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Showing posts with label Khazad-Dum. Show all posts
Showing posts with label Khazad-Dum. Show all posts

Monday, March 9, 2026

The New Age Is Begun: The Khazad-Dum Army List

Good morning gamers,

I got started in my MESBG journey with the Mines of Moria starter set in September 2010. That got me collecting Goblins and the Fellowship. That Christmas, I picked up a box of Wood Elf Warriors and some Dwarf Warriors and Centaur and I started playing (he was running Rohan and Isengard at the time - I would branch into Isengard shortly after Christmas). My "bearded fellows" - the Dwarves of Khazad-Dum (who at the time were the Erebor army list) quickly became "my main faction" and I took them to the first GT we threw here at TMAT. I went 1-2 but had a really great time with them (and have always had a good time with them).

Last edition, the faction was cleanly split between the Kingdom of Khazad-Dum and the Kingdom of Moria (though there was a lot of overlapping profiles) and in this edition, we still have that distinction. Today, we're tackling the Kingdom of Khazad-Dum list and next time, we'll be looking at the Legacy-only Reclamation of Moria (I'll be foregoing the legacy-in-red text there to save all of our eyesight). The traditional Khazad-Dum list wasn't my first love last edition, but I like what they've done to it this time. Let's see how things have changed - and why these Dwarves have the potential to be a dominant force on the tabletop, despite their less-than-average speed (that oh so important resource in MESBG).

The Kingdom of Khazad-Dum: Changes for 2025

Profile Selection

This list includes everyone you'd expect to find. It has Durin and Mardin as your named heroes (as of yore), it has Dwarf Kings/Captains and Siege Veterans (for those pesky ballista crews) by default as your generic heroes (and King's Champions and Dwarf Shieldbearers if you play with Legacy profiles), and Dwarf Warriors, Dwarf Rangers, Khazad Guards, Iron Guards, and Vault Wardens (besides the obligatory ballista crewmen) for your warriors. If you're a Khazad-Dum player from the last edition (and especially if you have access to Legacy profiles), not much will feel that different.

Army List Bonuses

The old Khazad-Dum army bonus from the last edition was preserved in this edition: Dwarves get to reroll To Wound rolls of a natural 1 when making Strikes - and as had to be clarified in the old edition (and I don't think is needed in this edition, thanks to changes in the rulebook), even if you're using a two-handed weapon and you get a 1 that would promote to a 2, you still get the reroll if you want it (since . . . you know, wounding on 2s is in fact quite hard to do now).

The Dwarves of Khazad-Dum picked up three new rules: first, before using any rerolls, if your Dwarves are rolling fewer dice than their opponents, one Dwarf in each fight can reroll one D6 just as if they had a banner in range (but if they also have a banner, they can reroll a second die). This is GREAT when you don't have a banner near your units and like the Depths of Moria banner rules, this is battlefield wide and can't be taken away from you! Additionally, if you really like Dwarf Warriors (which I do), Dwarf Rangers (which I do), and Dwarf Captains (which I do now), they all get Dominant (2). Remember what I said about spamming models with Dominant (2) in the Men of the West and Defenders of the Hornburg lists? Well, all those D5-9 Dwarves have Dominant (2) as well . . . slick, slick, slick . . .

Friday, May 3, 2024

Tournament Time: Rythbryt's Army Thoughts (Grand Tournament 2024)

Edited May 6, 2024, with tournament results
Bonus post this week. Must be something special going on... ;)

