one cannon that is what usually helps me win battles I’m outnumbered
You do great videos, I wish I could speak as fast as you do....or perhaps not lol The following video you mention 'Lords and Heroes' does NOT cover the Dwarf Hero characters, and I cannot find a guide to them, either in an army or out and about individually
But trollhammer torpedos are kinda crap to the point that miners with blasting charges would be a better pick then those fellas. The reason being their absolutely horrendous rate of fire and the fact that they are only useful against large foes as they do next to nothing against regular infantry. That fight would have been over even faster if you ditched the bombers, slayers and *especially the trollhammers* and instead of them got 2x ironbreakers and either 4x quarrelers or bugman rangers or 2x alternatively bugman rangers or quarrelers and 2x thunderers. Heck even switching one flame cannon for a goblobber/grudge thrower or a regular cannon might be a good idea due to the massive range advantage over a flame cannon. Also Hammerers having ap is not odd at all, do you have any idea how hard it is to actually penetrate a hardened armor plate with any sort of melee weapon? It's *VERY* hard and basicly requires you to have your target knocked down flat on their back or belly and swing away with your full might using something like a pickaxe or polearm. However you dont really need to actually penetrate the armor itself if you can damage the relatively squishy wearer with sheer force alone, and hammers are really good for that purpose. I guarantee that you are not gonna have a good day if someone swings at you with a sledgehammer even if you are wearing a full plate armor, it's gonna leave a mark :D
You clearly haven’t watched LegendofTotalWar review the new dwarf doomstack. Lord + 4-5 engineers + all Trollhammers = Instant death to anything that puts a toe within range of you. Literally deleted 3 endgame stacks of High Elves.
Wee bit late here, however just in case, grudge throwers are the catapults why the bolt throwers are the ballistas. The bolt thrower has the smaller range and performs the same role as the cannons, so the bolt thrower gets replaced
Lol the guy who did the play through guide toward the end barely win that battle Lol and that was a battle that was in the dwarfs favor to begin with😂🙈 should have been a battle that was highly not in the players favor (like a sliver) and see how this lineup actually performs..
Dwarf roster 1x lord 3x heros 6 ironbreakers ,5 gunners, 4 organ gun, 1 grudge thrower. If you take too many different your points on your lord wont last
I really wish they reworked miners, and give Dwarves something cool to play with. Make them a bit stronger, a few extra stats (because they are too expensive for what thye do atm), and grant the player the option to deploy them as normal, or to have them tunnel in later. This instead gives an ability like the Skaven have which allows them to tunnel up on the battlefield.
So I just bought total warhammer 1 and total warhammer 2 when steam had on their winter sale. So I’m very new to the game. The dwarfs were the first faction I played on mortal empires, however I watch a lot of these videos and I seem to be missing ALOT of these units in my army. Is it because I don’t have all the DLC?
While it fine to go heavy into missile units for dwarves I personally prefer to have 8 to 10 melee units 2 artillery 5 to 7 missile and the rest heros/lords
Although not a great army, all irondrakes with some artillery in a siege? 😳 if you can take the wall and get them all up there facing inward they will delete anything that tries to retake the wall
@@TooShiestyForYou so if you want to do the mortal empires campaign which is the full map from both games combined you have to install both warhammer one and two. Then you can uninstall the first game and you just play the combined two through warhammer 2
i dont know why but that army comp feels weird. gyrocopters and bombers arent bad but in my opinion they are really inefficient at what they do. the army comp i usually use is: -normal melee lord -runesmith -thane -5 ironbreakers as mainline -5 quarrelers or bugmans rangers -2 giant slayers, 1 in each flank to protect arty and quarrelers from cav or if they are not needed there go for enemy giants -2 hammerers near the giant slayers but not in the flanks so they could help either the slayers or the mainline -2 grudgethrowers -1cannon i havent had anything that i couldnt beat with this comp and sometimes i like to switch some few units just for fun
Really? Slayers at the front line? Even with Ungrim they are of no use in endgame beyond Normal difficult. Your armys are micro nightmare and completly impractical. Here is an actual good dwarf army for late game: Lord + Runesmith + Master Engenieer + 5 Organ Guns + 6 Thunderers + 6 Ironbreakers (one of them the RoR if posible), that's it, literally ANYTHING the game will toss at you can even hope to make much of scrath to that army. And, if you want to get really cheesy, Lord + Runesmith + 6 Master Engenieers and the rest Irondrakes (Trollhammer torpedos) and bring WW1 carnage to the battlefiled and teach the Skaven how it done.
Gotta love how the Dwarfs are willing to pack on an extra 20 pounds of plate armor just to protect the beard.
Dwarfs' logic
No beard = shame.
@Teun vanderLugt i feel like that act wins number 1 spot in the book of grudges
True. Helmet protects dwarf’s head. Beard will protect itself.
Well the irondrakes needs it on or else their beards get set on fire
Dwarfs got priorities.
4:14
"And once they do fall, they get off one last attack"
**Slayer gets picked up by Troll, punches troll in the face before death**
+Vincent Linsin sounds about right to me
That's actually right in Lore-terms
How do you get the dwarfs?
