Jump to content


Photo

My Vision Of The Future Dwarfs


  • Please log in to reply
13 replies to this topic

#1 Vicotnic

Vicotnic

    Dwarf Hammerer

  • Members
  • PipPip
  • 273 posts

Posted 05 March 2008 - 02:29 AM

Well, this is kind of how I think the current army list should be changed. If a unit or rune or rule is not mentioned it means it would remain the same.


Instead of the basic 2 dispell dices a Dwarf army generate 2+1 for each 1000 points of dwarfs.


Dwarf Handgun:
Maximum Range 24”, S4, armour piercing. Never suffer penalties for long range.

Failed Runetable changed, if the failed rune was struck normal the result will be as per 4-6, if it was struck with Ancestral Power 1 is still disaster and 2-6 is per the current 2-3.


Master Rune of Skalf Blackhammer reduced to 50 pts.
Master Rune of Alaric the Mad reduced to 45 pts.
Master Rune of Breaking and Master Rune of Flight reduced to 30 pts.
Rune of Fortitude reduced to 35 pts.
Strollaz’s Rune reduced to 50 pts, no unit of dwarfs may make more then one move before the battle start.
Rune of Slowness reduced to 35 pts.
Rune of the Underground added, Miners only: Allow the unit to charge the same turn it appears on the board. 25 pts.
Master Rune of Defence reduced to 25 pts.
Master Rune of Skewering reduced to 20 pts.
Rune of Fortune reduced to 15 pts.
Stalwart Rune and Flakkson’s Rune of Seeking reduced to 10 pts, Stalwart Rune changed to make the crew stubborn.


Rangers 11 pts
M WS BS S T W I A Ld
3 4 3 3 4 1 2 1 9
3 4 3 3 4 1 2 2 9
Unit Size: 5-20
Equipment: Great weapon, hand weapon, shield & light armour.
Options:
Any unit of Rangers may replace their light armours with heavy armours +1 pt per model.
Any unit of Rangers may have crossbows +3 pts per model or throwing axes +1 pt per model.
Upgrade one Ranger to Musician for +5 pts.
Upgrade one Ranger to Standard Bearer for +10 pts.
Upgrade one Ranger to Veteran for +10 pts.
May be upgraded to Longbeards +3 pts per model, may not have more Longbeards then the total number of Warriors and Rangers.

Special Rule:
Advanced Deployment (May chose to deploy either as Scouts or make a free move after deployment but before deciding who goes first), Rangers (move through difficult terrain without penalties).

Warriors: One unit can take a Runic banner worth up to 25 pts. May not have more Longbeards then the total number of Warriors and Rangers.

Hammers: 1 point more expensive, no option for shields and comes with Gromril Armour.

Miners: Underground Advance changed to mimic the TK ‘it came from below rule’ with the exception that Miners may not charge the turn they appear and the ‘Mishap’ table changed to: 1: Collapse! Unit lost and enemy awarded VP, 2-3: Gotten Lost, the unit does not appear but no VP are scored for them 4-6 The unit appear on the mark but may not move the turn they appear. Also one unit get the option to carry a Runic Banner worth up to 25 pts.

Ironbreakers: 1 point cheaper.

War machine crews: loses Gunners Pride

Slayers: Increased to 15 pts, Skirmishers, Giant Slayer upgrade for 12 pts.

Organ Gun: Cost increased to 125.

Flame Cannon: Cost reduced to 130.

Thorek replaced with:
Rune Lord Kragg the Grim

M WS BS S T W I A Ld
3 6 4 4 5 3 3 2 10
Kragg the Grim may be taken as a Lord choice in a Dwarf army. He must be fielded exactly as presented here and no extra equipment or rune items can be bought him. If he takes the Karaz-a-Karak Anvil of Doom to battle he will take up a Hero choice in addition to his Lord choice.

Points: 290 (+200)

Weapons & Equipment: Kragg wears heavy rune armour, carries his hammer as well as a Runestaff.

Kragg’s Hammer: Kragg’s Master Rune (S10, flammable attacks), Rune of Fury.

Kragg’s Armour: Gromril Armour; Master Rune of Gromril, 2xRune of Iron.

Runestaff: Rune of Spellbreaking , Rune of Furnace.

