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.
Dwarfs have two playable subfactions:
- Clan Angrund (added by the King and the Warlord DLC)
- Karak Kadrin (added for free in Total War: Warhammer II)
- 1 How they play
- 2 Background
- 3 Development
- 4 In Battle
- 5 In the Campaign
- 5.1 Subfactions
- 5.2 Legendary Lord choices
- 5.3 The Great Book of Grudges
- 5.4 The Forge and Oathgold
- 5.5 The Underway
- 5.6 Runes
- 5.7 Resource Economy
- 5.8 The Living Ancestor
- 5.9 Inventory
- 5.10 Buildings
- 5.11 Technology
- 5.12 Stances
- 5.13 Post-battle options
- 5.14 Settlement options
- 5.15 Commandments
- 5.16 Climate preferences
- 5.17 Regional occupation
- 5.18 Start Position
- 5.19 Victory Conditions
- 6 DLC
- 7 Minor factions (Dwarf Realms)
- 8 Videos
- 9 Strategy
How they play[edit | edit source]
A summary of Dwarfs gameplay:
- Units: Heavily-armoured infantry, powerful artillery and advanced war machines. No cavalry, no magic, and no monstrous units.
- Regiments of Renown: These are unique, more-powerful versions of regular Dwarfs units.
- The Great Book of Grudges: In the campaign, Dwarf players are issued grudge missions to take revenge for enemy attacks. Completing grudges is essential.
- Underway: Dwarf armies can enter Use Underway stance, allowing them to bypass danger by travelling underground. This mechanic is shared with Greenskins and Skaven.
- Runes: Dwarfs have special inventory items called runes, which can be attached to units like banners.
- Resource economy: Dwarf resource extraction buildings go up to level IV, allowing them to gain extra bonuses.
- The Forge: A crafting system where Dwarfs use resources, as well as Oathgold, to craft magical items (added in the Resurgent Update for Total War: Warhammer II)
- The Living Ancestor: A unique dilemma which only applies when players choose Grombrindal as their starting lord.
Background[edit | edit source]
|“||By Grungni’s beard, that’s an insult that can only be repaid in kind. Die, you wazzock!||„|
Dwarfs or Dawi are a proud 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 they are broad with powerful arms and stout legs. Dwarfs are master craftsmen; they see the work of other races as inferior. In their language, Khazalid, the Dwarfs even have a special word for shoddy devices, "umgak" - which literally means "man made". Much of this learning and expertise has come from eons of carving out their homes in the mountains. The dwarf strongholds under the World's Edge Mountains were undisputed wonders of the world. They are massive underground cities, and in the lower levels great industrial centres with 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 Dawi 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 Dwarfholds weak. After this, their realm was riven by a chain of devastating earthquakes which ruined much of the Underway - their underground highways. That’s when the Greenskins and Skaven struck. Thus the golden age of Karaz Ankor - ‘The Everlasting Realm’ in the Dwarfish tongue of Khazalid - ended.
In recent times, they are a race barely holding onto glories past; with only a few strongholds remaining in Dwarf hands, the rest lost to enemies or abandoned to the elements.
To this day the Dwarfs 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 Dwarf 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!
Development[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.
In Battle[edit | edit source]
Unit Roster[edit | edit source]
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 High Elves, Dwarf units tend to be expensive and they rely on quality over quantity.
Dwarfs have excellent ranged units, many of which perform decently in melee as well. Their artillery are arguably the best in the game, with many different powerful options.
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. To counter cavalry and chariots, many Dwarf units have charge resistance. And to counter monsters, Dwarfs have the Slayers unit which are not affected by fear/terror and have a bonus versus large units.
Regiments of Renown[edit | edit source]
Dwarfs has several Regiments of Renown available. These are elite, unique versions of standard Dwarfs units.
In the Campaign[edit | edit source]
Dwarfs are a normal, non-horde faction who occupy settlements and control provinces. They do tend to suffer from low growth, but have high public order and a good economy. See the pages on Clan Angrund and Karak Kadrin for their details.
Subfactions[edit | edit source]
In May 2018, Ungrim Ironfist was split off from the main Dwarfs faction into his own playable subfaction, for Total War: Warhammer II. However this change on affects the second and subsequent games. The first game still has Ungrim Ironfist as part of the main Dwarfs faction.
|Clan Angrund, led by Belegar Ironhammer(requires paid DLC)|
|Karak Kadrin, led by Ungrim Ironfist(TWW2 only)|
Legendary Lord choices[edit | edit source]
Dwarfs players can choose from the following lords when starting a campaign. See the individual lord pages for information on their various bonuses in campaign.
