Aber der Trend war doch schon länger erkennbar, z.B das sie Charaktermodelle in Kuststoff als Multibox raus bringen. (Vorreiter dürften da wohl die Imperiummagier sein.) Ich freue mich auf diese Umstellung, auch wenn sie leider teuer werden.
Neue Gerüchte zu den nächsten Neuerscheinungen
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Interessant dürfte auch sein dass sie ja scheinbar alle Metall-Modelle loswerden wollen, aber noch für Sororitas 1Klick-Pakete machen...
Ob die vlt auch noch mal i.wann neu aufgelegt werden?
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Schau die Bretonen an. Wenn es die modelle nimmer gibt hast du halt einfach Pech gehabt. Vielleicht werden sie irgendwann neu aufgelegt....irgendwann. Aber warum sollte des nen Anzeichen sein?
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Ob die Modelle neu designt werden oder ob sich nur das Material ändert weiß ich nicht. Kernaussage des Gespräch war, das GW Abstand von Finecast und Zinn (Zinn wird ja garnicht mehr produziert) nehmen möchte.
Wie gesagt, wann das geschehen soll keine Ahnung. Haben hier in Dortmund relativ wenige Büffel und Tee muss ich mir erst noch kaufen.
Naja, habe mir nun eh schon ein paar Figuren aus Zinn / Resin gekauft. Wollte nur mit den Salamandern noch warten und dachte, dass es da vielleicht schon was im Buschfunk zu gibt.
Bzgl. Büffeldung könnte dir der Dortmunder Zoo sicher aushelfen -
Aber der Trend war doch schon länger erkennbar, z.B das sie Charaktermodelle in Kuststoff als Multibox raus bringen. (Vorreiter dürften da wohl die Imperiummagier sein.) Ich freue mich auf diese Umstellung, auch wenn sie leider teuer werden.
Das letzte Charaktermodell in dem Format, dass rausgekommen ist, waren meine ich entweder genau diese Imperiumshelden, oder die von Hochelfen. Danach kamen keine mehr. Ich denke nicht dass das Format fortgesetzt wird, eher kommen mehr in der Art des neuen Runenschmiedes, was ich sehr bedauerlich finde, Ist zwar ein schönes Modell, aber leider extrem statisch. Ich begrüße zwar die 2 Köpfe, 2 waffen und zwei hand varianten, aber... jaah. Und wie ebenfalls richtig gesagt, Imperium kriegt 2 Magier zum gleichen Preis, von ähnlicher Qualität.
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ebay
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Mmmh, 216 Euro... Gut, Gut, komm auf die Dunkle Seite... Und nicht mal 80 Punkte Pro Modell? Merkst du was?
Ich steh glaub ich auf der Leitung -> was soll ich merken? Hab nur den Scherz mit dem Gyros gemacht wg. Gyrokopter halt...
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Ich steh glaub ich auf der Leitung -> was soll ich merken? Hab nur den Scherz mit dem Gyros gemacht wg. Gyrokopter halt...
Der Scherz is vollkommen an mir vorbeigekommen. "Na Mahlzeit" oder "Mahlzeit" ist in meinem Umgang mit "Klingt gut!" gleichgesetzt.
Mmmh, Gyros...
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Diverse Dinge aus dem neuen Buch! Achtung LANGER TEXT!!!
Mit Einschätzungen dazu, Sprache Englisch.ZitatArmy Special Rules
1) Ancestral Grude: Basically as rumored. Pretty nice if you can roll that 5-6 and get Hatred against the entire enemy army with your entire army. Otherwise, the effect is pretty small.
2) Dwarf Crafted: Ignoring -1 to stand and shoot is pretty much useless. Really disappointed here since this replaced the +1 to hit on the dwarf handgun. This is now on all our Infantry shooting weapons (Crossbows, Handguns, Drakeguns, etc.)
3) Resolute: As rumored, +1 Strength to charge is really nice if you can get it off. This makes Longbeards with Hand Weapon and Shield a decent choice as it puts them at S5. Obviously low movement is a pain to make charges but you can make it work and it combos great with some of the magic items (Silver Horn of Vengeance and Rune of Slowness).
4) Relentless: As before, no march block test.
5) Shieldwall: Nice new bonus of +1 to parry save on the turn that a unit with this rule is charged. DOES NOT provide a parry if you don't have one, but is still nice. Solidifies my opinion that Hand Weapon Shield/Longbeards are a strong choice.
6) Natural Resistance: Our +2 innate dispel bonus remains, now printed in army book instead of BRB. Nice that we kept this since our anti-magic took a big whack.
Equipment:
1) All shooting weapons remain the same except that we lost the +1 to hit for guns and all shooting weapons gained the Dwarf Crafted rule (as above).
2) Gromril Armor: Same as before, no natural 2+ armor save in the book for infantry (only characters can get via runes or shieldbearers).
3) Oath Stone (Dwarf Lords and Thanes only): Much better than before IMO. You no longer declare when you are using it, nor are you prevented from moving when you have one. You cannot flee if you have one and the character with it must accept an issued challenge. However, the unit with it may make parry saves to all sides (not just the front) and cannot be disrupted. This would be great in a unit of HW/Shield Longbeards or Ironbreakers (but I think Ironbreakers aren't worth it).
