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Eighth Edition Dwarf Army Book Speculation And Discussion


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#1 Tah Kazak Rik

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Posted 10 November 2011 - 05:59 PM

Feel free to post any and all Speculation about What you want to be found in the 8th Edition Dwarf Army book.

Feel Free to Wishlist and discuss any unofficial rumors you have heard.

Please keep all discussion on these matters confined to this thread. Any new threads open will be merged into this one.

- Brewery Moderation Team



Here is a Summary of What we Have Speculated and Wish Listed, as Complied by Alebelly Cragfist:


Summary of Wish List Items:
  • Shield dwarfs to be viable - some special rule, such as extra +1 AS, impact hits to enemy when charged etc.
  • Gromril armour on Ironbreakers
  • Viable "killy" lords
  • Heavy armour on Quarrellers and Thunderers.
  • Ward save or some other "doomsday" boon on Slayers
  • Gyro squadrons up to 3 per unit (also no partials)
  • Greater differentiation between elites
  • Make dwarfs cheaper by a point
  • Ancestor warmachine / Runic stone golem
  • Bear / Ram cavalry
  • Mining machine
  • Return of Doomseekers
  • Slayer skills for Slayers like those from the SoC Campaign book


Summary of Theories on Date Setting:

1 - Dwarfs are sooner rather than later - their models were being worked on around the same time as Empire. The stronger hints and rumours of the past 18 months have indicated Greenskins, VC, TK, Ogres, Empire, WoC, Dwarfs, HElf ABs - The last 3 are the only ones as yet unreleased. It's highly likely WoC are next. Even though no-one thinks it'll happen, HElfs (or even DElfs) have been hinted as a release before Dwarfs. Other rumours state strongly that Dwarfs will likely be Jan 2013 (if not March 2013).

2 - Dwarf rules are still not finalised and new suggestions were being playtested.

3 - New WHFRP fluff and illustrations throughout various GW sourcebooks indicates Zeppelins and Ancestor Warmachines will be available in the new AB. As FW are releasing a Zep with their Dec '12 release of Blackfire Pass, there is now doubt that the Dwarf "centre piece" will be a GW plastic Zep - but who knows?

That's about as concrete as we're getting. If Dwarfs are liekly to be released in Jan, we can expect better rumours to trickle in from Oct. If they don't, my betting is we won't see anything in Jan.


-TKR Approved

#2 Stymie Jackson

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Posted 10 November 2011 - 06:47 PM

yoinked from an old Duregar post:

Got friends on the development team, and they are starting to get the ideas for the book together. They might have asked me for some ideas, some which I have been told went down nicely.

~units of Gyro's = Units of flying cav with reusable breathweapons, t5 2 wounds, 60pts per model.

Steam Roller cav = 40pts per model, pretty much ogres with 2d6 random move. s6 on charge, s4, t5, w3, i3, a2, go for it (roll 3d6 instead of 2d6. Double ones causes a wound on a 4+ on each model (similiar to dangerous terrain).

warriors to become 6pts. Ironbreakers 9pts, Hammerers 11pts, xbow 8pts, thunderers 9pts, Flame cannon back to old rules-ish.

Runes looked at and tinkered, but largely similiar. Runelord adds +4 to dispel, Runesmith +2. Anvil becomes unique, and not killed by megaspells.

Slayers either: all with Killing blow, with characters with Heroic killing blow, and costed the same, or with eternal hatred for 10pts per model.

Overall thinking was make the units cheaper, and tinker with the book rather than a complete overhall

------

I find the point costs to be a bit low. No way a Dawi warrior costs as much as an Ork boy. Choppa isn't that good. I'd still expect to see Dawi warriors drop to 7.

Units of Gyro's makes my pants tight.

#3 Wendersnaven

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Posted 10 November 2011 - 08:55 PM

I'm gonna start Jonesing for this one:

Should our units remain pricey, it would be nice if they were all equipped with throwing axes. If they move more than 3" they cannot shoot and if they are charged, they have the -1 modifier. The math has been crunched elsewhere, but TAxes are virtually useless ATM. It would fit into the fluff and match historical accounts if they had a set to throw. So if GW is reading this, please "throw" us a bone.

