Master of Magic/Dwarven

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Dwarves are a diminutive, but strong race. They are highly industrious, with a strong culture of craftsmanship and technology. Their keen knowledge of mountainous regions allows them to take special advantage of both the resources and tactical possibilities of this terrain.

Tactical Overview[edit]

Dwarves can be extremely powerful, if played right. Although they may seem a bit limited, lacking several higher-tier buildings and most normal units, what they do have more than makes up for it. Their units are very hardy and boosted with a few spells can tear through most opposition.

Your biggest problem is map movement: all your land units move 1 square per turn. You can set up full-speed production of your top-tier Hammerhands as quickly as most races can produce mid-tier units at scale, but their maintenance can become devastating if you're not careful. Use your exceptionally efficient Engineers to help your troops move where they're needed before they empty your bank account.

Special Rules[edit]

All normal units have 3 hit points, +4 resistance and the Mountaineer ability. All except Engineers and Triremes cost 250% of normal.

Dwarven cities get double the normal bonus from special resources and double taxes. Dwarven workers produce 50% more than normal. Engineers build at twice normal speed.

Dwarven cities grow slowly, at a rate of -20 per turn.

Normal Units[edit]

Dwarven cities can build Swordsmen, Halberdiers and Engineers. They cannot build Spearmen, Cavalry, Shamans, Priests, Magicians, Catapults and Galleys.

Special Units[edit]

Dwarven cities can build Golems, Hammerhands and Steam Cannons.

Name Cost No. of figures Upkeep Melee Attack Ranged Attack Defense Resistance Movement Hit Points Specials
Golem 200 1 4+F 12 - 8 15 1 20 Death Immunity, Poison Immunity
Hammerhands 160 6 4+F 8 - 4 9 1 4 Mountaineer
Steam Cannon 180 1 4+F - Rock 12 (10 ammo) 2 9 1 12 Mountaineer

Buildings[edit]

Dwarven cities cannot build Parthenon, Stables, University and Shipyard