4) Shieldbearers (Dwarf Lord only): Similar to before. Gives the Lord extra attacks with same stats as before and a +2 to his armor save. This also adds a massive +2 to his wound score! Really nice benefit here for a tanky lord. Sadly due to the rune changes I don't really think I will be fielding a combat lord in most competitive play, even with this nice benefit for a measly 20ss.ZitatPart Two: Unit Analysis
Note: All character weaponry is basically the same now. Great Weapon = 3ss, Shield = 1.5ss, pretty much all what they cost for the lord is the cost for all characters.
Dwarf Lord: Same as before but now with the new army rules. Still 62.5ss of Magic Allowance. Shieldbearers for 40ss or 12.5ss for Oath Stone (one or the other). Worth it? Probably not in the new rules with the way weapon runes are.
Thane: Same as before but now with the new army rules. Still 37.5ss Magic Allowance, still no points cap on magic banner for BSB. Can now take mundane equipment alongside BSB upgrade. 10ss for Oath Stone. Worth taking 1 for the BSB, maybe a second for a general but I would honestly just do a Runesmith general.
Master Engineer: Similar to what they were before. Only 1 war machine in 3" can use his bonuses. Now for each Master Engineer, 1 war machine gets the Entrenched, providing hard cover and a -1 to hit modifier on enemies attacking the machine in close combat. Decent bonus, not sure I will field him unless taking an Organ Gun (which now use BS to fire).
Runelords/Runesmiths: Same stat line and Magic Allowance as before, can now channel dispel/casting dice. No free dispel dice of any kind from either Runelord or Runesmith. Runelords provide Magic Resistance (2) and Runesmiths provide MR (1). Both have Armor Piercing and extend Armor Piercing for the unit they join (written just like the Razor Banner so I think its only for close combat attacks).
Dragon and Demon Slayers: Pretty sure these guys didn't change in terms of stat line (almost never fielded them before so not positive). Slayer axes and Slayer rules are the same (strength modification no longer provides armor save modifier and goes after bonuses from special rules or weapons). Still cannot be the general and can only join slayers. New rules: Dragon Slayer does D3 wounds to monsters. Demon Slayer does D3 wounds to monsters and causes enemies to re-roll successful ward saves against him. All Slayers (including the unit version) have the Deathblow rule which says when they are reduced to 0 wounds by a combat attack, they immediately make an out of turn close combat attack against any model in base contact, resolved with all special rules applying.
Anvil of Doom: Pretty much useless now. Uses Runelord's Toughness and his Wounds (provides +2 like Shieldbearers though). Gives him Unbreakable and a 5+ ward save. Provides one free casting and dispel dice. Casting Runes: All Runes are now Innate Bound Spells (like a Warrior Priest from Empire) so you have to do it in the magic phase and roll casting dice. 3 Spells are:
Rune of Oath and Home (power level 3) - Augment that targets all friendly dwarf units within 24" of the Anvil. Affected units are Immune to Psychology until the next friendly magic phase.
Rune of Oath and Steel (power level 4) - Augment that targets a single dwarf unit anywhere on the table. Affected unit gains +1 to its armor save (to a max of 1+) until the start of the next friendly magic phase.
Rune of Wrath and Ruin (power level 5) - Direct Damage with 24" range. 2D6 S4 hits.
So pretty much useless especially considering it costs 85ss.
Warriors: Same as before, Command in all units (except slayers) got standardized at 10pts per upgrade. New rules make them pretty nice for their cost.
Longbeards: No longer an upgrade but a separate Core unit. Same stats as before and cost 6ss per model (1 more point than they cost as an upgrade to warriors). Equipment costs the same as warrior equipment. Any unit can have 25ss worth of magic banner. Still have Old Grumblers and are Immune to Psychology.
Quarrellers and Thunderers: Both now cost 6ss per model (1pt more for Quarrellers and 2pts cheaper for Thunderers). Both now come with Heavy Armor (only war machine crew have light armor now). Same stats as before, Thunderers lose +1 to hit and both get the Dwarf Crafted rule in the post above.
Hammerers: Even more of a 1+ unit than before. Same stat line with +1 Attack and each unit can get a magic banner worth up to 37.5ss! They also have the Kingsguard rule: if the general is in a unit of Hammerers, any member of the unit can accept a challenge as long as the general remains in the unit. These guys are now 2 pts more at 7ss per model, and got SO MUCH BETTER, not only do they get an extra attack, but they also benefit from all the army special rules (hatred on these guys will be fantastic) and an extra 25pts for their magic banner.
Ironbreakers: Same stats and armor save as before, same cost as Hammerers and therefore pretty inferior. In their defense however, they do always gain +1 to their parry save (so they have a 5+ parry save in all rounds of combat, not just when the enemy charges). Good with an Oath Stone. Their magic banner allowance is the same as before at 25ss (so the rumors of them getting the extra points were incorrect, the Hammerers got it instead even though they really shouldn't have IMO). I would rarely take these guys as they are still a Special choice and cost the same as Hammerers. If I want Hand Weapon and Shield defense I will go with Core Longbeards. Champion can have Brace of Pistol version of Drakegun (see Irondrake entry on next post) or some kind of bomb thing which is a thrown weapon that fires like a S3(6) stone thrower for 7.5ss it looks like you can stand and shoot with it but not sure, pistols replace his shield so meh. Will have to try them on the table to be sure but I don't think they have much of a place in 8th edition Dwarfs
Slayers: 1 point cost increase, same stat line. Gained new army special rules of course as well as Deathblow (see above), which seems more fluffy than really effective. Nice bonus but it says that you can only make a Deathblow attack against a model in base to base contact so most of the models in a unit won't get it. Giant slayers are now 6ss (3 pts cheaper than before if memory serves). 25ss Magic Banner Allowance. Vanguard is now a banner rune (more on runes in a different post) so you could go for an army of Vanguarding slayers if you want but now the Grungni banner rune is BSB only so meh.ZitatPart Two: Unit Analysis Continued
Special Notation: Unit Sizes - Forgot to mention that Hammerers, Ironbreakers and Miners are all 10+ instead of 5+ so no more misdirectors/congolines there. Slayers are still 5+ and the new Rangers unit is also 5+ so these become misdirectors along with new special choice Gyro!