Am I asking too much? If so, at least give Slayers TAxes and let Rangers use them as an upgrade with HW&Shield -no GWpn necessary.

#4 Squergi

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Posted 10 November 2011 - 10:03 PM

Woah how likely is that we get that steamroll cavalry? Sounds cool! Also I'm not really liking those kinds of changes to slayers - it doesn't resolve the current problems in any way. They'd still be overpriced and get shot in pieces really quick :/

:hi:

#5 Gene Steeler

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Posted 12 November 2011 - 07:52 PM

Greetings fellow Dawi! I'm an old grumbler, though rarely write on this forum.

Interesting rumors here, and although I'm not thrilled about flashy units such as steamrollers, it goes well with GW's current style. I just hope they don't turn completely steampunkish!

What has been heard about the supposed return of "old" unit types?

Personally I'd love to see sappers, spears, swivel guns and flamethrower teams... (well, maybe not spears, unless as a part of an empire-dwarves sublist)
And I have an upcoming unit of Long Drongs who would like to join the slayers and goblin hewer on the field.

:beer1:

Edited by Gene Steeler, 12 November 2011 - 07:57 PM.


#6 Wendersnaven

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Posted 12 November 2011 - 08:19 PM

I mentioned this elsewhere, but for your question Gene: "Reliable" sources -Harry the Pie Man, Hastings, Avian ... and I guess Ghost21- have confirmed that we would see a return of old dwarf units. The only specific confirmation is the Goblin Hewer making a comeback. I personally am hoping for Slayer pirates ... or just improved slayers.

You are most notably old school as you listed all the possible returning units except for Doomseekers from the Storms of Chaos list. :drinks:

#7 ThaneWill

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Posted 12 November 2011 - 08:32 PM

Doomseekars are awesome! I hope to see them back. I also hope all other dwarf thingy's come back, ungrimm, drong & the grim.
The warriors may also get some more convertibilit, the only thing you can do now is the arms in some cases.

AND THE SLAYER ARMY SHOULD RETURN!!!!!!! ( check my AB in the fields behinds btw. ( sorry for this advertising :) ))

#8 Targ Ironfist

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Posted 12 November 2011 - 09:51 PM

This piece is official GW artwork.
There you can find a runic automaton and a thunderbarge. (So we can hope...!)

Posted Image


SO, sail ho! :drinks:

Slayers: Should they get either eternal hatred or KB, they will be viable again. I would love more options of play to be available to dawi.

#9 Stewar

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Posted 13 November 2011 - 02:09 AM

I agree that the slayers normaly arent worth it since can't keep themselves alive, but killing blow doesn't seem too match the fluff. I mean when a dwarf becomes a slayer, he doesn't automaticaly turn skilled as "I swear too much"

#10 ThaneWill

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Posted 13 November 2011 - 07:56 AM

I think slayers should be protected by runnic tattoos or something.

#11 Squergi

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Posted 13 November 2011 - 11:26 AM

I agree that the slayers normaly arent worth it since can't keep themselves alive, but killing blow doesn't seem too match the fluff. I mean when a dwarf becomes a slayer, he doesn't automaticaly turn skilled as "I swear too much"


Yeah but the slayers we use are already rather experienced in monster killing (after all they've got a full grown beard again after shaving it, so it's safe to assume they're badass). And protection would be awesome but then again why would slayers get protection if they're goal is to die :P

I think it'd be more logical that slayers gave a victory point amount of only 50% of their total cost, since it's kinda a win situation when they die.

:hi:

#12 Nagrin Quakinson

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Posted 13 November 2011 - 11:39 AM

after all they've got a full grown beard again after shaving it, so it's safe to assume they're badass


Weren't they supposed to shave their heads and just dye the beard and mohawk orange?