As faithful readers of the blog know, TMAT's annual GT is coming up this weekend. I generally don't post articles on the armies I'm running (I leave that to Tiberius, who's far more practiced--be sure to check out his article from yesterday, if you missed it). Nor do I generally recap how the tournament went (Centaur's your man... er... horse-man... for that). But I'm making an exception this time, for several reasons:
  1. I've been light on generating content recently (and feel somewhat guilty about that);
  2. I owe Tiberius at least two podcasts on tournaments that have long since wrapped (and, again, feel somewhat guilty about that);
  3. I really liked a number of the lists that I batted around (and felt like sharing them); and
  4. Perhaps because I really liked these lists, I actually locked into a list earlier than the final day they were due (actually, almost 2 full weeks before they were due), which meant there was actually time to write a prospective post on it. :-P
Along the way, there were twists and turns and trepidations (well, okay, actually less trepidation than usual). So yeah... if you want some musings about heavy/all-cavalry armies (or their equivalent), with a heavy dose of strategy (and maybe some obsession-bordering-on-neurosis), read on. :)

This may be a spoiler...
Photo Credit: cbr.com

Factual Background (because all of life is a story, right?)

First, a digression that's not really a digression.

About two months ago, TMAT hosted a winter "mixer" tournament designed to be a fun, pseudo-competitive way for the people in our gaming group to play some games (always fun), while also introducing new/newer players to MESBG. Because of that, we had a pretty small tournament by most standards: a 350 point cap (4-model minimum), with 5 games in one day (45 minutes per game). The five scenarios were pre-selected (though not their order), and all opponents were randomized. (For about a 72-hour period, we also thought this was going to morph into a funsies doubles-event, but we did end up having enough players for a full singles event--10 players altogether, which is also a weird number for doubles :-P).

For those of you who are familiar with the Matched Play guide, you know that 45 minutes is... kind of tight for a 350 point game (the guide recommends 1 hour 15 minutes for a game of that size, so this was definitely on the "fast" side). The pool of scenarios for the tournament (Hold Ground, Capture and Control, Destroy the Supplies, Lords of Battle, Divide and Conquer) also offered a mix of "capture objectives" and "kill models outright/around objectives," which posed some... interesting choices given the 45-minute time limit. For objective games, you wanted lots of models (and, in general, I think you want more models than less in MESBG). But more models equals longer phases, which means less rounds (which means less moving, less shooting, less fighting, less botching, etc.). And taking an army composed of slower models (goblins? hobbits?), shooting models (a 6-second shoot phase vs. a 10-minute shoot phase makes a huge difference), or models that last a long time but have trouble wounding standard (D6) shieldwalls (S3/D7 dwarves, for instance) could further complicate things.

So with those issues in mind, as I mulled my options for the tournament (and all told, I think I mulled some 200 different list ideas/variations), I kept finding myself drawn to lists that could move fast, kill very quickly, take a beating... and do all the above without relying on a lot of shooting/time-intensive roll-offs. And ultimately, it worked. I won all five of my games at the GT with a list that consisted of the Dark-Marshal on Fell Beast (F6 wraith who casts normally, on a flying monster, who can also be a 6" banner in a pinch), leading eight Morgul Knights (who I've always loved, and never brought to a tournament before), and four Black Numenoreans on foot (which I have brought to tournaments before, and never disappoint me) for a grand total of 13 models at 350. 

A portend of things to come?

Monday, August 7, 2023

Armies of Middle-Earth SBG: Khazad-Dum in the Middle-Earth Strategy Battle Game

Something wicked this way comes...
Photo credit: Brrokk Barrowbane

So if you showed up this week hoping for our wrap-up on countering Angmar... sorry. My hands stopped working.

Instead, I've got a more traditional "Armies of Middle-Earth" for you, on the OG tanks in MESBG: the Dwarves of Khazad-Dum. So hopefully all is forgiven.

Cards on the table: when it comes to elves vs. dwarves, I'm solidly on Team Dwarves. I don't remember if dwarves were the first faction I played when Tiberius and Centaur finally persuaded me to play MESBG (shortly before it became MESBG), but it was definitely one of the first. And at the time, the only way to play dwarves (at least in our gaming group) was Khazad-Dum. So this list has always had some sentimental value for me, and I expect it will always be so (although that does not explain my snail's pace when it comes to painting their models). 

