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So how bout the anvil? Anyone tried this in 8th? In general is it anygood??
I'm curious but nothing came up on the search function so I thought I'd start a thread so come on all you veteran longbeards bombard me with wisdom. Any good stories about magical charges? Rains of thunderbolts?
Some players still swear by it, but a significant portion of players find it now to be overpriced for what it does and too risky to be worth it's obscene cost. The only powers that are worth it are the extra move ( this is pretty much the reason to take an anvil, never mind the other powers ), and the damage rune that halves movement ( basically for the halving of the movement ).
Personally I'm not touching it with a ten foot pole and sticking to a dwarf lord with a big axe.
used him in one battle in 8th and I blew him up in the second turn, by trying to get the damage/half movement with ancient power
What about the fact thats its an extremely resilient +3 dispel dice? That seems pretty good to me, plus it will benefit from any protection the runelord has, not to mention he has access to a whopping 150 points of gear. Im thinking of squuezing in a Runelord on anvil and a Demonslayer into my army for the lord choices and leaving the leading part to my thanes.
Daemonslayer is rubbish.
It's a ridiculous target. Look at me, I'm a 3 wound T5 model that's 110 pts bare, shoot me, shoot me!
It's better to take 2 dragonslayers then, but the points are better spent elsewhere.
As for the anvil. It's resilient, sure. But what if your opponent sends a cheap flying unit or something like ambushing gors, miners, tomb scorpions, tunnellingteams, scouts etc. after it. The anvil has 4 str4 attacks IIRC, and those anvilguards will die quikly anyway. If something engages the anvil then your expensive anvil won't be doing anything for half a game. If it misfires then it has a 50% chance of not doing anything. It can explode and has pretty mediocre powers.
If you want magic defence, take 2 runesmiths: one with a master rune of balance and rune of spellbreaking and a shield, the other with a rune of spellbreaking, rune of stone and a great weapon, and there you go, you've got +3 dispelldice, -1 powerdice for your opponent and 2 dispell runes, and they add a bit of combat potential.
Take an anvil if you have a specific purpose for it and build your army to use it's potential ( = the extra move ). Using hordes of great weapons for example, or miners, rangers etc.
Listen to the longbeard, ye beardlings.
Eh re-writting this post because of some browser problem Grumble #@%&+^'
I like to ask a question on Anvil of Doom wrath and rRuin
As you know Wrath and Ruin halves the ground movement of a non-flying unit.
The problem arises when that particulary unit decides to charge.
For today Wording is so that only movement value is halveds so 2D6 is not effected.
However as you know Flee and overrun etc movements or random movement value monsters total Dice Value is halved.
If we use Halved movement and take Movement Value as 4 and average of 2D6 =7
Charge Value becomes
This is a big difference.
I know that a LB in Bugmans' has forwarded this question in Some FAQ list to GW.
But for now;
How do you play? What it should be?
A little Thought on AoD on 8th Edition
Rune of Wrath &Ruin; Besides the question on Movement value, i still like it. you can still kill skirmisher units. Slow Big hitters, ground fliers. And you can get lucky with Ancient rune
Rune of Heart & Hold; Crappier than before since BSB allows us reroll everything. I was not using in 7th edition either.
Rune of Oath & Honor; Improved in some aspect, and degraded in some aspect. Yes with the new Charging rules we can charge more often. In 7th we have to wait to get charged if we didn't have AoD forcing poor dwarf legs, so we don't always need them. However we can still do flank rear charges with it, also our miners are attached to them always. In addition in one turn on average we can charge 6+3+7=16" that is awesome if you are lucky 21" that is magnificient run dwarfs run! It is still a keeper if there was just its fun value.
+3 dice is good but yes spell protection can be done with a Runesmith with ring of balance cheaper. But still good.
Survivability. This is somewhat changed. T10 is good 6+ cc ward save is always good in adition to normal 4+ shooting and magical shooting ward save. New Machine wounding rules protects runelord better. Armor of RLord is used against all shooting.
But Initiative tests will cause problem for AoD, (Have to Check). Still good 400 pts denied from enemy. And it can still boom.
vs Dwarf lord: Since Our troops will attack more and reply more in this edition. I don't need His Choppiness. If i field, His Unmovableness will be there. But Remember I can field both in 2500 pts. Nice!
Conclusion: Use it it is nice. Don't get gready it can blow up. If you don't need to use don't use.
I loved the anvil in 7th and I always bring it in 8th at 2500 or pts. I build my army around out maneuvering my opponent. the free movements is why i love the anvil.
I always bring throek if i am bring an anvil. He is built to everything I need, then a I throw in a second rune smith to get more dispel dice
the wraith and rune is a god send to slow down the that big block and of anything thus forcing him to ether slow the whole army down(MORE SHOOTING!!) or leave it behind while the meat grinder begins.
never use Heart & Hold so no help there.
once again Oath & Honor is what i have built the army around. I love my dwarf lord but this does more good for my whole army. This has won me many battles. it is always always bonus when my longbeards charge his knights, tackling them to the ground for a good bashing
hopes this helps!!
I only use one against a couple of the guys that I play against quite regularly. And only in games of 3000pts or more, but that's taking Thorek Ironbrow! Both of them are Dark Elves players fielding the indestructable lord with the stupid inverse ward save, 1+ armour save and black dragon, and 2 Hydras. Cast wrath and ruin on ancient power to slow them up(especially the lord, flaming cannonballs can deal with the hydras quite effectively) and pepper the lord with Thunderer shots to reduce the ward save! It seems to work quite well, even if you only put a wound or 2 onto him, it's taken a lot longer for hime to hit my lines!
Not realy tried it in other games, just seemed my best bet for countering them being a but cheesy with their lists!