Dwarfs in KoW 4 – tier and analysis
A wall of Ironguard with Defence 6+, Hordes of Shieldbreakers, Brocks on the wings and two priests with Bane Chant. Since the July update, the Dwarfs have been playing noticeably better. Every unit rated – how to play it, which artefact and spell – plus orders and advice for small, medium and big games.
Dwarfs — B+
List state: 23 September 2026, after Fracture and ahead of the announced Arrogance.
Dwarfs aren't famous for their flexibility – for centuries, every warrior's role on the battlefield has been set in stone. Once, after a war, they would go back to a peaceful life, and hardly any of them stayed in the army. Under King Golloch that came to an end: his army never disbands, there are more wars every year, and many young Ironclad have never known peace at all.
On the table, this is an army of heavy infantry: a wall of Ironguard with Defence 6+, Hordes of Shieldbreakers with two-handed hammers in front of it, Brocks on the wings, and priests and two guns at the back. The shooting the Dwarfs are famous for is only an extra in the best lists.

What the results say
Since the July update, the Dwarfs have been playing noticeably better. At Clash of Kings 2026 (160 players, six games), ten lists went 31–5–24, which makes 55.8% – the sixth-best result of twenty factions. The best list finished 4th with a 5–1–0 record, without a single loss, and the next one 27th (4–1–1). The median, however, is 77th place, and five lists went exactly 3–0–3. In the UK season ranking, the Dwarfs are fifth. Before the update things were worse: in the first half of the year, 7 of the Dwarfs' 20 results in the UK landed in the bottom quarter of the table; after July, 2 of 13.
The flip side: in the season ranking (35 results, including two still from third edition), the Dwarfs have one podium. The US data comes from before the update and it's weak – two wins and three losses at Adepticon, and two lists at the US Masters, neither of them in the top sixteen. In Data & Dice's post-Fracture efficiency model, the Dwarfs don't make the top ten.
The CoK lists had the highest average Defence in the whole tournament (4.84) and spent less on artefacts than the average list (47 points on average, against 57) – the two best spent 20 each. Two of the six best lists (9th at Cogs of War and 72nd at CoK) were put together by the same player. The unit ratings come from eleven post-Fracture lists: nine from CoK (the tenth PDF on kowmasters is another army's list) and two from Cogs of War.
Hence the B+, the same as before. Since July, this has been one of the better armies in the UK, but what it lacks for an A- is tournament wins and good results outside the UK.
A few rules to start with
- Traits. Holdfast: Ironclad, Shieldbreakers, Bulwarkers and Ironguard. Ironcraft: Ironwatch, Rangers, Sharpshooters, the Steel Juggernaut, the Steel Behemoth and all four war machines. Berserker: Berserkers, Brock Riders and Stoneclaw Riders. Elemental: Earth Elementals and the Greater Earth Elemental. The auras, the Warsmith's Radiance of Life and the orders depend on the trait.
- Orders. The Dwarfs have two of their own:
- Throwing Mastiff (4+) – Holdfast only: the unit gains a ranged attack – six attacks at 12" with Piercing (1), always hitting on 4+. That's about two damage against Defence 4+ from infantry that has no ranged weapon of its own. A Warlord gets it off 88% of the time, a Champion 75%.
- Fury of the Ancients (5+) – Holdfast and Berserker only: a unit that started the turn in combat gains CS (+1) for its attacks against one target. An Ironguard Regiment then does almost seven damage against Defence 4+ instead of five, and against Defence 6+ twice as much as without the order. Warlord 70%, Champion 56%.
- Unlocks.
- Lord and Lord on Large Beast – Ironguard Regiments in their battalion are Core; eight of the eleven lists played it that way;
- Berserker Lord (both versions) – Brock Riders and Berserkers Regiments are Core, and Stoneclaw Riders are Specialist;
- Banick Kholearm – Earth Elementals Regiments are Core;
- Faber Ironheart – in this battalion, the Cannon, Organ Gun and Jarrun Bombard have a limit of [3] instead of [2].
- The Lord's aura and Run Them Down! The Lord gives Holdfast units within 6" (9" with the Sacred Horn) +1 to Speed – Ironguard and Shieldbreakers then move at 5 instead of 4. The Lord on Large Beast has Run Them Down!: Holdfast units in the same combat as him have Thunderous Charge (+1). A Horde of Shieldbreakers charging alongside him does almost fourteen damage against Defence 4+ and 5+.
Warlords
Model photos: © Mantic Entertainment Ltd. Images used with permission.
Lord — B+
150 points: five attacks on 3+ with CS (2), Defence 6+, Nerve 15+, Headstrong, Inspiring and a +1 Speed aura for Holdfast. Ironguard Regiments in his battalion are Core.
How to play him: he advances in the middle of the Ironguard and Shieldbreakers block, placed so that the aura covers as much as possible – the infantry gets into combat a turn earlier. His own hitting is weak – just under three damage against Defence 4+ – and he has Speed 4. Artefact: the Sacred Horn (20) – a 9-inch aura, as in the list that came 27th at CoK (4–1–1).
Three lists: 27th and 110th at CoK, and 23rd at Cogs of War, where he led the second battalion. The Lord on Large Beast, for 50 points more, is faster and has Run Them Down!, hence B+ and nothing higher.
Berserker Lord — C