I'm splitting this review up into two parts because the new edition of the rules split this faction up into two: Khazad-Dum (today) and Kingdom of Moria (next time). I'm doing this even though those of us who play know they're really the same faction differentiated by a single (albeit, important) hero choice: to Balin (and Floi) or not to Balin (and Floi)? As such, if you stumbled on this review after reading the Kingdom of Moria review, you'll see some overlap (and vice versa). I've tried to front-load the differences (so you can gloss over the rest), but apologies on the front end if you find this repetitive (It's not my fault!).

As always, you'll find a list of handy community resources at the end, but I want to flag the 4.5 hour gem that is the Green Dragon Podcast on Khazad-Dum--way more than you'll ever need to know about what makes Khazad-Dum amazing... so definitely read this first (otherwise, you won't need it).

Army Quick(ish) Hits
  • Strength: Dwarves = TOUGHNESS. Stat-wise, there's two things that make dwarves "dwarves" in MESBG: they move 5" instead of your "standard" 6" (more on that shortly), and they have ready access to D7 warriors (or better), and even more defense on their heroes. Add these excellent defensive stats to very good combat stats overall (Fight 4, with ready access to shields and banners), and generally access to axes and/or Strength 4 on their warriors (if not both), and dwarf armies become tough to engage, tough to wound, tough to shift, and they're tough to rout. The Kingdom of Khazad-Dum is no different, with Courage 4 standard on all your core units and Defense 7 on most models (the notable exception are your skirmishing Dwarf Rangers, Dwarf Warriors with bows, and Iron Guard--all of which make up for the lack of D7 with other stats / shenanigans). Add in Bodyguard on your Khazad Guard, Courage rerolls from the Shieldbearer, banners aplenty, and shields everywhere (for both more attacks and an option for non-lethal strikes), and you have a force that can perform well at all stages in the game.

Monday, February 7, 2022

In Defense Of: Balin the Dwarf, King of Moria

Good morning gamers,

We turn today to one of the first heroes I got for the Middle-Earth Strategy Battle Game (then the Lord of the Rings Strategy Battle Game) and one of my first purchases on eBay: Balin the Dwarf, King of Moria. Balin has been a staple of the armies I run for the Dwarves of Khazad-Dum since the very beginning and though his profile has changed from era to era only slightly, the utility of such a hero has been questioned at high points levels. Let's dig in today and specifically look at how including Balin your army at high points levels can be surprisingly good.

Why NOT To Take Balin

One of my oldest models . . . who has been my friend through many dangers . . .

If you haven't watched the Unexpected Podcast team's review of the Kingdom of Khazad-Dum/Moria, you should - it's REALLY good. In that podcast, you'll see that Balin is championed as the "better choice" for lower points levels (500pts and below) because he provides a similar profile to Durin for a lot fewer points. To understand why this is, let's take a look at the Khazad-Dum list and what the "bare necessities" are for that army.

First off, you have two ways you can run the list - you can run the "Kingdom of Moria" (colloquially called the "Moria Expedition") which features Balin the Dwarf (our hero for today), Floi Stonehand, Ori and Oin the Dwarves (in their Champions of Erebor forms), and Gimli (these latter three only if you include Balin in your army first). The second way that you can run the list is as the "Kingdom of Khazad-Dum," which gives you access to Durin and Mardin. Both lists have access to the full suite of unnamed heroes and warriors - which means that the debate over which one to run is strictly based on hero choice (and on some level, how those heroes can help your warriors).

If you compare Balin and Durin, you see pretty similar profiles that differ in a select few (but very important) ways:

Paying 50pts extra for +1 Defense/Attack/Wound? Sign me up, am I right?

Both Durin and Balin are F6/S4 and have Courage 6 and 3M/3W/1F. With Durin's Axe in possession of both, each gets +1 dice (effectively) to their dueling rolls and +1 To Wound without penalties (master-forged two-handed weapons and all). So far, pretty similar - and both pretty good compared to heroes from non-Dwarf lists.

