Dwarfs

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Dwarfs
Dwarfs Wallpaper.jpg
General data
TypeMajor Race
Playable subfactionsKaraz-a-Karak.pngKaraz-a-Karak
Clan Angrund.pngClan Angrund
Karak Kadrin.pngKarak Kadrin
Legendary LordsThorgrim Grudgebearer

Grombrindal - The White Dwarf
Belegar Ironhammer

Ungrim Ironfist
Territory
ClimatesSuitable: Wasteland.pngMountain.pngSavannah.png

Unpleasant: Frozen.pngTemperate.pngDesert.png

Uninhabitable: Magical forest.pngOcean.pngChaotic wasteland.pngTemperate island.pngJungle.png
Racial capital
The Silver Road
  • Karaz-a-Karak
Eastern Badlands
  • Karak Eight Peaks
Death Pass
  • Karak Drazh (Black Crag)
Distinct features
Icon forge.png
The Forge
Experts in binding the Winds of Magic to stone or metal, Dwarfs can forge magical items to improve their strength in battle.
Bullet icon grudges.png
Grudges
Scores against the Dwarfs must be settled by any and all means necessary to keep order.
Icon underway.png
The Underway
Dwarfs can use the underground tunnels to avoid impassable terrain and enemy forces.
Bullet icon dwarf unit roster.png
Unit Roster
Roster of heavily-armoured units with strong leadership and a variety of deadly war machines.

The Dwarfs are a race introduced in Total War: Warhammer. They have three playable factions and four Legendary Lords to choose from.

The Dwarfs are an ancient, proud race of warriors and craftsmen who dwell in great halls deep under the mountains. Easy to offend, they record every grudge in a great tome, written in the blood of kings. Dwarf armies can move through the underway to avoid danger. Most of their units are heavily-armoured infantry, powerful artillery and advanced war machines. Dwarfs have no spellcasters, cavalry or monster units.

Playstyle[edit | edit source]

  • Icon forge.pngThe Forge: Experts in binding the Winds of Magic to stone or metal, Dwarfs can forge magical items to improve their strength in battle.
  • Bullet icon grudges.pngGrudges: Scores against the Dwarfs must be settled by any and all means necessary to keep order.
  • Icon underway.pngThe Underway: Dwarfs can use the underground tunnels to avoid impassable terrain and enemy forces.
  • Bullet icon dwarf unit roster.pngRoster of heavily-armoured units with strong leadership and a variety of deadly war machines.

Background[edit | edit source]

By Grungni’s beard, that’s an insult that can only be repaid in kind. Die, you wazzock!

Dwarfs are a proud, bearded folk who are quick to temper and easy to offend, with a love of gems, gold and other precious metals. They are short, generally no taller than five-and-a-half foot in height but are broad with powerful arms and stout legs. Dwarfs are master craftsmen; they see the work of other races as inferior and even have a special word in their lexicon for man-made devices which they call "umgak", to mean shoddy. Much of this learning has come from eons of carving out their homes in the mountains; the strongholds under the World's Edge Mountains were undisputable wonders of the world - massive underground cities known as ‘Holds’, and in the lower levels great industrial centres in the form of smelteries, forges and mine works digging ever deeper into the roots of the mountains.

With their Dwarfholds established across the World's Edge Mountains and far beyond, the Dwarfs prospered for many generations. But then came the War of the Beard, a devastating continent-spanning conflict with the High Elves. This decimated the Dwarf Empire, leaving the network of Holds weak. Then their realm was riven by a chain of devastating earthquakes; that’s when the Goblins and other things struck. The Dwarfs' true enemies were revealed to be the devious Goblins, who had for so long coveted their grand halls. Thus the golden age of Karaz Ankor - ‘The Everlasting Realm’ in the Dwarfish tongue of Khazalid - ended.

In recent times, the Dwarfs are a race barely holding onto glories past, with only a few strongholds remaining in their hands and the rest lost to enemies or abandoned to the elements.