#13 kgkid

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Posted 13 November 2011 - 12:18 PM

+1 Armor on Hammerers, Ironbreakers and maybe Longbeards
Reapaired Flame Canon
Master Engineer giving his BS and reroll of Artillery dice to any machine within range (one machine per turn!)
Goblin Hewer as a 0-1 Rare Choice
Slayer Skills to Slayer Characters
Runic Banner (up to 25 points?) to Slayers, and a protective Banner Rune against shooting. (If MRO Grungni/Grimnir costs 50 points, a rune with same effect, without range, could cost about half?)
Doomseekers as a Rare Choice
Sniper option to Master Enigineer, trough a special handgun...
Heroic Killing Blow Rune...

#14 The Low King

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Posted 13 November 2011 - 01:35 PM

-some kind of dual weilding pistol pirate type dwarfs...
-access to repeater crossbows/handuns/pistols and/or more ranged options
-mining machine that allows miners to pop up anywhere (mini-chariot)

Another idea is a basic chacater choice with a choice of what 'guild' he belongs to, each confers different benifits (engineer, runesmiths etc)

#15 Alaric Ironaxe

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Posted 13 November 2011 - 03:02 PM

6pts is way to low for a dwarf warrior...and empire xbows are 8pts so their is no way dwarf xbows would be 8pts...but i do hope the price of most of our units goes down a few points.

id like dwarf lords to have the option to take a "book of grudes". confers hatred on the lord and any unit he joins. +1 AS on IBs would be really nice as well...

id also like to have a thunderbarge or a rune golem.

Edited by Alaric Ironaxe, 13 November 2011 - 03:03 PM.


#16 Targ Ironfist

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Posted 13 November 2011 - 08:16 PM

I see, this has changed into wishlisting... :D :dirol:

-Making our units even a point cheaper will do the job. With 120 dawi in an army this means a free organ gun, so it will make us even more badass. :focus:
-Adding choice/variety to our troop roster will make our armies more interesting, maybe even with a functional MSU, which would be fun.

I think it is a possibility of us getting better armour, when even dawi zharr have a 4+ with a 5+ fire ward on their heavy infantry. That infantry costing for a 3+ save 11 pts, I can see a drop in ironbreaker price, which would be nice.

#17 Vanyon Ulrikson

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Posted 13 November 2011 - 10:03 PM

I would like to see shield warriors usefull again. Maybe a special rule Called "Shield Wall" can be used as a charge reaction, same as hold but unit has +1 armor save, OR make it similar to the oathstone, shield wall would offer the following, no flanks or rear and allows parry saves and supporting attacks in all directions. The unit of course could recover from it and move when not in close combat. I think that could be really usefull.

Personally I do not want a blimp, but I think a Rune Golem would be kind of cool now that I have thought about it. I would not want it to be from the engineers guild though, not an automoton. It should be from the RuneLords and be a solid stone or metal statue activated by a magic rune.

Edited by Vanyon Ulrikson, 13 November 2011 - 10:06 PM.


#18 Brokk Athlrikson

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Posted 14 November 2011 - 12:24 AM

One that myself and my friend have kicked around for slayers is a ward save based on what kind of slayer. the thought is that slayers have dishonored themselves an take the oath, but it is the gods who decide when they have redeemed themselves and are allowed to die and join their ancestors.
So what we put together was:
Troll Slayers get 6+ ward save
Giant Slayers get 5+ ward save
and Dragon and Demon Slayer get a 4+ ward save.

We figure this shows that the More "successful/unsuccessful" a slayer is at staying alive shows they have more to redeem than others.

#19 Stewar

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Posted 14 November 2011 - 12:26 AM

the shield wall idea seems very nice, but in my opinion, it should apply only to the first combat round (as long as the unit was charged by the enemy and not vice versa) to represent that inevitably the combat gets messy after a while.

#20 Wendersnaven

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Posted 14 November 2011 - 07:05 AM

the shield wall idea seems very nice, but in my opinion, it should apply only to the first combat round (as long as the unit was charged by the enemy and not vice versa) to represent that inevitably the combat gets messy after a while.


Yes, shield wall and throwing axes like proper anglo saxons Dawi! :yes:




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