Thursday, October 7, 2021

Dwarf Formations: The Tiberius King's Champion Specials

Good morning gamers,

I recently played with my "beared fellows" (Khazad-Dum Dwarves) at a 550-point tournament, and at it, I got to run one of my favorite formations: the "King's Champion Special." Or at least, I used a variant of one of my "KC-Special" formations. I've been running Khazad-Dum Dwarves since I got started in the game back in 2010 and I've been running the King's Champion for most of that time. While I am a huge fan of the core troops available to Khazad-Dum (Dwarf Warriors and Dwarf Rangers - the units you can get en masse in plastic), the three formations we're going to look at today are formations you can run that lean more heavily into the elite troops that Khazad-Dum has to offer. Why? Because there are few force multipliers that compare to the King's Champion. Let's see why that is.

Understanding the King's Champion "Model"

The King's Champion is a 140-point trio of models, containing the King's Champion himself and two "Heralds." Heralds are basically Dwarf Warriors with shields and banners (F4, D7, 1A, 1H, C4, with axe/shield/banner/Dwarf armor) and get +1 Strength (S4), +1 Will, +2 Fate, and special rules that boost their Defense when in base contact with each other or the King's Champion (up to Defense 9) and the ability for the King's Champion to use the Fate points of a Herald that is in base contact with him. Since a Dwarf Warrior costs 34 points with a banner and shield, it would be generous to say that they are valued at 35 points each (though the Will/Fate should make this closer to 50 points each).

IF you consider these guys to be 35-points in value, the King's Champion costs "only" 70 points (40 points if you bump up the cost of the Heralds to 50 points each) and has a stellar profile. With F6, S5, D7 (which can be up to D9 if in base contact with both Heralds), 3A, 2H, C5, 2M/1W/1F and Heroic Strike/Strength, he's basically a cheaper Dwarf King with better Strength and Attacks, potentially better Defense, and lower Courage and Will (and a different set of heroic actions - both sets are quite useful). With at least one banner at his back, the King's Champion will be rolling an absurd number of dice to win the fight (as will friendly models around him).

The King's Champion set of models is one of the best values for points in the game and the low Will and low movement (no mount) are really the only things detracting from the profile (3 Might would be welcome too, but I can't think of any generic, non-monster heroes that have 3 Might). As far as generic heroes go, this is about the best you can get and for Khazad-Dum, he's commonly viewed as a staple before the likes of Durin or Balin. Paired with a hero who can March him around (Dwarf Kings, Dwarf Captains, or Balin), he's a force to be reckoned with. But with 10 warrior slots in this Hero of Fortitude's warband (since the Heralds take up two of the twelve slots), what do you bring alongside this guy to get the most out of him? Well, let's take a look at a few of them, shall we?

Monday, September 6, 2021

The Bare Necessities, Part XXXVIII: The Misty Mountains

Good morning gamers,

Today we tackle an army that started off as its own army, then got melded into the Wanderers in the Wild during the warbands era, then got broken out into its own army again in the new edition (and is expanded in the Armies of the Hobbit book with Radagast's Alliance). While you might on first glance think that this army is unnecessary with the advent of Radagast's Alliance (I certainly did), the cool thing about this army is that it is Convenient Allies with almost everyone in the game (and Historical allies with some of the best all-hero armies in the game). While I think their army bonus isn't necessary to have (lots of competitive players agree), this army can provided much needed mobility to lots of armies (or firepower to a spam army). Let's dig in and see what's provided in this army (especially over Radagast's Alliance).