Miners: Same profile as before for 1pt cheaper (now an even 5ss). All upgrades and stuff remain for same cost (if memory serves). Underground Advance now says Ambush with soft cover on the turn of arrival. Drill still allows for a re-roll on the arrival dice.
Cannon: As before for 30pts more (60ss). Now can have up to 100pts of engineering runes. All War Machine crew are now Stubborn. Engineers are no longer an upgrade for any war machine in the book.
Grudge Thrower: I think they are 5pts cheaper (for 40ss). Can get up to 100pts of engineering runes. S5 Grudge Throwers are no longer available, can still get S4 with a re-roll though.
Bolt Thrower: 10pts more expensive (27.5ss), otherwise the same.
Gyrocopter: YAHOO 60pts cheaper (40ss per model) and now are a Special Choice. Special Notation saying that you can field up to 6 Gyrocopters in a normal army and 12 in a Grand Army! Steam gun works as before except you don't have to roll for partials. Can replace Steam gun for a D3 shot S5 18" Armor Piercing Weapon for free (totally worthless IMO). Additionally, once per game you can do a dive bomb (yes on regular Gyros) instead of using the steam gun. Works like Terradon drop rocks (target an unengaged enemy unit you moved over) but you do an Artillery dice worth of S3 Armor Piercing hits, if you roll a misfire, take a single wound with no armor saves. Gyro has same stats (if memory serves). Basically always take 3 or at very very least take 2 IMO, these things are the best part of new book. Thats it for special choices on to the rares.
Organ Gun: Kind of disappointed in this one. Same cost as before but now uses 2 artillery dice to fire and adds number of shots together. Must roll to hit using crew's BS value. Works similar to a Volley Gun except a max of 2 artillery dice. If you roll 2 misfires you roll of misfire chart, 1 misfire and you get a -1 to hit penalty. Basically useless without a Master Engineer for the extra Ballistic Skill. Now a 30" range which is nice and still S5 Armor Piercing. Can now take 50pts of engineering runes. These are a bit too expensive now IMO because you also need a Master Engineer (who cost 35ss).
Flame Cannon: Its back baby wooohooo. Same cost as before. Uses Fire Thrower Rules from book, but can choose to pump more steam for additional range. If you choose to do so, you pick a point within line of sight and up to 12" from the flame cannon, then you roll the artillery dice and then extend the flame template from where the point is (after you add the artillery dice worth of distance). If you roll a misfire while pumping extra steam you subtract 1 from your roll on the black powder chart. Still S5 and still does D3 wounds. This means that if you pump with extra steam, you get an average distance of 26" (12" from the pumping more steam, 6" is the average on the artillery dice, plus roughly 8" for the flame template), meaning you can strike enemy units on turn 1!
Rangers: No longer an upgrade but a Rare Choice at 7ss a model (can't remember what they cost before sorry the old book isn't in the room with me). Unit size of 5+ as mentioned above makes these guys good for harassment/misdirection. Scouts Rule still in and shields are a single point upgrade. Come in Great Weapons, Crossbows and Heavy Armor. Decent choice.
Irondrakes: New Rare Shooting Unit. Only other unit that comes with Gromril armor (not including characters). Same stat line as Ironbreakers for 1pt per model more than the new Ironbreakers (7.5ss per model then). Only BS3 on a shooting unit? Not to worry! These guys are amazing despite their low BS. They use the Drakegun an 18" S5 Armor Piercing, Flaming Shooting Weapon which Quick to Fire (yes you can move and shoot). They also have Forge Proven Gromril Armor giving them a 4+ armor save, a 6+ ward save (not a parry, no shields for these guys) and a 2+ ward save against flaming attacks. These guys are amazing (I played a game with 2 units of 10 and killed 10 High Elf Silver Helms in one turn, granted with some good rolls but still it wasn't too outrageous). The champion can exchange his gun for a pair of pistols with the same rules but with 12" range (as can the Ironbreaker champion). The champion can also exchange his gun for the Trollhammer Torpedo for 10ss which has a 24" range, S8, Multiple Wounds (D3), Flaming Attacks and Slow to Fire. Unfortunately, you cannot move and fire with this upgrade and since you cannot take 5 of the Irondrakes I don't think this weapon is very useful as an upgrade since you cannot move around and fire withe the shorter ranges Drakeguns. These guys can also have a magic banner worth up to 25ss (same as Ironbreakers). Honestly these guys fight pretty well too, especially against small harassing units and can take a charge from a chariot and stand a shot at winning. I don't think they are worth it in anything more than 2 ranks of 5-6 as you cannot get all the shots without a huge frontage otherwise.