@@TooShiestyForYou you have to have warhammer 1, it doesn't have to be installed but as long as its in your steam library then warhammer 2 will see it. you will have to also get mortal empires dlc since dwarves aren't available in eye of the vortex campaign
@@jeremybk54 damn my dumb ass thought the game had to be installed. I gotta thank you for letting me know cuz i have a lot more disk space now lol.
I disagree with a few things here. Firstly the role of most dwarven infantry is to hold the lines and allow your artillery and missile units to do the actual killing. So other than maybe 1 or 2 great weapon/hammerer units the rest should be shielded units to hold the line as long as possible with thier extra defence and missile resistance.
Slayers should never be front line units for this reason, their lack of armour means they just melt. Have 1 or two in reserve with the missile units to punish any cav units that try to disrupt them.
Irondrakes and trollpeados are great, but very specialised missile units. They are also micro intensive. 1 or 2 of them total is enough, and the rest should be thunderers, quarelers or rangers which are much more versatile and can damage both cav and infantry without the same micro. Also quarelers should nearly always have their shields as they should never really get into melee and their shields will block incoming missile fire from the enemy allowing them to win missile skirmishes.
Gyrocopters are also micro intensive, though can be useful in certain circumstances. Apart from killing enemy artillery and chasing enemy units off the map there are other dwarven units that do a better job.
Finally you only had 6 melee units in your example army, 2 of which were slayers. As a result your army was flanked and surrounded, which made an easy battle much more chaotic and difficult. I use at least 8 defensive units to hold the line and then use other units to do the killing.
+David Lawrence that’s just like... your opinion man. I just personally like this comp for might play style m
@@ColonelDamneders that's fine, I did say i disagreed with a few things, not that everything I said was factual. And a lot of unit selection comes down to which faction your invading. Gyrocopters are really good against chaos, but get wrecked by vampire counts and skaven for example. I still think I made some valid points though.
+David Lawrence you did don’t worry I’m not taking it personal. As I say I like to read different strats
I have also found that Brimstone Gyrocopters are peerless at sniping lords and artillery of certain factions. Greenskins were especially vulnerable due to lack of AP missiles outside of the Goblin Wolf Archer RoR. Tomb Kings are also vulnerable if you can lure their carrion out to be shot down early in the fight, as AI tends to use them. All else fails, they're good at spotting hidden units so your artillery can be firing as soon as enemies enter range.
@@ColonelDamneders ok Dude.
Hammers are exactly how you "pierce" armour. If you move to stab a steel shell with a steel blade , you wont do anything other than damage or break the blade. But hammers are a sure way to dish out some internal bleeding and burger meat organ syndrome.
burger meat syndrome
me: explain
@@No_one_perhaps A medical condition, where the subjects flesh becomes indistinguishable from the mince that forms a burger paddy. Often caused by blunt trauma.
Incorrect, Hammers, mauls, mallets are blunt damage. They will break bones and cause bruising meat inside the armor and bash the armor (dent it in) making it difficult to remove after battle but not pierce it. Historically, piercing weapons were the pike, the war pick, Warhammer (one side was a pick) Estoc, arrows, javelin, lance etc...
@@Joe_Smo Notice "pierce" in quotation marks. None of the weapons you mentioned, with the possible exception of the pick, actually have the capacity to literally pierce steel plate armor. Rather, the best way to injure a man in plate armor (other than grappling him to the ground and stabbing him in the armpit or visor) is to hit him really hard with a heavy object. We see this in medieval artworks plenty; clubs, hammers, maces, polaxes. As for the lance, anything moving at horse speed will deliver a good wallop.
4:54 ‘They also inflict AP damage, but I’m sure how because hammers don’t seem to pierce armour’
Warhammers historically were used as anti-armour weapons, the small head of historical warhammers concentrated the force of the swing on a small area of armour to either break through or dent the armour sufficiently and with enough force to make contact with the body and break bones within. Most warhammers also had a spike or beak on the opposite side which was even better at piercing armour and stabbing the wearer underneath. In the case of hammerers, their hammers are so massive that, assuming the dwarfs could actually use the bloody things, the force crashing down on the enemy would break bones. It would be like hitting a sheet of steel with a sledgehammer, the steel with be dented and the force with transfer through the steel to anything underneath, so it’s not necessarily piercing the armour as it is negating it.
i was scrolling down to make sure that someone pointed that out, seems nitpicky but it bothered me too haha :)
Exactly it's not about piercing the armour in this case as much as it is about just not mattering that you're wearing armour
Hammers work wonders against armor, since it doesn’t actually have to pierce the armor but rather inflicts massive blunt-force damage that bypasses the plate/chains/leather etc since the kinetic force from the impact will transfer into the body due to the action/reaction law.
What Dwarfs should do: Endure the line, blow people up with their amazing artillery.
What Damneders does with them: Choose the damage frontline even if they lose defense.
This kinda tells you how good the game can be when you do the literal opposite of a faction's role and still do quite well.
04:56. Blunt weapons are perfect for heavily Armored targets. At the end of the day we are talking about a 8KG hammer going to your chest very fast. No armor, muscle or bones can save you of having a bad time.