Photo Credit: Tumblr

The Misty Mountains: Built To Ally
Let's start by talking about Radagast's Alliance: with only the Misty Mountains as Historical Allies (which you'd only do to take Gwaihir as a Hero of Legend instead of a Hero of Valor), you're looking at pretty much all of the Armies of the Hobbit as your available Convenient Allies (and select others from the Armies of the Lord of the Rings): 
  • You have all three of the factions of Men from the Armies of the Hobbit (the Army of Lake-town, the Survivors of Lake-town, and the Garrison of Dale);
  • You also have two of the conventional Dwarf factions (the Iron Hills and Erebor Reclaimed - but NOT the Army of Thror . . . which is weird because you're convenient allies with the Garrison of Dale);
  • Like everyone, you have all three of the Elven factions (Lothlorien, Rivendell, and the Halls of Thranduil) and Fangorn; and
  • You have three all-hero armies (Thorin's Company, the Rangers, and the White Council). 
With the exception of the Misty Mountains, the Elven factions, and the Rangers, everyone from the Armies of the Lord of the Rings book are Impossible Allies with Radagast's Alliance

By contrast, the Misty Mountains are Convenient Allies with every faction except the Fellowship, Radagast's Alliance, and Thorin's Company (which are Historical Allies). This means that you only need to decide if your army bonus is worth keeping or whether you can live without it - no other considerations need be made. Some armies (like the Fiefdoms and the Army of Thror) play very differently without their army bonuses - and while they probably CAN live without them, you generally don't want to give them up (both have great historical allies they can take). Other armies (like Numenor or Minas Tirith) can live without their army bonuses - especially if you're allying in high-Courage, high-Fight/Strength models who can do most of your fighting for you (even trapping people by charging the back rank while you press with your grunt infantry).

In today's list, we'll be building a balanced list with a Convenient alliance (the only way we can get 30+ models and at least one actual banner). While there were lots of great ideas I had for this army (some will be included in this article, others will appear in future articles), I wanted the army we showcased today to have at least one Great Eagle. Many armies can benefit from "just adding Gwaihir" - but I feel like that alliance doesn't showcase the Misty Mountains well. So instead, I wanted an army that allowed me to get several Eagles, had enough staying power to hold out for the Eagles to do their damage, AND could get an actual banner (and some fast troops). In my mind, there was one clear choice - not a thematic choice, but a solid choice none the less. So here we go - darn theme and full-steam-ahead!

Monday, June 22, 2020

The Bare Necessities, Part XXV: Arnor

Good morning gamers,

Today we cover a faction I don't really have an interest in collecting: Arnor. I certainly am not interested in buying the GW Warriors of Arnor, who make up the core of the list - $5/model in three-model increments is steep (but if you're just going to use this army in casual games, you could get Roman Auxiliaries or Early Imperial Legionnaires from Warlord Games as Warriors of Arnor if you wanted).

Thankfully, my fellow TMAT admin Centaur has been using Arnor for a while (converted a bunch of Warriors of Minas Tirith into Warriors of Arnor a while back - the conversion is pretty easy). I've played against him a lot with it (though not in a while and not under the new rules) and Arnor probably has a special place for him, because it not only allows him to run his favorite Good Support Hero (Malbeth the Seer), but also allows him to get his beloved Hobbit Archers into yet-another-army. :-)

Arnor is commonly derided in the community groups as a poor choice in large-points-match games. At/below 500 points, they're considered very strong because of their relatively-cheap F4/D6 spear-armed troops with a 5+ save to keep anyone who does get wounded from actually dying. No cavalry, lack of killer heroes, and limited warrior choices are often cited for their inability to be competitive at higher points levels. This sounds like a proper challenge for the TMAT team. :-)

So today, we'll be reviewing a 700-point list for Arnor that tries to meet all of our normal list building requirements. Before we dive into the list, here are Centaur's thoughts on the five elements of list building for Arnor and some interview questions I gave to Centaur to answer.