Gyrobomber: Kind of underwhelming if I'm honest. 45pts more expensive than the new regular Gyro (for a cost of 62.5ss) with the same stat line and no steam gun. Instead they have 24" S4 4x Shot Quick to Fire, Armor Piercing Gun and the Bombing Run Special rule. This rule says that in the remaining moves phase, if you moved over a unit over an unengaged enemy unit and place the large template anywhere over it (cannot cover friendly models) and roll for scatter and damage as per firing a stone thrower. The hits are at S3 (6 with Multiple wounds D3 under the hole) with Armor Piercing. After resolving the damage, roll a D6, on a 4+ the bomb scatters D6" from where it first landed and place the small template and resolve damage with the same damage profile as above (a hit means it stays where it is). This can be good but S3 Armor Piercing comes cheaper from the Steam Gun on the Gyro and you don't have to move over the unit, nor do you risk a scatter or a misfire. If you roll a misfire you use a special chart detailed for the Gyrobomber (1 you take a S6 hit with D3 wounds. 2-3 center the 3" template over the Gyrobomber and scatter it with the damage detailed above, this doesn't bounce. 4-6 Only the model under the hole is hit and takes a S4 hit).
So thats it for all the new units. I will do runes in a bit, have to have a break for dinner here. Basically I think Runesmith General (for dispel scroll and Armor Piercing), Thane BSB. Longbeards for Core (either 1 unit with Hand Weapon and Shields and a unit of Quarrellers to fill the remaining points or two units one with HW/Shields and the other with Great Weapons). At least 1 unit of Hammerers and at least 2-3 Gyros and 1 Cannon for Special. For Rare I like 2 units of 10 Irondrakes with musicians and 2 Flame Cannons. All works for a 2400pt list. More play testing will be needed to determine if this is correct. I don't think any fighting characters are worth it (you may agree with me after you see the weapon runes) maybe a tanky character but I don't think he is worth it (more hammerers and longbeards are better IMO). -
Und part #2 da 20000 Zeichen beschränkung!
ZitatPart Three: Magic Items
Yes you read correctly, Dwarfs now have 6 magic items as well as the runes system, both contribute to characters magic allowance. You cannot add runes to the pre made magic items. The items are as follows:
Hammer of Karak Drazh - 32.5ss (Magic Weapon): Attacks with the Hammer are resolved at +3I and any enemy model that suffers one or more unsaved Wounds from it have their own Initiative reduced to 1 until the end of the Close Combat phase. Pretty much useless since it costs so much and our characters don't have very high Initiative even with this bonus they will not be on par with a Demon Prince or Vampire Lord.
Red Axe of Karak Eight Peaks - 25ss (Magic Weapon): Re-rolls To Hit and To Wound and causes Terror against all models against O&G and/or Skaven. Again, pretty much useless, great for when you fight those armies but I don't like tailoring to play against an opponent, nor do I think spending 25ss worth of magic is worth it for 2 of the 13 or whatever armies.
Magnificent Armor of Borek Beetlebrow - 30ss (Magic Armor): Grants the wearer a 2+ armor save. In addition, grants the wearer a 3+ ward save against all attacks of S6 or higher. Yet again I think this is not worth the points. If you got the ward save against S5 or higher it would probably be worth it but S6 isn't common enough IMO. There are better defensive builds to be made via runes.
Solver Horn of Vengeance - 22.5ss (Enchanted Item): One use only, can be used at the start of any friendly turn. Its wielder and all friendly units within 6" gain the Devastating Charge special rule until the start of their following turn. Additionally once the horn is used, the user and any unit he is with causes Fear in High Elves, Dark Elves and Wood Elves for the rest of the game. This item is actually pretty good. Charging can be difficult with Dwarfs but if you sound the horn and get 1-2 units to charge you basically win the game (barring bad luck), this gives all Dwarfs +1 Attack and +1 Strength (from the army rule of Resolute) on the turn they charge. I wouldn't want to be on the receiving end of a charge from a unit of 30+ Hammerers with 3S7 attacks each (possibly with Hatred from the Ancestral Grudge Rule). Even Hand Weapon Shield Longbeards get 2S5 attacks each which is on par with many elite units. I like this one!
Fiery Ring of Thori - 17.5ss (Enchanted Item): Gives the bearer a Strength 4 Flaming Breath Weapon. Pretty good item if you can fit it in on one of your characters. Nice for the extra punch, basically a Black Dragon Egg without the random element.
Banner of Lost Holds - 50ss (Magic Standard): All models in the unit with this banner can re-rolled failed To Wound rolls in close combat. Pretty good, but since its only for a BSB I would say not worth it. Other banner runes are better IMO (see next post).ZitatPart Four: Runes
So the runes system has seem some general changes. The rules for inscribing an item remain the same (no more than 3 runes on an item, weapon runes go on weapons and such, no more than 1 of the same master rune in the army, no more than 1 master rune on the same item, no identical builds). The biggest change is that multiples of runes no longer provide duplicate affects (the can in some cases but usually don't). Instead if you take a rune a second time, it replaces the effects of the first rune and gives you the effects of the second rune (which almost always include the affects of the first rune). This means that if you take two runes of Penetrating (see engineering runes below) you don't get +2 Strength on the war machine's shooting attacks, you get +1S for the first rune of penetrating but the the second one also gives you the same +1 as well as a single re-roll of a To Wound roll in the game. This means runes do not stack, instead they provide the new bonus listed under the entry for two runes of _____ or three runes of _______.
Weapon Runes:
Note: Weapon Runes Cannot be inscribed on Great Weapons and there isn't a rune that allows you to do so anymore so thats quite a big downside.