- Thorgrim Grudgebearer
- Ungrim Ironfist - in Total War: Warhammer II, Ungrim was split off into his own separate Karak Kadrin subfaction.
- Grombrindal the White Dwarf - free content, but must be manually downloaded from Steam in order to play as.
The Great Book of Grudges[edit | edit source]
The Great Book of Grudges is a campaign mechanic for the Dwarfs. Grudges are missions issued to take revenge for an enemy attack, and can be viewed by clicking the book icon in the bottom right. Grudges must be avenged promptly – letting them pile up incurs penalties to public order and causes diplomatic penalties with other Dwarf Realms factions.
The Forge and Oathgold[edit | edit source]
The Underway[edit | edit source]
The Underway is a network of caverns and tunnels that run under much of the world. Dwarf armies (like Greenskins and Skaven) can enter the Use Underway stance to travel underground, avoiding danger. However this carries a chance of being intercepted. Many battle maps take place underground in the underway, see underway for a full list.
Runes[edit | edit source]
Resource Economy[edit | edit source]
Dwarf resource extraction and economic buildings go up to Level IV, unlike all other races. This means they can get extra bonuses when a resource is in a capital settlement.
See here for a full list.
The Living Ancestor[edit | edit source]
Inventory[edit | edit source]
Buildings[edit | edit source]
- Main article: Dwarfs buildings
Technology[edit | edit source]
- Main article: Dwarfs tech tree
Dwarfs have a very large tech tree split into two main branches with many strong bonuses. However, due to the sheer amount of techs, it can take a while to research them all.
Stances[edit | edit source]
Special stances: Use Underway
Post-battle options[edit | edit source]
Dwarfs/Clan Angrund post-battle options for captives are as follows:
- Release Captives (increases treasury but hampers replenishment)
- Execute Captives (increases army leadership)
Settlement options[edit | edit source]
Dwarfs/Clan Angrund have these settlement options when they have captured a settlement:
- Loot and Occupy
Commandments[edit | edit source]
See the article on commandments for a list of Dwarfs commandments.
Climate preferences[edit | edit source]
- Favorable: Wasteland, Mountain, Savannah
- Unpleasant: Frozen, Temperate, Desert
- Uninhabitable: Ocean, Chaotic Wasteland, Magical forest, Jungle, Island
Regional occupation[edit | edit source]
Under the regional occupation system of Total War: Warhammer, Dwarfs/Clan Angrund can only occupy mountains and badlands. They cannot occupy temperate lowlands areas which are restricted to the Dwarfs and Greenskins. Nor can they occupy Norsca.
Start Position[edit | edit source]
Dwarfs start in the region of Karaz-a-Karak in the province of Silver Road. Clan Angrund have a different start location.
Victory Conditions[edit | edit source]
Victory conditions for the Dwarfs faction (Clan Angrund has different conditions) in campaign:
- Short Campaign
- Ensure that the total severity of Grudges in The Great Book of Grudges is no greater than 9.
- Unite the following Dwarf-holds either by direct ownership or through vassals and military allies:
- Destroy the following faction(s):
- Ensure that any presence belonging to the following factions exists only in the Chaos Wastes region:
- Ensure that Archaon the Everchosen is in a wounded state
- Long Campaign
The same as the short campaign, with the following additions:
- Ensure that there are no active Grudges remaining in The Great Book of Grudges.
- Reclaim the following fallen Dwarf-holds either by direct ownership or through vassals and military allies:
DLC[edit | edit source]
There is the following paid DLCs which has extra content for the Dwarfs:
- The King and the Warlord (adds the Clan Angrund playable sub-faction as well as Regiments of Renown and new units).
Minor factions (Dwarf Realms)[edit | edit source]
On the campaign map, many minor factions are grouped together as Dwarf Realms. These all have a diplomatic positive racial bias towards each other, and use units from the Dwarfs unit roster.
Introduced in Total War: Warhammer
- Karak Kadrin - later made into a playable faction led by Ungrim Ironfist in the Resurgent Update for TWW2.
- Barak Varr
- Karak Norn
- Karak Azul
- Karak Ziflin
- Kraka Drak
- Karak Izor
- Karak Hirn
Introduced in Total War: Warhammer II
Chaos Invasion[edit | edit source]
Videos[edit | edit source]
High King Thorgrim Grudgebearer/Dwarfs introduction trailer[edit | edit source]
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 unique 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. 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 dwarfs' low mass still allows enemy chariots and beasts to plow right through them.