Also if the plate armor is bad designed or it is in bad condition it can actually break and split off and technically PIERCE the armor
Assuming that hammer is 8KG and not 20KG also travelling at the speed of 10km/h, armor or not, you'll DEFINITELY going to feel that.
And if the armor breaks, the shards might penetrate the wearer’s flesh and cause major internal damage
5:00 - Blunt damage more or less ignores armor completely. Obviously the weapon doesn't pierce but I think it was desgined this way by CA just because it'd be a bitch to code otherwise
Hammers might not pierce armor but are definitely one of the best weapons against an armored foe because the blunt force doesn’t need to get through the armor to break bones and shatter skulls
I know it's a fantisy game but historically a blunt heavy weapon like a hammer or mace was better at fighting armored oponants because the weapons would ten to cave the armor in on the wearer, so maybe that is why the hammerers have AP
Blunt weapons, especially later in the medieval period were designed to pierce the plate armor
That is pretty good, though I personally prefer focusing more on defensive aspects of dwarf army.
From my experience - with Irondrakes - it is best not to stretch their formation into a long line. It is better to keep them clumped into a cube-like formation - this way they can still fire, but they don't have to reposition that much if you change targets, it saves time.
Trollhammers are also surprisingly good against heavy flying units - they massacre dragons, for that matter.
Slayers - I found they work better as support - they die too quickly on the front line of left to simply duke it out - they last far longer and do more damage if you mix them with units who are already fighting.
If you feel a bit cheesy - you may simply replace all your melee units with Ironbreakers - they are very defensive and don't do that much damage in melee, BUT their blasting charges will soft up elite units enough, so ironbreakers should be able to chew threw them without much of a problem. The only issue here is micro, as you may need to funnel enemy elite melee units unto them, so they won't waste throwables on chaff.
Another little thing - additional use for organ guns that is worth mentioning - they shred cavalry units, and dwarfs lack potent defence against cav other than pure heavy armour.
Fast (for a dwarf) XD
They've only got little legs
@@ColonelDamneders "We dwarves are natural sprinters,very dangerous at short distances" Gimli son of Glóin
@@666MIHI "PUMP THOSE DWARWEN LEGS!!!"
@@666MIHI that's me wee lad Gimli
That makes laugh when I saw it fir the first time while playing this
I would never recuit any great weapon units, because they not only lose their shield, but most importantly, have lower melee defence, which is the most important stat for melee infantry. Their job is to hold enemies as long as possible so your missle units can do the damage, rather than doing damage themselves. In that sense hammerers are terrible for their price, because they can't hold the line for long.
In fact the best unit to tank enemies are your lords and hero, because you can craft extremely powerful equipment as dwarf. A proper leveled up thane with well-crafted equipment can easily reach 100+ melee defence and regen skill, make them almost invinsible. Besides they don't block the line of sight of your guns and flamethrowers.
Well that really depends on the situation, while I do agree that holding the line with shielded units and having ranged units do the killing is the superrior strat with the dawi.
However if you are fighting against something like orks having a few units of hammerers can REALLY speed up the killing process so having few of those around might be very beneficial. Cause you see there are plenty of units that the hammerers take little damage from while absolutely reking their opposition, like ork boyz or goblins.
On the other hand nothing really in the dawi army holds a candle to the ironbreakers bullshit with their satchel charges :'D
Warhammers don't need to penetrate the armor they transmission their impact through it and cause concussions, similar to modern HEAT shells on tanks, which are notorious for their anti-armor effect.
You're thinking of hesh rounds not modern day heat rounds. Heatfs sends super heated metal into a small jet to pen. But HESH (high explosive squash head) literally forms to the metal first then detonate's to create shrapnel or pressure waves threw the interior of the tank without even penning them. The damn brits love their squash heads lol
Hammerers do AP damage because the hammers are so heavy they do damage through armor.
Not a bad composition, however there are some improvements you can make:
1) get a Runelord instead of a regular lord. They have similar melee stats, but have master runes which are more powerful than regular runes. Rune of Wrath and Ruin will apply a huge slowing debuff to enemies in an AoE, making enemy cav charge like molasses in January, becoming prime targets for Slayers.
2) Slayers should be kept in reserve next to your artillery to protect them from cav charges and enemy fliers. They have no armor and low melee defense, meaning they’ll get shredded very quickly in melee. Keep them in reserve and pounce on any cav or fliers after hitting them with Wrath and Ruin.
3) Since you have such a focus on anti infantry artillery pieces, you should remove your regular irondrakes and replace them with Ironbreakers instead. Ironbreakers have incredible defensive stats and will often fight to the last man, allowing them to hold the front line almost indefinitely. Trollhammers can stay since they’re a good dedicated anti-large, but using brimstone guns works too.
4) find a spot in your army for an engineer or two. They give a passive buff to reload speed in an AoE, turning slow-firing trollhammers into belt-fed machine guns.
Other than that, you have the concept of the Dawi nailed to a T. Nice job.
