So, I started playing the Dwarfs back in hero hammer of 5th edition. It was a year later that 6th edition hit and I started hitting the tournaments and actually doing not too badly with the Dwarfs. Then I ended up moving away from the city world of Auckland and missed the end of 6th and pretty much 7th as well. I came back only a couple of years ago in the midst of 8th edition starting with Dwarfs and soon realizing that what was needed was movement, magic and tactics, something that Dwarfs severely lacked.
So, how am I going to approach this you may ask? Well, firstly, stop asking questions, wait until the end or I'll fong you. So, I'm going to start with some of the special rules that are army wide, the rest of the special rules I'll cover as we come across the units, touching on little things here and there, then I'll finish with the runes, some combinations that may arise as I see them. I'm not doing the fluff or lore. I'll leave that sort of thing to Mr Witek, or Gareth from Bad Dice, they'll do it much more justice than I ever will in written form, and quite honestly, I don't want to write a freaking novel about this, although I'm failing so far at that. So, without further waffling on.....
SPECIAL RULES:
The first rule we see is Ancestral grudge. EVERY unit and hero or lord has this rule. The basis of it is that they hate everything from the Orc and goblins AND skaven book. This used to be green skins only, so the skaven addition is more in line with the fluff. The secondary effect is that at the start of battle just before vanguards, the dwarfs roll D6 (but basically a d3) on a table, as the tweets have indicated, the PMS table, but it means that dwarfs have a 1 in 3 chance of hating every army out there, at worst, your general hates their general, in the grand scheme though, it's disliked by myself. Sure it's a bit gimmicky, but unlike the daemons of chaos bullocks table of randomness, there are no downsides to this table. A nice point that I've already made is that this affects every entry in the dwarf list, warmachine crew and all.
Next is Relentless. This is exactly the same as the last book. You can march within 6" of an enemy unit to model without having to pass a leadership test. Now this is stock standard, but a nice thing to note is that the gyrocopters, all variants have this rule, so you can always fly the 20" of a marching flyer. Especially useful when you vanguard and then March fly to do your bombing run in the first turn.
Third is Natural Resistance. This is +2 to dispel attempts. Although this is the same as before, you'll find that the Dwarfs arent as antimagic as they used to be with the change in Runesmiths and something I'll expand on further on in this series of blogs.
Lastly in this segment you have Resolute and Shieldwall, but there's more rules?! Like I said, I'll touch on these when they become important. Resolute means when you charge you get +1 strength. A little bit meh since one of the biggest weaknesses of the Dwarfs is lack of movement, average charge range is 10", a lot less than a lot of the chargers out there, so although this is nice, I wouldn't be pinning all my hopes on it. Shieldwall however, I see being used a lot. When charged, you increase your parry save by 1, so it's a 5+ ward save in combat, nothing to laugh at, ask any wood elf or daemon player just how nice that ward save is.
An interesting point to make is that you have also lost the -1 to pursue and flee, which means there is now a slightly better chance of getting away and rallying or actually chasing down that unit where before you got to watch those points move away.
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