Tabletop Tavern Build Guide

Tabletop Tavern Dwarf Cannons Build Guide

A practical Tabletop Tavern Dwarf cannons build guide for Deepstone Hold, covering Hrothgar, early gear, Cragflayers, crossbows, Storm Forged Battery, anti-large artillery, Thunderhorde Chargers, Abyssal Delveknights, rain fights, shops, campfires, and final battle setup.

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Tabletop Tavern Dwarf Cannons Build Guide

Quick Answer

The Tabletop Tavern Dwarf cannons build works because Deepstone Hold can create a sturdy line while cannons delete the most dangerous targets before they reach you. Start with stable Dwarf infantry and ranged support, take gear when the army is healthy, pivot into Storm Forged Battery or other cannon options once you can protect them, and aim your first shots at large units, monsters, cavalry, dragons, and other high-impact threats.

Why Dwarf Cannons Work

Dwarf cannons are strong because they solve one of the scariest problems in Tabletop Tavern: large and high-impact enemies reaching your line.

A normal army may need to grind through monsters, cavalry, dragons, and heavy targets after they hit the frontline. A cannon build tries to remove those units before they create the problem.

Tabletop Tavern Dwarf cannon artillery with anti-large role
The Dwarf cannon plan is simple: protect the artillery, pick the right targets, and let large enemies walk into cannon fire.
Build pieceWhy it matters
Durable Dwarf frontlineHolds enemies in place while cannons fire
Ranged supportHelps clear infantry and exposed targets
Cannons / artilleryRemoves large, armored, or high-impact threats
Anti-large toolsProtects against cavalry, monsters, and dragons
Backline guardsStops fast units from reaching artillery
Gear and prestigeTurns stable units into long-term campaign anchors
Campfire and route choicesKeep the artillery army healthy before final battles

Start With Deepstone Hold

Use Deepstone Hold for the Dwarf cannon route.

The faction gives you the right campaign shape: sturdy units, gear value, and a natural transition into ranged and artillery play.

Tabletop Tavern Deepstone Hold Hrothgar Goblinslayer faction and hero panel
Deepstone Hold is the natural starting point for this build because its campaign and battle bonuses support a durable, scaling Dwarf army.
Panel itemWhat it means for this build
Stonevein SalvagersOptional post-battle gear helps the build scale when the army is healthy enough to take gear
OathcarvedFallen comrades make survivors stronger; treat it as a survival-scaling bonus, not a reason to throw units away
Hrothgar GoblinslayerGood learning hero for a stable Deepstone Hold run
Ancestral HatredHelps against Gruntkin matchups when that enemy type appears
Cragflayers gain RageCragflayers become more dangerous when damaged; in the checked tooltip, Rage deals 2x damage below 50% health
Abyssal DelveknightsA late-game legendary direction with armor, armor-piercing, monster-slayer value, and strong leadership, but not required for the cannon core

Early Gear: Take Stability First

Your first gear choices should make the early army easier to pilot.

You do not need to force a perfect cannon item immediately. The early goal is to survive cleanly, keep your best units healthy, and build enough gold or reward momentum to reach artillery.

Tabletop Tavern Dwarf starting gear choice with anti-large and common unit options
Early gear should solve the first few fights. Common-unit stats, anti-large support, or weather control can all be useful depending on your opening army.
Gear directionGood when…Why
Common-unit combat statsYour early army is mostly common unitsMakes the first fights safer
Anti-large weapon strengthYou expect cavalry, monsters, or large targetsHelps before cannons fully come online
Weather controlYour army depends heavily on ranged accuracy or safe firingReduces awkward weather risk
Gear from Stonevein SalvagersThe army is healthy after a fightAdds scaling without spending shop gold
Sell later if outgrownA gear piece stops helping the current buildConverts old early power into flexibility

Early Game: Crossbows, Laborers, and Cragflayers

Before cannons become the center of the build, you still need a real army.

Early Dwarf runs usually need three things: bodies to hold, ranged damage to support, and a way to answer cavalry or large units.