160 points: seven attacks on 3+ with CS (2) and Vicious, Defence 4+, Nerve 16+, Fearless, Inspiring, Wild Charge (D3). Brock Riders and Berserkers Regiments in his battalion are Core, and Stoneclaw Riders are Specialist.
How to play: as a cheap way of unlocking Brocks as Core. In combat he does over four damage against Defence 4+. The trouble is that he has Speed 5 and Defence 4+ – he won't keep up with the Brocks, which move at 8. No list has played him since July, and the lists with Brocks take the version on a Giant Brock.
Banick Kholearm — C-
Banick is a miner who lost his home in the Halpi Mountains in the war with the Abyss and, along with a crowd of refugees, ended up in Golloch's kingdom. He fights alongside the elemental Craggoth – an odd pair, but an effective one – and wonders whether he could learn for himself the magic that keeps his stone companion alive.
210 points: six attacks on 4+ with CS (2) and Brutal (1), Defence 5+, Nerve 14+, Headstrong, Inspiring, Pathfinder, Scout and spells included in the price: Bane Chant (2) and Fireball (5). Refined Magic: his Fireball always hits on 4+, and elementals hit by his Bane Chant gain Elite in melee until the end of the turn. Earth Elementals Regiments in his battalion are Core.
How to play him: only in a list built around Earth Elementals – then Bane Chant with Elite turns them into a hammer, and Fireball (5) adds about two and a half damage against Defence 4+. The trouble is that the elementals have almost disappeared from the lists: since July, one list has played him, and it finished Cogs of War 23rd out of 24. As a unique unit, he can't take an artefact.
Faber Ironheart — C-
210 points: Large Infantry, Speed 5, seven attacks on 3+ with CS (2), Defence 6+, Nerve 15+, Fearless, Inspiring, Wild Charge (D3) and a Hand Cannon at 18" with Piercing (2). In Faber's battalion, the Cannon, Organ Gun and Jarrun Bombard have a limit of [3].
How to play: as the Warlord of a shooting list, one who can do some solid hitting when needed – almost four damage against Defence 4+, and after a Halt! the Hand Cannon adds almost three. Except that three Cannons can be fielded even without that – across two battalions, as in the lists that came 79th at CoK and 23rd at Cogs of War – and as a Warlord, Faber loses out to the 200-point Lord on Large Beast (Speed 7, Ironguard as Core, Run Them Down!). In the whole of 2026, this unit didn't appear in a single list. As a unique unit, Faber can't take an artefact.
Lord on Large Beast — A
200 points: Large Cavalry, Speed 7, seven attacks on 3+ with CS (2) and Thunderous Charge (1), Defence 6+, Nerve 17+, Headstrong, Inspiring and Run Them Down! Ironguard Regiments in his battalion are Core.
How to play him: as a Warlord who leads the infantry charge. He goes into combat together with a Horde of Shieldbreakers or a Regiment of Ironguard – Run Them Down! gives them Thunderous Charge (+1), while Headstrong and Inspiring hold the line. On the charge he does almost four damage against Defence 4+ and 5+ himself, and with Defence 6+ and Nerve 17+ he's hard to shift. In the list that came 4th at CoK he had no artefact – the whole 20 points went on the Boots for the Brocks and the Ej Periscope for the priest.
The most common Warlord since July: five lists from five players, three of the six best, including the one that came 4th at CoK (5–1–0).
Berserker Lord on Giant Brock — B
220 points: Large Cavalry, Speed 8, nine attacks on 3+ with CS (2), Thunderous Charge (1) and Vicious, Defence 4+, Nerve 18+, Fearless, Inspiring, Wild Charge (D3). Brock Riders and Berserkers Regiments in his battalion are Core, and Stoneclaw Riders are Specialist.
How to play him: as the Warlord of a list in which the Brocks are Core – he keeps up with them, keeps his Inspiring close to the wing and on the charge does almost six damage against Defence 4+ and 5+ himself. Weakness: Defence 4+ for 220 points.
Three lists since July – two from the same player (9th at Cogs of War and 72nd at CoK) and 122nd at CoK. Before July he was the army's most common Warlord (five of ten lists).
Champions
Army Standard Bearer — C
90 points: Very Inspiring, Headstrong, Yielding, Defence 5+, Nerve 12+.
How to play: as Very Inspiring behind the line. Except that a Stone Priest provides Inspiring and Headstrong for 90, and with Bane Chant for 110. In 21 lists from the whole of 2026, this unit didn't appear once.
Stone Priest — S

