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Karak Kadrin[] |
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Karak Kadrin is a playable sub-faction of Dwarfs only in Mortal Empires. separate from the main Dwarf faction. They were introduced in The Queen & The Crone Update as F-LC.
Karak Kadrin are led by Legendary Lord Ungrim Ironfist. Their unit roster is identical to the Dwarfs, aside from lacking other lords. Karak Kadrin starts in Peak Pass. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Gameplay[]
- 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.
- Strong economy and trade options.
- A very large technology tree, with both military and civic branches.
- Military units are expensive, with small unit sizes.
- 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.
- Mind the Book of Grudges. Striking entries can be a benefit... But they can accumulate very, very easily. Some grudges are issued as part of the story and are not triggered by actions in-game.
- Durable units with strong leadership (morale).
- Strong artillery with good range.
- No spellcasters, but all Dwarf units have magic resistance. Additionally, Dwarfs have Runesmiths and Runelords to help fill this role.
- No cavalry (however Gyrocopters help to fill this role slightly).
- No monsters or monstrous units.
Unit Roster[]
Main article: Dwarfs unit roster
Background[]
“ | By Grungni’s beard, that’s an insult that can only be repaid in kind. Die, you wazzock! | „ |
Dwarfs are a proud, bearded 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 are broad with powerful arms and stout legs. Dwarfs are master craftsmen; they see the work of other races as inferior and even have a special word in their lexicon for man-made devices which they call "umgak", to mean shoddy. Much of this learning has come from eons of carving out their homes in the mountains; the strongholds under the World's Edge Mountains were undisputable wonders of the world - massive underground cities, and in the lower levels great industrial centres in the form of 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, then their realm was riven by a chain of devastating earthquakes. That’s when the Goblins and other things struck. The Dwarfs' true enemies were revealed as the devious Goblins, who had for so long coveted the Dwarfs' grand halls. 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!
Start Position[]
Dwarfs start in the region of Karaz-a-karak in the province of Silver Road.
Lord Choices[]
- Ungrim Ironfist
- Additional Starting Units
- Lord Effects
Upkeep: -50% for Slayers units | |
Recruitment cost: -25% for Slayers units | |
Speed: +10% for infantry units (all forces) |