Two ironbreakers in the end game? How about a whole frontline of them? :p
Also a valid strategy 👌
@@ColonelDamneders Dwarfs was the first campaign I ever played in TWWI and near the endgame i just had Quarrelers, Ironbreakers and a mixture of cannons and grudgethrowers. My army literally did not move during battles. The ironbreakers formed a square that could hold forever and everything just got smashed by crossbows and artillery. You could even send Thorgrim up front to tank everything and blob things up. Easy pickings after that. :)
@@Johnnythefirst Basically the Dwarf strat. Turtle city🐢
except if you are roll playing, in the late game you should have either 6-7 thunderers/crowlers(in sieges crawlers are better, plus there is the line of sight issue with the thunderers, but thunderers do more damage), 6-7 ironbrakers(because they are the best infantry , you shouldnt have any slayers, because they can be replaced by your skirmishers and in general they suck, maybe replace 1 or 2 ironbrakers with hammerers but ironbrakrs are just too good), then 3 flame canons/ organ guns (depending on which you prefer, i would go with flame canons , but you can have a mix too), then maybe a gyrobomber to destroy enemy artilery , and your lords. These is the most efficient way of playing the campaign, especially on legendary.
And a quick tip , have your lords in front of your infantry so when the ai blobs around them your artillery/skirmishers could take them down easily. And almost always corner camp..
@@rockstar450 yea they are very great. Pitty that there are units that do a much better job at their role. May i ask you a question do you play on legendary? Because if you do you would know that especially on legendary slayers are very weak. So i am going to end my thoughts with a simple question . Why on earth would someone pick a slayer over a thunderer or an ironbreaker when these 2 do their job much better than slayers(especially on legendary), with lower coast?
I am legitimately surprised you only have 2k subs, you'll be big for Warhammer 3 I think lol
If it ever comes out maybe lol. Cmon CA give us some news!
@@ColonelDamneders Your time Has Come Man
5:00 They have armour piercing because of great Trauma damage that ignores armour and can do even damage than just piercing through armour.
Trust me, even in full plate armour, ye wouldn't want to be smacked by 'em. Yer bones wouldn't like it hahaha
Hammerers have armor-piercing damage because of the blunt force it inflicts
This, a clear understanding of the units and their application. Depending on army/enemy I've slightly mixed my numbers from some of your examples but this is how I play them too.
Love Iron breakers and Hammerers, the artillery is strong, their heroes are and Gyrocopters are basically their cavalry. Long live the White Dwarf, long live Grombrindle✊
If you deploy Thunderers/Handgunner or Zombie Pirate Deckhand Mobs with Handguns into shorter and solid block formations like b behind and between gaps in an infantry line you get some more shoots of for your bucks. Without having to move them back or having to rely on hills for elevated firing positions.
"Hammers dont pierce armor".
well that's the thing. You dont pierce armor to do damage to it. You can't. That's why people used maces and hammers against armored enemies irl. Only way to put down a fully armored knight is to bludgeon him to death.
yep, but there are a few other ways to bring down the mighty knight:
1. Stink-bombs, 2. Itching powder, 3. Name-calling, 4. Whoopee cushion (controversial one this one, as no-one has lived long enough to see if it worked or not), 5. Mexican Fighting Ants (orange ones, not the green ones)
Or charge at him with a spear while mounted, shoot downwards with a strong crossbow, wrestle him into opening the helmet so you can stab his face (killing the mount makes it easier if he is riding) depending on the armor design a good dagger blow takes the knight out the fight, etc...
Admitted that a lot of these require you to be at the same level or higher than the knight when it comes to fighting skill, but the point is that there is more options than just using bludgeoning them to death.
you just got yourself a new sub and a new like on as many videos i can remember to like when i watch
+Karl Eisenhauer I appreciate that mate. Glad you enjoy!
Hammer damage is more armor ignoring than armor piercing.
Armor can stop the damage from a sword in a way it simply can't absorb the damage from a hammer.
Hammers and maces came about as weapons as a response to armor.
Consider too swinging a hammer at someone who's not weighed down by any armor... They won't have too difficult of a time dodging it
IRL blunt weapons were used against armored knights. That's why maces are a thing.
AP is probably a bad way to describe maces, but historically swords were slicing weapons and used on lightly armored opponents in lethal combat, weapons like halberds and warhammers were used to kill opponents in plate armor because the halberd could pierce plate and the warhammer could break bones under the plate because of the high kinetic energy from their blows. So, hammers are anti-armor.
miners are good as expendable slow down units and forward artillery spotters so that artillery can have more time to shoot enemies
Nice video for presenting the units ! My army comps are quite differents and work pretty good as well. Thank you for taking time to explain everything.
In short for those wondering, you have a bit heavy frontline to hold the enemy down, artillery and explosives to rip them apart and you want to play defensively
I’m going through this before III comes out - just one nit - the blasting charge miners are a great and cheap way to defend against a cavalry charge in the rear. They may get one rush but if your ammo holds out they basically decimate the entire unit, then I use them to flank (they are speedy remember) engaged units. While they don’t cause physical damage they surprise the units and help demoralize them. Cheap, fast (for dwarves) and lethal if used correctly to protect the flanks and rear in the early game.