To this day the Dawi – as they call themselves - still fight; their ultimate goal is to restore their empire. With their belligerence, such a thing is possible. A Dwarf army or ‘throng’, is a powerful force, consisting of stoic Warriors and using wonders of technological accomplishment that put all other races to shame. Gyrocopters and Gyrobombers fly above the battlefield while cannons fuelled by flame and steam spew death. Dwarfs do not call upon the Winds of Magic in the same way as Elves or men. To them, magic is a tangible thing, something that can be worked into axes, stone or even cannonballs. This is rune magic and Runesmiths, the masters of the art, are adept at creating arcane devices and weapons of great power.

It is with all these elements - stalwart Dwarfish hearts, exceptional armour and weaponry, and their unmatched machines of war - that High King Thorgrim Grudgebearer plans to retake his realm, slaying every last stinking Greenskin in his way! Few doubt his resolve, and for the first time in many generations, the Dwarfs are truly roused to battle - the Great Reckoning begins!

In Battle[edit | edit source]

Dwarfs marching to war with High King Thorgrim Grudgebearer sitting high above in the distance.

Bullet icon dwarf unit roster.pngUnit Roster[edit | edit source]

Main article: Dwarfs unit roster


Dwarfs armies are mostly made up of stalwart, heavily-armoured infantry backed up by powerful artillery, war machines and tough characters. Dwarfs have very high leadership, meaning they will rarely rout – in fact Longbeards even have a leadership aura similar to characters. Even basic Dwarf units are heavily armoured which can make them hard to deal with early in a campaign, before most factions have armour-piercing units. In fact, Dwarf units tend to have high stats in general. Like factions such as the High Elves, Dwarf units tend to be expensive and they rely on quality over quantity.

Most Dwarfs units are quite slow moving, however the flying Gyrocopters and Gyrobombers are an exception. These war machines are invaluable for their speed, but weak to flying monsters.

Dwarfs have excellent ranged units, many of which perform decently in melee as well. Their artillery are arguably some of the best in the game, with many different powerful options.

Many Dwarfs units have fire or explosive damage. Some like Rangers and Miners, have vanguard deployment.

Limitations

Dwarfs have no spellcaster units meaning they cannot use magic. They also have no cavalry or chariots, and no monsters of any kind.

Instead, all Dwarf units have an innate resistance to magical damage. Additionally, their Runesmiths and Runelords have abilities to reduce the winds of magic available of enemy spellcasters in battle. Any Winds of Magic used in battle against them is better spent on augment and hex spells, since Magic Resistance only applies to damage rather than effects. To counter cavalry and chariots, many Dwarf units have charge resistance. To counter monsters, Dwarfs have the Slayers unit which are unbreakable and thus not affected by fear and terror as well as a bonus versus large units.

Karaz-a-Karak.png Dwarfs units

Campaign[edit | edit source]

The Dwarfs are a non-horde race that can occupy settlements and control provinces.

Event Factions Neutral.pngPlayable Factions[edit | edit source]

The Dwarfs have three playable factions with four Legendary Lords to choose from:

Banner Name Legendary Lords Campaign Starting Territory Region
Karaz-a-Karak.png Karaz-a-Karak Thorgrim Grudgebearer

Grombrindal - The White Dwarf

The Old World

Mortal Empires

The Silver Road
  • Icon Marker Settlement.pngKaraz-a-Karak
The Old World
Clan Angrund.png Clan Angrund Belegar Ironhammer The Old World

Mortal Empires

The Vaults
  • Icon Marker Settlement.pngKarak Izor
The Old World
Karak Kadrin.png Karak Kadrin Ungrim Ironfist Mortal Empires Peak Pass
  • Icon Marker Settlement.pngKarak Kadrin
The Old World

Icon forge.pngThe Forge[edit | edit source]

Main article: The Forge


Experts in binding the Winds of Magic to stone or metal, Dwarfs can use Oathgold in conjuction with trade resources to make magical weapons, armour, talismans, and enchanted items to improve their strength in battle.

