| I don't plan
on discussing all the runes here, just the ones that have good reasons to take them or not to take them. |
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Weapon Runes
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Most of the Master Runes which cost 50 plus points seem like too many points to tack onto an already expensive
character to me. Granted there is potential to create
some very powerful combinations, i.e. MRoSnorri Spangelhelm & RoCleaving or RoFury, but the cost of those combos
are right around 100 points. I would much rather spend those points on 10 warriors fully equipped or most of
a crossbow regiment. They can be useful for very selective purposes, but I think in a general (tourney) list, I
would leave them in the armory.
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| Master Rune of Smiting:
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This is the one exception to my rule about runes being too expensive. This baby can be truly devastating as many
had originally discovered after the Storm of Chaos Slayer list came out. Versus Ogres, characters, and in any challenge
an opponent will rue the day that your Runesmith struck this one on that axe. It is very pricey, but there is huge
potential here.
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| Master Rune of Swiftness:
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This is a fabulous rune. I take this rune in every game I play. Nothing beats always striking first for Dwarves who
are usually the chargees, not the chargers. I usually combine this rune with a RoCleaving to make wounding that
much easier. If you feel like spending a bit more on runes, try adding a RoCleaving and a RoFury for 5 str 5 always
striking first attacks!
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| Master Rune of Kragg the Grim:
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This rune would have some huge potential if it weren't a Master Rune. As it stands though, it's just a relatively
cheap way to get +2 str on a magic weapon, at the cost of hitting last and not being able to use a shield. I thought
long and hard about how best to use this one, but so far I don't see anything promising.
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| Rune of Might: |
I have never taken this rune, but I think it definitely has potential against monsters, Ogres, chaos characters, and
a few others. Since it's application is so limited however, I will leave this rune unstruck except versus specific
opponents in 'friendly' games. There is also some huge potential in combining this rune with a MRoFlight.
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| Rune of Snorri Spangelhelm: |
+1 to hit is always nice, but for 25 points I usually leave this one alone. If it's worth it to you, take it, for my
part there's places I'd rather spend my points.
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| Rune of Fury: |
This is another great rune. I usually take it with a RoCleaving and a MRoSwiftness, for one awesome combo. Everyone
I play on a regular basis hates this combo to no end, and often go out of their way to avoid the Dwarf Lord for that
reason!
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| Rune of Cleaving: |
As you can see from reading the above, I am a fan of this rune and recommend it to all.
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Grudge Rune, RoStriking, and RoSpeed are highly unrecommended. The points you would spend here are much better
spent elsewhere. If you have a specific use in mind for a specific game these may be helpful, but as far as
general use goes, I would not take these.
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| Rune of Fire: |
This rune has one use: making a cheap magical weapon in order to fight specifically against trolls, treemen,
and ethereal enemies. From time to time I will use this on a hero level character and it has been effective.
Cheap runes also allow you to easily appease the Rule of Pride.
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Armor Runes
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The runes, both Master and regular, which cost 50 points and over, as with the weapon runes, seem too expensive
for what they do. Again, they have specific uses and are handy, but in a take-all-comers list those valuable
points could be much better spent elsewhere.
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| Master Rune of Gromril: |
A fabulous rune. Great way to get that AS where you most want it! Not as useful since the rewrite, I always used
to take the cheap light armor and throw this baby on there. Now it's a bit more pricey to do so. Still a good buy
if you have a few extra points to spare.
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| Rune of Shielding: |
In my opinion, this one is only useful for specific reasons in specific games. If those pesky empire marksmen keep
shooting your Lord dead on turn 2, take this rune. Otherwise, leave it. For 25 pts, it's uses are far too limited
to be worth it.
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| Rune of Resistance: |
This is a good rune. I don't generally take it because for me the 1+ AS is often enough, but if you are very
concerned about your character dying, go ahead and use it. In my opinion if you have used one of the other AS
improving runes, adding this one on top is a bit of overkill.