In the dwarf holds, Stone Priests are outsiders – an innate talent for magic arouses the suspicion of every respectable dwarf. In battle, though, they summon and lead earth elementals: the living embodiment of the mountains, come to defend their people.
90 points: Inspiring, Headstrong, Yielding, Quake, Defence 5+, Nerve 13+. Spells: Bane Chant (2) for 20, Surge (8) for 35, and a choice from the Arcane Library – including Blizzard (4) for 40, Scorched Earth (2) for 20 or (3) for 30, and Celestial Restoration (3) for 35.
How to play him: as cheap Inspiring with a spell – usually two per list. The first takes Bane Chant – CS (+1) for Ironguard or Bulwarkers, which have no CS of their own; the spell goes off 75% of the time. The second takes Blizzard (4) – after a Halt!, over three and a half damage against Defence 4+ from 30 inches – or Scorched Earth, after which the target's charges in its next turn are Hindered, and the target itself loses Strider and Pathfinder. That's the spell for the opponent's cavalry and hammers. Artefact: the Ej Periscope (5) – Leaper, so the priest can see over his own infantry.
He was in eight of the eleven lists (13 models) and in all six of the best. Nine of the thirteen had Bane Chant, four had Blizzard and three had Scorched Earth. Nobody has bought Surge since July – before July, seven of nine priests had it, in lists with elementals.
Flame Priest — C+

The warsmiths worship Fulgria, the Shining One, goddess of white fire. Some take that worship further and bring their patron's purifying fire onto the battlefield. Flame Priests walk a dangerous path, though: the destructive power of fire has already led many dwarfs down the road to damnation.
105 points: Inspiring, Yielding, Defence 5+, Nerve 13+ and Fireball (3) included in the price. Bane Chant (2) for 20, Fireball (5) instead of (3) for 15.
How to play him: as a priest with Fireball. Except that Fireball (3) comes to about two damage against Defence 4+ after a Halt!, and with Bane Chant the priest already costs 125. A Stone Priest does the same for less and has Headstrong. Three lists since July, two of them from the same player; the best was 79th place at CoK.
Captain — D
115 points: four attacks on 3+ with CS (1), Defence 5+, Nerve 13+, Headstrong and Inspiring.
How to play: as Inspiring that does a bit of fighting – just under two damage. Except that a Stone Priest provides Inspiring for 90, and with a spell for 110. One list since July – the one that came 122nd at CoK, the Dwarfs' weakest result at the tournament.
Warsmith — C

125 points: an Elite (Ranged) aura and Radiance of Life – both for Ironcraft only – plus Inspiring, Yielding and a pistol at 12".
How to play him: in a shooting list, next to the war machines. A Cannon within his aura does almost three damage instead of two and a half, and an Organ Gun almost four instead of a little over three. Radiance of Life removes one damage every turn from each Ironcraft unit within 6 inches. Except that the lists with a Warsmith finished CoK in 96th, 97th and 122nd place.
Core
Ironclad — B-

