a) Allow dwarfs to play in an agressive way, not just defensive relying on gunlines
b.) make certain things more viable
So here is the shortlist of things (some of which I've shamelessly stolen from other threads here)
Thunderers: Gain upgrade for Sniper (same equivalent as empire handgunners)
Quarrellers: Lose great weapon
Here I have a radical idea that some will probably hate... All units except Slayers can upgrade any number of models to be Longbeards! They gain +1WS and +1S (to a maximum of S4). If a unit is entirely composed of longbeards they gain the Immune to Panic and Old Grumblers rules. I'm not sure about whether to include any limitations on these at all? It would only make Dwarf armies smaller as they would be much more expensive. +3pts/ model for core and miners, +1pt Hammerers and Ironbreakers.
They are treated as champions for wound allocation, but cannot give or accept challenges, move within units or benefit from the "Look out Sir!" rule.
I never understood why veteran miners, or thunderers etc would suddenly leave all their mates behind and go to being only warriors. It may not match their previous 300 years of skills. So keeping them in the same units makes more sense than a separate one imo.
Rangers: Separate unit again
May take Great weapon, crossbow, throwing axes, shield
Scouts, Treat Difficult Terrain as Open Terrain
Hammerers: 13pts. Gain Gromril Armour but lose shield.
Slayers: 2 Attacks. Killing Blow, Slayer, Unbreakable, Slayer Axes 14pts
Wards of Grimnir (Magic Resistance (1) (+1pt/model)
Giant Slayer = +1S +1WS +1I (5pts/model)
Doomseeker = Replaces slayer axes and normal attack with D3+1 autohits. (+5pts/ model?). Any number can be upgraded, including Giantslayers.
Giantslayers are treated as champions for wound allocation, but cannot give or accept challenges, move within units or benefit from the "Look out Sir!" rule.
Ironbreakers: 13pts/ model. Immune to panic (when you're in a tunnel fight there's nowhere to run).
Bolt thrower: Same
Grudge Thrower: Same
Miners: (shamelessly stolen)
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
Organ Gun: 125 pts
Flame Cannon: 130prs
Gyrocopter: 2 for 1 rare slot
May be a mount for Master Engineer
Blasting Charges: 30 pts. Rules as with miners. Can be used through the whole battle.
Reinforcements: The gyrocopter is modified to be able to carry small units far behind enemy lines. It may carry up to 10 Dwarfs and will deploy them into battle (it cannot pick up troops) (I haven't figured out the exact rules yet). Movement reduced to 15".
Ironsides: Armour save is increased to 3+
I haven't put much thought into these, but I did have an idea for a Grudge Table. Basically similar to the Space Wolves honour things. It would include some of the slayer skills from SoC. Possibly also a Master rune of Challenge equivalent so that Daemonslayers can take it. Grudge rune equivalent would be here as well. These would have potential downsides to balance out.
Finally, and probably the most controversial... I have an idea that may 'solve' the movement issue. Basically either by a new rare war machine or possibly even an extension of the Miners rules, units may be deployed onto the battlefield via tunnels! Before I get a load of tankards thrown at me, hear me out.
Aside from Skaven no other race in the warhammer world is capable of digging tunnels fast enough to move whole units of tunnellers/ miners onto the battlefield during a battle. Imo Dwarf tunnels would be much better than skaven ones as they would be a lot less likely to collapse immediately behind them, they would be strong enough to allow at least one unit to follow.
So why not allow another unit to appear behind the Miners?! You could have a Tunnel Entrance Point, and then you have to place both units within 2" of it the turn they appear. It would need serious playtesting to find a suitable downside to this (there would need to be one). But it's an idea for overcoming the movement issue I haven't seen before.
This and the gyro rule would allow the Dwarfs the option to play considerably faster without resorting to dwarf cavalry or increase to M4.
Edited by Grimstonefire, 10 October 2009 - 05:46 PM.