Master Rune of Skalf Blackhammer - 37.5ss (same as before): A weapon with this rune always Wounds on a 2+ against a character in nonmagical armor, in which case they always wound on a 3+. Note that this doesn't say you modify your strength to always wound on a 2 or 3 meaning you don't get an armor save modifier with these attacks. This makes this rune pretty weak in the current metagame with so many high armor saves.
Master Rune of Smiting - 30ss (same as before I believe): A weapon with this rune has the Multiple Wounds (D6) special rule. Same as before, wasn't hugely impressed the first time since it is a Master Rune and cannot be combined with ASF or Ignores Armor saves.
Master Rune of Alaric the Mad - 25ss (same as before): A weapon with this rune ignores armor saves. Same as before, still not hugely impressed with this one, can be good but other runes are probably better. To get this with a decent Strength or lots of attacks leaves very little room for Defensive kit.
Master Rune of Breaking - 25ss: If a weapon with this rune scores one or more hits on an enemy with a magic weapon, roll a D6, on a 2+ the weapon is destroyed (roll once regardless on number of hits). Pretty much the same, too situational and costly to be worth it IMO.
Master Rune of Dragon Slaying - 25ss: Against Dragons or Chaos Dragons, a weapon with this rune will always wound on a 2+ and has the Multiple Wounds (2) special rule. Situational and expensive, still gives you nothing to get through the dragon's scaly skin save, pass.
Master Rune of Flight - 15ss: A weapon with this rune may be thrown like a throwing weapon up to 12 and hits on a 2+, roll To Wound as if the target hd suffered a hit from the weapon in close combat. Any additional runes on the weapon will also take effect. This one is pretty bad, short range and doesn't let you pick out a single model like I had hoped it would.
Master Rune of Snorri Spangelhelm - 12.5ss: A weapon with this rune always hits on a 2+. Pretty good, but we usually hit on 3s so not a huge improvement. Good against enemy characters.
Master Rune of Swiftness - 12.5ss: A weapon with this rune has Always Strikes First. This would be better if we had a decent Initiative on our characters or if it wasn't a master rune but as it stands, kind of weak, still one of the better Weapon Master Runes.
Rune of Demon Slaying - 12.5ss/25ss/62.5ss: Against any model from Warhammer: Daemons of Chaos a weapon with this rune receives a +1 bonus To Hit and To Wound. Against any model from Warhammer: Daemons of Chaos a weapon with two Runes of Demon Slaying receives a +1bonus To Hit and To Wound and has the Multiple Wounds (D3) special rule. Against any model from Warhammer: Daemons of Chaos a weapon with three Runes of Demon Slaying hits and wounds on a 2+ and no ward saves can be taken against it. Very situational, but if you want to totally crush an enemy Greater Demon this is the rune for you.
Rune of Fire - 5ss/25ss/62.5ss: A weapon with a Rune of Fire has Flaming Attacks. A weapon with two Runes of Fire has Flaming Attacks and grants its user a Strength 4 Flaming Breath Weapon. A weapon with three Runes of Fire has Flaming Attacks and grants its user as Strength 4 Flaming Breath Weapon with the Multiple Wounds (D3) special rule. Pretty good as now we can get 2 S4 Breath weapons in the army to add to our fighting (and wipe away that pesky regeneration on those Trolls or Beasts of Nurgle). The third application of this rune in particular totally destroys Trolls but don't think three applications are worth it. 2 at most and only if you've already bought the Fiery Ring from enchanted items (which is 15pts cheaper).
Rune of Fury - 12.5ss/30ss/50ss: A weapon with a Rune of Fury has +1 Attack. A weapon with two Runes of Fury has +1 Attack and grants Frenzy. A weapon with three Runes of Fury has +1 Attack and grants Frenzy, additionally after each successful roll To Hit, it grants its user another Attack; roll To Hit and To Wound as normal, these additional attacks cannot generate more attacks. Rank two is pretty lousy considering +2 attacks in BRB is 20pts cheaper, true you get the Immune to Psychology that Frenzy provides but you can lose Frenzy so bleh. The third application of this rune is interesting but you don't really have the points to make it really scary like it sounds since you are a base of S4 and this takes 50ss of your 62.5ss magic allowance on a Dwarf Lord or, if you do, you have basically no defensive capability.
Rune of Dismay - 10ss/22.5ss/40ss: A weapon with a Rune of Dismay grants Fear. A weapon with two Runes of Dismay grants Terror. A weapon with three Runes of Dismay grants its wielder Terror, additionally enemy units in base contact with the wielder are at -1 Leadership. Great rules, too expensive to be worth it IMO though.
Rune of Cleaving - 10ss/17.5ss/32.5ss: A weapon with a Rune of Cleaving has the Armor Piercing rule. A weapon with two Runes of Cleaving grants the wielder +1 Strength and has the Armor Piercing rule. A weapon with three Runes of Cleaving grants the wielder +1 Strength as well as the Armor Piercing and Killing Blow special rules. Note that this is +1 Strength to your profile at all times (unlike the BRB weapons which are only modify the effects of close combat weapons) meaning that this applies if you have to take a Strength test or are hit with the Strength-based Death Snipe. Overall these are decent setups but with only at best a Strength of 5 it isn't enough to really get through enemy armor, even with armor piercing. I like this rune better than most but it just isn't as good as it was.