The Ironclad fight the dwarf way: they let the enemy attack first, because they trust in tough bodies and thick armour. Once the enemy is within arm's reach, they answer – unhurried and deadly.
Troop (Aux) 90, Regiment 120, Horde 195. Speed 4, Melee 4+, Defence 5+, Headstrong, Holdfast.
How to play them: as cheap scoring with Defence 5+. The 90-point Troop is Aux that stands on an objective and screens the rest, and the 120-point Regiment is US 2 and three damage against Defence 4+. They can't really hit – that's what the Shieldbreakers are for. Four lists since July, eight units – four Troops and four Regiments. Two of those lists (9th at Cogs of War and 72nd at CoK) are the same player, with two Troops.
Ironwatch Crossbows — B-

Troop (Aux) 95, Regiment 125, Horde 205. Melee 4+, Shooting 6+, Defence 4+, Headstrong, crossbows at 24" with Piercing (1). For 0 points, rifles: 24", Piercing (2), Reload.
How to play them: only as a Horde with rifles. With Reload it always shoots after a Halt!, and then does over five and a half damage against Defence 4+ from 24 inches – and on top of that it has US 4 and Nerve 23+. With crossbows on the move, it's only about two. Two lists since July, both in the top six (4th and 72nd at CoK) – always a Horde with rifles.
Shieldbreakers — A+

The strongest Ironclad go to war with heavy two-handed hammers whose sheer weight breaks bones and splits shields – hence the name. They're pugnacious warriors who barely give defence a thought.
Troop (Aux) 95, Regiment 125, Horde 215. Speed 4, Melee 3+, Defence 4+, CS (1), Thunderous Charge (1), Headstrong, Holdfast.
How to play them: the Horde is the army's hammer – on the charge, almost fourteen damage against Defence 4+ and over eleven against 5+. Against Defence 4+ that's the most per point in the whole army. With Bane Chant, the Brew of Strength or when charging together with the Lord on Large Beast, it does almost fourteen against 5+ as well. The 125-point Regiment is a cheaper second hammer – almost seven on the charge. They advance next to the Ironguard, within the Lord's aura, so as to arrive a turn earlier. Artefact from the lists: the Brew of Strength (40) or the Brew of Sharpness (45) – with it, over seventeen on the charge.
They were in eight of the eleven lists (20 units, including 10 Hordes) and in five of the six best – the only one without them was the list that came 4th at CoK.
Bulwarkers — B
The Bulwarkers are the opposite of the Shieldbreakers – tough nuts who specialise in standing still. With long spears and in thick armour, they plant themselves in the path of charging cavalry and receive it behind heavy shields. The enemy horsemen run into a wall of dwarf steel and sharp spearheads – and usually come to a sudden and nasty end.
Troop (Aux) 100, Regiment 135, Horde 220. Melee 4+, Defence 5+, Phalanx, Headstrong, Holdfast; the Horde has Nerve 25+.
How to play them: as an anvil against cavalry – cavalry and fliers charging them in the front are Hindered. The Horde does seven and a half damage against Defence 4+, and ten with Bane Chant or Fury of the Ancients. It's not a hammer but a wall that enemy charges break against. Four lists since July, including two Hordes in the list that came 4th at CoK.
Specialists
Ironguard — S

The Ironguard are the lords' bodyguard – hand-picked veterans, the toughest and most experienced warriors. They form a shield wall against which even the strongest enemies spend their strength in vain.
Troop 115, Regiment 155. Speed 4, Melee 3+, Defence 6+, Headstrong, Holdfast; the Regiment has Nerve 17+. Under a Lord or a Lord on Large Beast, the Regiments are Core.
How to play them: they're the backbone of the army – two to four Regiments as Core, in the middle of the line. Defence 6+ and Nerve 17+ for 155 points make them the toughest infantry the Dwarfs have. In combat they do five damage against Defence 4+, and with Bane Chant, Fury of the Ancients or on a charge with the Lord on Large Beast – almost seven. The lists only ever played Regiments. Artefact: not worth the points – in the two best lists they got nothing.
They were in ten of the eleven lists (29 Regiments from eight players) and in all six of the best. At CoK, according to Data & Dice, they were in eight lists out of ten.
Berserkers — D
Some dwarfs fall prey to the "red curse" – a frenzy that turns them into raving maniacs in battle. They fight with wild abandon, as if they felt no pain, and they don't stop until someone kills them.
Troop 120, Regiment 150. Speed 5, Melee 4+, Defence 4+, Fearless, Vicious, Wild Charge (D3), Berserker; limit [2].
How to play: a Regiment is 20 attacks without CS – almost six damage against Defence 4+, but just under two against 6+. A 125-point Regiment of Shieldbreakers does almost seven against 4+ on the charge and four against 6+, and it gets the Holdfast bonuses on top. Nobody has taken them since July; before July – one list with four Regiments, 19th out of 20.
Rangers — C+

