[OSSR]Warhammer Dwarfs (vs Dwarfs vs Dwarfs)

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Post by OgreBattle »

Ancient History wrote:There was a hard time justifying the Squats. It has to be remembered that early Rogue Trader/Warhammer 40K really was just Warhammer Fantasy...in Spaaaaace. You had Elves (Eldar), Dark Elves (Dark Eldar), Humans (ditto), Orcs (Orks), Ogres (Ogryns), Halflings (Ratlings), Chaos (ditto)...hell, they tried to work in Zoats for both games at one point. But eventually 40K went a bit more grimdark, and the Squats not only were a painful reminder of the space-fantasy days but they didn't really fill a good niche for play (sales were also probably shite). In Warhammer Fantasy, as we'll see, Dwarfs have their specific role to play on the battlefield; Squats were seldom more than a support force. It's kind of like how Kislev in Warhammer Fantasy was reduced down to an Allied Contingent and then quietly swept under the rug; GW tries new things, and some stick (Tyrannids) and some do not (Fimir).
I think it's 'cause in 40k, Space Marines do everything Dwarves do. They're armored, fearless, have thunderhammers and chubby cannons mounted on boxy things. Space Wolves in particular, they even have runes.

In WHF though there are no space marines (and Chaos Warriors are Chaos) so the dwarves keep their niche.
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Post by Username17 »

The Squats mysteriously didn't go in for heavy armor much. They mostly got flak armor and lasguns backed up by guys with flak armor and heavy weapons. Basically, they were Imperial Guard, not Space Marines. The basic stat line was Weapon Skill focused but short on Movement. Which in 40K is like the shittiest thing you can possibly be. Because everyone has guns, so if people don't want to be in melee with you, you have to chase them down.

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Squats were, essentially, horribly horribly designed. Someone decided that they liked the image of bearded Dwarves dressed up like Vietnam-era chopper pilots, but forgot that in 40K terms that is what armies of disposable scum look like.

And then when they did make super armored versions, they had two problems. The first is that they were melee focused, which meant that they were essentially useless (low Movement plus heavy armor plus poor firepower plus small numbers meant that your opponent could just walk around them). And the second is that they looked goofy as hell:

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Which is not to say that you couldn't make futuristic battle dwarves:

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Just that what GW actually delivered was a failure aesthetically and mechanically.

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Post by Rawbeard »

what the hell are these? they look kick ass
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Post by Username17 »

Rawbeard wrote:what the hell are these? they look kick ass
Those are Starship Troopers models.

They have Dwarfy proportions because the heavier armor units get wider without getting taller.

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Post by Rawbeard »

Sweet, love em.
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Post by Whipstitch »

FrankTrollman wrote:Basically, they were Imperial Guard, not Space Marines.

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I do feel like the kitchen sink approach they took to building IG army lists crowds out much of the room that could have been left for squats, particularly model lines themed around trench warfare like the Death Korps of Krieg. It would have been easy to imagine the dwarfs as having benefited from a shift to entrenched shooty wars and heavy artillery--they're famously stubborn bastards who can fit behind cover easier than tall races but are strong as fuck for their size and thus can lug a shit ton of ammo around. Being slow just isn't a big deal if the idea is to man a machine gun nest and waggle your dick at people stupid enough to think they can win the subsequent attrition warfare. It also would have been fun if they had a tunneling & explosives approach to deep strikes.
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Post by TheFlatline »

FrankTrollman wrote:
Rawbeard wrote:what the hell are these? they look kick ass
Those are Starship Troopers models.

They have Dwarfy proportions because the heavier armor units get wider without getting taller.

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Post by Ancient History »

Magic Runes
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This is Sigmar Heldenhammer (literally, "he who holds the hammer"), wielder of Ghal-Maraz ("Skull Splitter"), a hammer encrusted with magic dwarf runes he received as a reward for saving the life of a Dwarf king. Literally the entire fucking game is named after a runeweapon using magic dwarf runes. It's kinda weird then that said runes didn't really come into their own until Warhammer Armies Dwarfs in '93. But I digress.

Rune magic is one of the major mechanical and conceptual differences between the Dwarfs and the other sides in Warhammer Fantasy, and continues to be a major element of the RPGs, novels, comics, etc. The thing is that while every other side gets access to some form of spellcasting (usually limited and sometimes quite random) and a static list of available magic items, the Dwarfs instead get magic runes.

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The Dwarfs got the best part of the bargain.

The thing about Sorcery in Warhammer Fantasy is that while it can be powerful, in general it is expensive and unreliable. Much of it involves a complicated bit of rolling against fluctuating target numbers, never knowing if you'll have the spell you need, dealing with bonus dice, and the ever-present chance of your expensive sorcerer blowing up in a spectacular fashion. While magic can decide battles, for many armies the sorcerers are at best little more than a mobile artillery or an excuse to field something nasty that requires a sorcerer to control it. (Yes, you can do shit with buffs and walls and stuff too, if you're lucky.)

Rune magic, on the other hand, can be relatively cheap, there's few limits on it, powerful, and generally automatic.

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Work on cannons, too.