Tabletop Tavern Dwarf early crossbow and laborer unit choices
Early ranged units and sturdy bodies help the Dwarf army survive until the cannon core is ready.
Early pieceRole
Riftpick Laborers / sturdy melee bodiesHold the line and protect ranged units
Crackshot Crossbows or other early ranged unitsAdd safe damage while enemies walk in
CragflayersAggressive Dwarf damage piece; Rage makes them more dangerous when damaged
Anti-large gear or unitsProtects the army before cannons can delete large threats
Backline guardStops cavalry or fast units from reaching ranged units
Prestige opportunitiesTurns repeated unit lines into stronger campaign anchors

When to Pivot Into Cannons

Do not buy cannons just because you see them.

Buy cannons when the army can protect them. The ideal timing is when you already have a frontline, at least one backline guard, and enough route stability to keep the artillery alive.

Pivot signalWhat it means
Frontline can holdEnemies will not instantly reach the cannons
You have a backline guardCavalry and Outriders have to fight through protection
You can target large units earlyCannons immediately solve a real problem
You have enough goldBuying artillery does not prevent healing or key recruits
Terrain gives firing lanesCannons can shoot before enemies connect
You already have ranged supportThe army is not relying on cannons to do every job

Storm Forged Battery: Your Anti-Large Artillery Core

Storm Forged Battery is the cleanest example of why the Dwarf cannon route works.

It gives the build long-range pressure and anti-large damage, which is exactly what you want against monsters, dragons, cavalry, and other large threats.

Cannon trait or roleWhy it matters
Long rangeStarts dealing damage before melee contact
Anti LargeExcellent into monsters, cavalry, dragons, and other large enemies
Armor PiercingHelps against heavily armored targets
High missile impactLets each shot matter against priority targets
Backline positionKeeps it safer while the frontline holds
Needs protectionCannot defend itself well if fast units reach it

Cannon Target Priority

The most common cannon mistake is letting artillery fire randomly into low-value infantry while a monster or cavalry unit walks in.

Use cannon shots to delete the threat that would damage your formation the most.

PriorityTargetWhy
1Large monsters, dragons, and dinosaursThey can break the line if they arrive healthy
2Cavalry or other fast large threatsThey can reach cannons or ranged units quickly
3Enemy artilleryRemove long-range pressure if your cannons can reach it
4Elite armored unitsArmor-piercing shots give good value
5High-value ranged clustersGood if no large target is active
6Low-value infantryOnly after real threats are controlled

Protecting Cannons

A cannon build is a protected-backline build.

The frontline does not need to kill everything by itself. It needs to stop enemies long enough for artillery to work.

Threat to cannonsAnswer
Cavalry diveKeep anti-large or sturdy melee close to the artillery lane
Enemy OutridersLeave a guard near the cannons, not only at the front
Fast melee flankAnchor one side on terrain or use a reserve guard
Forest / blocked sightReposition before the fight instead of firing into bad terrain
Your frontline chasing too farHold formation and let enemies come in
Enemy artillery duelCounterfire, pressure it with fast units, or move the cannons

Rain Can Help This Build

Rain is often bad for ranged-heavy armies, but the Dwarf cannon build can sometimes benefit from it if the enemy relies on large units.

In the checked weather tooltip, Rain reduces Large Units speed by 50% and removes their charge bonus. That means cavalry, monsters, and other large threats have a harder time reaching full impact.

Tabletop Tavern rain weather modifier reducing large unit speed and charge bonus
Rain can be good for this build when the enemy relies on large units. Slower large enemies give cannons more time to fire.
Rain situationWhat to do
Enemy has many large unitsAccept the fight if your cannons have clear lanes
Enemy relies on cavalry chargesUse rain to reduce their impact
Your ranged units need precise small shotsCheck whether the weather hurts your other damage sources
Terrain blocks artillery linesRain does not matter if cannons cannot shoot
Enemy is mostly infantryDo not overvalue rain just because it helps against large units

Thunderhorde Chargers: Useful, Not Required

Thunderhorde Chargers can appear as an attractive Dwarf shop or reward direction because they add mobile armored pressure.