Troop 145, Regiment 180. Speed 5, Melee 4+, Shooting 5+, Defence 4+, CS (1), Feint, Pathfinder, Scout and crossbows at 24" with Piercing (1); limit [2].
How to play them: as scouts that take an objective before the first turn and harass from the side. A Regiment does about four damage against Defence 4+ – both with crossbows after a Halt! and in combat. For 180 points with Defence 4+, that's expensive, though. Three lists since July, once among the best – a Regiment in the list that came 27th at CoK.
Earth Elementals — C

Troop 135, Regiment 180. Large Infantry, Speed 5, Melee 4+, Defence 6+, CS (2), Brutal (1), Fearless, Shambling, Elemental.
How to play: only in a list built around elementals – with a Stone Priest's Surge (Quake then gives them Thunderous Charge (1)) or under Banick. A Regiment does almost six damage against Defence 4+. Except that Ironguard provide Defence 6+ for less and with the Holdfast bonuses, while without Surge the elementals are slow. Since July – one list (23rd out of 24 at Cogs of War); before July, four.
Berserker Brock Riders — S

Only a berserker is mad enough to catch and tame a brock – a bad-tempered beast from the dwarf lands. In the berserker clans, a mount like that is a mark of courage and honour.
Troop 145, Regiment 220. Cavalry, Speed 8, Melee 4+, Defence 4+, Fearless, Thunderous Charge (3), Vicious, Berserker; limit [2].
How to play them: as a hammer for the wing. On the charge a Regiment does almost thirteen damage against Defence 4+ and 5+, and ten against 6+ – against heavy armour, that's the most per point in the army. Without the charge, what's left is seven and a half against Defence 4+, and when Hindered they lose over half their damage, so they have to go in cleanly. Hence Sir Jesse's Boots of Striding (15) – Pathfinder and Strider once per game, for that one charge through a wood or over a fence; the Boots were in nine of the ten lists with Brocks. With the Brew of Sharpness (45), the charge comes to almost seventeen damage.
They were in ten of the eleven lists (15 units, including 12 Regiments, from nine players) and in all six of the best – and at CoK, in all ten lists.
Support
Sharpshooters — D

100 points: Heavy Infantry, five shots on 5+ from long rifles at 36" with Piercing (2) and Reload, Defence 5+, Nerve 11+.
How to play: at the back, against a distant target – but that's a little over two damage against Defence 4+ for 100 points, while an Organ Gun does over three for 95. Nobody has taken them since July.
Stoneclaw Riders — A-

Troop 140, Regiment 200. Large Cavalry, Speed 10, Fly, Melee 3+, Defence 4+, Feint, Pathfinder, Thunderous Charge (2), Berserker; limit [2]. For 45 or 80 points, grenades: 12", Shooting 4+, four or eight shots with Blast (D3), Piercing (1) and Shattering (D3).
How to play them: they're the only flying units in the army – they hunt war machines, guard the flanks and take the distant objectives in the endgame. On the charge a Troop does over four damage against Defence 4+, and a Regiment almost nine. Under a Berserker Lord they're Specialist, not Support. Artefact: the Chant of Hate (25) – Vicious; with it, a Regiment does over ten on the charge.
Six lists from six players, ten units, three of the six best – usually two Troops (27th and 75th at CoK), and a Regiment in the list that came 4th.
Steel Juggernaut — C+

The Steel Juggernaut is a mechanical suit of armour, increasingly common among wealthy dwarf lords. Modelled on Knorri Ironheart's personal battle armour, it divides the clan lords: some commission their own versions, while others consider it an insult to the craft of war and a coward's armour.
150 points: Hero (Large Infantry), five attacks on 3+ with CS (2), Defence 6+, Nerve 13+, Fearless and a Hand Cannon at 24" with Piercing (2); limit [2].
How to play it: as a tough hero for plugging gaps – it has Defence 6+, and as a hero it can take an artefact. Except that in combat it does just under three damage, and after a Halt! the Hand Cannon adds about two. Two lists since July, both from the same player (9th at Cogs of War and 72nd at CoK).
Steel Behemoth — B