So, the short version: your army is divvied up into general troops and Characters; the latter you can equip with magic items. For dwarfs, instead of picking these off a rather limited static list, you can pick and choose runes and build your own magic items. Really good ones! Now, there's a couple limitations (which do not apply to Special Characters). You can only carry two magic items - magic weapon and armor, armor and talisman, weapon and talisman, etc. - and generally only one rune item (rules change a bit through editions). Then there are the rune-combination specific rules:

Rule of Three
No more than three runes per item. (Some special character items break this rule.)

Rule of Form
Weapon runes only go on weapons, armour runes on shield or armour, etc.

Rule of Pride
You can't have the exact same combination of runes on two characters in the same army.

Jealous Runes
No more than one Master Rune per item. Again, some special character items break this rule.

No inscribing runes on existing magic items.
You munchkinny bastard.

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So basically, dwarfs get to mostly opt-out of the magic phase and get to build as many magic weapons as they want and can afford. Each rune costs points - anything up to 100 points for stuff like the Master Rune of Death or 150 for the Master Rune of Gromril*. This is generally considered a good deal, the only downside is that Dwarfs have fewer protections from enemy sorcery (although we'll get to that).

*
Early editions of Warhammer Fantasy used mithril, but then the Tolkien estate had a hissy-cow, so they broke it into ultra-hard gromril for dwarfs and ultra-light ithilmar for elves. Later on they introduced something harder for dwarfs, but it's only on the White Dwarf special character.

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The rune magic system basically gives dwarf characters an unmatched adaptability, and in some cases just plain raw power. Remember that the majority of stats in Warhammer Fantasy are on a scale of 1-10, by stacking runes you can seriously shift the odds in the dwarf character's favor - for example, three Runes of Cleaving stack to give you a +3 Strength; three Runes of Fury stack to give you +3 attacks.

Weapon runes are the ones people pay attention to, because you have cheap but effective stuff like the Rune of Fire (makes your weapon a flaming weapon, 10 points) and Rune of Breaking (d6 chance of breaking opponent's magic weapon, 25 points) to the really insane Master Runes like the Master Rune of Daemon Slaying (wound the demon, demon dies no matter how many wounds it has, 100 points), Snorri Spangelhelm's Master Rune (always hits, 75 points), Skalf Blackhammer's Master Rune (always wounds, 75 points), and Master Rune of Flight (can only be inscribed on hammers, you can throw the weapon to any enemy within 12", and the hammer flies back. 50 points)

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You can slap that on multiple hammer-bearing characters and have your own Thor Corps.

Armour runes are boring but practical. They apply to shields and armour, so you can't have both. That said, cheap magic armour is very cheap; a Rune of Stone (+1 Armour save) is only 5 points. On the downside, there are generally more restrictions with armour runes above and beyond the standard dwarf rune combinatronics.

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The only fun armour rune is the Rune of Spell Eating (50 points), which gives you a d6 chance of auto-dispelling a spell aimed at the character. It doesn't protect units the character might be in though, so it's best aimed at solo characters.

Runes of Protection are scribed on Standards, which are little flag-things in units that generally improve morale and count as points if captured.

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Standard-bearers are chosen among the best and brightest in the unit.

Rune standards can be brilliant, because there are two different kind of anti-magic standard, the Rune of Fear (50 points) which causes fear (and would be better if Dwarfs had any capacity for running fleeing units down), and the Rune of Courage (unit is immune to psychology, 75 points).

Engineering runes are applied by runesmiths to artillery pieces. Cannons, trebuchets, ballistas, whatever counts as a war machine.

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Not a real unit...yet.

War machines in Warhammer Fantasy are notoriously prone to dysfunction. They're often deadly, but also expensive (both in terms of points and $$$), slow (very slow if the crew starts dying), you have to guess at the range, prone to breaking (sometimes with hilarious results, like when the Hellcannon charges forward), and aren't good at moving much. Considering that most Warhammer engagements are short set-piece battles that last 4-6 turns, a weapon that fires every-other-turn may struggle to earn its keep in your army. So Engineering Runes are basically there mainly to keep weapons firing longer and more accurately, a couple add additional capabilities like Rune of Immolation (Dwarf player can cause the engine to explode at any time, hopefully injuring other players), Rune of Burning (ammunition bursts into flames to hurt Treemen and mummies), and the Rune of Seeking (bolt-throwers can hit flying units).

Talismanic runes are used on random gear: helmets, beer mugs, belt buckles, runestaves, whatever. Some of these are quite good; the Rune of the Furnace is only 10 points and makes the character immune to fire (including magical fire, warpfire throwers, dragon fire, etc.) and the Rune of Spellbreaking (Runesmiths only, one-use, automatically dispels an enemy spell).

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No'quite.

As you might have guess based on all this talk about magic runes and combinations and prices, rune magic was part of the contributing factor for 4th edition being called "Herohammer," where battles were dominated by a small number of high-point-cost characters equipped with magic who were basically able to slaughter entire regiments on their own.

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So, subsequent editions slightly damped down on the more overpowered runes. The Master Rune of Death and its compatriot one-hit-kill runes were right out of the 2000 edition; the overpriced armour runes had their prices nerfed and the Rune of Spell Eating was reworked as a talismanic rune; they actually added several runic standards and talismans. A large part of these changes were simply to bring the runes into alignment with the latest edition of the Warhammer Fantasy rules, which had seen some rather extensive if occasionally subtle rules changes.