They are useful if you need a unit that can move faster than the rest of your Dwarf line, help pressure exposed targets, or add charge impact. They are not required for the cannon build.

Thunderhorde Chargers useWhy it helps
Mobile pressureGives the slow Dwarf army a way to reach exposed targets
Charge utilityCan punish enemies already pinned by the frontline
Armored presenceLess fragile than many fast units
Flank supportHelps stop enemies from freely wrapping around the cannon line
Not the cannon coreThe build still depends on frontline plus protected artillery

Abyssal Delveknights: Late-Game Anchor, Not a Requirement

Abyssal Delveknights are the Deepstone Hold signature legendary direction, but they are not required for the cannon build to function.

Use them as a late-game stabilizer if they fit the route. Their value is that they can act as a durable, high-leadership, armor-piercing monster-slayer piece while the cannons handle priority targets from range.

Abyssal Delveknights roleWhy it matters
Armored front or anchor pieceHelps the army hold under pressure
Armor PiercingUseful into heavy targets
Monster Slayer directionSupports the cannon plan against large threats
High leadershipLess likely to collapse when the line gets messy
Slow Dwarf pacingFits a hold-and-shoot army better than a chase army
Optional power spikeStrong if affordable, but not mandatory

Town Sieges and Gate Fights

Dwarf cannons can make garrison and gate fights much easier if you have time and firing lanes.

In a garrison fight, the goal is not to rush every unit into the gate. Let artillery do the work when it can.

Tabletop Tavern Dwarf run approaching a village or siege decision
Town and garrison fights are tempting, but a cannon build should only take them when the army can afford the health cost.
Siege situationDwarf cannon answer
Gate needs to breakUse cannons or melee instead of wasting weak projectiles
Enemy waits behind defensesLet artillery force movement
Your frontline is damagedConsider visiting, healing, or skipping greed
Cannons have clear angleLet them fire before committing infantry
Fast enemies exit or flankKeep guards near the cannons
Reward is low-valueDo not risk the run just because the army looks strong

Campfires: Rest, Train, Scout, or Scavenge

Campfires are especially important for Dwarf cannons because the build wants to enter hard fights with a healthy frontline and protected artillery.

Tabletop Tavern campfire options Rest Train Scout and Scavenge
Campfires let you choose between healing, prestige, route information, and gear. For cannon builds, health and route safety often matter more than greed.
Campfire optionPick it when…
RestFrontline or cannon guards are damaged before a hard fight
TrainThe army is healthy and a prestige roll can improve a key unit
ScoutYou need to know whether the next route has recovery, shop, or danger
ScavengeThe army is healthy and gear can improve the cannon plan

Shops, Interest, and Buying Power

Shops are where this build often becomes real.

The goal is not to buy every shiny Dwarf unit. The goal is to buy the exact role your army is missing.

Shop needGood purchase directionWhy
No artillery yetStorm Forged Battery or another cannon optionCreates the build’s main win condition
Cannons are exposedBullwark, sturdy riflemen, armored infantry, or guardsProtects the artillery core
Need mobile pressureThunderhorde Chargers if affordable and usefulAdds flank pressure and charge utility
Need late-game anchorAbyssal Delveknights if the army can afford themAdds durable armor-piercing monster-slayer value
Need anti-largeAnti-large units or anti-large gearStops cavalry, monsters, and large enemies
Need more ranged damageCrossbows, guns, or ranged supportHelps clear non-large targets
Need health safetyPotions or recovery supportKeeps core units alive
Already stablePrestige, gear, or higher-tier packsConverts a strong run into a final-battle-ready army

Prestige and Unit Quality

Prestige matters because a cannon army does not want endless weak bodies. It wants reliable units that can hold their job.

Prestige targetWhy
Frontline anchorsStronger frontline means safer cannons
Cannon guardsKeeps backline protection reliable
High-kill ranged unitsPreserves damage growth
Bullwark or durable ranged supportCan shoot while helping the line stay stable
Key anti-large unitBetter answer to cavalry and monsters
Avoid random prestigeDo not combine away a role the army still needs

Final Battle Setup for This Build

For general final battle preparation, use the Tabletop Tavern Campaign Guide. This section focuses only on what the Dwarf cannon build specifically needs.