Special Rules:
Rune Lore

Kragg the Grim may bring the ancient Karaz-a-Karak Anvil of Doom to battle (+200 pts), Kragg and the Anvil fallows the same rules as a normal Rune Lord with Anvil with the fallowing exception:
Kragg is the most ancient and skilled Rune Lord alive, he will never fail to strike a rune normally. In addition should he fail to strike the Anvil with ancient power he will use the standard Failed Runetable (1 disaster, 2-3 failed and not next turn, 4-6 just failed).


hmm, probably should be some more Special Characters, but yea that could be a topic of it’s own.

Edited by Vicotnic, 06 March 2008 - 10:26 PM.


#2 Khazadson

Khazadson

    Dwarf King

  • Brewery Moderators
  • PipPipPipPipPip
  • 2,865 posts

Posted 05 March 2008 - 03:10 AM

Why would you get rid of gunner's pride?? That rule alone makes our Crew better than anyone elses, and it's really fluffy.

Also the rune of battle can't be placed on a weapon.

I would add the white dwarf as a special character, but I would buff him up a bit to make him more in line with gav thorpe's version. ie vengeance personified (and thoudands of years old). Keep Bugman as he is. Ideally get a special Slayer character probably a DS and a master engineer character (possibly with a choice to take a Gyro as a mount).

I would add a rune for killing blow.
Make the ancestor rune auto work rather than the 4+ required.
And add a banner rune for perminant stubborn.

Give rangers skirmish. probably bump up the points of crossbows if you do.

I Think it would be better for miners to stay as they are but allow them a normal move the turn they arrive.

Give quarrellers move and fire.

leave thunderers as they are.

Other than that I like it.

#3 Vicotnic

Vicotnic

    Dwarf Hammerer

  • Members
  • PipPip
  • 273 posts

Posted 05 March 2008 - 03:32 AM

Why would you get rid of gunner's pride?? That rule alone makes our Crew better than anyone elses, and it's really fluffy.
-To discourage gunlines, and adding a lot something has to go I figured, dwarfs still got the toughest crew around.

Also the rune of battle can't be placed on a weapon.
-Ofc not it was supposed to be the RoFury mega_shok.gif

I would add the white dwarf as a special character, but I would buff him up a bit to make him more in line with gav thorpe's version. ie vengeance personified (and thoudands of years old). Keep Bugman as he is. Ideally get a special Slayer character probably a DS and a master engineer character (possibly with a choice to take a Gyro as a mount).
-Well, Guildmaster Burlok Damminson, Bugman, Gotrek & Felix, Kragg and King Khazador would be my first picks for out special characters. The White Dwarf feels a bit over the top imo.

I would add a rune for killing blow.
-I considered the MRoDeath to return in a killing blow form but then I figured Killing blow doesn't seem very Dwarfy. Would like the MRoDeath to return in it's old form on King Khazadors hammer thou xD

Make the ancestor rune auto work rather than the 4+ required.
-Did consider that to but I dunno it almost seemed to good. Stubborn is the most important on the first turn most of the time, it would be hard to accurate price it.... but yea I like the idea myself, but what would it cost?

And add a banner rune for perminant stubborn.
-Imo there are already enough options for stubborn dwarfs with Hammers and MRoKingship.

Give rangers skirmish. probably bump up the points of crossbows if you do.
-I wanted to promote an aggressive dwarf army. Rangers as full blocks ignoring difficult terrain and getting to advance 6" before the battle started seems more interesting to me that skirmish Rangers. Especially if we are going to give the Slayers skirmish we don't need two skirmishing dwarf units.

I Think it would be better for miners to stay as they are but allow them a normal move the turn they arrive.
-You might be right... But I always liked the tunneler options... but yea.

Give quarrellers move and fire.
-that would need us to have two special range dwarf weapon or a special rule. But yea it could be an option.

leave thunderers as they are.
-I wanted to discourage gunlines. Keeping them as good as they are at long range but making them less hitty at short range seemed fair. Keeping their long range effectivity to prevent other armies from out shooting the dwarf but making them less nasty if the opponent actually does what he should do (aye come for you).

Other than that I like it.
-thx

#4 Vicotnic

Vicotnic

    Dwarf Hammerer

  • Members
  • PipPip
  • 273 posts

Posted 05 March 2008 - 03:45 AM

My other ideas for Special Characters:

King Kazador of Karak Azul

M WS BS S T W I A Ld
3 7 6 5 5 3 4 4 10
King Kazador may be taken as a Lord choice in a Dwarf army. He must be fielded exactly as presented here and no extra equipment or rune items can be bought him.

