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Wednesday, 19 February 2014

Dwarfs pt 4. A guide to Dwarven yoga and working your core...

See what I did there? That people, is called comedy gold. Appreciate it!

So, there were a few changes in the core section of the Dwarf army list, 2 of them significant changes. Again, the leveling of the costs means that all the musicians went up in price, not a big deal at all, either way, just a breakdown I suppose:

Warriors
Same cost. Same stats

There was no real change what so ever in this unit. This may in fact cause it's downfall or use as you'll see shortly in this post. They're a solid unit, don't underestimate them by any means, WS 4, T3 troops at such a low cost is no laughing matter, but, like some of the other books that came out last year, this unit may just suffer from better choices syndrome. You also lost the ability to upgrade them to scouts.


Quarrellers
Cost +1 point more. Same stats

I think their name is silly. It reminds me of 2 couples always fighting over silly little things. Working all day to put food on the table and then to hear her go on and on about.....

I digress. So, for an extra point cost, what do we get? Heavy armour. This is pretty nice. A 5+ save with an option of buying shields at the same cost you get a 4+ save shooter with a 5+ parry save if they get charged. Still a solid choice. Their crossbows are Dwarven made, so that means they don't suffer a -1 penalty when standing and shooting either, which is always helpful to possibly picky off a couple more chargers. However, they might also suffer from the better choice syndrome.


Thunderers
2 points less. Same stats

So, they're now the same cost as the quarrellers above. So what's the difference? Well, Dwarf handguns are Dwarf crafted, so don't suffer the -1 penalty for standing and shooting. They lost the +1 to hit at short range but kept armour piercing. They have heavy armour as well, with the same option of shields, and both can't move and fire. So, why would you take quarrellers over Thunderers? Quarrellers can take great weapons. They can shoot their S4 bolts when being charged then hit with S5 great weapons. I think this is a matter of choice though. You could take a runesmith and slot him in with the quarrellers to give them armour piercing, which would level the playing field with the Thunderers, but that seems an inefficient option to me. Personally, if I want some static gunners, I'd more likely go the Thunderers.


Longbeards
+1 point cost. Same stats.

This is one of the bigger changes in the core section. Longbeards are no longer an upgrade of warriors. You also no longer have to have an equal amount of warrior units to field these old timers. So, what do we get from these bad boys? They're immune to psychology now instead of immune to panic. This is both a boon and a curse. No psychology affects you, but you also can't opt to flee from a charger. As per the last rules, you can reroll panic tests failed within 6" of the unit. Another thing to note, is they can take a magic standard worth up to 50pts.

It's the above factors that I think may make the warriors obsolete on the table. Sure Longbeards are 4 points more, but you get the same options as Warriors, you get better rules, and +1 WS and +1S. ANd the banner choice, that could be very handy as you'll see later.

In all, core didn't really change that much. You still have your static shooters, you still have blocks of infantry choices but the other major change here is the loss of rangers as core, having been moved to rare. I'm not too sure how I feel about this just yet.

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