I'm not going to go through every entry, I'll just bring up some of the more interesting changes I've noticed, since going through every rune is not only tedious, but also pointless as I wont be using some of the runes.
Heirlooms
Hammer of Karak Drazh. +3 initiative is ok I suppose. An Initiative 7 lord is amusing. However, I7 doesnt help that much when the enmy still has their armour saves (let alone their ward saves) to get through. I doubt I'll use itMagnificent armour of Borek something....2+ save and a 3+ ward against attacks of S6 or higher. It's ok I guess, but I can get almost the same effect with less points. I can get a 4+ ward save for 15 points less.
Fiery Ring of whatever...get the hint I'm not impressed with the heirlooms? This one however gives a S4 breath weapon for cheaper than the runes later on. I probably still wouldn't get it.
Banner of lost holds. Reroll all failed rolls to wound. This one is actually useful, but for the cost, it means only the Battle Standard Bearer can use it. I'm not sure about that however. I most likely won't be taking it.
Runes
The runes havent changed very much. STill the same rules, Rune of pride, rune of three rune of form and so on. What has changed is that taking multiples of the same runes can only be taken on some of them. The prices increase per level of the rune, which I think is well thought out, and each level usually adds something different. What I'll do is just throw some runes out that I found interestingMaster rune of Snorri....(weapon)You always hit on a 2+. Now this is important as you can add more attacks, or increase your strength more. I do like this one, and for a low 25 points, you can fit this on even champions if you want
Master rune of Swiftness....(weapon) If you really want to hit first, this helps. Hasnt changed since the last book, but I've used it certain situations, but with the change in shieldbearers and armour runes, this may not be used much at all.
Rune of fury. (weapon) level 1 you get +1A. level 2 you also get frenzy and level 3, after every sucesful initial hit, you get another attack. I like level 1. Level 2 gets risky because of the frenzy ability and level 3 is like an upgraded version of the vampire one. I will more than likely just take the level 1 stage though.
Rune of cleaving. (weapon) Level 1 grants Armour Piercing. Level 2 adds +1 S and level 3 gives you killing blow. so level 3 you're killing blow, have +1 S and armour piercing. All up, 65 points. I might look more at just using the level 2.
Rune of might. (weapon) You double your strength against T5. Level 2 you also cause D3 wounds. I like this one. I liked it back in 6th edition I think it was. I've scared Bloodthirsters with the threat of this rune. I'll probably take it again.
Rune of parrying. (weapon) An interesting idea. Like a Nurgle Mark, but its only one model in the army. I dont think it'll be used, but the concept was nice.
Rune of fortitude. (Armour) Level 1 is +1T. Level 2 adds a 5+ ward save. level 3 adds a 2+ ward vs multiple wounds and reduces it back to 1. The level 3 I would see on a Runelord on an anvil. Otherwise, I like the level 1 on a Lord with some more synergies like....
Rune of Iron. (Armour) Level grants +1W. Level 2 adds +1T and level 3 adds regeneration. Now, a level 2 rune of Iron and level 1 rune of fortitude you have +2T and +1W. Put this on a lord on Shieldbearers you suddenly have a T7 lord with a 2+save and 6W?! Great weapon on him. and 3 runes of warding, he also has a 4+ ward save.
Rune of shielding. (Armour) 2+ ward save vs shooting and magic missiles. This one is a must for a rune lord on an anvil, but otherwise, I wont use it.
Master rune of Stromni Redbeard. (Banner) This has dropped in points. Enough so that a unit of hammerers can take it. It adds +1 combat resolution for this unit and every unit within 12" It's like having the Battle Standard Bearer ability on the table again. I like it, I may take this and see what changes it does for my list.
Master rune of Valaya. (Banner) Again, a drop in points. It adds a +2 to dispel attempts. This is how the Dwarfs start being anti magic again. I probably wont use it, but the reduced cost warranted a mention
Rune of battle. (Banner) Level 1 is +1 Combat Resolution. level 2 is +2 Combat resolution. Level 3 adds fight in extra ranks. I like what the 3rd leel adds, but because of the cost, it can only be taken by a BSB. Id say the rune of battle will be seen on the field, wether as an add on to bypass the Rule of Pride or on its own.
Rune of Sanctuary. (Banner) Each level adds MR, so level 3 is MR3. It's a good low price at the final level at 45 points, so I'd say this will come on the field now and then as well. I'd look at it using a gunline.
Strollaz's Rune. (Banner) Strollaz has become a legend. THis rune gives the unit the vanguard ability. This rune alone changes the Dwarf tactics and gives the aggressive build a good chance. At 35 points you can give it to even the lower units. Add a rune of Sanctuary for 15 points, even special units can take it. I'd say variants with this rune will become predominant on the table now for aggressive builders. Put me in that faction. Even gunlines might want to use it to get those Irondrakes down a flank and shooting easier. This rune is definately one of the stars of the book.
Master rune of balance. (Talisman) This used to be you took one of your opponents power dice and gained a dispel dice. Now, that only happens on a 4+. I like the change.
Master rune of passage. (Talisman) You dont need to make dangerous terrain tests. Model AND unit. Throw in some vanguarding Strollaz's and you may be able to catch your opponent off guard, and at a low 10 points, its a nice fill in rune.
Rune of warding. I mentioned it before, but each level 1, 2 & 3 increases your ward save, so by level 3, you have a 4+ ward save. This is the only rune that adds a 4+ general ward save. Yes, there are some that are 3+ if situation A happens or 2+ if situation B happens, but this ward is the only true ward save and at 45 points max, I'd say this is going to be in there somewhere.
Rune of Spellbreaking. (Talisman) read, Dispel scroll. level 2 turns it into a spelleater scroll. It's going to be in almost every force. I'm going to nut up one day and take a Dwarf force with one or even none.
Rune of penetrating. (Engineering) It used to be taking 3 of these added +3S to your warmachine shot. 3 does nothing now. level 1 adds+1S. Level 2 lets you reroll any failed rolls to wound once per battle. Id say the level 1 will be taken, but maybe not so much the level 2. The points could be well spent somewhere else.
Rune of accuracy. (Engineering) This one will be there on the Organ at least. effectively giving you a BS of 4. add in an Engineer and it's a BS of 5, meaning at beyond 15" the Organ gun is hitting on 3s and at short range its hitting on 2s. brutal.
Rune of forging. (Engineering) If you take a warmachine (except bolt throwers), you're taking this on them if they can take them. Potentially averting a misfire makes the Dwarf artillery more reliable than any out there.
I think thats it. Hey, I'll be nice for once and thank you for reading me verbally spew my thoughts out. I've at least one mistake, but that's cool, I'm sure I've made lots more. So, what sort of list am I taking? well, I'm an old Dwarf player, and the interwebz, well, Pete Dunn's side of it says that means I'll more than likely be taking a gunline. I HATE gunlines. You shoot and watch as your opponent out maneuvres you and multi charges you and wipes you off the table. No, I've always thougt movement and choosing where the battle is going to be is what makes the Warhammer game and so, I'm taking an Agressive army with a little mixed arms.
I'd look at a large unit of Longbeards and Hammerers as my hammer, both vanguarding. Id look at one or 2 units of miners, 2 minimum units of rangers and maybe some irondrakes. I havent worked out if I want them yet. 4 Gyrocopters with 2 vanguarding. topped off with a lord on shieldbearers that has more stat increases than you can throw a cat at. a runesmith for armour piercing and some other shenanigans and a thane BSB tooled for defense. Everything is up off the deployment zone before the games even started proper.
anyways, that's it. The Dwarf book as I see it.
say hi to your Mum for me
MK