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With 8th edition around the corner we all know how the magic pools are going to work. The player whose turn it is to cast will roll 2D6, the total being his powerpool, and the highest of those dice is the dispellpool for the opposing player. This is pretty balanced, never leaving one defenceless against the magical onslaught, and also not requiring half an army worth of points to be invested into magic, to have an effective magic phase.
This presents us Dawi players with an interesting oppertunity to pretty much shut down a magic phase with relatively few points. One takes a runesmith. That good ol' chap with his runestaff, long white beard, and unexplainable T4 while he's hundreds of years old and has searched out old runic secrets in abandoned holds for centuries. Reading the fluff you'd expect them to be T5. But I digress..
This fellow is the key to a good magic defence. The runelord of course too, but he's so expensive for the job. Only use him for the anvil of doom. The runesmith adds a dispelldice to our side in the magic phase. The rulebook is immensely clear on this, a runesmith adds a dispelldice. So unless GW in their incomprehensable knowledge decide to remove that in the FAQ/Errata for 8th edition ( thereby rendering runesmiths utterly useless, and brutally destroying runesmith models sales ) we've got a slight advantage over other races.
Now the good part. In the worst case scenario for powerpool, your opponent rolls double 6. He gets 12 powerdice, you 6 dispelldice. This is the largest difference between pools that is possible. A difference of 6 dice. Now take a runesmith, with the wonderous master rune of balance. This rune removes an enemy powerdice, and adds it to our pool as a dispelldice. Great isn't it?
Back to the situation of double 6's. He's got 12 dice, you've got 6. Add another dice for your runesmith. 12 to 7. Slightly better. Then gleefully reveal you have the master rune of balance. he's down to 11 dice, and you are up to 8. The difference is merely 3 now! Impressive is it not?
Take a look at lower rolls, that's even better:
rolling 4 and 5: 9 vs 5. This becomes 8 vs 7
rolling 6 and 2: 8 vs 6. This becomes 7 vs 8 !
rolling 5 and 1: 6 vs 5. This becomes 5 vs 7 !
rolling 1 and 1; the best thing that can ever happen to you: 2 vs 1. This becomes 1 vs 3 !!
Brilliant is it not? With the master rune of balance, you close the distance between pools by 3! Now go out there, and balance some pools. I know I will!
The bearded one
I reckon that this is better than the old rules for the dwarfs getting extra magic defence, especially if you add the rune.
the one thing that i reckon you've missed is that if you take two or even three runesmiths then this increases even more
But of course, an ultimate defence would be a runelord on anvil ( +3 dispelldice ) and a runesmith ( +1 dispelldice ) with a master rune of balance ( +1 dispelldice, -1 powerdice to the enemy ) which would bring 12 - 6 to 11 - 11, bringing you equal to the enemy, and that's only if he happens to roll double 6. If he rolls double 1 you turn 2 -1 into 1 - 6 xD
Think about the Master Rune of Valaya for a bit. Let me know what dawns upon you after =D
As awesome the master rune of balance is, it's got nothing on rune of valaya in this edition.
The best thing about the dwarf magic protection is remains in play spells. I played my store owner, who plays ogres. Every time he had a remains in play spell on the field during my magic phase, i had 2d6 dispell dice to get rid of it (with a +2 Modifier). Its kinda amazing for dwarves.
I realised that too! Instead of a mere 2 dice, we have 2D6! As long as they don't threathen us in the enemy shooting & combat phases, we might just opt to let 'remains in play' go through, to dispell in our own phase.
How do you know about the +2? Did you have the master rune of Valaya, or have you somehow gotten acces to the new errata ( heared from the store owner maybe? ) , because dwarfs will get +2 to dispell in 8th edition.
I'll post something about the master rune of Valaya in a moment btw.