This basically set the precedent, and the 2005 Dwarf army book again opts for refining the existing runes and adding a couple new ones. It's actually an impressive achievement, sort of like how Shadowrun started out with a bunch of spells and every edition except the last one managed to pare down the spell rules while adding more spells, so at the end you start off with a bunch of options and two or three editions later you have even more choices, even if you've lost a couple along the way.

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Rune ring? No, we're good.

Arguably Dwarf runes were overpowered in Herohammer, at least at the high level. Keep in mind that at this point in the game, your average Dwarf Warrior - the rock-bottom, grit-sucking GI of the Dwarf army - was a whopping 11 points.

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...while a Master Rune of Dragon Slaying was 100 points, and there was room for two more runes on the same weapon. So you could easily have one guy that with runes was about a quarter of your total points. The down side being that if he smiled at the cannon, you're probably screwed, but your squad of 10+ Dwarf Warriors you could have replaced him with probably wouldn't have been much more effective. Later editions of Warhammer Fantasy have tried to address this in different ways, trying to emphasize fielding a "reasonable" number (or at least a majority) of "regular troops" along with all the gee-whiz stuff that people love like artillery, sorcerers, and giant monsters. But we'll handle the details of the Dwarf throng through the editions in the next post...

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Post by Stahlseele »

So, basically, the Dorfs are the WHFB Spess Mehreens then?
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Post by Ancient History »

No. There's not a real Space Marine equivalent in Warhammer Fantasy, unless you count the Empire as humans. The playstyle is just very different.
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Post by Whipstitch »

40k's Rogue Trader roots mean that the game was initially geared towards smaller scale skirmish combat before things snowballed in later editions. So 40k units face considerably less restrictions when it comes to shooting and facing compared to the big troop blocks WHFB books were always faffing on about. Ironically, all those rules dedicated to formation combat is part of why people quickly fell in love with using suped up individual characters as the star of the show--not only could they be built into nigh invulnerable meat grinders, they were also a helluva lot better at keeping appointments.
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Post by Prak »

It seems to me that the most obvious place for dwarves in 40K would be working with the Empire as engineers. I know the Empire is all "RAH! HUMANS! YEAH! FUCK THE ALIENS!" but because the space marines and dwarves share so much niche, it really seems like the dwarves might be sitting back in the armour factories cranking out the marines' power armour.
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Post by Username17 »

The closest thing to Space Marines in Fantasy battle are Warriors of Chaos. Essentially Fantasy Battle has Chaos Marines but not Imperial Marines. Although you can make an argument that you can field Vampires and shit which are a lot like Blood Angels.

The HeroHammer shit in 4th edition was so insane that the Bretonians had a combo where a pegasus rider could get a deal where every time they got an attack it would resolve a d6 times, and every time a hit resolved they got a bonus attack. Since their chance of hitting pretty much everything was considerably better than 1/3.5, their number of hits would explode most of the time to the hundreds or thousands, turning any enemy unit they were capable of hurting into currant jelly.

That kind of crap wasn't even rare. There were so many combos where you achieved invulnerability or infinite damage or whatever the fuck that GW didn't even try to maintain a ban list. They just had a tournament rule where people who were being "beardy" got booted, with no definition of what that actually entailed. IIRC, they used "beardy" instead of "cheesy" or something because it was well known that Dwarves with their mix-n-match runes were probably more likely than most to have an abusive combo up their sleeve.

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Post by Ghremdal »

Prak_Anima wrote:It seems to me that the most obvious place for dwarves in 40K would be working with the Empire as engineers. I know the Empire is all "RAH! HUMANS! YEAH! FUCK THE ALIENS!" but because the space marines and dwarves share so much niche, it really seems like the dwarves might be sitting back in the armour factories cranking out the marines' power armour.
The Tech priesthood is much cooler then any space dwarves could be, so I'm glad they didn't go that way.

With the 8th edition (current) most of the over the top stuff was toned down, and now characters are a reasonable part of armies, at a fair point cost.
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Post by Ancient History »

The Dwarf Army List
So, for anyone that hasn't been paying attention, Warhammer Fantasy is a game where you can basically re-play the Battle of Five Armies from The Hobbit or the Siege of Helm's Deep from The Lord of the Rings. It arose directly out of miniatures wargaming, which up until that point was dominated by boxes with set-piece battles, often involving moving little cardboard chits representing units around a provided map as you worked you way through some historical (or more rarely) fantasy scenario. It was all jolly good fun and eventually led to Dungeons & Dragons.

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Among other things.

Warhammer basically added two innovations to this: a range of collectible miniature models to represent your units, and the ability to build your own armies. All players involved would buy (and assemble, and paint...well, if you're lucky) the models they wanted from a particular army or armies. Each model had a given point value, based on the options for that model in it's side's Army List.

For example, the general unit of the 1993 Dwarf Army List was the Dwarf Warrior (11 points per model); for an additional (+2) points per model they could be equipped with great weapons, or for (+1) points per model they could be equipped with spears. Any unit of Dwarf Warriors could come equipped with a magic standard at the cost indicated for the item.