Points: 355

Weapons & Equipment: King Kazador is armed with the Great Hammer of Karak Azul and wears the Armour of the King of Karak Azul, he also carries an ancient horn called the Thunderhorn.

Great Hammer of Karak Azul: Master Rune of Death (All unsaved wounds kill), Rune of Striking (+1 WS), Rune of Might (double S vs T5+)

Armour of the King of Karak Azul: Gromril Armour; Master Rune of Steel (Attacks against the bearer never count as being over S5), Rune of Resistance (Re-roll Failed Armour Saves), Rune of Preservation (Immune to killing blow and poison)

The Thunderhorn: Master Rune of Dismay

Special Rules:
King of the hold: If King Kazador is presented he must always be the general, the only exception to this rule is if Thorgrim Grudgebearer is also presented in which case Kazador will acknowledge the High Kings superiority.

Undying hatred: King Kazador does not lose his reroll to hit vs Greenskins after the first round of combat.


Gotrek Gurnisson & Felix Jaegar

M WS BS S T W I A Ld
3 8 6 4 5 3 5 4 10
4 5 5 4 4 2 5 3 8
Gotrek & Felix may be taken as two Hero & one Rare choice in a Dwarf army. They must be fielded exactly as presented here and no extra equipment or rune items can be bought for them.

Points: 415 (Gotrek 315, Felix 100)

Weapons & Equipment: Gotrek is armed with his double-handed rune axe, Felix is armed with the Wurmslaying Sword and wears light armour.

Gotrek’s Axe: Master Rune of Skalf Blackhammer (Gotreks S is increased till he wounds on 2+), Master Rune of Alaric the Mad (no armour save), Dragonbane Master Rune (each unsaved wound becomes D3, D6 if the opponent is a Dragon or Daemon).

Wurmslaying Sword: +2 A, reroll failed to hit and wounds against dragons.

Special Rules: Gotrek is subject to all the normal Slayer rules with the exception that he always forms a skirmish unit with Felix that none of them may leave (and no other can join). Gotrek is also effected by Gotrek’s Doom. As long as Gotrek is alive Felix is also unbreakable and effected by Gotrek’s Doom, should Gotrek ever die those no longer takes effect and Felix is free to operate as a normal independent character.

Gotrek’s Doom: 4+ Ward Save, MR (3) (note the MR is for the unit, Gotrek and Felix does not each provide 3 dispell dices)


Guildmaster Burlok Damminson

M WS BS S T W I A Ld
3 5 5 7 4 2 2 2 9
Burlok Damminson may be taken as a Hero choice in a Dwarf army. He must be fielded exactly as presented here and no extra equipment or rune items can be bought him.

Points: 145

Weapons & Equipment: In battle Burlock carries an ornate craftsman’s hammer and wears a thick suite of gromril armour.

Burlocks hammer: Master Rune of Swiftness
Burlocks armour: gromril armour; Rune of Stone, Rune of Resistance.

Special Rules:
Artillery Master; Extra Crewman; 2xEntrancement


Bugman is good as he is since his extra unit of LB Rangers would be quite intressting with the changed Ranger rules.

Edited by Vicotnic, 06 March 2008 - 01:10 PM.


#5 Khazadson

Khazadson

    Dwarf King

  • Brewery Moderators
  • PipPipPipPipPip
  • 2,865 posts

Posted 05 March 2008 - 04:09 AM

QUOTE (Vicotnic @ Mar 5 2008, 02:32 PM) <{POST_SNAPBACK}>
Why would you get rid of gunner's pride?? That rule alone makes our Crew better than anyone elses, and it's really fluffy.
-To discourage gunlines, and adding a lot something has to go I figured, dwarfs still got the toughest crew around.

imo this won't stop gunlines. people take guns for the shooting not for the crew. I'd leave it as is. The best way to reduce gunlines is to increase the effectivness of the rest of the army. Something along the lines of the movement thread that was started up.


