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Made in ca
Boosting Black Templar Biker




Canada

So i havn't looked much into fantasy for awhile, as I've been kinda getting into 40K a bit more. Today though, I was going through the GW website and decided to check out Fantasy. To my suprise, there have been alot of changes since I last looked a couple years ago.

Now I have always been a big dwarf fan, and from some of the threads already started, it sounds like there are some rules that could make playing them a bit risky? Here are my questions.

New edition claims that no more guessing for distance is needed. If so, did they dumb down warmachines a bit then? Because if not, it sounds like warmachines could seriously wreck any army, and being dwarfs, there are alot of choices and methods of doing this. Are dwarfs considered "cheap" now that the new warmachine rule is in effect?

With the magic phase sounding like it has had a big rehaul as well, does the same old theory still work for dwarfs? As in getting a huge amount of dispel dice generated and nullifying every spell, with the exception of bad rolling? Or does the new magic rules seem to over power dispel dice most of the time?

Those are the main questions, but all in all, can dwarfs still make a good stand against other Fantasy armies these days? Or are they in need of a pretty bad overhaul. Any thoughts would be appreciated!


"Human bonding rituals often involve a great deal of talking, and dancing, and crying."

 
   
Made in us
Paingiver





Stone Thrower took a nerf, now S3 but we can add runes to
increase that. Cannons got a boost before they did D3 wounds now they do D6. A gw wielding dwarf warrior is 10pts. Of WS4 S5 T4 AS5+ goodness horded out that's 30 attacks

Thus, After having thus successively taken each member of the community in its powerful grasp and fashioned him at will, the supreme power then extends its arm over the whole community. It covers the surface of society with a network of small complicated rules, minute and uniform, through which the most original minds and the most energetic characters cannot penetrate, to rise above the crowd. The will of man is not shattered, but softened, bent, and guided; men are seldom forced by it to act, but they are constantly restrained from acting. Such a power does not destroy, but it prevents existence; it does not tyrannize, but it compresses, enervates, extinguishes, and stupefies a people, till each nation is reduced to nothing better than a flock of timid and industrious animals, of which the government is the shepherd
-Alexis de Tocqueville. 
   
Made in gb
Noble of the Alter Kindred




United Kingdom

Isn't that Organ Guns Hargus?

 
   
Made in us
Excellent Exalted Champion of Chaos






Lake Forest, California, South Orange County

dwarves also got a theoretical boost to charging with the new rules for distance. Also guess ranges have been removed which is nice.

Dwarves are still a solid army IMO.

"Bryan always said that if the studio ever had to mix with the manufacturing and sales part of the business it would destroy the studio. And I have to say – he wasn’t wrong there! ... It’s become the promotions department of a toy company." -- Rick Priestly
 
   
Made in be
Prospector with Steamdrill







Being a dwarf player myself, I cannot complain about the new rules at all (although I liked the guessing part of the shooting phase, it made things way more interesting/skillbased). However the only problem is that every single unit in a dwarf army costs its points, and nothing really is expendable... So you need to be careful with every single unit and that's what makes me lose a battle but I enjoy every minute of playing dwarves and they got some pretty nasty things in their army so: "Dwarves are awesome" :p

Dwarfs are immensely strong and resilient, broad of shoulder, wide in the girth, with big hands and broad feet. As well as being physically robust they are also mentally tough. And then there are slayers...

 
   
Made in us
Paingiver





Chibi Bodge-Battle wrote:Isn't that Organ Guns Hargus?


Which the S3 or the D6 wounds?

Organ Gun you roll the artillery dice and that is how many automatic hits you do to a unit at S5 and it is Armor Piercing I believe or gives a -3 to the Armor Save.

I wrote up a small guide on another post to get started on dwarfs:

http://www.dakkadakka.com/dakkaforum/posts/list/355677.page

Thus, After having thus successively taken each member of the community in its powerful grasp and fashioned him at will, the supreme power then extends its arm over the whole community. It covers the surface of society with a network of small complicated rules, minute and uniform, through which the most original minds and the most energetic characters cannot penetrate, to rise above the crowd. The will of man is not shattered, but softened, bent, and guided; men are seldom forced by it to act, but they are constantly restrained from acting. Such a power does not destroy, but it prevents existence; it does not tyrannize, but it compresses, enervates, extinguishes, and stupefies a people, till each nation is reduced to nothing better than a flock of timid and industrious animals, of which the government is the shepherd
-Alexis de Tocqueville. 
   
Made in gb
Noble of the Alter Kindred




United Kingdom

Organ gun D6
Thanks for that linky btw
Although had some dwarves ages only just starting to get them sorted

 
   
Made in ca
Fresh-Faced New User




Dwarfs got a massive boost in 8th edition. Their charge range went from 6" to up to 15"! Average charge now being 10". Combat dwarfs are very possible now. Hammerers are deadly, GW warriors are deadly and their warmachines are even better than before.
   
Made in us
Paingiver





Just for clarification:
Organ guns do an artillery dice worth of hits and can reroll this unless you get a misfire, they do automatic hits, no need to roll on the BS table, they hit at S5 with -3 Armor Save, 1 Wound per unsaved hit
Cannons do D6 wounds now
Grudge Throwers have been nerfed to a baseline of S3

Having said that all are awesome in a dwarf army, never leave home without a cannon with at least a rune of forging and a grudge thrower with at least a rune of accuracy.

Thus, After having thus successively taken each member of the community in its powerful grasp and fashioned him at will, the supreme power then extends its arm over the whole community. It covers the surface of society with a network of small complicated rules, minute and uniform, through which the most original minds and the most energetic characters cannot penetrate, to rise above the crowd. The will of man is not shattered, but softened, bent, and guided; men are seldom forced by it to act, but they are constantly restrained from acting. Such a power does not destroy, but it prevents existence; it does not tyrannize, but it compresses, enervates, extinguishes, and stupefies a people, till each nation is reduced to nothing better than a flock of timid and industrious animals, of which the government is the shepherd
-Alexis de Tocqueville. 
   
Made in us
Stoic Grail Knight



Houston, Texas

To your question about the magic...

Against some dwarf lists I have had entire games where a SLANN didnt get a single spell off except for a few I

Daemons-
Bretonnia-
Orcs n' Goblins-  
   
 
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