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| Rune of Iron: |
Who doesn't enjoy having a Ward Save? Though I very rarely make use of this rune, I can certainly see the
benefits. I would never take one without taking two, I feel that a 6+ save isn't really a save at all with
the luck I often have rolling dice. Defnitely a good buy when bought in 2's.
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| Rune of Stone: |
Another great rune that I take every game. I give the minor characters the RoStone on top of their mandatory
Gromril Armor every time. Because it's an exception to the Rule of Pride, that strategy works well.
A great buy for what it does, and always handy to have.
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Runic Standards
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Only a few of these runes are worth their points in my opinion. Once again, I just hate to spend a ton of points
on something that to me seems like a gimic. I will only discuss the ones that have been most helpful in my
Generalship career. All of these may be fun to use at one time or another, but in any type of competitive army,
only a few have real use.
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| Master Rune of Valaya: |
Despite it's extreme cost, I think this rune could be very useful. If you're trying to build the uber-anti-magic
list, this is how to start! It did come down 25 points for the Dwarf rewrite, but it still has a pretty hefty
price tag. Recommended to suprise a friend, but not in a serious game.
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| Master Rune of Fear: |
Fear is always a great thing to have on your side when you are a large unit of Dwarven warriors. Auto-beaking
enemies always makes me smile, though with those short dwarven legs running them down isn't too likely.
Another great use for this one is to negate the effects of fear on your unit from others, such as those pesky
undead hordes. This one is very fun to play around with, especially when combined with the Rune of Stoicism.
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| Master Rune of Grungi: |
Here's another great Rune that came to us from the SoC Slayer list.Throw this on the BSB or a regiment standard, then
set up another regiment on each side of that one and possibly a shooty regiment and warmachine in front, and you've
given a large part of your army a 5+ Ward from shooting/magic missles. Very powerful against some opponents, and if
used to the max as in the example I just gave, definitely worth it's points.
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| Rune of Slowness: |
It's always great to see an opponent's face when you first play this one on them. With this on your side you may
actually get to perform a charge instead of be the victim of one. Definitely great in one-off fun games, even though
it's a bit pricey.
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| Rune of Courage: |
This one is great if you know who you're opponent is beforehand. You can really whip on the Undead. This is another
one that isn't recommended for general use though.
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| Rune of Guarding: |
If you find that you're always giving up the points of the BSB, plus the 100 point bonus, try this one. It's one way
to help your much maligned BSB survive the game!
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| Rune of Battle: |
This rune is ever handy. I usually take one on the Iron Breakers regiment standard, and one on the BSB (coupled with
something else). I can't say enough about how many times these pay off. Try it, they're grrrrr-eat!
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| Rune of Stoicism: |
Great when combined with a MRoFear, or to (hopefully) negate the terrible auto-break. This is something nice and sneaky
to throw in once in a while for suprise. On top of that it isn't expensive. I recommend giving this one a try
to see what you think.
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| Rune of Sanctuary: |
I love this Rune. This one, and the Rune of Warding have openned up a great new Dwarf strategy for me (see the army
tactics section for more). Read over that strategy and give it a shot, you'll see why I like this one.
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| Ancestor Rune: |
IMNSHO, a waste. It's a gamble. You cannot take it knowing that it will work, so therefore it's nothing but crud if
you ask me. That said, it is a very cheap Standard Rune, so it can be put on other standards to be sure you aren't
breaking the Rule of Pride.
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Engineering Runes
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As a general rule, I try to keep the use of these to a minimum as they're often easy pickin's for a smart opponent,
no matter how you try to protect them. However, there are a few that are always in my lists, and some that
occasionaly appear.
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| Rune of Forging: |
Here's an awesome rune. I take this rune every time I take a cannon. You cannot beat being able to reroll the
misfires. This makes the cannons much more reliable, and in my not so humble opinion it's a necessity. Given my
recent propensity for rolling misfires, this has been invaluable.
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| Master Rune of Disguise: |
I have discussed this one over with other Dwarf generals, and we have no idea what use it has. In your average game,
you want to be firing these babies every single turn. Why in the world would you put this rune on there, for 30 big
points no less, and be encouraged not to fire it? I say take a big black marker, and expunge this one from the
army book.