So, when you and your frenemies wanted to play, you would pick a point total - say, 500 or 1,000 points, with truly enormous battles being 3,000 points - and then each side would bring models (with options) totaling up to that amount (it's hard to do 1,000 points exactly). If you do the math on your fingers, then you see that for a 500 point battle you could easily have 100 models on the board (counting both sides) - and Dwarfs are rather expensive; Hobgoblins in Chaos Dwarf armies might have been shit, but they were 2 points each. So you can rather see why Orcs & Goblin armies were often considered "the Green Tide" (and, as well, why few people in casual play came in with fully-painted armies).

The "typical" army stabilized around 2,000 points at least by 6th edition, if not sooner. Now, that's a sizable investment. We're talking about 100 models if you're going for just regular Dwarfs out for a picnic and a bit of bloodshed. A typical "regiment" box comes with 16 plastic sprue models, so you're probably looking at about six of those...at £20 a box...before counting glue and paint. That's going on at least £150 worth of plastic, is what I'm getting at (oh, and £15 or so for the army book), and a couple days of your life painting the things. It's not a hobby for the faint-hearted, is what I'm getting at...and the cool shit costs more.*

*
But you never start buying the cool shit. You always start off buying crap rank-and-file models, so that you can hone your painting chops. Well is it said, the last 1,000 points you paint is always better than the first 1,000 points you paint. My brother and I actually had a lovely bonding experience over a matter of weeks sitting at a card table outside the garage (please paint in a well-ventilated area) losing skin to superglue and having a fun time with the model paints.
Of course, you rarely have quite so many models on the board; war machines, heroes, generals, and the like are expensive, and beyond that there are general restrictions as to how many of a given type of unit or number of heroes you could have in play, often based on the total point value of the army. These restrictions were tightened up in subsequent editions to limit the Herohammer nonsense, often requiring more of the basic rank-and-file troops before you could buy units of the Dwarf special forces.

But let's look at your basic Dwarf units. Your average Dwarf has relatively low movement (3" movement, -1" on flee and pursuit), but better-than-average Weapon Skill (4) and Toughness (4), decent armor (save on 5+ or 6+) and nigh-unbreakable Leadership (9). In a melee fight, they will grind most other races rank-and-file, but are often outnumbered and relatively less mobile. On the other hand, they will very rarely flee if handled right.

All Dwarfs Hate Orcs and Goblins, and bear grudges against Elves (which only really comes into play in mixed/allied armies).

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In 1993, your basic regiments were Dwarf Warriors (11 points/model), Dwarf Crossbowmen (13/m), and Dwarf Thunderers (13/m), and you could have any number of regiments of these units in your army. Crossbowmen and Thunderers provided ranged weapons, which were relatively good - even if the Dwarf Bow Skill is only 3 - but lacks the range of the proper archery of other armies. So yes, Wood Elves can and did sit outside of range of the Dwarfs and pepper them with arrows, at least until the cannons got lined up and the range right... A lot of dwarf strategies emphasize "let the enemy come to us" (often coupled with "as we line up the artillery"), because they basically have no cavalry, move slowly, and are outnumbered almost by definition.

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I own a tin of these. The ones with the arrow are scatter dice.

You may have one regiment of Dwarf Miners (13/m). The 1993 book for some reason leaves out their special ability, so I'll talk about that later.

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You may have one regiment of Long Beards (15/m). Dwarfs quite literally empty out the retirement homes when they go to battle, under the thought process that the guys that have survived the longest (and have the beards to show for it) are righteous badasses. Sort of like fielding an entire regiment of WWII veterans that never got weaker. Mechanically they count as "elite" troops because they have slightly better stats all around.

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You may have one regiment of Hammerers (15/m). Mechanically they're identical to Longbeards, but for +2/m you can equip them with great big fucking two-headed hammers. That was important in 4th edition.

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Really, the standard-bearer could just hold a colossal fucking hammer and it would do wonders for Dwarf morale.

You can have one regiment of Iron Breakers (20/m). They have the same stats as Long beards, but in 1993 every one of them gets a bonus Rune of Stone thrown in, which means their armour save is 3 or higher on a d6, and that goes for the unit champion as well. That basically means these guys are the anvil that the enemy armies are crushed against.

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Slayers are wonderfully broken in 1993, and here I'm going to break from above and delve into the fluff a little. The Cult of Slayers are dwarfs driven mad by grief and dishonor; the only way they can redeem themselves is by dying in battle, preferably by taking out the biggest bastard they can first. So they were no armour, wield big fucking weapons, get lots of tattoos, piercings, and stuff, and die and cut their hair into gigantic mohawks. They're fanatics who will only go to the halls of their ancestors through your bloody entrails.

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Dwarf Slayers owe their continued popularity to the Gotrek & Felix novels by William King, where Gotrek goes from your average Trollslayer to a virtual dwarf demigod, slaying Dragons, Daemons, Giants, and more goblins and skaven than you can shake a gore-stained starmetal axe at. He's a ridiculous character and I treasure my set of the series; the books after King are shit.

Anyway.