Imo dwarfs are one of the most solid campaign faction, the defensive play style makes the game pretty easy
Good unit run down on the dwarf, but that army composition isn't great. Too many artillery and specialized unit, your army need more meat shield and mass range unit. This is what i run with on my hard/very hard campaign.
1 (Thane/Runemaster/Egineer) - support
7 (shield infantry) - hold your line
2 (2-hand infantry) - to watch your flank / attack enemy
2 (artillery) - make AI come to you
4 (ranged unit) - a mix of quareller and thunderer
1 (slayer) - for anti-large/ flanking engaged enemy unit
2 (specialized unit) - gyrocopter/iron drake or w/e
Nice video...
try ask totallegend, his channel "exploded" with some crazy formular ;) he had helped other youtubers, and he love total war.
But keep up the good work
Thanks mate. What do you mean ask him?
Ask him what?
Ask what?
Hammers are armor piercing because blunt weapons are designed to counter heavy armor.
+Da Bomb just by squishing the armour then?
@@ColonelDamneders It's more like, unless you're wearing Gambeson or thick leather armor, armor won't do much to stop a heavy blunt weapon from caving your skull on or breaking bones. It does little to stop the force of the weapon, if that makes sense.
+Da Bomb so it’s less armour piercing and more using the armour as a battering ram lol. But obviously they aren’t gonna call it something different to piercing because it functions the same
Weapons in games in general tend to be a bit oversized. Going for the 'cool' look, rather then actual functionality.
Warhammers had a small head to concentrate the force of impact and usually a point or 'beak' on the other side. Esp with plate, piercing only works in gaps of the armor. That is why they used hallberds, maces and warhammers on the battlefield and the sword was a backup weapon.
With a sword you have to halfsword, that is holding the blade halfway with your hand, to use a a lever and try to ram the point in a gap of the armor. Or using the mordhau, by holding the blade and use the guard and pommel as a mace or hammer.
Just look up pictures from actual warhammers and 2 handed warhammers.
@@ColonelDamneders Basically slashing attacks are useless against plate. And stabbing attacks cannot pierce the armor, only certain weakspots (eyeslits, necks, crotch, knee backs). That's why the optimal way to fight plated opponents are to disorient him with blunt attacks (ideally a concussive strike to the head) and then finish him off with a dagger, sword or any long, spikey bit on your weapon.
For that reason swords are extremely bad weapons against plate armor. And if it happens that you need to use a sword, half-swording and murder strokes (mentioned by Paul) are the best techniques. You use the sword "reversely" and try to hit the opponents head like with a club. And once their disoriented, you can try to stab them in the face or neck.
You may also think that weapons with large pikes can work as great can openers. But unless you are a giant (which is possible in this game), it won't penetrate deep. Any such small penetration would be usually stopped by gambeson worn under the plate. And then the weapon is usually stuck in the armor and you've lost your weapon. So for this reason even "piked" weapons like war picks have hammer-like ends.
4:55-4:56 Well, certain hammers which are tough/strong enough can hit through armor and hit directly into the skin. Ie. Those hammers in medieval movies that are so strong they can hit a person directly who is in armor and even knock them back. So that's probably how.
4:54 I would say that the hammerers would mostly ignore armor since hammers are going to straight up crush helmets and armor because of their blunt strikes and massive weight. You hit metal with a massive sledgehammer, that metal is going to bend or even bend so hard it breaks. Though i would say a spear or a great axe would definetly fit the category of actually "piercing" the armor so you do have a point there.
Hammers and the like are kinetic weapons. The shock of the blow "pierces" the armor and is transferred into the target. Think what a blow to the head of an armored target by a warhammer would do.
@@wintermute- Yea i think a helmet is not gonna do anything against a Gromril hammer head that is twice the size of your head that comes swinging at your noggin at full force.
That skull is gonna crack open like an egg.
Hammers do do a lot of anti armour damage mate...
God ur a good UA-camr it just sucks nobody knows about you lol
+TeLePh0n3 tell all your friends then 😉 seriously thanks tho
Great video! Although the most important thing to note about Norgrimling's Ironbreakers is that they have 30 more models than regular Ironbreakers, so they have nearly 12k HP on ultra settings.
They also throw more bombs per volley, since there are more of them.
Buff them so they have like 200 more units CA
Don’t forget the 86 melee defense that makes them basically impervious to melee damage.
What's your favourite Dwarven unit?
1. Irondrakes
2. Slayers
3. Organguns
Miners
Longbeards
Been addicted to this series by you, absolutely brilliant!! Really appreciate all the hard work you put into these videos! It would be sick if you do Norsca next :)
The hammers? Well it's not important what you do to the armor, but what happens beneath of it because of impact
I've had a lot of success with dynamite throwing miners just behind the front line
LoL its not Goblin "Mongrel", but Goblin "Mangonel". Grreat video btw!
