Having played Dwarfs for years now, I can tell you what stops me doing what I want.
Use your speed to your advantage - maneuvrability is key (and remember they can't move much faster than your half move and shoot).
Pick your targets wisely - shoot at any rangers first (D5 is nice and easy for your bows), then focus on Khazad/Iron Guard. Khazads are S4, which will negate Galadhrim armour (if you have none, then treat them as Warriors with two-handed weapons). Iron Guard get two attacks, which makes them quite good against your low defence and more likely to win a fight (as well as being able to throw an axe at you if in range or they manage to charge you somehow). If these aren't options to your attacks at the time, focus on the warriors with shield - they use shielding to survive against outnumbering or multi-attacks.
Use magic to negate their heroes. The heroes are the real powerhouses of a Dwarf army and Will runs out fast for them against spellcasters with free Will each turn. As someone else mentioned, little bonuses such as Blinding Light or Nature's Wrath can really help to keep you alive.
Spear support - not only can you use spears to get two attacks to every one of theirs (which halfway forces them to shield), you can use them for shielding yourself (in a pinch).
Galadhrim won't need shields, unless you want to use them for shielding (in which case, just take a wood elf warrior with spear!). The D4 will help against their attacks (both combat and warriors with Dwarf Bows), but the shield bonus of D5 is fairly wasted on them (they're not going to Piercing Strike if they're wise and very little has S4 in their army (unless they go Khazad heavy, but you can focus shooting on that and shield against it with wood welf warrior using spears). Arguably, don't take the Galadhrim, with the exception of cavalry (extra maneuvrability, option for shooting or D5 against Khazad's, get +1A and knock down on charges, dictate what happens and where and can race for objectives).
Measure everything. Your shooting will either have greater range and accuracy or be higher strength - if the former, keep your opponent in that 6" sweet spot where possible (and move your half distance back if needs be - they move slower than you as well, so you can eventually decrease their shots compared to yours). Remember charge ranges - sit 5.5" away and they can't charge you, but you keep the option to charge them or they move out of position.
Lastly, good avice for any force - remember the victory conditions. If you need to kill them loads, do that. If you need to get off the board, run away (pick them off and make use of cavalry or Heroic Marches). You get the idea.
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