The Steel Behemoth is the warsmiths' most revolutionary weapon: a gigantic mechanical beast powered by the "black blood of the earth", clad in thick plates and armed with a flamethrower – a nightmare given shape.
285 points: Monster (Chariot), Speed 5, D6+12 attacks on 4+ with CS (3), Defence 6+, Nerve 19+, US 2, Headstrong, Inspiring, Strider, Wild Charge (D3) and a Flame Belcher at 12" – ten shots with Piercing (1) and Shattering (1).
How to play it: as a tough centrepiece with Inspiring. In combat it does six and a half damage against Defence 4+ and 5+ (13–18 attacks), and after a Halt! the flamethrower adds over three. With Defence 6+ and Nerve 19+ it will survive almost anything. As a Monster it can't take an artefact.
Five lists since July, but from only three players; three times among the best, two of those from the same player. It wasn't in the two best lists.
Greater Earth Elemental — C

190 points, Titan: Speed 5, ten attacks on 4+ with CS (3), Brutal (1), Defence 6+, Nerve 18+, US 2, Fearless, Shambling, Strider.
How to play: as tough US 2 with Defence 6+ – in combat, over four damage against Defence 4+ and 5+. Except that the Support slots go to the Stoneclaw, the Cannons and the Behemoth, and without Surge the elemental is slow. Nobody has taken it since July; before July it was in five lists, the highest finishing 8th out of 16.
Jarrun Bombard — D
The bombard is a fresh and still controversial invention – it was built by a Free Dwarfs warsmith, Jarrun Iremonger, and some holds refuse to field it on principle. The lords are reluctant to admit that it works, because the fact that the Free Dwarfs built something better than the imperial smiths sticks in everyone's throat.
85 points: two shots at 48" – Blast it! (Blast (D3+1), Piercing (3), Reload) or Lob it! (Blast (D3+1), Indirect, Piercing (1), Reload); limit [2].
How to play: Blast it! does just under two damage against Defence 4+, Lob it! even less, while a Cannon, for 25 points more, does two and a half and has Shattering (D3) and Grapeshot. In the whole of 2026, nobody took it.
Ironbelcher Organ Gun — B-
95 points: twelve shots at 24" with Piercing (2) and Reload; limit [2].
How to play it: it stands behind the infantry and shoots whatever is approaching – always after a Halt!, over three damage against Defence 4+ and two against 6+. One list since July, but it's the one that came 4th at CoK – with two Organ Guns.
Iron Belcher Cannon — B+

