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Other Ork Themed Army Ideas The Dvergar
In bringing dwarves back to the game, there are two questions one must answer: 1) What miniatures to use for them?The most obvious solution to the first obstacle would be to use Dwarf miniatures from the Warhammer (fantasy) line. With a bit of work, one could convert them into appropriate 40K figures: in fact, master gamer Matt Birdoff did just that (and won a Grand Tournament!) with his “Thousand Squats” army a few years ago. While I admire Mr. Birdoff for his talent and dedication, I readily admit that I am not nearly so talented or dedicated. If I were going to do a “space dwarf” army, I’d want to minimize conversions and save myself a lot of work. A few miniature companies (Black Tree Design springs to mind) make space dwarves, but quality, selection, and price are often issues, and if you go that route, you can’t use that army at Games Workshop events. So then, it would seem that the Lazy Army Collector (like me) would be stuck using GW Dwarfs—which then leads to the second obstacle: what rules to use for them? While one could choose almost any codex, it would be best if the rules used generated an army that had the typical dwarven attributes of toughness, tenacity, and good prowess in hand-to-hand combat. When one thinks “dwarves,” one does not think of Tau-like wimpiness. Likewise, it would also be best if space dwarves were not too speedy on foot: I suppose you could try to count dwarves as Hormagaunts, but it would just seem out of character to have them zip across the field. One could go the route Matt Birdoff took, and use Codex: Chaos Space Marines. I seriously considered treating space dwarves either as Thousand Sons (as Mr. Birdoff did) or Plague Marines (how’s THAT for tough?), but relented when I took a second look at the GW Dwarf models: to me, chainmail + shields does not equal power armor. A previous version of this article used the Lost and the Damned rules from Codex: Eye of Terror, but that book is out of print and forces drawn from it are not always welcome in tournaments and some gaming groups. If, like me, your beard has enough grey that you remember the Squats, you might consider using the Imperial Guard rules for them, as the Squats had a similar fighting style. But Guardsmen are hardly tough, tenacious, or good in the Assault Phase. What you get when you try to make a space dwarf army with the IG Codex is a bunch of short Guardsmen: if you’re ok with that, then roll with it, but the idea doesn’t do anything for me. So what rules to use then? I suggest Codex: Orks. “What?” you cry. “Using Ork rules to represent dwarves? Are you kidding?” No, Gentle Visitor, I am not: using rules for Orks allows one to build a tough, tenacious army that excels in hand-to-hand combat. Furthermore, because Orks are not a technologically advanced race, the GW Dwarf models (or any other fantasy dwarf models) will, if chosen with care and with perhaps a little conversion, nicely correspond with the rules. Keep reading, and I’ll explain further a little later on. Here, then, are my version of “dwarves in space”: not Squats, not Demi-urg (GW’s oft-rumored reincarnation of the Squats), but the sinister Dvergar…. Background
Dvergar are
rumored to have plentiful stores of gold, titanium, and other valuable
metals, so it is not surprising that they often have to defend their holdings
against others. Dvergar weaponry and tactics are designed for fighting
in tunnels at point-blank range; outside of that environment, the range
and accuracy of their firearms is not nearly as good as those used by other
races. Despite this, the Dvergar are difficult to defeat and will retreat
grudgingly.
Philosophy
HQ
Dvergar warbands can include either one Engineer, the equivalent of a Big Mek; or an Ancestor Lord, an elderly, psychic Dvergar equivalent to a Warphead (with commiserate cost in points). Like their Big Mek counterparts, Engineers specialize in building and repairing equipment, though they have no equivalent to the Shokk Attack Gun; thus, this item may not be taken. Dvergar do not have any equivalents to Ork special characters like Ghazghkull, Old Zogwort, etc., so these HQ units cannot be used. Elites
Exterminators (the equivalent of Burna Boyz) use flame weapons to keep tunnels free of vermin and intruders. Demolition Teams (the equivalent of Tankbustas) use explosives to start new tunnels; in war, they are responsible for taking out enemy vehicles. Troops
The rest of the Troops choices may be filled by Dvergar Skirmishers (equivalent to Boyz) in light armor, either with Dvergar mine guns (shootas) and hand cannons (rokkit launchas or big shootas), or with hand-to-hand weapons (sluggas and choppas). Dvergar are slave-takers and have been known to press Cave Nomes (Gretchin) into service as cannon fodder. Fast Attack
Heavy Support
Painting and Modeling
Dvergar favor dark and dirty colors for their clothes and tarnished metal hues for their armor. Skin tones vary from sickly yellow to gray to dark blue or black. Hair color tends to be white, dingy yellow, or gray. Dvergar are not the heroic Dwarves of the Warhammer game so don’t make them look like them. Painting the Dvergar as “bad guys” will also help your army look more like it belongs to the 40K milieu.
If you use vehicles, they should not be the same models as used by Orks; differentiate your Dvergar by finding alternative models. Remember, though, that you’ll want a low-tech look: putting a high-tech tank model next to your medieval-looking “dwarves” will just look…odd.
General Tactics
Related
Pages
Originally posted April
2005; revised August 2008
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