You can have up to N - 1 regiments of Slayers in your Dwarf army, where N = your number of other regiments. They cost 11 points each, have average stats, and no armour, so they all die fast - but they get a Strength bonus when facing high-toughness monsters and can't be broken (they'd much rather die in battle). On the other hand, you can arm them with several different weapons and you can field as many Slayer champions as you want - Dragon Slayers, Daemon Slayers, or Giant Slayers. These guys are hideously expensive, but get more attacks and can be equipped with magic weapons for more points. So these guys were straight Herohammer beardy madness.

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TODAY IS A GOOD DAY TO DIE!

Characters in Warhammer Fantasy, of every edition, tend to be overpriced and ridiculous, but they are traditional. The basic idea is that you can have a command group for each regiment (Champion, Standard Bearer, and Musician), and in addition to this you have an army General, a Battle Standard, Heroes, etc. These are the characters you can typically load down with magic items, and even without that they have army-wide benefits, like letting all troops within 12" re-roll to rally checks if fleeing and whatnot.*

*
Warhammer does not, in general, favor the idea that all units on both sides of a battle will fight until every squire and standard-bearer is dead. Rather, at a certain point if enough damage is done, you roll the dice and leg it for the edge of the table. For Dwarfs, this is rarely an issue (Leadership 9), but for Orcs & Goblins or Skaven (Leadership 2-3), it means that they really do need generals, standard bearers, and massive superior numbers just to avoid running away at the first opportunity. In Warhammer 40k, they get to have commissars who shoot units to improve the morale of other units, but Warhammer Fantasy tactics haven't quite gotten there yet.
Dwarfs have basic General (160 points), Standard Bearer (98), Heroes (104), and Champions (48), plus Slayer champions: Giant (63), Dragon (136), and Daemon (210). Most armies have sorcerers, but Dwarfs instead can have a Runesmith (78), Master Runesmith (187), or Rune Lord (306). Unlike sorcerers, the main benefit of Runesmiths is that you can equip them with up to three rune weapons, and have substantially better stats than even the Dwarf Special Forces. This basically makes them the equivalent of a Thug or Supercombatant chassis in Dominions III/IV; you load them up with magic weapons, armors, and talismans and set them out to destroy the enemy...or at least negate the enemy sorcerers.

Of course, for an extra 200 points a Runesmith can have an Anvil of Doom.

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Later editions were less mobile.

Every version of the Anvil of Doom has had different stats, mainly because the magic system changes subtly or unsubtly between editions. In 4th edition, for example, the magic system involved a special deck of cards dealt out during the Magic Phase; later editions moved to power dice. Anyway, in 1993 the Anvil of Doom could be charged up by storing magic cards and then a Runesmith could use it like an artillery piece to fire bolts of magic lightning across the battlefield. Like cannons, the anvil could occasionally explode.

Speaking of artillery, the Dwarfs have quite a variety available. They have two sizes of Stone Thrower (small and Big - go ahead and supersize it), a bolt thrower, a flame cannon...

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At last, an excuse to use the flame template.

...an organ gun, a dwarf cannon, and of course a Gyrocopter.

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I seriously think that the only reason the Dwarfs have a gyrocopter is because every army in 4th edition had a flying unit, and somebody felt the Dwarfs needed something to counter the dragons and pegasus knights. I don't care. I love it.

Unlike in later editions, the Dwarfs had no limit to how many artillery pieces they could field. So you really could have a General, a regiment of Thunderers and a bunch of cannon up on a hill and try to bombard the enemy to death. The differences between the artillery units is mostly academic, involving various trade-offs between range, penetration, and template. You literally picked a direction, guesstimated the range, then rolled the dice to see what exploded and/or who/what you hit.

And that's the 1993 army list. It's not really standardized, the layout of the information is terrible and interspersed with short fiction and sample dwarf banners and shit, but you can sort of see the outlines of what they were going for, and the whole section saw a lot of development and refinement in the 2000 army book (as "The Dwarf Throng" - throng being Khazalid for army). Each individual unit gets its own page (or two) of fluff and special rules, followed a condensed army list with individual points.

The basic dwarfiness of the army and most of the unit names remain intact, but the mechanics were nerfed to both give more choices and less overpowered Herohammer foolishness. So the Anvil of Doom, for example, basically lets Dwarf Runesmiths to spend power dice on casting runes (Water, Air, Fire, or Earth) like other race's sorcerers cast spells.*

*
Basic mechanic: pick the spell you want to attempt, it has a casting value you have to meet or beat to cast it successfully. You get X dice during your Magic Phase and can spend (roll) them to try and add up to the Casting Value. Dwarfs with an Anvil get D6+2 dice, and the casting values range from 6+ (water, bogs a unit down), 7+ (air, lightning bolt), 8+ (fire, magic missile), to 9+ (earth, earthquake).

We won't get into Dispel dice, but Dwarfs get those too.
Miners get their special ability here: instead of being placed at the beginning of the game, on turn 2 you start rolling to see when (and where) they crop up. This could mean they appear behind enemy lines and make for a nice disruptive attack on the rear.

Rangers are a new unit, which use the new Scout rules, but are mostly based on the Bugman's Brewers special characters from an earlier edition. Their main advantage if being able to move unhindered through forest terrain, which is...ah...not useless, but not suitable for every tabletop. Like Miners, you can have up-to-one regiment of these.