Bullet icon grudges.pngGrudges[edit | edit source]


Dwarfs maintain a record of all grievances commited against them in the Dammaz Kron, their 'Book of Grudges'. Losses suffered by Dwarf factions are recorded so that they may be avenged later.

Icon underway.pngThe Underway[edit | edit source]

Dwarfs use the Underway to travel underneath otherwise impassable terrain.

Event Buildings Neutral.pngBuildings[edit | edit source]

Main article: Dwarfs buildings


Event Technology Neutral.pngTechnology[edit | edit source]

Main article: Dwarfs tech tree


Event Commander Activity Neutral.pngStances[edit | edit source]

Dwarf armies can adopt the following stances:

Stance Description Effects
Default Stance None.png

None

Traverses the world as normal None
Stance March.png

March

Increases this army's campaign map marching range.
  • Campaign movement.pngCampaign movement range: +50%
  • Military.pngRecruitment: Disabled
  • Vigour.pngVigour in battle: Tired
  • Melee.pngShould the army be attacked, retreat will be impossible, if it loses the battle it will be wiped out
  • Melee.pngBattle initiation: Disabled
Icon ambush stance.png

Ambush

Conceals this army, allowing surprise attacks against passing enemies.
  • Campaign movement.pngCampaign movement range required to adopt: 25%
  • Icon Subterfuge.pngHidden until discovered or battle initiated
  • Campaign movement.pngCampaign movement: Disabled
Raiding.png

Raiding

Raids wealth from the local region.
  • Campaign movement.pngCampaign movement range required to adopt: 50%
  • Icon income plus.pngIncome generated from raiding: Arrow increase 1.png
  • Campaign movement.pngCampaign movement range: -25%
  • Public order.pngPublic order: -3 in the raided province
  • Growth.pngGrowth: -5 in the raided province
  • Disaster.pngImmune to attrition
  • Vigour.pngVigour in battle: Winded
  • Diplomacy.pngDiplomacy: Penalties with raided factions
  • Income.pngIncome from all buildings: -100% (when raiding own region)
Encamp.png

Encamp

Sets up a defensive camp, allowing for recruitment and replenishment, regardless of territory.
  • Campaign movement.pngCampaign movement range required to adopt: 50%
  • Replenishment.pngEnables replenishment and access to the global recruitment pool
  • Disaster.pngImmune to attrition
  • Defence.pngMelee defence: +5
  • Morale.pngLeadership: +5
  • Campaign movement.pngCampaign movement: Disabled
Use underway.png

Use Underway

Uses the Underway to traverse the world.
  • Campaign movement.pngMinimum requirement to assume: Not moved this turn
  • Campaign movement.pngTraverse underground terrain that would normally be impassable
  • Disaster.pngImmune to attrition
  • Melee.pngNearby hostile armies may intercept this force in the Underway
  • Melee.pngShould the army be intercepted, retreat will be impossible; if it loses the battle it will be wiped out
  • Melee.pngBattle initiation: Disabled

Event Military Neutral.pngPost-Battle Options[edit | edit source]

Dwarfs have the following post-battle options after winning a battle:

Icon Release Captives.png

Release Captives

Icon kill.png

Execute Captives

Icon enslave.png

Take on Captives (against Dwarfs only)

A grudge has been settled, the honourable thing is to allow the captives to leave. Leave no grudges unavenged, kill all captives! Press these Dawi into binding oaths and bring them into your throng.
  • Icon treasury.pngTreasury: Arrow increase 1.png
  • Your army will gain the following effect:
    • Replenishment.pngReleased Captives (Turns: 1)
      • "The throng looks to hearth and home, with feasts and stories by a roaring fire. It will be a while before this army seeks fresh recruits."
      • Replenishment.pngCasualty replenishment rate: -5%
Your army will gain the following effect:
  • Morale.pngExecuted Captives (Turns: 5)
    • "These brave Dawi are celebrating after another wrong has been put right."
    • Morale.pngLeadership: +4
  • Icon Replenish.pngUnit replenishment: Arrow increase 1.png%

Event City Neutral.pngSettlement Options[edit | edit source]

Dwarfs have the following settlement options after successfully sieging a settlement:

Occupy Loot & Occupy Sack Raze
Dwarfs Occupy Settlement.png Dwarfs Loot Settlement.png Dwarfs Sack Settlement.png Raze Settlement.png
You occupy the settlement and all captives are killed. You gain wealth from looting, but buildings in the settlement are damaged. All captives are enslaved, Icon public order.pngpublic order is greatly reduced, and your diplomatic relations with the previous owner also suffer greatly. You do not occupy the settlement but instead steal wealth and damage buildings. All captives are enslaved, Icon public order.pngpublic order is reduced, and the previous owner will like you a lot less. All buildings are destroyed and the settlement is torched.
  • Icon Public Order Negative.pngConquest penalty: -10
  • Province instability: -3
  • Icon Public Order Negative.pngConquest penalty: -30
  • Province instability: -10
  • Icon treasury.pngTreasury: Arrow increase 1.png
  • Province instability: -10
  • Icon treasury.pngTreasury: Arrow increase 1.png
  • Icon treasury.pngTreasury: Arrow increase 1.png

Event Province Region Neutral.pngCommandments[edit | edit source]

Dwarfs can issue the following commandments when all settlements are owned in the selected province:

Commandment Effects
Commandment Venerate the Ancestors.png

Venerate the Ancestors

  • Religion.pngUntainted: +1
  • Public order.pngPublic order: +2
Commandment High King's Tribute.png

High King's Tribute

  • Income.pngTax rate: +5%
Commandment Empower the Guilds.png

Empower the Guilds

  • Growth.pngGrowth: +15
  • Trade Agreement.pngAdditional tradable resources produced: +5% (factionwide)
Commandment Masters of Steel and Stone.png

Masters of Steel and Stone

  • Treasury.pngConstruction cost: -10% for all buildings
  • Treasury.pngRecruitment cost: -5% (local armies)
  • Army.pngLocal recruitment capacity: +1

Event Commander Activity Neutral.pngClimate[edit | edit source]

Dwarfs have the following climate preferences:

Preference Climate
Suitable: Wasteland.pngWasteland, Mountain.pngMountain, Savannah.pngSavannah
Unpleasant: Frozen.pngFrozen, Temperate.pngTemperate, Desert.pngDesert
Uninhabitable: Magical forest.pngMagical Forest, Ocean.pngOcean, Chaotic wasteland.pngChaotic Wasteland, Temperate island.pngTemperate Island, Jungle.pngJungle

Event Character Activity Neutral.pngInventory[edit | edit source]

Event Military Neutral.pngChaos Invasion[edit | edit source]

During a Chaos Invasion, the AI Dwarf factions gain the Shield of Civilization trait along with certain other races.

Strategy[edit | edit source]