I would add the white dwarf as a special character, but I would buff him up a bit to make him more in line with gav thorpe's version. ie vengeance personified (and thoudands of years old). Keep Bugman as he is. Ideally get a special Slayer character probably a DS and a master engineer character (possibly with a choice to take a Gyro as a mount).
-Well, Guildmaster Burlok Damminson, Bugman, Gotrek & Felix, Kragg and King Khazador would be my first picks for out special characters. The White Dwarf feels a bit over the top imo.

As he stands the white Dwarf is pretty pathetic (not the 30th ed. gotrek bugman version). Also he is cool and fluffy.


I would add a rune for killing blow.
-I considered the MRoDeath to return in a killing blow form but then I figured Killing blow doesn't seem very Dwarfy. Would like the MRoDeath to return in it's old form on King Khazadors hammer thou xD

The rune of death is too expensive imo (usually around 100 points) which doesn't leave much for anything else. And it has limited utility against not characters/monsters. Killing blow is cheaper and has more utility even if it can't be used on monsters and the like. Also consider dwarven characters can't move around and select targets, so the higher utility is imo more useful.



Make the ancestor rune auto work rather than the 4+ required.
-Did consider that to but I dunno it almost seemed to good. Stubborn is the most important on the first turn most of the time, it would be hard to accurate price it.... but yea I like the idea myself, but what would it cost?

Not really sure, not too much more than now. Maybe 20 points? remember 30 pts gets you immune to fear/terror perminantly


And add a banner rune for perminant stubborn.
-Imo there are already enough options for stubborn dwarfs with Hammers and MRoKingship.

Hammerers are 1 unit and I would be tempted to make them 0-1 aswell. MR Kingship is too expensive! It smashes the lords magic item allowance and should only be on the high kings crown imo. Something cheaper is needed. maybe as an Anvil rune or something.

Give rangers skirmish. probably bump up the points of crossbows if you do.
-I wanted to promote an aggressive dwarf army. Rangers as full blocks ignoring difficult terrain and getting to advance 6" before the battle started seems more interesting to me that skirmish Rangers. Especially if we are going to give the Slayers skirmish we don't need two skirmishing dwarf units.

meh, i could go either way on this one.

I Think it would be better for miners to stay as they are but allow them a normal move the turn they arrive.
-You might be right... But I always liked the tunneler options... but yea.

An ability to cave in the ground beneath a unit would be cool. Have misfires like the scorpian so it can scatter or whatever. does damage to the unit like pit of shades and creates difficult terrain on the spot. they could only do it before they arrive on the surface (and only once) and it delays their arrival by a turn..... But that's probably going too far. Would be cool though smile.gif

Give quarrellers move and fire.
-that would need us to have two special range dwarf weapon or a special rule. But yea it could be an option.

It would be a special rule because of the engineering skills of the dwarfs.


leave thunderers as they are.
-I wanted to discourage gunlines. Keeping them as good as they are at long range but making them less hitty at short range seemed fair. Keeping their long range effectivity to prevent other armies from out shooting the dwarf but making them less nasty if the opponent actually does what he should do (aye come for you).

As I said you reduce gunlines by changing the rest of the army. I would still leave them as they are. With all the changes above, they are now a very stationary unit in a more mobile army. The quarrellers with move and fire are a very attractive option now. If you lower thunderer effectiveness too much, they'll die out altogether. If you want give them heavy armour, but take away their shields. this reduces their combat effectiveness (and makes sense), so if you field a gunline with thunderers then you will be considerably weaker in combat. A very important nerf that still allows them to perform well in the shooting phase but reduces their overall effectiveness and means you can't rely on them as much. (do the same to quarrellers, it will help explain their move and fire if they don't have to keep raising their shields).

Also you can add rules like.

Core choice, but doesn't count toward minimum core units. or any number of other things. In fact I would highly recommend a rule like that for miners.


Other than that I like it.
-thx



#6 Vicotnic

Vicotnic

    Dwarf Hammerer

  • Members
  • PipPip
  • 273 posts

Posted 05 March 2008 - 04:35 AM


QUOTE (Khazadson @ Mar 5 2008, 05:09 AM) <{POST_SNAPBACK}>
QUOTE (Vicotnic @ Mar 5 2008, 02:32 PM) <{POST_SNAPBACK}>
Why would you get rid of gunner's pride?? That rule alone makes our Crew better than anyone elses, and it's really fluffy.
-To discourage gunlines, and adding a lot something has to go I figured, dwarfs still got the toughest crew around.

imo this won't stop gunlines. people take guns for the shooting not for the crew. I'd leave it as is. The best way to reduce gunlines is to increase the effectivness of the rest of the army. Something along the lines of the movement thread that was started up.

