2 grudge throwers early on in your 20/20 stack is the most I'd go for, later on once you unlock some of the more exotic artillery you can experiment more. And yes, quarrelers are sort of broken in the early game.
My one big tip for starting the dwarf campaign is to rush the province north of your starting location, once you have secured the main province of course. The settlement on the edge of the map there has insane income potential (A special mine structure), and it gives you the possibility to trade with the northern dwarves. Once you have 2 full provinces under your command, maintaining 2 stacks (a full 20/20 and a smaller 15/20 or even a 20/20) makes pushing south much easier.
For me securing that outcropping province (with Iron Rock and Black Crag) was the hardest part of the campaign because Grimgor has a tendency to get his Waaaaaaaaaaaaaaaaaaaaaagh going around that time. If you can weather the storm and secure that province the rest of the campaign is sort of a breeze.
Also a dumb mechanics / math thing with this game currently, if you have any chance of winning, autoresolve against Grimgor Ironhide. He is a complete beast in manual battles (unless you have single target spells etc to shut him down), but autoresolve doesn't calculate his OPness so your losses should be lesser if you autoresolve.
When moving around the map, I'd recommend pretty much always sticking to burrowing stance. No fatigue damage and usually underground fights are favourable for the dwarves since the battle areas are narrower, giving enemies fewer chances to flank with cavalry etc.
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