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Hammers, Ironbreakers, and Longbeards are still the special forces, but this time they get slightly different bonuses/special rules.

Artillery pieces remain mostly the same, except there is a new Hero character, the Engineer, who basically makes things work better.

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Aye, laddie?

The new army list layout is a joy to behold. I can't begin to tell you how much easier it is than the last book; the spacing, bullet points, organization, and use of bold characters just all come together to illustrate every option very quickly and easily.

I mentioned that points were nerfed; let me give an example. In 1993 a Dwarf General was 160 points straight off and could have up to two magic items, no points limit. The Dwarf Lord of 2000 is 135 points, and can have up to 125 points of rune items. PLUS, the Dwarf Lord has more (and more expensive) options; Great Weapons used to be +2 points/model, now they're +4 (+6 for a lord); pistols are +10, crossbows +15, dwarf handguns (better range) +21; armour goes up to gromril (+8, +12 for Lord) with +3 for a shield.

So, characters can be blinged-out less, and are less overpowered overall...but they're generally cheaper and more customizable. Same-same goes for the line troops as well; if you can pay for it, pretty much every dwarf can have a pistol or handgun stuck down the front of their trousers. Slayers are now restricted to no more than 1 unit*, but you an have any number of Longbeards or Hammerbearers you can afford.

*
6th edition divided units into "core," "special," and "rare." You /had/ to have the bare minimum of core regiments (2 or more for 2k armies), and you could have up to a certain number of special (0-3 @ 2K) and rare (0-1 @ 2K) regiments. On top of that, there are some individual restrictions where you can't have more than one of certain things, like no more than 1 regiment of Slayers (even if you have unused special choices remaining) or more than 1 Anvil of Doom.

Something like this was in effect in previous editions for heroes and the like, but this time they mean it, dammit! Anyway, artillery counts as 1 special choice, but you can take two bolt throwers as a single special choice.

Certain armies and scenarios changed these rules to allow you to field more special units, since those were basically the cool units everybody wanted (and by ghost, paid for!)
Organ Guns, Flame Cannons, Gyrocopters, and Dogs of War* were all declared Rare Units in 6th edition.

*
Mercenaries, basically. Designed to add color to your army, and later on to encourage people to buy ogres.

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The 2005 army book followed an almost identical format for the unit pages/army list layout, and continued the general strategy of refining existing units/mechanics (except crossbowmen are now "quarrelers" and stone throwers are "grudge throwers" hurtling fragments of fallen Dwarf holds engraved with literal grudges) and adding new options. From a game mechanic standpoint, the most important addition was the Oathstone.

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The green stuff is known as "green stuff," it's a kind of light modeling putty that you get by mixing together yellow and blue putties, forming a very malleable substance that dries to the consistency of wood. You can form it into quite elaborate shapes, as shown, and after it dries it can be carved; it also takes paint well.

Oathstones let "stonebearer" characters and attached units (Warriors, Longbeards, Ironbreakers, or Hammerers) to set the stone down and "hold," which makes the dwarfs into a little castle, pretty much. And you thought the gritsuckers were hard to shift before...

(Honestly, I think it was mostly about the new Hold rules, which I personally never gave a crap about because they also made Pike formations invincible in 7th edition.)

The Anvil of Doom got yet another re-write with this edition. This time, you pick one of three runes the Anvil can be equipped with (Rune of Hearth & Hold, Rune of Oath & Honour, Rune of Wrath & Ruin) associated with a particular Dwarf Ancestor god (Valaya, Grungni, and Grimnir respectively). Normally a runesmith can invoke the rune's power on a 2+ on a d6; or 4+ if they decide to go for the "ancient power." Hearth & Hold lets dwarfs re-roll failed Fear and Terror tests (ancient: re-roll Panic and Break tests, units are immune to fear and terror), Oath & Honour lets a unit shoot and move (ancient: d3 units), Wrath & Ruin sends an earthquake to destroy a unit (ancient power: more dice).

There's also an option in an online add-on for the "Rune of Reflection" which basically gives you the ability to reflect spells, but that's mainly intended for insane epic battles against elves.

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Miners get some nice things: a steam-powered drill so that they don't quite have as much a chance of absolutely missing a battle and small explosives they can throw at the enemy.

On a related note, in addition to Engineers there are now Master Engineers.

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Steam...punk? Is that like an apprentice?

There's a little sidebar here about the Engineer and Master Engineer acting as "additional crew," so I might as well point this out. Back in the grognardy days of Warhammer 4/5th edition, it was not uncommon for the enemy cavalry (or dragon, whatever) to break through to the (mostly static) artillery in the rear, which usually have a crew of three units. Faced with this, the crew would either die (rendering the artillery piece useless) or flee (again rendering it useless, but at least maybe the crew can come back?) Eventually somebody asked if random crew members from one artillery piece could replace missing crew on another - like say one cannon blows up and the survivor staggers over to the next cannon on the line to lend a hand (he's got but one). This caused a steaming shitpile among rules lawyers, which is why the Engineers have specific rules letting them substitute in for crew members. I love this hobby.

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And not just for the cosplay.