It wouldn't stop it, but it would be some little thing to make it less effective.

I would add the white dwarf as a special character, but I would buff him up a bit to make him more in line with gav thorpe's version. ie vengeance personified (and thoudands of years old). Keep Bugman as he is. Ideally get a special Slayer character probably a DS and a master engineer character (possibly with a choice to take a Gyro as a mount).
-Well, Guildmaster Burlok Damminson, Bugman, Gotrek & Felix, Kragg and King Khazador would be my first picks for out special characters. The White Dwarf feels a bit over the top imo.

As he stands the white Dwarf is pretty pathetic (not the 30th ed. gotrek bugman version). Also he is cool and fluffy.

Maybe I never really liked him as a 'on the table' character.


I would add a rune for killing blow.
-I considered the MRoDeath to return in a killing blow form but then I figured Killing blow doesn't seem very Dwarfy. Would like the MRoDeath to return in it's old form on King Khazadors hammer thou xD

The rune of death is too expensive imo (usually around 100 points) which doesn't leave much for anything else. And it has limited utility against not characters/monsters. Killing blow is cheaper and has more utility even if it can't be used on monsters and the like. Also consider dwarven characters can't move around and select targets, so the higher utility is imo more useful.

Killing blow is also unreliable and more associated with pouncing around like a sissy and fine swordplay.. I don't really think it is very dwarfy and we got so many other stuff. But yea Killing blow version of the MRoDragonslaying and stuff has been in my mind, however like I said I don't really like the idea. And yea MRoDeath would be to pricey for a normal character, but a special character?



Make the ancestor rune auto work rather than the 4+ required.
-Did consider that to but I dunno it almost seemed to good. Stubborn is the most important on the first turn most of the time, it would be hard to accurate price it.... but yea I like the idea myself, but what would it cost?

Not really sure, not too much more than now. Maybe 20 points? remember 30 pts gets you immune to fear/terror perminantly

Well 20 seem to cheap for it's potential but yea 30 is like you said immune to fear/terror... 25 maybe.... it still feel a bit expensive for a one use only that does not even guaranty you to hold... but 20 seem to cheap imo for it's potential.


And add a banner rune for perminant stubborn.
-Imo there are already enough options for stubborn dwarfs with Hammers and MRoKingship.

Hammerers are 1 unit and I would be tempted to make them 0-1 aswell. MR Kingship is too expensive! It smashes the lords magic item allowance and should only be on the high kings crown imo. Something cheaper is needed. maybe as an Anvil rune or something.

Well i seen it used to great effectivity. MRoKingship+shieldbearers+RoResistance+Great Weapon is not that bad.

Give rangers skirmish. probably bump up the points of crossbows if you do.
-I wanted to promote an aggressive dwarf army. Rangers as full blocks ignoring difficult terrain and getting to advance 6" before the battle started seems more interesting to me that skirmish Rangers. Especially if we are going to give the Slayers skirmish we don't need two skirmishing dwarf units.

meh, i could go either way on this one.

I think it makes an interesting concept, a unit of longbeards with Strollaz in the centre and fully ranked rangers moving up through the woods on the flank.

I Think it would be better for miners to stay as they are but allow them a normal move the turn they arrive.
-You might be right... But I always liked the tunneler options... but yea.

An ability to cave in the ground beneath a unit would be cool. Have misfires like the scorpian so it can scatter or whatever. does damage to the unit like pit of shades and creates difficult terrain on the spot. they could only do it before they arrive on the surface (and only once) and it delays their arrival by a turn..... But that's probably going too far. Would be cool though smile.gif

yes it would be pretty cool, but a bit complicated to represent gamewise I think....

Give quarrellers move and fire.
-that would need us to have two special range dwarf weapon or a special rule. But yea it could be an option.

It would be a special rule because of the engineering skills of the dwarfs.


leave thunderers as they are.
-I wanted to discourage gunlines. Keeping them as good as they are at long range but making them less hitty at short range seemed fair. Keeping their long range effectivity to prevent other armies from out shooting the dwarf but making them less nasty if the opponent actually does what he should do (aye come for you).