+Vasilios V glad you enjoyed. I can’t read sometimes lol
TL;DR
my opinion and personal compisition-
Lord/Hero
8 front-line (6 infantry/2 AP infantry early, 8 Ironbreakers late with changes depending on enemy army)
6 Ranged (usually 4 crossbows and 2 guns, with changes depending on enemy army)
4 Arty (2 cannons or catapults, always 2 organ guns)
My strategy abandons anything that isn't worthwhile. Hammerers are out, as the Ironbreakers are just way better at holding and will last much longer with fewer casualties, and the blasting charges to stop cavalry charges means that the Giant Slayers are out as well. This also means my entire front-line is a single unit which makes allocating lord level points easier. I take 8 of them. Along with a lord and a hero (thane/runesmith or thane/engineer) makes the ten units I have in every army. Early game swap that for 6 DW early and 6 LB later with 2 of the AP variant to back them up. A small caveat, it I'm fighting Britonnia or the Beastmen I will bring 4 Giant Slayers, and if I'm fighting Chaos I will bring 4 Hammerers instead of four of the Ironbreakers. Gotta tweak your army for what you're fighting. I than focus on the Dwarfs strengths: artillery and ranged. 4 artillery units, changing between Grudge Thrower and Cannons depending on what I'm facing, sometimes even Flame Cannons, but I always have atleast 2 Organ Guns once I unlock them. Than it's 4 Quarrelers/Rangers, because shooting over walls and over the crenelations guarding siege defenders is useful, and 2 Thunderers because AP ranged is useful. The point of this army is to wreak absolute havoc with the arty and ranged, and once they get into melee, most of the enemy is half health, especially after charging through all those blasting charges. Half health units vs Ironbreakers means Ironbreakers gonna win. Than the Rangers get onto flanking routes to shoot the enemy in the back, because they're decently fast, and Thunderers take down any major threats like Dragons or Giants. The Rangers chase units away after they break using their spiky sticks, and so does the artillery. Swap out two of the crossbow units for Gyrocopters if I expect a lot of enemy arty, and if I expect a whole lot of dangerous enemy large units (Necrofex Colossus/Mammoth) I will swap out all those ranged units for Trollhammer Torpedoes. Those spam armies are still hard to fight, and I'll usually just send Ungrim to deal with them with loads of Trollhammers and Giant Slayers along with 2 Cannons. I don't usually use Slayers at all, as I find they die way too fast, and Thunderers make for better cavalry and large unit stoppers. I don't usually use the flamethrower bois because they hurt your own units too much if you forget to turn off 'fire at will' after your line clashes and you pull them back. Most Gyrocopters don't do enough damage but a couple of bombers can disrupt the hell out of artillery, even after they run out of bombs. Miners are complete garbage. Early game when the Orcs have no armor, and neither do the Skaven, they're useless, late game they're highly outclassed. Bolt Throwers are usable, but every other artillery piece is better, so just use that. Not saying that your comp is wrong, but it won't work on higher difficulties without major breaks for replenishment. it relies too much on being able to hold in melee, and the enemy gets bonuses so that even basic infantry is elite and will wipe your units that have the tag {Decent Melee Combatant}. And with your composition, you either have to spend a fortune in the red section of the lord skill tree, or just not have it affect much of your army, missing out on major bonuses you could have applied to your entire army. You have a fun little composition for normal and below, though. Also, next time take an actual army into a campaign battle, and not a skirmish battle. The Orc army that you're up against is something you'd never see in campaign.
Note that when I'm talking about these alternate compositions where I swap out units, I usually make a new army specifically to fight the faction. Swapping out units for every war is dumb, because than you'll never have level 9 troops. Those tooled-up armies just go in first, and will get backup from the general army I already described. This is also JUST for campaign. Obviously this army is too expensive to bring into multiplayer.
no need to ever bring hammerers, just get thunderer for AP. Why ever bring a cannon? Grudge thrower gets so much more kills and thunderers kill any large unit just as well. I never bring slayers and rarely find troll torpedoes useful, as thunderers are way more versatile even if i am in war with lizard-man.
@@SzRobertF
I rarely bring hammerers only against big chaos doomstacks, I rarely bring cannons, unless they have dragons or some other very armored large threat. Weather you like it or not, cannons are much better at dealing with large units when paired with an organ gun and thunderers. Hammerers helps to add damage to the Iron breakers defense so they can take down chosen spam. My army focuses on unit synergy helping each other to bring down top priority threats. It's also for V.Hard difficulty, where the enemy gets bonuses to every stat that isn't ranged def.
@@OtterSpace975 I play legendary only and no way a cannon has better damage than an organ gun. Less range but more than makes up for it. Also cannon has shit kill count against infantry. Like 10-50 while organ gun/g thrower gets 100-200.
Even thunderer have just as much dps close range and they can much better kill chaos spawn by shooting over ironbreakers than hammerers. No point in having them. Just get more thunderer if you need damage or ironbreakers for defense. I deleted Archeon's 5 doom stack just now w 0 dmg taken. 4 IB, 6 Th, 4 OG, 2 GBombr, 1 IDrake, gg ez mode.
Just an FYI, armor isn't pierced historically, it's broken by hammers and blunt force. Swords and axes didn't do anything to armor which is why most knights used heavy blunt weapons.
