"What if we got to choose from more units" / "What kind of units would you add to dwarfs"?
Make a wish! Describe the unit.
I know a lot of us wish dwarfs had units that the longbeards would frown upon in disgust.
Like Dwarf magic, cavalry, or monsters.
I kinda wish we had all of those, just that they where working a lot differently than regular armies.
I could see a Runelord be a lv 2 "wizard", that only could choose from a limited dwarf lore, with low casting values,
and buffs. (WITHOUT the damn Anvil.) Maybe he would need to pay over a 100 points for an anvil
to get spells on equal level with other casters, but he'd still be a level 2.
I think I might like that.
Another thing is dwarf cavalry. Not bears, or any mechanical walkers, but say Dwarf RAM cavalry.
M5 S4 Rams with Impact hits, and Dwarfs on them, in the rare section. Probably stubborn.
It could be a fluffy alternative method of transport that some dwarfs now use instead of the underway. These guys would be rare like rangers, as they are probably a little wacky compared to regular dwarfs.
They would bound with these hairy, stout, and old creatures, and help each other around the mountain side. I like it.
(We let beardlings ride flying fish, and they are in Special!)
Another thing I was so hyped about in the release of the current book was Gronti Duraz.
A Dwarf stone golem. These things have been hinted around now a couple of places.
They are supposed to be legendary ancient ancestral golems, that are hard to wake.
M WS BS S T W I A Ld
* 5 0 5 7 5 3 4 10
Ancestral Grudge, Slumbering, Requires Runelord, Ancient Ward, Monster, Unbreakable.
Slumbering: At the start of a friendly movement phase roll a artillery dice.
The result determines the Golems movement until the next friendly movement phase.
In case of a misfire result the following table:
6: The golem has movement (5), and gains the (Frenzy) special rule until the next friendly movement phase.
5-4: The golem has movement (2) until the next friendly movement phase.
3-2: The golem cannot move at all this turn.
1: The golem has fallen asleep for the next millennia. Remove the golem as a casualty, following all normal rules.
Requires Runelord: If a Runelord is not present in the army a golem cannot be taken as a unit choice.
In addition if a Runelord is removed as a casualty the golem rolls on the Artillery Dice, and "Slumbering chart" at a minus 2.
(To a minimum of M (0) ).
Ancient Ward: The golem has a (5+) Ward save, (3+) Armor save, and has MR(3)
The golem may choose between weapon runes for a total of 100 points.
What do you guys think?
Edit: Fixed grammar mistakes.
Edited by Birdbeard, 13 July 2014 - 09:20 PM.