  • Good for beginners: Dwarfs have a fairly easy start in the campaign - a good economy, high public order (though they suffer low growth). Their units are powerful, reliable and easy to use.
  • Where the Vampire Counts epitomize war of maneuver, the Dwarfs are all about attrition warfare. Emphasizing stable defensive lines, overwhelming firepower, and steady advances over brilliant maneuvers, Dwarfs require a patient hand and a defensive mind. A stable gunline defense, small mobile units to counter thrusts, and precise application of fire support are the name of the day - but require careful tactics, as they can easily be undone by flanking or baiting maneuvers. The biggest flaw is the lack of any cavalry units or chariots, making them tactically inflexible. Only the Gyros are fast and they don't make for good melee combatants... The upside is, Dwarfs can put out absolutely ludicrous amounts of dakka including machine guns, flamethrowers, and artillery support. Furthermore, the Dwarfs have no spellcasters, but all Dwarf units have magic resistance. Additionally, Dwarfs have Runesmiths and Runelords to help fill this role.
  • The Dwarfs have a number of special features in campaign gameplay. The foremost is the ability to use the Underway. The Underway provides a risky transportation route through impassable and inhospitable territories. When combating an army that has a significant amount of cavalry or units designed for flanking, Underway battles make it nearly impossible to be flanked and renders that segment of your enemy's army ineffective. Though they run the risk of being intercepted, which drops them down in the dungeon in a very bad position, the ability to flank the enemy cannot be overstated: Their tactical inflexibility is thus compensated for by their strategic range.
  • The second element is the Book of Grudges, which, in a nutshell, is a list of insults/injuries suffered at the hands of other factions (assassinations, trespassing, conquest or razing, running afoul of a script trigger...). Settling them is mandatory if a Dwarf is to remain in control of his kingdom: As they accumulate, public order, leadership, and diplomatic relations with other Dwarf factions start dropping.
  • Dwarfs benefit from having a very strong economic base, their unique advantage being Tier IV resource buildings providing even more resources and income. This is especially true for Karaz-a-Karak since they start with the Diamond resource in their capital. They also enjoy a robust technology tree containing both military and civic branches (the downside is, it takes time to unlock its full potential), and plenty of trade options with their neighbors.
  • In competitive play, Dwarfs are a problematic army. Their small, but powerful and expensive units are predominantly infantry, allowing enemies to easily shatter their battlelines with cavalry, monstrous infantry, or just bypass them with flying or fast units, exploiting the dwarfs' lack of maneuverability. Regiments of Renown, Rangers, and alternative artillery options help compensate for that, but the Dwarfs' low mass still allows enemy chariots and beasts to plow right through them.
  • One battle army : In campain, dwarves have low reconstitution, VERY low reconsitution. So if you face several armies, your front line won't make it more than twice time, so you could lose even against lesser armies. One way to prevent that is to take battle ,especially in underway tunnels, against all oppoent armies. If this can seems counter intuitive, the corridor will force the opponent to face your full health front line and being fired during a long time. against low moral armies, units will often go out of the battle very very quickly on the sides of the corridor, especially if you adopt a diamon edge front line shape. The more you will inflicted damage, the more the opponent army will lower his moral , and then the entire army will give up and flee, allowing to do even more damages. this strategy is a all in way of killing an entire opponent, cause any wounded armies can stop a good dwarve army on open space after this kind of deafeat. This could allow you to win "heroic battle " very easily.
  • Against chaos : The best way to win against chaos is organ canons. If you build a brain news army with 4; 5 or even 6 organ canon , and a solid frontline of gunman and two hand weapon dwarves , you gonna break everything which represent a danger (Chaos knight, giant , chosens..), and inflict so much damage that chaos army gonna be useless very quicklyeven in case of win. The best way is to use this strategy underground, as the enemy line gonna be forced to face yours, you could defeat several chaos army at one time. Your main army can easily defeat 2 or three chaos army underground in on time, and then flee away. Be careful if you're facing abadon or kolek, as their armies needs something different to be killed. Gyrocopters are very good to take down apocalypse canon and weaked frontline

Downloadable Content[edit | edit source]

The Dwarfs can be expanded upon with the following downloadable content:

Minor Factions[edit | edit source]

On the campaign map, many factions are grouped together as Dwarfs and use units from the Dwarfs unit roster.

Introduced in The Old World campaign:[edit | edit source]

This faction was replaced by Clan Angrund when The King and the Warlord was released:

Introduced in the Eye of the Vortex campaign:[edit | edit source]

Introduced in the Mortal Empires campaign:[edit | edit source]

Trivia[edit | edit source]

  • Prior to the release of Total War: Warhammer, Dwarfs were not planned to have the Runesmith. However this unit was added due to popular demand from fans.
  • With the Resurgent Update for Total War: Warhammer II, Ungrim Ironfist was moved to his own faction, Karak Kadrin. The Oathgold mechanic was also added in this patch.
  • Dwarfs was originally the name for the Karaz-a-Karak faction, sharing the generic name with its race. This was changed with the Potion of Speed Update in Total War: Warhammer II.


Videos[edit | edit source]

High King Thorgrim Grudgebearer/Dwarfs introduction trailer


How to play the Dwarfs in Campaign


How to play the Dwarfs in Battle & Unit Roster


How to play the Dwarfs Lords and Heroes