Depends on the armor though. Even with chainmail there is a good chance a poleaxe or a longsword might end up doing damage.
And the "most knights used heavy blunt weapons" is just wrong. They mainly used spears early on, then lances afterwards and for foot combat, which was never the focus, it was mostly either polearms or longswords. Hammers and maces were a bit too specialized for the already specialized type of soldier to be carrying around as their main weapon.
Hammers pierce armor not by actually piercing it, but by breaking the bones under it with the shock of the hit, worked in IRL medieval times.
Hi, I hope you will see this question. Let's say an enemy infantry is engaged with your dwarf warriors. Let's say your quarellers are close behind your warriors. Can the quarrallers safely shoot over warriors head?
No they need an angle otherwise they won’t fire if will friendly fire
I totally think longbeards make Slayers very unapealling. Those Slayers are very very squishy
They’re meant to be fast(ish) glass cannons. Hold them in reserve and let them loose on any large target and that thing will be dead in moments.
Honestly go for anything with shields over great weapons. Anything that helps with holding the line you wanna prioritise
I want these videos for war hammer 3 so fucking good
ya hammer don't pierce armor they bash and crush armor that's how they doing AP they break armor with a giant hammer
A good guide mate. Keep this up.
Appreciate it, that's the plan!
Melee is actually pronounced May-Lay, not Me- Lee. Great video so far other than that. Like button smashed :P
actually, it's meh-lay, but hey, it's all good
@@krell2130 Nope, French origin word and definitely May-Lay....although Brits disagree, and also pronounce Lieutenant as left-tenant...along with many others :P
Sure getting the irondrakes up onto the enemies walls is a good strategy. The only problem with that is that by the time u safetly got them up on the walls and in position to fire down there would be no enemy to fire at. There range is to short and once they are up there odds are your main army is up there to, aswell as having the gate broken down and dwarf units flooding in that way.
Hammers were the original iron breakers back in medieval times. Look at a pole axe, designed to smash enemy armor.
Don't think that dwarf units are expensive though. miners and warrior are cheap and quite some armor
Compared to other races they are a tad but once you get into the campaign you have money coming out your eyeballs so it dm
As Belegar rangers can be unlocked early making them viable early game.
I can imagine Legend seeing that army you used at the end and disbanding most of it because its too dependant on micro.
They may be short, but good affort along with elf's and man.
Orc: "WAAAAGGH!!!"
Dwarf: *Laughs in explosive canon fire*
THE POWER OF DAWI ENGINEERING
This helped a lot for my current angrund campaign, thank you! shame about the upkeep but what can you do
Yeah the vows and peasant mechanics weren't very fun imo but its how they are. Glad I could help!
@@ColonelDamneders angrund is a dawi faction not bret
Great video! Subscribed!
Personally I detest variety in my army unless it's effective. If we are talking late game I always go with
1 dwarf lord
1 Thane
1 master engineer/Rubesmith
6-7 ironbreakers
7-8 thunderers
And the remaining ALWAYS Organ Gun.
As much I would want slayers to work they are in my eyes completely useless. 1 quarler can do more damage on anyone than a slayer. They are especially weaker in the higher difficulties.
My favorite race. For the Ancestors!
dwarf square says - we need not move mon
+luki1234567890123 speed is for the weak
@@ColonelDamneders *The Evil Sunz would like to know your location!*
@@zameliz *The Evil Sunz have arrived at your location*
excellent videos. turned off adblocker and binge watching these
Other races - guys, monsters, bigger monsters
Dwarves - guns, cannons, MACHINE GUN CANNONS
My best strategy is to corner camp so all my flanks are protected I usually have 4 hammerers and 5 longbeards sheilds or Great weapons 2 iron breakers three quaralers 2 flame cannons and one cannon that is what usually helps me win battles I’m outnumbered
Dump all of the longbeards for Ironbreakers. You’ll be untouchable.
You do great videos, I wish I could speak as fast as you do....or perhaps not lol
The following video you mention 'Lords and Heroes' does NOT cover the Dwarf Hero characters, and I cannot find a guide to them, either in an army or out and about individually
If anything, hammers should be the only thing that pierces armor...
Another sick vid well done matey
+Kieran Netton appreciate that my dude
Dwarfs WH2 best strat: start a battle and go do something productive, less manouvers more stonks
Hammers can pierce armor if that armor dents into the enemy.
Yes, hammers do "armor-piercing" damage. It's called *blunt force trauma*
But trollhammer torpedos are kinda crap to the point that miners with blasting charges would be a better pick then those fellas.
The reason being their absolutely horrendous rate of fire and the fact that they are only useful against large foes as they do next to nothing against regular infantry.
That fight would have been over even faster if you ditched the bombers, slayers and *especially the trollhammers* and instead of them got 2x ironbreakers and either 4x quarrelers or bugman rangers or 2x alternatively bugman rangers or quarrelers and 2x thunderers. Heck even switching one flame cannon for a goblobber/grudge thrower or a regular cannon might be a good idea due to the massive range advantage over a flame cannon.