Mechanically and organization-wise, the 2000 and 2005 army lists are almost identical; the only major difference is that Longbeards are no longer a standalone special unit, they're an upgrade choice for Dwarf Warriors; there's a bit of point shaving here and there which I'm not sure makes much of a difference - do you really care if your Dwarf Warrior is 8 points instead of 7?

And that, after a very long post, is the Dwarf Throng, the core of the three books. Next up: Special Characters!
fectin
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Post by fectin »

If you're curious, crazy sci-fi dwarves look like this:
http://www.manticgames.com/mantic-shop/ ... thers.html
Vebyast wrote:Here's a fun target for Major Creation: hydrazine. One casting every six seconds at CL9 gives you a bit more than 40 liters per second, which is comparable to the flow rates of some small, but serious, rocket engines. Six items running at full blast through a well-engineered engine will put you, and something like 50 tons of cargo, into space. Alternatively, if you thrust sideways, you will briefly be a fireball screaming across the sky at mach 14 before you melt from atmospheric friction.
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Post by Ancient History »

Special Characters
Okay, so Warhammer Fantasy started life as a way for people to wargame the Lord of the Rings (and other fantasy settings). So it's setting started out as an excuse not to get sued by the Tolkien Estate, but following through with the typical wargame mentality of the time, this quickly became an excuse to shoehorn in their own characters. Because while you the player could play as a generic Roman General, who wouldn't want to be Julius Caesar some game-designer's knock-off character designed so he wouldn't get sued? To encourage the use of special characters, they often have special rules and equipment that ostensibly makes them better than anything you can build using the normal rules.

General feeling on special characters (besides "that beardy bastard") is that they're either overpriced or overpowered, and often a basic excuse to blatantly violate the rules. On the other hand, they're kinda fun and add to the setting. For Dwarfs, this mainly involves a bunch of Kings. For example, the 1993 army book leads off with King Kazador of Karak Azul and Ungrim Ironfist (the Slayer King). High King Thorgrim Grudgebearer is the one you see being carried around on the Throne of Power carried by four other dwarfs.
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Ungrim's ancestor was king of Karak Kadrin, but took the Oath of the Slayer. Unable to fulfill both oaths, he passed it on to his son, leading to a line of suicidal berserker dwarf kings who act as the primary patrons of the Cult of Slayers.
To say that the special characters in '93 were overpowered is probably an understatement; Rune Lord Kragg the Grim is 669 points when you factor in his rune equipment.

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Likewise, Gotrek & Felix get their own rules, because why the fuck not? The novels sold well.

One of the fan-favorites is Josef Bugman, famed Dwarf Brewer and rangers (there were no Dwarf rangers in 4/5th edition, but that didn't stop them).

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The tankard is magic.

'93s last special character is Engineer Guildmaster Burlok Damminson, who has a steampunk arm because even at that point the Games Workshop people had decided cybernetics were cool (Orks even had wood bioniks at one point).

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Hand Crafted in Pewter!

Instead of reprinting the '93 characters, the 2000 army book just adds two new ones (I'm pretty sure all the old special characters were posted on the Games Workshop website). The new characters are Thorek Ironbrow (Runelord) and Dwarf King Alrik Ranulfsson of Karak Hirn. Thorek's main gimmick is that he can strike a Rune of Doom on an Anvil of Doom; this requires a 12+, so you probably shouldn't attempt it with less than 6 dice, but it makes your entire dwarf army cause fear, which in many cases means "you win the game" - on the other hand, if you botch it the anvil blows up.
Note that as you've been reminded of the doom of your race and that your Golden Age has long passed you should feel free to grumble about it (and don't forget to mention that it's the Elves' fault). This has no game effect, but is entirely in character and may make you feel better.
One of Alrik's rules is "Traditional Army" - which means if you pay the 425 points to field him, Gyrocopters, Flame Cannons and Organ guns cost twice as much and the army can't have more models armed with handgun than there are units with crossbows. You might think this sounds retarded, and you wouldn't be wrong - but he really does have great leadership for a dwarf general.

The 2005 army book had a combination of special characters from the '93 and '00 books, updated to the new ruleset. I'd say they were no longer overpriced or overpowered, but that would be a lie: High King Thorgrim Grudgebearer is seated on an indestructible Throne of Power and costs 780 points. In a typical 2,000 point game, that means your dwarfs are going to be outnumbered and outgunned even harder than before; on the other hand, he's almost indestructible, makes the rest of the dwarfs in his unit frothing-at-the-mouth badasses, and can wound basically anything his stubby arms can reach. Thorek Ironbrow appears too, but his "let's try to destroy the Anvil of Doom" ability is replaced by "I can strike the Ancient Power with a 3+," which is good. 505 points worth of good? Eh.

Josef Bugman appears, and now that rangers exist taking him allows you to take Rangers as a core choice, which actually makes for a different kind of Dwarf Army, all skirmish-lines and moving under the cover of woods (with maybe a couple gyrocopters to ping the enemy). It's the kind of rules change that is actually interesting, and a character neither overpowered or overpriced. That said, most dwarfs prefer to re-enact the Charge of the Light Brigade...from the point of view of the cannoneers.