As I said you reduce gunlines by changing the rest of the army. I would still leave them as they are. With all the changes above, they are now a very stationary unit in a more mobile army. The quarrellers with move and fire are a very attractive option now. If you lower thunderer effectiveness too much, they'll die out altogether. If you want give them heavy armour, but take away their shields. this reduces their combat effectiveness (and makes sense), so if you field a gunline with thunderers then you will be considerably weaker in combat. A very important nerf that still allows them to perform well in the shooting phase but reduces their overall effectiveness and means you can't rely on them as much. (do the same to quarrellers, it will help explain their move and fire if they don't have to keep raising their shields).

Also you can add rules like.

Core choice, but doesn't count toward minimum core units. or any number of other things. In fact I would highly recommend a rule like that for miners.


I don't think I lowered their effectivety at all actually, just changed it a bit. And quarrellers are nice as a long range cheap option. The heavy armour sounds good gamewise, but fluffwise I still like my ranged troops in light armour.. I know that is not an opinion shared by all but that is still how I think it should be. And yea I did actually consider that rule for the miner but with the tunneller rule I decide that they better fit for special, however if one kept the old underground advance+move freely the turn they appear I would have gone with it.

Other than that I like it.
-thx



#7 Khazadson

Khazadson

    Dwarf King

  • Brewery Moderators
  • PipPipPipPipPip
  • 2,865 posts

Posted 05 March 2008 - 06:23 AM

QUOTE (Vicotnic @ Mar 5 2008, 03:35 PM) <{POST_SNAPBACK}>
I don't think I lowered their effectivety at all actually, just changed it a bit.

you lowered their to hit by 1 at short range and you took away their armour piercing quality... these are the changes you made and they both reduce their effectiveness...

#8 Vicotnic

Vicotnic

    Dwarf Hammerer

  • Members
  • PipPip
  • 273 posts

Posted 05 March 2008 - 01:47 PM

oh, removing their armour piercing was a mistake.... duh >.<
and yea, they also lost move-or-fire.

#9 Thane Godri GoblinSlayer

Thane Godri GoblinSlayer

    Dwarf Longbeard

  • Members
  • PipPipPip
  • 820 posts

Posted 07 March 2008 - 03:10 PM

Quit trying to change the ways!!! aggressive.gif dry.gif , nah I'm just joking it looks good.

Edited by Thane Godri GoblinSlayer, 07 March 2008 - 07:49 PM.


#10 xpo50

xpo50

    Dwarf Warrior

  • Members
  • Pip
  • 68 posts

Posted 23 July 2009 - 09:09 PM

i like the idea for gromril on the hammerers with no shields, i would love to see this implemented

#11 Durak Ironfist

Durak Ironfist

    Young 'Un

  • Members
  • 47 posts

Posted 27 September 2009 - 05:13 PM

One thing my friends always complain about is Gunners Pride and how annoying it is to have a few Dwarfs hold up a block of infantry.

My suggestion would be to swap the Gunners Pride and Entrenchment rules. That way our War machines would have defense form shooting and cavalry/chariots and some skirmishers but wouldn't be able to hold up a unit that outnumbers them massively(unless luckily). The engineer would them confer Stubborn to War Machines he joins (I imagine it like him being the older wiser one tutting and complaining if the younger crew look to b going to flee)

#12 Tah Kazak Rik

Tah Kazak Rik

    Dwarf Of Legend

  • Brewery Moderators
  • PipPipPipPipPipPipPip
  • 8,981 posts

Posted 30 September 2009 - 05:51 PM

Gotrek Gurnisson & Felix Jaegar

M <acronym title="Weapon Skill">WS</acronym> BS S T W I A <acronym title="Leadership">Ld</acronym>
3 8 6 4 5 3 5 4 10
4 5 5 4 4 2 5 3 8
Gotrek & Felix may be taken as two Hero & one Rare choice in a Dwarf army. They must be fielded exactly as presented here and no extra equipment or rune items can be bought for them.

Gotrek should have WS 9 without a doubt, his I should be 6-7 he is as fast as a Chaos Lord, his BS should be 4-5 he is rumored to have been an engineer in the past but this is not for certain so I would vote a 4 for BS like a normal lord, his Str should be 5 he is massively strong without his axe, and he should have 5-6 attacks he plows through units. He is utterly devestating, and his stats should reflect this. Felix is good, only his WS should be changed to a 6, and his wounds to a 3.