Also Hammerers having ap is not odd at all, do you have any idea how hard it is to actually penetrate a hardened armor plate with any sort of melee weapon?
It's *VERY* hard and basicly requires you to have your target knocked down flat on their back or belly and swing away with your full might using something like a pickaxe or polearm.
However you dont really need to actually penetrate the armor itself if you can damage the relatively squishy wearer with sheer force alone, and hammers are really good for that purpose.
I guarantee that you are not gonna have a good day if someone swings at you with a sledgehammer even if you are wearing a full plate armor, it's gonna leave a mark :D
You clearly haven’t watched LegendofTotalWar review the new dwarf doomstack. Lord + 4-5 engineers + all Trollhammers = Instant death to anything that puts a toe within range of you. Literally deleted 3 endgame stacks of High Elves.
15:07 it says 440 range foe both canons and grudge throwers though.
Wee bit late here, however just in case, grudge throwers are the catapults why the bolt throwers are the ballistas. The bolt thrower has the smaller range and performs the same role as the cannons, so the bolt thrower gets replaced
Lol the guy who did the play through guide toward the end barely win that battle Lol and that was a battle that was in the dwarfs favor to begin with😂🙈 should have been a battle that was highly not in the players favor (like a sliver) and see how this lineup actually performs..
Dwarf roster 1x lord 3x heros 6 ironbreakers ,5 gunners, 4 organ gun, 1 grudge thrower. If you take too many different your points on your lord wont last
I really wish they reworked miners, and give Dwarves something cool to play with. Make them a bit stronger, a few extra stats (because they are too expensive for what thye do atm), and grant the player the option to deploy them as normal, or to have them tunnel in later. This instead gives an ability like the Skaven have which allows them to tunnel up on the battlefield.
miners are fine tho? dwarf infantry could use a bit more weapon damage but they're fine overall.
hammers do damage armors more but not gonna pierce it. blunt is good on plate.
So I just bought total warhammer 1 and total warhammer 2 when steam had on their winter sale. So I’m very new to the game. The dwarfs were the first faction I played on mortal empires, however I watch a lot of these videos and I seem to be missing ALOT of these units in my army. Is it because I don’t have all the DLC?
While it fine to go heavy into missile units for dwarves I personally prefer to have 8 to 10 melee units 2 artillery 5 to 7 missile and the rest heros/lords
Only two artillery pieces!? THATS GOING IN THE BOOK!
Although not a great army, all irondrakes with some artillery in a siege? 😳 if you can take the wall and get them all up there facing inward they will delete anything that tries to retake the wall
Thank you!
Hammers don’t “pierce” it they crush it and cause massive internal damage
How do I get the dwarfs do I need warhammer 1?
And will I need to do campaign and will it go to warhammer 2
@@TooShiestyForYou so if you want to do the mortal empires campaign which is the full map from both games combined you have to install both warhammer one and two. Then you can uninstall the first game and you just play the combined two through warhammer 2
@@Darthsand21503 dos it go to multiplay and I don’t need campaign
@@TooShiestyForYou yep it’s all multiplayer you don’t have to beat a campaign to unlock anybody
The only race you need.
Good work , keep it up 😁
+Tonda Roubal glad you enjoyed. I intend to😉
I love the accent and the voice more than the vedio
i dont know why but that army comp feels weird. gyrocopters and bombers arent bad but in my opinion they are really inefficient at what they do.
the army comp i usually use is:
-normal melee lord
-runesmith
-thane
-5 ironbreakers as mainline
-5 quarrelers or bugmans rangers
-2 giant slayers, 1 in each flank to protect arty and quarrelers from cav or if they are not needed there go for enemy giants
-2 hammerers near the giant slayers but not in the flanks so they could help either the slayers or the mainline
-2 grudgethrowers
-1cannon
i havent had anything that i couldnt beat with this comp and sometimes i like to switch some few units just for fun
u have ironbreakers, but no Flamecannon or Organ gun? No need for hammerers or slayers, just use missiles to shoot cav and ironbreakers in the back.
The Slayers / Miners : The Hammer
The Warriors / Longbeards : The Anvil
The End !
nah u just arty spam
No arty book of grudges with you!
Hammers don’t need to pierce armor they crush armor they were designed to counter full plate or at least maces and ear hammers in real life were
Isn't the Gob-lobber from an old White Dwarf book?
What mod is he using to have units torn apart like that when hit by a missile??
Really? Slayers at the front line? Even with Ungrim they are of no use in endgame beyond Normal difficult. Your armys are micro nightmare and completly impractical. Here is an actual good dwarf army for late game: Lord + Runesmith + Master Engenieer + 5 Organ Guns + 6 Thunderers + 6 Ironbreakers (one of them the RoR if posible), that's it, literally ANYTHING the game will toss at you can even hope to make much of scrath to that army.
And, if you want to get really cheesy, Lord + Runesmith + 6 Master Engenieers and the rest Irondrakes (Trollhammer torpedos) and bring WW1 carnage to the battlefiled and teach the Skaven how it done.
What's the background music you are using?
Yee another dwarf video
Great the dwarfs armies i love thunderers quarellers and rangers...sons kf DURIN