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Forgive me if I give too many details away here, mods/admins feel free to remove it and I apologize.
Ok, so the army deal came through this morning and I whooped with delight, opening it up I wandered straight to the army book to see what I have and what's new. Here's what I can tell you, sorry if this sucks or anything โ I am half orc and Slaaneshi too...*ahem*
First thing in the book is fluff. Reading through it the background is more or less a carbon copy of the 5th editions version. It details the rise in power of the dwarfs, the war between chaos, the elves and the Goblin wars โ as you would expect. But it has a few small details on the Dawi-Zharr (Chaos Dwarfs), they were the dwarfs who wandered into the Land of Skulls when the dwarfs migrated up from the lower reaches of the mountains. Those of these clans who did not pass with them are known as 'Orphans', some have been taking into other clans and holds whilst others are not โ it is an insult to name the Chaos Dwarfs in their presence. A welcomed return in my eyes is the time line, the full and proper time line from -4500 to 2523 (present day/SoC), again it is an almost copy of the version from 5th edition. A larger and clearer map of the dwarven realms also adorns the book, afterwards it gives a passage of each of the major surviving holds left as well as certain places within the mountains โ Black Fire Pass for example. There's bits on the Underway as well as a new section โ Social Structure, and guilds. If anyone has read the WHRP Steel and Stone you may notice this as being extremely similar; whilst it is small there is enough information here to grasp the way a dwarf hold would work โ the guilds take apprentices, older and richer clans have more power etc. Something I have noted missing is the word list in Khazalid, the numbers and common words are with Thorek Ironbrow in his army entry but otherwise it is missing. Also dotted throughout the book is small passages and paragraphs about battles or important things in dwarven history.
Ok, so enough with the fluff onto... new rules.
As most are known I won't go into details, first off the previous rules for Ancestral Grudge, Resolute and Relentless are still there. The handgun, yes no longer move and fire but gains the to hit bonus at all ranges now โ juries still out on this. Oath stone. New and interesting addition, any character with the option for an Oath Stone may declare they are dropping it. This unit now cannot move but as a result has no flank or rear but the character has to issue/accept all challenges. The unit can flee though โ good enough reason to give it to Hammerer's eh? Oh and it has MR but only the Stonebearer can be in the unit โ so no other characters. Shields are an option now too, this is what Alrik had - +2 save and attacks from bearers โ the three models take two places in a unit. Royal Blood is new, allows more Longbeard units that Warriors. Oh and all heroes except slayers come with Gromril Armour in their base costs and thanes are T5! The long needed change to Runelords has happened, two dispel dice. Now the anvil. Yes it 'fires' during the shooting phase, so that mean no dispelling โ well they're not spells anyway. Two choices lie for the anvils use โ Normal cast on a 2+ or Ancient on a 2+ - and obviously the harder is the more powerful. The effects range from making a number of units immune to fear and terror plus having rerolls to SD6 s4 hits on D3 units. I can see this coming into some use in the future. Slayer characters are the same. The engineers have become extremely useful now, allowing better chances of hitting with the BT and ST โ or less chance of blowing up but the Master Engineer (character version) makes a cannon hit harder and can choose a single WM to be put into hard cover and behind a defended obstacle โ combined with stubborn of the crew this makes Wms much harder to take out.
Longbeards are an upgrade for warriors now, meaning they're core. They retain their ignorance of panic but gain the ability to pass on a re-roll to units close by. And they are an option to be upgraded to Rangers, warriors haven't changed and neither have Quarrellers except to a new name โ these two may become rangers. Hammerers are slightly different, cheaper by two points and always stubborn but if have a Royal Blooded character in there โ now ignore fear and terror. Miner are the same bar the addition of a steam drill, a weapon for the champion making him hit extremely hard and also makes them more likely to arrive with a reroll to their Underground Advance. The second is the Blasting Charges, d6 S6 hits in a stand and shoot reaction โ extremely handy. Flame cannon, Bolt thrower, Cannon and Stone Thrower are the same (Except a new name). The organ gun gets an extra six inches of range and rerolls on the Art. Dice โ unless misfire. But still no runes. All crew are now stubborn and for a cost can take the engineer as a champion โ he benefits the stability of it to keep firing. The gyrocopter no longer crashes, if destroyed it's just removed. But is a war machine and US3 now.
A note on special unit choices for infantry โ they are now all 5+ and not 10+.
Next up.. Runes.
Some have come and others gone, some relegated other upgraded... here's what's changed.
Rune Of Shielding
Master Rune of Taunting
Master Rune of Groth One eye
Rune of Kadrin
Master Rune of Smiting
Master Rune of Kragg The Grim
Rune of Preservation
Master Rune of Grungni
Rune of Guarding
Rune of Stoicism
Rune of Determination
Master Rune of Challenge
Rune of the Brotherhood
Some runes have changed, others reworded. Most noticably is the Master Rune of Snorri Spanglehelm, now a normal rune and is +1 to hit. Other runes new ones and old have a wide range of options โ a runic great weapon, D6 wounds per hit, rolling for break tests on a single dice, MR, immunity to poison and KB. Some nice looking standard runes, one giving the BSB a ward, a few changes are made to the older ones too โ Rune of Courage for example, now immune to fear an terror only. A few new combos will soon show up among the dwarf lists.
