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| Lord: |
This guy now costs 10 points more in the new book, but comes with Gromril Armor. Fluffwise, I think
that's a good move. No longer can I cheese it up by taking cheap light armor and adding a Master Rune of
Gromril! The cost for a crossbow or hand gun went up, but since I never gave him a ranged weapon before: a
points increase is no reason to start! The only other update is the Royal Blood rule, which does
nothing unless he's with a unit that has the Bodyguard special rule.
I would very rarely leave home without this fella at 2000 plus points. Leadership 10 is nothing
to take lightly. Due to the wide array of available runes, this guy is one of the most versatile Lords
in the game, plus he's one hell of a fighter. The best weapon combo I've found for him as yet is:
Master Rune of Swiftness, Rune of Fury, and Rune of Cleaving. This is a devastating combo that allows
him to always strike first with 5 strength 5 attacks. For armor: I'll usually take a Rune of Stone, and
a shield. Sometimes I'll give him the Master Rune of Gromril if I have extra points. Make sure you read
the general tactics section where I talk about my newest strategy of using the Rune of Warding.
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| Rune Lord: |
The new book has made this guy a much more usable character. Now that he confers 2 dispel dice instead
of 1, there's actually a reason to take him over a Rune Smith. With the changes to the Anvil, I'm very
interested in trying this guy out a few times. I still don't expect too much, and giving up the regular
Lord's Ld 10 is a huge deterrent. Either way though, a big improvement over the last edition!
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| Anvil of Doom: |
Another item that was improved over the last edition. The cost is 25 points less, and there's a possibility
of it actually doing something. Most the spells are pretty tame/menial, unless you go for the Ancient Power.
Since you only get one strike per turn: for me it'd be either Ancient Power, or none at all. It hardly seems
worth it otherwise. You should be able to build a great list around this now, and it would make a great
visual center piece for an army!
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| Slayer Heroes: |
I love the Slayer look and feel. They add some really cool color & character to an army.
I've had some good luck with the Dragonslayer of late. In a unit of 20 to 24 Slayers with a Giantslayer and Full
Command, he's done very well. A naked Dragonslayer costs only 50 points, and for the fighty ability he provides
that is a steal. I recommend this guy in a Slayer regiment with a Giantslayer or two as backup. I was impressed!
I personally wouldn't use the Lord level Daemonslayer as he can't be General due to his Loner rule, and
therefore couldn't confer that Leadership 10 onto any of the lads around him. As yet that's been too big of a
deterrent to bring him to the table.
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| Thane: |
A Thane is a solid choice. A good fighter, and a fair amount cheaper than a Lord. These boys now have mandatory
Gromril Armor, Toughness 5, the cost for all ranged weapons went down, and they can take up to 75 points of magic
items. Their cost went up 10 points, but the T5 alone makes that worth while. I can't say enough good about these
boys!
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| Battle Standard Bearer: |
The BSB is something that I take every game. With this guy around you can rest
easy that no Dwarfs are likely to be running away. Not that it still doesn't happen
occasionally, but it's far less likely. I generally equip him with just the HW and Rune of Stone.
As far as magic banners go, some good choices are the Rune of Battle, and Rune of Sanctuary (for my no Runesmith anti-magic
strategy). There are some kewl rune combos possble, though I'll discuss those under the Runes section.
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| Rune Smith: |
These guys are a good buy. I almost always take one in games of 2000 and up. If I know I will face an
uber-magicky opponent then I will take one at lower point levels, but that is very rare. For equipment, I give
him a Rune of Stone, great weapon, and a Rune of Spell Breaking. Those are usually well sufficient. Occasionally
if I have extra points to kill I'll take a Master Rune of Balance instead of the Rune of Spellbreaking. On top
of being able to qualm enemy magic, this guy is a capable fighter as well.
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| Master Engineer: |
In my opinion these boys are well overpriced for what they do. Starting at 70 points, then having to buy equipment
means they'll
likely never hit the table in front of me. They offer unique benefits however that could really pay off in a pinch.
Negating misfires for a Grudge Thrower is huge, as is D6 wounds for a cannon. These abilities could be great
in the right situation or versus the right opponent(Ogres!). In a general list though, seems too expensive.
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