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Wait, how did this get here?
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Post by OgreBattle »

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Shatner
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Post by Shatner »

Damn you rule 63!
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Post by Ancient History »

Shatner:
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Fuck off, that's awesome.
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Post by Ancient History »

Painting the Dwarf Army
I didn't know what to call this section. Which is to be fair, because in three Dwarf army books they didn't quite know what to call this section either. In the '93 book the bits and pieces are kind of scattered around, and they're unsure of the concept. In the '00 and '05 books they're all (mostly) trapped in the same section, but they call it different things. So let's just go with the title from the '00 book, which I think is most descriptive.

This is how you paint your army.

That sounds fairly simple, and maybe even like it shouldn't be in this book. It sounds like a couple pages of "how to" stuff that should be on the web, or in its own little separate booklet that comes with the paints. You wouldn't be wrong about that, because there are entire books dedicated to how to paint your warhammer minis and build terrain and so forth. But that brings us smack dab to the point: Games Workshop isn't like other gaming companies, and this section isn't just about telling you what colors look nice on your dwarfs.

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The thing and the whole of the thing about Games Workshop is that it sells you physical products - not just game books. There are miniatures, and there are rule books, and there are kits and scenarios and paint and brushes and other tools and big rolls of green felt and White Dwarf and when you can't shovel money on the fire fast enough there's Forge World's resin-cast stuff.

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The point being, art isn't an afterthought with GW. It can't be. It's essential. They need to art to look like the models, and the models to look like each other. They're selling a way of life as much as a hobby, and as much as they appreciate you buying the book they need to sell you the models. And it's not enough to just take some photos of unpainted lead and plastic, you have to paint it up and pose it as awesome as can be - which is why they have a prestigious in-house painting team called Heavy Metal which studies dry-brushing like Asian kids boning up for an exam. And they need to keep thousands of points of models and large set-piece battlescapes, in pristine condition, on hand so that they can stage massive battles and photograph them as pornographically as possible. Just to sell miniatures. And they have their old-timey wargaming roots, so by the Banner of Thorin Oakenshield they're going to get this right. Part of that is what you might call Catalogue Pages - literally, page after page of exquisite miniatures porn.
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Games Workshop is probably also the only game company to include a Master of Arms. I mean, I don't know that they do, but I suspect. Because there's gotta be somebody that keeps the banners correct from edition to edition.
You might think I'm lying, but seriously, they have color and shoulder badges listed for every branch and chapter of Space Marine.
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So, it's hard to review this section. It's literally just in-house advertising and scenery porn, disguised as a painting guide and model catalogue. It's entire purpose is to get you to buy the models (and, I guess, to help those who want to remake in every detail the army of Barak Varr).

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Other Stuff
That's most of the three books. The '93 edition has more fiction and associated re-purposed magazine articles in there, including a scenario and sample army. It's extraneous enough that it was cut out of the next two books, which are 40 pages shorter.

As should be obvious, I grok Dwarfs. They're a solid, bad-ass army but the literary underdogs of the setting. And, unusual among the other sides in the setting, they've given birth to a new army: the Chaos Dwarfs.

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I'm not going into this here, because it's really worthy of an OSSR of its own, but it's just kinda neat to have Dwarfs be so awesome that its awesomeness cannot be contained by one army.

...and that's the review.
Last edited by Ancient History on Fri May 30, 2014 9:02 am, edited 1 time in total.
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Post by OgreBattle »

Great review, I really enjoy GW stuff for their attention to visual design with their creations.
Shatner wrote:Damn you rule 63!
The guy who drew that also built those dwarfbots AncientHistory posted. Here's his website:
http://www.tcct.zaq.ne.jp/noharaya/
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Here really likes dwarf slayers:
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This last one has pubes in it so here's a link:
http://www.tcct.zaq.ne.jp/noharaya/illu ... yer_00.jpg



he also has a custom sculpted Squat army

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Post by souran »

Just to quickly chime in, the army that is the most like spess marines in fantasy is the bretonnians. They have good armor, strength, weapons. Bretts are an all mounted force and space marines are supposed to jump out of rhinos.

Thats probably part of the reason that bretts have not gotten a real update in forever. Rohan was cooler than Gondor in just about every way possible. When the bretts have a functioning book they are better at being the iconic army for humans than the empire.
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Post by Shatner »

Great review, AH. Thanks for writing it.

In the WHF setting, it seems like the dwarfs are pretty much circling the drain, and it's just a matter of time before the skaven, and to a lesser degree the greenskins, shatter what's left of 'em... or until they become nothing more than an enclave within the lands of humanity. My point is, it's a pity that such a neat faction and neat army has no real thematic reason to persist as a lasting force.

The Chaos Dwarfs, if my memory is correct, at least have the whole "living in a land so remote and inhospitable that no one wants to bother 'em" as well as "we employ fast-breeding races as cannon fodder and create horrific monsters in our labs" to explain how they're still around and not losing the war of attrition.
Last edited by Shatner on Fri May 30, 2014 3:31 am, edited 1 time in total.
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Post by Omegonthesane »

AH, that image of an army stretches a 1600x1200 monitor, and I can't zoom out enough on my normal laptop to fit the article into one screen width while having readable text. Spoiler please?
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