Rune of Might - 12.5ss/30ss: A weapon with a Rune of Might doubles its wielder's Strength against T5 or more. A weapon with two Runes of Might retains the previous effect and grants the Multiple Wounds (D3) special rule against T5 or more. Third rune has no further effect. This one is probably my favorite. With two runes of cleaving it gives you S5 always with Armor Piercing which goes to a whopping S10 against T5 or more, unfortunately this counts as 3 runes on a weapon so you can't add anything to make the lord on par with the other really killy lords (ASF would make this build amazing).
Rune of Striking - 5ss/17.5ss/30ss: A weapon with a Rune of Striking grants +1WS. A weapon with two Runes of Striking grants +1 WS and allows the wielder to re-roll failed To Hit rolls in close combat. A weapon with three Runes of Striking grants WS10 and allows the wielder to re-roll failed To Hit rolls in close combat. Again, really nice rules but they take up too many spots on the character's weapon to be useful. If +1 WS and re-rolls or WS10 and re-rolls were individual runes they would be amazing but as it stands they don't allow for much to work with them.
Grudge Rune - 12.5ss: For each Grudge Rune in your army, nominate one enemy character or monster in the enemy army at the beginning of the game. The wielder of the weapon gains +1 To Hit and can re-rolled failed To Wound rolls in close combat against the nominated model. Multiples have no effect. Pretty nice for assassination, could be good on a Dragon Slayer character with his D3 wounds vs monsters rule.
Rune of Parrying - 12.5ss: If a character has a weapon with this rune, enemy close combat attacks suffer -1 to hit him. One of my favorites for a BSB if you don't give him a magic banner. Great defensive ability that works quite well with our high Toughness and Armor Saves.
Rune of Speed - 2.5ss: A rune of speed grants +1 Initiative. Each Rune of Speed adds +1 Initiative.
So those are the weapon runes. The reason I said that combat characters may not be worth it is because all of the good effects are on the 2nd or 3rd application of a rune which means that you have little to no room to add other runes onto your weapon (remember you can only have 3 runes total in any combination on an item). The only exception that I see are rune of might and master rune of swiftness. Aside from those, I felt our weapon runes were a bit of a let down. Keep in my all my opinions about all runes (and rules) is only a first glance, I have yet to play a Dwarf Lord so I can't speak from experience. I'm curious to know what you guys think and can come up with.
More runes around the corner! -
Und Part #3
ZitatPart Four: Runes Continued
From here on out I'm going to stop posting ss values for items since I don't want to give away too much and get in trouble with the mods. Sorry for any inconvenience but I feel that I have given a good idea for the values of everything.
Armor Runes:
Master Rune of Adamant: Grants wearer T10. Nice on paper but really expensive, leaves very little room for any offensive kit.
Master Rune of Gromril: 5points more than the previous version (if memory serves), grants wearer 1+ armor save that cannot be improved. Still a really nice bonus and 15pts cheaper than the 2+ armor save provided by the BRB magic armor.
Rune of Fortitude: A Rune of Fortitude grants its wearer +1T. Two Runes of Fortitude grant the wearer +1T and a 5+ ward save. Three Runes of Fortitude grant the wearer +1T, a 5+ ward save, and against attacks with the multiple wounds special rules, roll a D6, on a 2+ the wounds are not multiplied. +1T is nice, making our Thanes/Lords T6 but there is a better rune combo (see rune of iron below).
Rune of Iron: A Rune of Iron grants the wearer +1 Wound (great in combination with the Shieldbearers option for a Lord). Two Runes of Iron grant the wearer +1 Wound and +1 Toughness (even better and only 10pts more than the +1 Toughness from a Rune of Fortitude, I would say thats easily worth it for another wound). Three Runes of Iron grant the wearer +1 Wound, +1 Toughness and a 5+ ward save (not worth it for the additional points IMO). This is my favorite rune for characters in the book. Give two runes of Iron to a Dwarf Lord with Shieldbearers and suddenly you are T6 with 6 wounds and a 1+ armor save (assuming you have a shield). This is the one redeeming quality for a combat lord. Even on a BSB 3 Wounds with T6 and a 2+ or 1+ save (from a Rune of Stone - see below) is really hard to get through, add on a rune a parrying and thats a tough nut to crack.
Rune of Shielding: Grants the wearer a 2+ ward save against Wounds caused by shooting attacks and magic missiles. Multiples have no further effect. If only Slayer characters could take Armor Runes...
Rune of Preservation: 2+ ward save against wounds with Killing Blow or Heroic Killing Blow. Worse than what it used to be but can still be nice to stop that instant death on your general or BSB.
Rune of Impact: Grants the wearer Impact Hits (1). Cool, fluffy and nice to look at, leave this one at home.
Rune of Stone: Basically as before. +1 armor save. Multiples have no further effect. This is the only rune breaking the Rule of Pride, meaning several characters can wear gromril armor with a single Rune of Stone.
I quite like the armor runes (particularly Rune(s) of Iron and Rune of Stone) and I think they are the only thing that prevents fighting characters from being a waste of points, I am curious to see what you guys can come up with when combined with the Weapon Runes.
Banner Runes:
Master Rune of Groth One-Eye: All Dwarf units within 12" are Stubborn. Nice effect and even fits on the Hammerers point allowance for a banner, but cannot be taken by any other elite units and as Hammerers are already stubborn its a bit of a waste, especially with Rune of Stoicism (see below).