Tabletop Tavern Dwarf cannon army preparing for a final battle
The Dwarf cannon final battle plan is about cannon safety, target order, terrain, and emergency tools.
Build-specific checkWhat you want
Cannon safetyArtillery has guards, clear lanes, and no easy cavalry path into it
Opening target priorityFirst cannon shots are assigned to large, fast, or high-impact threats
Terrain checkForests, gates, rivers, and corners do not block your firing plan
Potion planHealing or emergency tools are saved for frontline anchors, cannon guards, or key artillery support

Bertha Barrelstorm and the Artillery Direction

After learning the Dwarf cannon style, Bertha Barrelstorm is the kind of hero direction that makes more sense.

Her bonuses support artillery and ranged play, which fits the cannon identity. She is not required to learn the build, but she is a strong long-term direction once you understand how to protect artillery.

Tabletop Tavern Bertha Barrelstorm hero unlock with artillery and ranged bonuses
Bertha Barrelstorm is a natural follow-up once you understand cannon positioning, backline safety, and artillery target priority.
Bertha directionWhy it fits
Artillery accuracyMakes cannon shots more reliable
Missile strength supportImproves ranged and artillery damage
Ammo supportHelps ranged-heavy armies keep firing
Same safety problemStill needs frontline and backline protection
Better after practiceStronger once you already understand cannon control

Common Dwarf Cannon Mistakes

MistakeWhy it hurtsBetter move
Buying cannons before frontlineArtillery gets dived or forced to stop firingBuild a stable line first
No cannon guardCavalry or Outriders reach the backlineKeep anti-large or sturdy melee nearby
Random cannon targetingBig threats arrive aliveAssign opening shots to priority targets
Chasing with slow DwarfsThe line opens and ranged units become exposedHold shape and let enemies come in
Ignoring terrainCannons cannot fire cleanlyCheck lanes before deployment
Taking gear while damagedThe army dies before gear mattersHeal or Rest first
Overvaluing Thunderhorde ChargersMobile pressure does not replace the cannon coreBuy them only when the core is already stable
Forcing Abyssal Delveknights every runA signature unit can be too expensive for the current routeTake them when they solve the current army problem
Treating Rage as a suicide planDamaged Cragflayers can still dieUse Rage as a bonus, not a reason to throw units away
Skipping final battle setupThe build loses its safety advantagePlan cannon lanes, guards, and first targets before starting

FAQ

Is the Dwarf cannon build good in Tabletop Tavern? +

Yes. The Dwarf cannon build is strong because Deepstone Hold can build a durable frontline while cannons remove large units, monsters, cavalry, dragons, and other priority targets before they fully reach your army.

Which faction should I use for a Dwarf cannon build? +

Use Deepstone Hold. It gives a durable Dwarf army shape, Stonevein Salvagers for optional post-battle gear, Oathcarved as the battle bonus, and a natural path into ranged and artillery play.

What does Rage do for Cragflayers? +

In the checked guide snapshot, Rage deals 2x damage when the unit is below 50% health. Hrothgar’s hero panel gives Cragflayers Rage, making them more dangerous when damaged, but you should still avoid throwing them away.

When should I buy cannons in a Dwarf run? +

Buy cannons after you have enough frontline and backline protection. Cannons are strongest when enemies are forced to walk into your line while the artillery fires safely.

What should Dwarf cannons target first? +

Target large enemies, monsters, dragons, cavalry, artillery threats, and other high-impact units first. Do not waste the opening cannon shots on low-value infantry if a dangerous large target is moving in.

Are Thunderhorde Chargers required for Dwarf cannons? +

No. Thunderhorde Chargers are useful mobile armored pressure if you find them, but the cannon build does not depend on them. Treat them as a flexible support pick, not the core of the build.

Are Abyssal Delveknights required for Dwarf cannons? +

No. Abyssal Delveknights are a strong late-game armored and armor-piercing monster-slayer direction, but the cannon build works as long as you have a protected artillery core and enough frontline.