110 points: two shots at 48" with Blast (D3+1), Piercing (3), Shattering (D3) and Reload, plus Grapeshot – 12", twelve shots with Piercing (1), always hitting on 5+; limit [2].
How to play it: usually as a pair at the back, firing at the most dangerous target – two and a half damage against Defence 4+ and 5+, two against 6+, plus Shattering. Up close, Grapeshot does almost three against Defence 4+. It's the most common war machine in the army: five lists since July, 12 models from four players, three of the six best lists.
Flame Belcher — C
115 points: fifteen shots on 4+ at 14" with Shattering (1).
How to play: up close, after a Halt!, it does five damage against Defence 4+, but with no Piercing it does just under two against Defence 6+, and 14 inches are easy to steer clear of. Two lists since July – one with two Flame Belchers, the other with four – both in the bottom half; the one with four finished CoK in 122nd place.
How to play Dwarfs
Three lists from the top
- A wall and two hammers (4th at CoK, 5–1–0; 13 units, US 28, 20 points of artefacts): a Lord on Large Beast; two Stone Priests – one with Bane Chant, Blizzard (4) and the Ej Periscope, the other with Bane Chant and Celestial Restoration (3); two Hordes of Bulwarkers, a Horde of Ironwatch with rifles and two Regiments of Ironguard as Core; two Regiments of Brock Riders, one with the Boots; a Regiment of Stoneclaw and two Organ Guns.
- A Lord with the Sacred Horn and four Ironguard (27th at CoK, 4–1–1; 15 units, US 26, 20 points of artefacts): a Lord with the Sacred Horn; two Stone Priests – one with Bane Chant and Scorched Earth (3), the other with Blizzard (4); four Regiments of Ironguard as Core, a Regiment and a Horde of Shieldbreakers; a Regiment of Rangers and a Regiment of Brock Riders; two Troops of Stoneclaw and two Cannons. The list that came 75th (3–0–3) was very similar: a Lord on Large Beast instead of the Lord, three Ironguard, a Horde of Shieldbreakers with the Brew of Strength and Brocks with the Boots.
- An infantry hammer (9th at Cogs of War and 72nd at CoK, the same player; 13 units, US 28): a Berserker Lord on Giant Brock; a Stone Priest with Bane Chant (at CoK with the Banner of Command); two Troops of Ironclad and three Hordes of Shieldbreakers (at CoK, two, plus a Horde of Ironwatch with rifles); a Regiment of Brock Riders with the Boots as Core; three Regiments of Ironguard; a Steel Juggernaut and a Steel Behemoth.
At the bottom of the table: 122nd place at CoK (2–0–4) – a Captain, a Warsmith, three Regiments of Ironclad, two Troops of Rangers and four Flame Belchers – and 23rd out of 24 at Cogs of War – Banick, Earth Elementals and three Cannons in two battalions.
Game plan
- Deployment. Ironguard in the middle, Shieldbreakers or Bulwarkers next to them, the priests right behind them (Bane Chant has a range of 12 inches), the war machines at the back, Brocks and Stoneclaw on the wings.
- First turns. The whole line advances within the Lord's aura, the war machines and Ironwatch stand still and shoot, and the second priest casts Blizzard or Scorched Earth on the opponent's cavalry. Holdfast infantry that doesn't shoot on its own gets Throwing Mastiff.
- The clash. The Shieldbreakers charge together with the Lord on Large Beast, the Ironguard get Bane Chant, and units stuck in combat get Fury of the Ancients. The Brocks ride into the flank – with the Boots, even through a wood or over a fence.
- Endgame. The Ironguard (US 2) and the Hordes (US 4) stand on the objectives, while the Stoneclaw take the distant ones.
What to be scared of
- Fast armies and flying. Speed 5 with the aura still isn't much – an opponent who chooses where to fight can go round the wall and hit the war machines.
- Hindered Brocks. Charging through a wood or over a fence, Brock Riders lose over half their damage – without the Boots, it's a lottery.
- Temptation. The gunline with a Warsmith and Flame Belchers finished CoK in the bottom half of the table, the elementals without Surge came 23rd of 24 at Cogs of War, and Berserkers and Faber Ironheart got zero lists.
Small games
Up to 1000 points – the core of the best lists in miniature:
- a Lord on Large Beast (200);
- a Stone Priest with Bane Chant (110);
- two Regiments of Ironguard as Core (310);
- a Regiment of Shieldbreakers (125);
- a Regiment of Brock Riders with Sir Jesse's Boots of Striding (235).
980 points in total and six units. The Defence 6+ wall advances with the Lord, the Shieldbreakers charge alongside him, and the Brocks strike on the flank.
Medium games
At 2000 points:
- a Lord on Large Beast (200);
- two Stone Priests – one with Bane Chant (110) and one with Blizzard (4) (130);
- three Regiments of Ironguard as Core (465);
- a Horde of Shieldbreakers with the Brew of Strength (255) and a Regiment of Shieldbreakers (125);
- a Troop of Ironclad (90);
- a Regiment of Brock Riders with the Boots (235);
- a Troop of Stoneclaw (140);
- two Cannons (220).
1970 points in total and thirteen units. The Ironguard hold the middle, the Shieldbreakers and Brocks are the hammers, and the Cannons and Blizzard soften up the target for them.
Big games
At 2300 points, the best bet is one of the three lists described above. The safest is the first – a Lord on Large Beast, a wall of Bulwarkers and Ironguard, two Regiments of Brocks and two Organ Guns.
Pitfalls:
- Too much shooting. The lists with a Warsmith and Flame Belchers finished CoK in the bottom half. The war machines are an addition to the wall, not a game plan.
- Elementals without Surge. Since July, one list with Earth Elementals – and 23rd place out of 24.
- Artefacts on everything. The two best lists spent 20 points each on artefacts – and the rest on more bodies.
In fourth edition, the Dwarfs win through patience: the Defence 6+ wall advances step by step, the priests pump up the infantry, and the Shieldbreakers and Brocks finish off whatever the wall has stopped. Since July it's been working again – all that's missing is a tournament win.
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