Thorin & Co. wrote:
@Hellfury, the only other non-flying monsters are ents, which isn't fluffy. Flying monsters are more expensive than the King's champions, so with regards to monsters, champions are probably the way to go? Unless you're trying to be real competitive, in which case you could take the cheaper ents, which are a common slot.
Ive heard mixed opinions about the hornblowers. :/
Personally, I think King's champions are pretty underrated even though they are pricey. Because they arent an obvious choice for the points, it may mean that they are costed quite appropriately.
I have taken them in 1000 point games to good effect, but are not ultra competitive against some of the better lists out there (the reasons are too myriad to detail here).
Common Formations:
1 x 3 company Dwarf Warrior Kinband formation (Two-handed weapons, Captain, Banner) 205 pts
1 x 3 company Dwarf Warrior Kinband formation (Shields, Captain, Banner) 205 pts
1 x 3 company Dwarf Ranger Kinband formation (Two-handed weapons, Captain) 170 pts
Rare Formations:
2 x 1 company Dwarf Ballista formations 120 pts
1 King’s Champion formation 175 pts
Epic Hero:
Balin, Lord of Moria (Leader) 100 pts
Fortune:
Counterspell 25 pts
1000 points
80 models
(6 formations - 9 infantry trays - 2 artillery trays - 1 Monster base)
11 might
0% Allies
The ballistae are for use against either fast or tough things. Monsters and cav.
The formations with two handed weapons are for meatier infantry and monsters while the shild formation is for stuff that can hurt you easily.
The kings champion is for a quick little guided missile to help soften a unit up a bit before the rest of the formations get to go. That and make sure terror has little effect on the formations due to increased courage and perhaps a little bit of epic hero molestation for pesky spellcasters perhaps.
Balin does not need any introduction. He is made of awesome for his points.
Ents are cheaper, but not very thematic.
Eagles are great. Either common or legendary. They add a very good element that is missing from the dwarf list and that is quick maneuverability. Positioned correctly they can swing the battle in your favor by being able to fly over enemies and offer rear attacks to their formations. Even the threat is enough to cause considerable disruption and force them to make a few mistakes to take advantage of.
The reason why I dislike hornblowers so much is due to the very little benefit gained from their use for dwarves. other armies benefit from their use far more and their use in those armies can make sense sometimes. Dwarves are slow. Plain and simple. Not enough reason to grant them movement to match all other infantry for those extra 15 points on an already quite expensive unit. Deal with their drawbacks and play to their strengths.