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I love playing as Dwarves!
I decided to share some experience for BEGINNERS (I just remember how I started playing them myself and learned by trial and error, as there were no guides), and also to annoy the competitors who don't like this mighty race and happened upon this page!
I may be repeating opinions previously expressed, but this is just for the complete picture!
I consider the Dwarf race one of the strongest in the world of Heroes 5. They have a good racial skill, solid heroes, and strong warriors from level 1 to 7 without exception. If anyone disagrees, they are simply jealous or don't know how to develop them properly and play accordingly!
I believe the Dwarf race is unique in the sense that it can effectively stand against both mages and warriors.
MAIN PROS: thick skin (defense and HP).
MAIN CONS: low initiative and speed.
STRONGEST HEROES OF THE DWARF RACE: on small maps (in order of strength) – Ingvar, Carly, Ibba; on large maps – Ingvar and Helmar.
DWARF ARMY:
Level 1 creatures: small but very tough fighters; I recommend the second grade because of the good defense and own defense skill—a key unit for early development.
Level 2 creatures: spear throwers; I recommend the first grade, as the crippling wound is a magnificent skill that gives a noticeable advantage both in the beginning and in the end-game.
Level 3 creatures: mighty bear riders; a very interesting character that helps greatly in early development, assisting in battles with shooting neutrals and frightening others with their roar in the end-game. My choice is the second grade.
Level 4 creatures: many underestimate these Arkataivs, but they shouldn't; in skilled hands, they become the main attacking force in the end-game. Definitely berserkers.
Level 5 creatures: priests; a solid shooting unit with the most useful ability to cast the mark of fire; in early development, we grade them half and half—cast and burn! In the end-game, the choice is the first grade.
Level 6 creatures: I consider them the strongest unit in the dwarf brotherhood. During development, we take Thanes + regeneration and wipe out any neutrals without losses! In the end-game, the choice is obvious—these are lightning-fast bearded ones; with correct tactical positioning and combat management + runes = they can wipe out the enemy on their own (it's very important to build them early and not lose them during development!).
Level 7 creatures: powerful dragon-elementals; very strong and tough beasts; basically, if you managed to build them early, then a small number + energy rune = wiping neutrals without losses! For the end-game, I recommend the second grade.
STANDARD DEVELOPMENT (for dummies): first thing, buy a second hero at the tavern, give your main hero's army to him and send him for free resources and gold. Meanwhile, the main hero (using upgraded level 1 creatures) captures the main ore and wood mines, clears neutrals (below average), then—come hell or high water—captures the red crystal mine (key mine for building the Fortress).
TACTICS AGAINST NEUTRALS (my version): at the very beginning, before bear riders and priests appear, we fight using only upgraded level 1 creatures (Mountain Guards); if neutrals are shooters, divide them into two or three stacks and attack; if they are infantry, keep them in one stack and wait (utilizing good defense). When we get level 3 and 5 units on the second week, the tactic is as follows: against infantry—divide guards into two stacks, place harpooners and priests behind them, and bear riders on the edge. Clearing Mages and Druids is a separate conversation—we go after them at least with a speed rune or Thanes, but preferably Dragons.
For example, I'll describe the main winning BUILDS:
(you can vary some changes in the build, but I don't recommend changing more than 20%)
LATE GAME (long game on a large map) DWARF (level 20-25):
AGAINST MAGES:
DWARF (level 23) Perfect Rune Lore, Greatest Rune
1. Expert Light: granting protection or righteous wrath.
2. Expert Attack: tactics, attacking hird, retribution.
3. Expert Defense: reflection, evasion and fight to the last (if resurrection rune is present); if not, then fortitude and defensive hird.
4. Constant Luck: soldier's luck, magic resistance and dwarf luck (awesome perk against mages).
Desired artifacts: at least two dwarven (+40% magic resistance), artifacts for magic resistance and attack.
AGAINST WARRIORS:
DWARF (level 25) Perfect Rune Lore, Greatest Rune
1. Expert Light: righteous wrath or granting protection.
2. Expert Attack: tactics, attacking hird, retribution.
3. Expert Leadership: runic harmony.
4. Expert Defense: evasion and fight to the last (if resurrection rune is present); if not, then fortitude and defensive hird.
5. Constant Luck: soldier's luck.
Desired artifacts: ideally a dwarven set, otherwise artifacts for attack and defense.
RUSH (fast game on a small map) DWARF (level 10-15):
AGAINST MAGES:
DWARF (level 15) Advanced Rune Lore, Greatest Rune
1. Expert Chaos, but if the castle has fireball, wall of fire or Armageddon spells, then take fire lord and pyrokinesis.
2. Expert Sorcery.
3. Basic Education: magic attraction.
4. Great Luck: magic resistance and dwarf luck.
5. Expert Defense: evasion and fight to the last (if resurrection rune is present); if not, then take education.
Desired artifacts: at least two dwarven (+40% magic resistance), artifacts for magic resistance and attack.
AGAINST WARRIORS:
DWARF (level 15) Advanced Rune Lore, Greatest Rune
1. Expert Light.
2. Expert Attack: tactics, attacking hird.
3. Expert Defense: evasion and fight to the last (if resurrection rune is present); if so, take it instead of attacking hird and tactics.
4. Ghostly Luck: soldier's luck.
Desired artifacts: ideally a dwarven set, otherwise artifacts for attack and defense.
There is also a universal "ARMAGEDDON" tactic; I am not a proponent of using it, but for many it is the main one! (specifically, it is described in the tactics against mages, level 15 dwarf).
TACTICS AGAINST ALL: (With the "Armageddon" spell)
DWARF (level 24) Advanced Rune Lore, Greatest Rune
1. Expert Chaos: fire lord and pyrokinesis.
2. Expert Sorcery.
3. Expert Defense: reflection, evasion and fight to the last (if resurrection rune is present).
4. Constant Luck: soldier's luck, magic resistance and dwarf luck.
5. Average Education: uncovering secrets and runic cooldown
Desired artifacts: at least two dwarven (+40% magic resistance), ice shield (+50% fire res), phoenix cloak (+50% to fire spells).
The principle of combat management in the end-game is obvious, so I won't describe it.
If all formalities are observed, you can be proud of yourself—you have created a SUPER-CHEATER DWARF!
MAIN ELEMENTS OF COMBAT IN THE END-GAME:
AGAINST WARRIORS: positioning - if there are hirds, we bunch up (the principle of bunching is strong next to weak). Depending on the situation, choose either defensive or attacking tactics (depending on the presence of a speed rune); if not, first send in the Earl (under a rune that hits everyone standing nearby without retaliation), then send in bear riders to scare them a bit; all this is rained upon by harpoons and fireballs (or simply priest shots). When the enemy is closer, launch the dragon and the main weapon: Arkataivs who, under berserk and a similar rune, wipe out any adjacent stack! Don't forget to resurrect periodically! The hero meanwhile casts general spells—stone skin, punishing strike or evasion; also don't forget divine vengeance and resurrection.
AGAINST MAGES: everything is the same as with warriors, only if the Hero has Chaos, cast fire spells!
I have a separate tactic against undead; if anyone needs it, I'll write it—just ask!
And don't forget, with proper development and tactics, Dwarves are invincible!
Everything described here is purely my personal opinion!
I hope this post helps someone!