Arnor List Building Principles with Centaur
  • Fast Models: Naturally, you don't have any of these - there should be a medal for "zero mountable models," but alas, here we are, :-P I will say this: you can forego this by 1) using Heroic March, or 2) compensate for speed with range attacks if you choose not to ally with a faction that has fast models. It's not as effective, but it will do the job: you can dismount/remove a good number of enemies with archery, as you have a lot of solid 3+ Shoot models in the army. If you do choose to ally, any of the Elf factions can provide you with excellent cavalry support.
  • Banners: Arnor has cheap banners, so you can get away with 1-2 in your army easily. I personally don't run two, but that has more to do with my philosophy of spamming Arnor warriors - more on that in a bit.
  • Models: Since your warriors cost 5-9pts each, getting to 30+ models is easy to do even at lower point levels. I recommend taking both of your named heroes (as Arvedui and Malbeth both provide useful bonuses for the army), but you could even get away with 55pt captains if you needed to, as they are very good as-is.
  • Ways to Neutralize Enemy Heroes: Truthfully, you have almost nothing to neutralize heroes. The big tool you have, though, is Malbeth's Foresight rolls, as they can (with relative ease) make a Heroic Combat unsuccessful by keeping your men alive, reducing casualties, protecting weak units by keeping D6 models on the table and preventing wounds to D3-4 models, and mitigating enemy archery (so the Legolas/Bard/etc. characters suddenly don't do nearly as much as they thought they would). (Ed: I'd also include a mention of Arvedui's Heroic Defense option here, should your opponent try to take a big hero and squish him. ~Tiberius)
  • Ways to Augment Your Models: basically the only way you can do this is a massive Stand Fast from Arvedui and the same Foresight save from Malbeth, so yeah...that's all you have, :-P I'm sorry, :-P
Interview with Centaur on Arnor

T: When building an Arnor force, what's the balance that you choose between Rangers of Arnor and Hobbit Archers?
C: So, they provide two different things for your force. Hobbit archers provide the exact same level of ranged capability for half the cost of a ranger, but it 1) has a lower FV, and 2) cannot take a spear, so they are less useful in melee. So I recommend taking a 2:1 ratio of hobbits to rangers. You are primarily bringing hobbits for shooting (so this maximizes your shooting).

T: Is there ever a reason to take Captains of Arnor with bows?
C: No. Unless you're guaranteed to be defending in a fight so you don't ever move and shoot, the 4+ Shoot makes it so that you'll rarely use the bow for anything in the match. If you cost less than 50pts that would be one thing, but since you cost 55 pts, you're on the more expensive side for captains, and that means I tend to find the shield more useful, as you'll need them for holding down big foes.

T: Do you need allies with this list?
C: No, though allies are very useful. Your special rule is okay but not great, and you can live without it. So my recommendation is scratch it and choose another army to complement you well to round yourself out. Personally I'd go with Khazad Dum (F4 D7 front line of Khazad Guards backed up by D6 spearmen with ballista support? That's a tough nut to crack, especially when the front line are D7 and the second rank is D6 with a 5+ save) or Rivendell (supporting magic, cavalry, and a F5 D6 frontline with D6 spearmen who have a 5+ Save), but you have a decently wide set of options including, ironically, Fangorn - not a bad choice if you need some anti-hero breaking power. Personally, though, I don't think you need to ally in allied forces. You have cheap ranged attacks to pick off enemies, and with incentives to take captains you will have a lot of deployable warbands, allowing you to counter the deployment of your enemies if you have a Reconnoiter or similar match where speed is victory. You have a solid fighting line that is hard to kill combined with large numbers, making it hard to break you, which does two things for you. First, you don't give up VPs for being broken, and you don't see the effects of the low Courage on your army nearly as much as you would otherwise. Naturally high terror armies will cause trouble, but that just means shooting them to death before they come. And heck, worst case scenario, you Schiltrom and let them charge you. No high-Terror model has good ranged attacks (save Smaug), and even if you do get hit you have a 5+ chance of shrugging off the damage if you play it right. So screw terror models, :P And with lots of ranged attacks, high numbers, and a lot of F4, you'll have a lot of chances to deal damage and won't actually suffer as much as you'd think.

