Second rax was not a bad idea here, bw was! Would be better go axe throwers first instead of bw
IMO the way Isen was played here the only thing you had to worry about was exp/pp.
You had map control and eco advantage. I think investing in multiple BWs would've worked really well. Isen has nothing to really counter them (apart from watcher).
So just run around with BW+axes and you could've really threatened Luke's lumber mills and farms without it being risky. Because BWs hardly give any exp to lurtz/saru and you should obviously try to prevent them from leveling up.
Zealots+heroes+BWs is the most exp/pp efficient combo Dwarves has. If you have a clear map control advantage over your opponent, I think it's (unfortunately) the only way to go.
Andy's 2nd rax was a good idea (at the stage he bought it) because it forces factions like Isen to defend. But after you have map control, spamming Dwarven infantry through late game just gets you in trouble vs someone with heroes. Getting BWs and Zealots (and heroes, although Lurtz's cripple is nasty) allows you to more effectively take down those lvl2/lvl3 furnaces/lumber mills in the back of your opponent's base, and they're much more efficient on the exp/pp front. Ideally, Lurtz's leadership should be postponed as long as you can. Same for Saru's lightning.
A Zealot horde gives the same exp as a Guardian horde. A BW gives even less than that. NO WAY you can effectively level up Saru/Lurtz off these units.
I mean, you might take out farms with infantry, but if you feed your opponent to industry/devastation/fuels in the process then it's all been for nought.
QUOTE(Luke6193 @ Today, 12:50 PM)
In terms of BWs, I could have got sharku and warg riders to counter them fairly easily.
True, but that means you're filling up CP with both pikes and cav to deal with those BWs (you use pikes to protect archers). That makes your army composition much better to deal with for Dwarves.