Points: 415 (Gotrek 315, Felix 100)

Weapons & Equipment: Gotrek is armed with his double-handed rune axe, Felix is armed with the Wurmslaying Sword and wears light armour.

Gotrek’s Axe: Master Rune of Skalf Blackhammer (Gotreks S is increased till he wounds on 2+), Master Rune of Alaric the Mad (no armour save), Dragonbane Master Rune (each unsaved wound becomes D3, D6 if the opponent is a Dragon or Daemon).

Your version of his axe is perfect. I would say however it should not do D6 against Dragons, why? Because it only minorly wounded the Dragon in the Book. However it should be D6 against Daemons as you stated, but should do D6 against anything with the Daemon Rule, in addition to Chaos siege engines, hell cannon, and so forth.

Wurmslaying Sword: +2 A, reroll failed to hit and wounds against dragons.

I have never ever liked how his sword is presented in any addition. It should increase his Str so he woulds against dragons on a 4+, force him to charge any dragon creature if it is within range, and as you posted allow him to re-roll hits and wound rolls. Its name is Karaghul just to let anyone know. Then against normal models it should increase his Str by +1.

Special Rules: Gotrek is subject to all the normal Slayer rules with the exception that he always forms a skirmish unit with Felix that none of them may leave (and no other can join). Gotrek is also effected by Gotrek’s Doom. As long as Gotrek is alive Felix is also unbreakable and effected by Gotrek’s Doom, should Gotrek ever die those no longer takes effect and Felix is free to operate as a normal independent character.

Gotrek’s Doom: 4+ Ward Save, MR (3) (note the <acronym title="Magic Resistance or Master Rune">MR</acronym> is for the unit, Gotrek and Felix does not each provide 3 dispell dices)

It is here I have a problem. I think that his ward save and felix's should be much higher, were talking 2+. Gotrek is barely hurt in the books (barely meaning he takes on average a total of 1-2 wounds in game terms over the course of the entire book), and people would barely fail a 2+ ward making it more fitting. Even a 3+ would be better. To me a 4+ ward does nto represent the fates watching over Gotrek, a 3+ would, and a 2+ would be best. And yeah it would make him overpowered, but guess what Gotrek is overpowered.



#13 Ingway Ironfist

Ingway Ironfist

    Dwarf Hammerer

  • Members
  • PipPip
  • 151 posts

Posted 07 October 2009 - 06:42 PM

I like the idea of killing blow dwarves live along time and will learn some fancy moves so i think this fits in,armour class 0 should be availble as well dwarves make the best armour.
Throwing axes and two sidearms should also be an option for warriors, longbeards, and ironbreakers and a chance to give champions 25pts of runic wargear(weapons, armour or, talismans).
I also think slayers should get the slayer skills from the storm of chaos and keep the slayer axes rule(and be able to use doomseekers and,thestandards and wards from the same book)

#14 Tah Kazak Rik

Tah Kazak Rik

    Dwarf Of Legend

  • Brewery Moderators
  • PipPipPipPipPipPipPip
  • 8,981 posts

Posted 07 October 2009 - 08:21 PM

I like the idea of killing blow dwarves live along time and will learn some fancy moves so i think this fits in,armour class 0 should be availble as well dwarves make the best armour. I vote no on the killing blow, but yes on the armour save of 0.

Throwing axes and two sidearms should also be an option for warriors, longbeards, and ironbreakers and a chance to give champions 25pts of runic wargear(weapons, armour or, talismans). I think veterans of warriors, longbeards, ironbreakers, and hammerers should be allowed extra equipment. Warrior Vet: Throwing Axe or Pistol, Longbeard Vet: See Warrior, Ironbreakers Vet: Pistol and Tunnel Shield (+2 to AS) (look in the fluff found in Grudgelore), and Hammerers Vet: 25 pts of magic items.

I also think slayers should get the slayer skills from the storm of chaos and keep the slayer axes rule(and be able to use doomseekers and,thestandards and wards from the same book) Never have I agreed with anything more when it comes to slayers and skills. So many armies have skills (ogres, Vamps, Chaos, etc) and without skills from SoC slayer characters suck.






0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users