The list itself is not much different โ a few changes here and there, point costs; miners to special and Longbeards to core for example. But one thing to be noted is the special units have their US decreased to five minimum and Hammerer, Slayer and miners are no long 0-1.
Special characters, we now have three โ High King Thorgrim Grudgebearer, Thorek Ironbrown and Josef Bugman.
Thorgrim โ big, loud and brassy. You'll see him coming a long way off and you'd want to keep way too. Seven wounds, four attacks using his axe then four by his throne bearers; 4+ ward, 1+ sv and Rune of Preservation. Unit, himself and thronebearers all hate everything. He bears the Master Rune of Kingship and then the axe. Master Rune of Skalf Blackhammer, Master Rune of Alaric the Mad and a unique rune, Giantsbane Master Rune. Basically... wounds on twos, no save and each wound is D3/D6 vs troll or giant.
Thorek โ Same as before but casts the ancient rune on the anvil on 3+
Bugman โ As he was previously but you get a unit of Longbeard Rangers โ have to pay of course โ but these aren't counted against max limit of LB or core units. His tankard gives him a wound back per turn and the unit is immune to fear and terror.
The last few pages is all about painting and showcasing the new models, a few details on painting beards, armour and such. It shows a few models painted up in Karaz-a-Karak, Karak Hirn, Karak Kadrin and Karak Izor. It also has a ready built army with points costs and all to show them off โ the back page shows off some showcasing models. Some nice looking ones there.
sweet stuff kuffster!
ill be getting the book with every one else on the 7th (aawwwww) but cheers for the info =]
spambot kill tally: 79
[16:19] <@Alzer> Arky's right though
[16:20] <@Kaiser-> I know he is.
[16:20] <@Kaiser-> He usually is.
[16:20] <@Kaiser-> Sometimes it's intentional.
[00:01] <+zubus> i love you, ya skirt wearin nothern monkey! ^_^
I don't find it breaks any of the rules there KU, but might slide on them ^_^
I find the changes to bring the dwarfs to a whole new level, and will make the armylist much more flexible without use back of the book armylists such as the slayer army (I might get boring with this, but you guys can't even begin to imagine how happy I am to use the all the slayers I own without being yawned at nearly every game!)
I can't wait for them to come out so I can start the army.
All their new stuff looks real cool.
Fear me, for I have a Flashlight.
The revised Dwarfs sound very powerful. Small wonder my regular Dwarf opponent is all keen on playing again.
I don't know if I'm way off the mark, here, but it would seem to me that, despite making the Dwarfs more capable in hand-to-hand warfare, the great majority of Dwarf players are going to remain singularly shooty.
Best of all, though, are the new models. They are very nicely done. The Dwarfs have been in dire need of some new plastics for a long while.
WHFB: Dwarfs || WH40k: Imperial Fists, Necrons || WM/H: Trollbloods || BFG: Necrons
Sounds great ! I'll be getting my army on saturday and can't wait. The army deal will also expand my Dwarf host to a mighty 7,000pts.
Great update KUF.
I'm getting very excited about the new army book and am pumped about using the new rules next year.
Interesting rule being able to take Special units with just 5 soldiers. I can't imagine too many people taking just 5 Hammerers or Ironbreakers, but I can see that 5 Miners would be a good option every now and then.
Thanks again for whetting our appetites.
Wood Elves 2/0/1
Orcs & Goblins 0/1/0
Next Army - Tomb Kings
hm... ok now that you've brought up all the new stuff that makes dwarves better... arn't there any downgrading stuff with the new dwarves? I mean c'mon not all rukes can be to you benifit? it'll seem a bit unbalanced... as a dark elf player I've always hated facing dwarves as I tend not to do so good against them... but now with more upgrades than before and nothing that limits them more. Hm... it'll be even thougher for me to beat dwarf players .
Well the biggest one is we lost move and shoot for hand gunners
Additionally the forrester ability for rangers
Some of the collateral nerfing includes: not adding in doomseekers, brotherhood of Grimnir, or Slayer Skills that would have made the SofC Slayer List Obsolete and brought them skills into the main stream dwarven armies.
Now you can't have semi-disposable blocks of infantry because all warriors cost 8 points (9 with shield). Before you could have a block of 10 for baiting for 80 points by including the shield to give you a decent armor save in HTH by using the shield + HW bonus.
Those are some of the basic bad side of the updates. Only time will tell if they effect play much.
ok the loss of move and shoot will defenately be to my benefit... other than that... hm... we'll see how good I do when our dwarf player gets the new book thanks for your reply