Master Rune of Stromni Redbeard: +1 Combat res to the unit and all friendly Dwarf units within 12". Nice and again it fits on the Hammerers points allowance for a banner, but too spendy IMO to be worth it. Combat rez isn't as huge as it was in 7th what with Steadfast and all.
Master Rune of Valaya: Confers an additional +2 to dispel bonus for the army. Additionally, all Remains in Play spells are dispelled immediately on a roll of a 3+ on a D6 (roll separately for each Remains in Play spells at the start of each friendly magic phase). This one is my personal favorite. And its seen a 35pts reduction from the previous book making it fit rather nicely on a Hammerer banner, sadly the other elite units cannot field this one. I would say this is an auto include with the nerf we got for our anti-magic.
Master Rune of Grungni: BSB only. Confers a 4+ ward save to its bearer. Additionally confers a 5+ ward save against all Wounds caused by shooting attacks and magic missiles to any friendly units within 6" of the bearer. This is another banner I wouldn't leave home without. Hammerers are more expensive then ever and with shields they are the same as a Phoenix Guard. Kind of unfortunate you can't take this one without a BSB but it now gives him a 4+ ward save and the banner is only 15pts more than it used to be. I would always run this as well, I field this one on a BSB with a shield (3+, 4+ with T5 isn't bad, particularly for having a magic banner) and the Master Rune of Valaya on a unit of 25+ Hammerers.
Rune of Battle: One Rune of Battle: +1 combat res. Two Runes of Battle: +2 combat res. Three Runes of Battle: +2 combat res and confers the Fight in Extra Ranks special rule to the bearers unit. Too expensive for the first two effects and while the effect with 3 applications is really nice, its too much even for the Hammerer banner and leaves you with no defense on your BSB.
Rune of Slowness: Any enemy unit charging a unit with a single Rune of Slowness subtracts D6" from its charge distance (as before but 15pts cheaper). A second Rune of Slowness means the foe rolls 2D6 and must choose the highest when subtracting from his charge distance (same cost as the original Rune of Slowness in previous book). A third Rune of Slowness maintains the previous effects and, if the enemy makes a charge into the unit, it suffers from Always Strikes Last. So yeah, amazing effects all around. Both 1 or 2 runes can be placed on any unit that can take a magic banner which is amazing. I like this one on a unit of HW/Shield Longbeards. The third rank is just 5pts too much to fit on the Hammerer standard, making it not worth it IMO.
Runes of Sanctuary: Magic Resistance (1), (2), or (3) corresponding to the number of applications. Same cost as magic resistance Talismans in BRB for each value.
Rune of Stoicism: Gives the bearer's unit Stubborn. Really nice, especially as it fits on any magic banner option. I like this one for Longbeards if you don't take Slowness on them.
Strollaz' Rune: A standard bearing this rune gives the bearer's unit Vanguard. Raargh go go offensive Dwarves, fits on any magic banner. Try a horde of Longbeards/Slayers/Hammerers with a Horde of Miners and a Horde of Rangers, Turn 2-3 charges with Dwarfs? Yes please! Note you can put this on multiple banners as long as you have different combinations on those banners. Unfortunately this plus the cheapest banner rune is 5pts too much for anything but Hammerers but you can still do two units with it if you so desire. Keep in mind the Anvil lost its moving spell though. My brother also pointed out that this can be put on your Irondrakes to get them in range first turn, nice find and probably my favorite use of this banner for a balanced list.
Rune of Courage: The bearer and his unit have Immune to Psychology. Not really worth it IMO, there are better banners and not for much more either seeing as this is only 15pts less than a Rune of Slowness or Stoicism or Strollaz.
Ancestor: One use only. Multiples have no further effect. Allows you to take a break test on a single D6. Meh, Dwarfs rarely run and since this is only 15pts less than a rune of Stoicism I would say go for that instead.
I'll finish with the Talismanic and Engineering runes on my next post.[quote]art Four: Runes Continued (again)
Talismanic Runes:
Master Rune of Balance: Same cost as before but now only steals a dice on a 4+ and does nothing else. Still Runelords and Runesmiths only. Not worth it.
Master Rune of Spite: 20pts cheaper than what it was in the previous edition but a totally new effect. Now whenever bearer suffers an unsaved Wound in close combat it does a S5 hit in return. Fluffly and pointless IMO.
Master Rune of Passage: Same as a champion upgrade and allows the character and the unit he joins to automatically pass any Dangerous Terrain tests. Could be good for a filling in 10pts to spend.
Runes of Warding: 6+/5+/4+ ward save for 1/2/3 applications of the rune. 5+ ward save is 5pts more than the BRB version, others are same as BRB versions.
Rune of Spellbreaking: Runesmith/Runelord only. A single Rune of Spellbreaking auto dispels a non-irresistable spell. A second Rune of Spellbreaking auto dispels a non-irresistable spell and on a D6 roll of a 4+, destroys that spell (Spelleater from last book). Do not misunderstand, having two Runes of Spellbreaking doesn't give you two scrolls, one that eats a spell, it instead gives you a Spelleater rune exactly from last book (5pts cheaper this time around though). Both are good choices, I always like having a dispel scroll and Dwarfs can still get more than one, just have to spread them around multiple Runesmiths. Even more important to have at least one of these with the weakened anti-magic from the Master Rune of Balance and the Runesmith/Runelord nerfs.
Rune of Luck: One use only. One time re-roll for a To Hit, To Wound, Armor Save, Ward Save or Characteristic test in the game. Multiples have no effect. Characteristic test could be nice to be able to re-roll against some of the doomsday spells (I'm looking at you Purple Sun of Xeres), especially in uncomped environments.