Thanks for the insights Centaur - we won't be getting into Fangorn today, but we'll see what we can do with the other allied factions later in the post. :-) For now, let's see what Centaur cooked up for us today.

Monday, April 6, 2020

The Bare Necessities, Part XIV: The Kingdom of Moria

Good morning gamers,

In our series on list-building, we’ve covered eight armies so far that showcase ways you can optimize your list to do well in five potential scoring areas: a) having fast models, b) having at least one banner, c) having “enough numbers,” d) having ways of neutralizing enemy heroes, and e) having ways to augment your own heroes. We’ve looked at different army builds that you can do for Minas Tirith, Rivendell, Lothlorien, and Numenor from the Forces of Good, as well as Isengard, Mordor, Angmar, and Moria from the Forces of Evil.

But before we begin discussing one of my favorite factions in the game, I feel a need to make note of a recent acquisition...
Four hobbits, ready for an adventure!
I'm calling him Samwise - more of a Hobbit than a Dwarf, but the lil' tyke decided to surprise us a week early. Looks like we're going to keep him. :)

Anyway, today we turn to my beloved bearded fellows, the Dwarves of Khazad-Dum/Moria, and see how you can take this army (which has no cavalry options to speak of – and only has access to cavalry through a Yellow alliance, which causes you to lose a REALLY big army bonus) and tailor it to play better in these five areas. One of the best decisions I’ve made on this blog in a long time, I think, was waiting to cover this army until I ironed out all my thoughts on it, so here’s to three months of mulling over Dwarves!

Friday, December 20, 2019

Last Month on TMAT (November 2019)


November was full of other-life stuff (with personal travel for all of us), but we still got some content up! With our series on shooting continuing and a few workbench updates, there's a mixture of hobbying and tactics if you need to catch up!

Monday, October 28, 2019

Case Study: Dwarf Archery Tactica, Revisited

Good morning gamers,

Today we get to do a deep-dive into my beloved bearded fellows – the Dwarves of Moria! This post revisits a post I did back in August 2014 (and a post we did back in April 2011), where I talked about my Dwarves and the strategy for using them. Today, we’ll be using them as a case study to recap what we’ve talked about in the previous two posts in this series (one on shooting in SBG, one on using throwing weapons).

Dwarves of Khazad-Dum/Moria: Why Skirmish?
A few of the armies we looked at in the previous post don’t have access to spears at all – Rohan has throwing spears but not normal spears. Among those armies that don’t (really) have spears are the Dwarves of Khazad-Dum (Sharkey's Rogues is another one). Yes, if you get 1 Vault Warden team for each 1 archer you bring along, you’ll have a “traditional shield-wall” complete with spears, but that’s not only very expensive to actually acquire, but also very one-dimensional. And perhaps that’s not a bad thing.

Where the Dwarves of Khazad-Dum thrive is in their flexibility: while the Army of Erebor list is almost strictly melee in nature, the Dwarves of Khazad-Dum have many shooting choices that allow them to skirmish with their opponents very well. With ballista to force your opponent to move towards your ranks, two kinds of bowmen to lay down medium-range fire, and two options for throwing weapons (besides several hero choices), the Dwarves of Khazad-Dum are a surprisingly good shooting army.

While most of the units I’ll be highlighting in this post are Dwarf Warriors and Dwarf Rangers, I will say that the three more dominant choices of units (Khazad Guards, Vault Wardens, and Iron Guard) are solid elite warrior options. While Iron Guard will show up near the end of this post, I’m not going to talk about Khazad Guards or Vault Wardens except to say that they make great anvils for the rest of your armies. Dwarves are tough to kill – and this is especially true of Khazad Guards and Vault Wardens, so including some of these can help you bog down some of the enemy’s assault force while you harass the flanks (or come crashing through a part of the battle line that’s been softened by archery during the advance).