WEBVTT

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We begin with a Black Dwarf settlement. Its workers are building toward an army of armored infantry, support units, and siege machines.

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This Miner brings timber back to the Irondeep Keep. The Hammer Barracks cannot be paid for until the load arrives. Guard the road between the trees and home.

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The Irondeep Keep holds the delivered reserve. Housing and Hammer Barracks should come before an expensive Siege Foundry. Without workers, the mortar plan stalls.

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These homes send recruits to the Hammer Barracks. Tunnel Guards secure the ground first. Only then does a Siege Foundry make sense for this hold.

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The Hammer Barracks is ready. It anchors the infantry side of the settlement while the workers continue building.

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The Deep Mine Refinery turns carried oil into useful fuel for the hold's equipment. Defend the Miners' route; metal walls cannot produce oil on their own.

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The Iron Watchtower holds a lane that slower Tunnel Guards can reinforce. Cover the hauling road so Miners have a defended place to fall back to.

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The Siege Foundry is complete. This is the production building we will return to for the heavier machines.

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The Ancestral Forge adds support recruitment and the Iron Champion's final research. There is still equipment to make before the army advances.

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Deep Veins speeds up gold harvesting. The settlement needs that income to keep expensive troops and machinery moving through production.

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Stonecraft makes buildings absorb three damage from each hit. It strengthens the settlement's defenses while the army is still being prepared.

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Tempered Shields adds armor after personal fitting. The listed infantry gain four armor, while Iron Moles gain two.

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Crossbow and Siege Winches improves Arbalests, Chain Wardens, and Cinder Mortars. Once fitted, they gain three damage and four armor piercing.

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Fortified Workshops increases building health by twenty percent. It also makes Forge Tenders repair buildings and machines twenty-five percent faster.

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Oath Ward lets a fitted Iron Champion give nearby allies seven extra armor for eight seconds. The benefit depends on keeping those allies close.

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Forged Weapon Kit is studied at the Hammer Barracks, then fitted to eligible weapons. Buy it before a defensive line meets the push, not after the first losses.

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At the Siege Foundry, Armor and Harness becomes a fitting job. Let the screening troops equip before sending a slow machine into ranged fire.

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Missile and Siege Tools improves eligible ranged weapons after fitting here. For a mortar plan, buy it before the bombardment and keep a Tunnel Bulwark between gun and enemy.

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Dwarf Miners handle more than mining. These workers gather the settlement's supplies, carry them into storage, and construct new buildings.

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Tunnel Guards form the basic melee line. They give the ranged troops and slower machines room to work without taking every attack themselves.

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The Dwarf Arbalest supplies ranged fire. Armor-breaking allies can help its shots against tougher targets, while the front line keeps attackers at a distance.

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The Iron Champion can protect nearby allies with Oath Ward. Keep the champion with the formation so that the armor bonus reaches the units under pressure.

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A deployed Tunnel Bulwark gives nearby allies extra armor, but becomes extremely slow. Its shield works best when the formation stays close.

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Rune Pickbreaker hits can strip armor temporarily. Preparing its stronger strike helps expose a tough enemy to the rest of the army's fire.

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The Cinder Mortar can spend fuel on a delayed explosive shell. Its three-and-a-half-tile minimum range leaves a blind spot that infantry must protect.

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The Iron Mole can drive a fueled drilling rush into a structure. After the breach, its long recovery creates an opening for defenders.

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A Forge Tender can repair a friendly machine or building. Targeting a living soldier instead gives that soldier a temporary armor brace.

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The Chain Warden can root one nearby enemy and interrupt its strike. That creates a brief opening for a mortar shot, if the mortar is in range.

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The Black Dwarf army wants a compact advance: shields protect the line, picks weaken armor, and tethers can hold targets for the siege weapons.

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The Tunnel Bulwark holds near the bridge as the rest of the column spreads across the far bank. The shield bearer is still trailing the forward machines.

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The Iron Mole is out in front near the enemy tower, with the main group behind it. The drill has reached the fight.

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The Forge Tender has moved into the forward group. It is already wounded, so keeping this support unit alive is becoming part of the fight.

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The Chain Warden is now close to an enemy beside the barrel. The mortar follow-up is missing from this recording.

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The Black Dwarves take the keep. The army reaches its objective, but this recording never shows the Cinder Mortar's special shell.