Rune of the Furnace: 2+ ward save against Flaming Attacks, same cost as +1Initiative Weapon Rune was last book (which I think is the same as what it was last time but not positive).
So we lost the nice anti-magic of Master Rune of Balance and we lost the +1 to dispel rune, this is why I think a Rune of Spellbreaking and a magical standard with Master Rune of Valaya are necessary, especially with Runesmiths and Runelords only having the chance to channel dispel dice rather than adding them freely.
Engineering Runes (If I didn't mention it before Rare War Machines get half the points to spend on these as the special ones do, Note: Gyrocopters and Gyrobombers are Unique units and not War Machines so they don't get any).
Master Rune of Immolation: Self detonation rune like before, 2D6 S4 Magical Flaming hits to anything in base contact and then it dies. Still not worth it IMO.
Master Rune of Disguise: War machine counts as being in hard cover always. This is actually pretty nice. Makes war machines really resistant to Gutter Runners, Skinks and mass fire. They now have to charge to reliably kill the machine, reducing their maneuverability and since all crews are Stubborn now, who knows, you can probably tie them up for a bit in close combat. 25% of a special war machine's points allowance, not bad, especially on a Flame Cannon.
Rune of Penetrating: The first application is 15pts more than it used to be, the second is the same as two old runes of penetrating. +1 Strength to a maximum of 10. A second rune increases the Strength of the shot by 1 to a max of 10 (not an additional +1 Strength, I read it pretty carefully and am certain of this) and allows you to re roll a single failed To Wound roll in the course of the game. A third rune has no further effect. The first application is probably still worth it. Maybe not on a Grudge Throwers, but now it can upgrade a Flame Cannon or Organ Gun to S6! I think thats where we will be seeing these runes nowadays. I think because of this, the Grudge Thrower isn't usually worth it because the Flame Cannon is base S5 and way more reliable to hit with and can even be upped to S6 and it does D3 wounds against all hit targets.
Stalwart Rune: Crew get +1 combat res. Two runes gives you the same +1 and Unbreakable. Three runes gives you no additional effect.
Rune of Accuracy: Same cost as before. +1 to Hit bonus (good for those Organ Guns, especially with a Master Engineer, though that gets to be spend really fast). If you don't use BS you can re-roll the scatter dice. Multiples have no further effect. Still think the Flame Cannon is better than an Organ Gun for the points.
Rune of Forging: Same as before, same cost same rules.
Flakkson's Rune of Seeking: Cant believe they kept this one, +1 to hit for Bolt Throwers only and only against Flyers. Multiples have no further effect. Pointless.
Rune of Burning: Same as before (cost and effect).
With the nerf to Rune of Penetrating, I think my War Machine Setup will be 1-2 Cannons and 1-2 Flame Cannons, everything else just pales in comparison to the usefulness of the Flame Cannon. I think you don't need more than 1 Cannon if you take 2 Flame cannons and unit of Irondrakes (which I love).[/qoute] -
Wär der link zur brewery nicht einfacher gewesen??
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Wär der link zur brewery nicht einfacher gewesen??
Sicherlich, nur hab ich es eben hier reinkopiert - und dein Beitrag hat mit der Sache nichts zu tun.
Zudem gibt es genügend die es eben direkt lesen wollen und nicht auf eine andere Seite vorher wollen - so whats the problem buddy? -
Sicherlich, nur hab ich es eben hier reinkopiert - und dein Beitrag hat mit der Sache nichts zu tun.
Zudem gibt es genügend die es eben direkt lesen wollen und nicht auf eine andere Seite vorher wollen - so whats the problem buddy?Das problem ist einfach dass du den Thread zugespammt hast, mit Info die zu 50% schon hier war, und ob du's direkt hier liest oder bei bugmans durch nen klick auf nen Link macht exakt 0 Unterschied. Wenn du alles übersetzt hättest, okay, aber so... 7/10 Punkten für Initiative, 3/10 für Ausführung.
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Liegt halt an der deutschen Mentatlität das man Grundsätzlich was auszusetzen hat.
Werde ich mir merken und in Zukunft alles für mich behalten.
Aufwiedersehn!
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Der Thread hat 72 Seiten und davon sind vll noch 5 Aktuell... Zangt euch doch nicht wegen dem Blödsinn, in 2 Wochen will hier keiner mehr was von den Zwergen wissen
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Zitat
Zangt euch doch nicht wegen dem Blödsinn, in 2 Wochen will hier keiner mehr was von den Zwergen wissen
Wohl er in 3 Tagen schon
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Ich für meinen teil finde es gut, dass Frostsphere hier nochmal alles genau aufgelistet hat, sodass man alle Infos zusammen sieht und nicht aus allen Postszusammenpflücken muss.
Außerdem waren, wenn ich mich nicht irre die Aufzählungen der Runen bisher noch nicht vorhanden und das war für mich ein wichtiger Aspekt.
Also Danke dafür Frostsphere -
sind schon neuere bildet bekannt? Ich denke nicht dass nur die Irondrakes kommen oder doch? sorry hab mich bei den vielen beiträgen bisschen verirrt
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Ist schon etwas bekannt ob im März jetzt wirklich nur der Knights Codex für 40k kommt oder doch auch die Imperiale Armee bzw ob die IA bzw Astra Militaris einen Knight Titan als großes Ding bekommt?