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| Master Rune of Immolation: |
This rune is much improved since the rewrite. It's actually worthwhile now, and is a dastardly little trick to pull
on unwary enemies. Try throwing this on a Bolt Thrower, and setting it off on a far flank. When the lightly armored
warmachine hunters get there, BOOM, its good night nurse for them. I highly recommend this one not only for
laughter's sake, but also to eliminate the warmachine hunters before they can get to any of your other warmachines.
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| Master Rune of Skewering: |
This one is too much of a gamble to be worth 30 points. This basically comes down to 'Don't roll a 1' for the hit,
and for the wound. Whenever someone says that infamous phrase to me, I inevitably roll a 1. Use this one at your own
discretion, but I cannot recommend it overall. That said, when combined with a RoPenetrating, this could be a great
way to take out a chariot/black coach on turn 1. Although at that point you've made a 45 point warmachine cost more
than that chariot did.
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| Rune of Accuracy: |
This is a bit of a pricey way to help ensure your shots don't scatter off. It won't save you from misfiring,
but if your range guessing is good and you can avoid the misfire, you're that much more likely to do some serious
damage. I recommend trying this one out to see what you get out of it, but for my part I'll not likely be taking
it.
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| Rune of Penetrating: |
Great for giving Bolt Throwers the ability to take out chariots, and for making Grudge Throwers that much more
cabale of annialating tough opponents (i.e. Chaos Warriors!). For the BT's it's definitely worth it as chariots
really annoy me. Only recommended on the BT.
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| Valiant Rune: |
There's nothing better than an unbreakable Dwarven warmachine crew, especially if you have an expensive
Master Engineer in there. That tidbit was learned and proven many times over with ol' Malakai and his Gobbo Hewer.
I haven't personally tried this tactic, but it's definitely a sound one. Try it to suprise an opponent sometime!
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| Stalwart Rune: |
Decent, but it costs as much as the Valiant Rune, and you may still run away. Many would argue that stubborn
Dwarf crews are as good as unbreakable and would opt for this one over the Valiant Rune. There's sound logic
there, and with this one you may actually break an opponent. Couple the Stalware Rune with high ground, and who knows
what the lads would be capabale of.
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| Flakkson's Rune of Seeking: |
Bah, worthless IMO. Only good if you know you'll be facing Dragons, or other big flying meanies. Useless against your
average flying unit of Harpies or Furies as you'll only kill one. Bret's with the mighty Pegasus Knights wouldn't be
too fond of this I'd imagine, so it could be useful there. Try it if you like it, but I likely never will.
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| Rune of Burning: |
A great cheap rune. I mostly use this one to be sure the Rule of Pride is satisfied. The only other use would
be to have a magical warmachine for killing ethereal enemies, or for wreaking havoc amongst all those flammable
opponents (are there any flammable opponents?).
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Runic Talismans
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Once again, to me many of these runes are too expensive for what they do, so I will withhold comment. Some however
do deserve attention.
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| Master Rune of Balance: |
This is by far one of the best runes in the game. It is a great way to shaft an opponent while giving yourself a bit
of a bonus. I take this rune often in 2000+ point game unless I know beforehand that my opponent will have no
real magic.
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| Master Rune of Spite: |
Here's a great, though costly way to keep a character alive. Who's going to scoff at a 4+ Ward save? The one has its
obvious uses, and if you're constantly plagued with a general/BSB that dies, try this one on him for size.
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| Rune of Spellbreaking: |
Your standard dispel scroll, basically. Always handy. I'll occasionally combine it with the MRoBalance when I do
take it. I
always recommend taking at least one of these. It'll save you on the first turn from falling victim to some real
magical nastiness.
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| Rune of Luck: |
I just cannot justify spending the points on this one. What's a reroll worth? For the cost of this bad boy
you can get about 1.5 Dwarf warriors, and they're much more reliable than a 15 point reroll!
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| Rune of Warding: |
One of the great runes in the new book. This gives a character and the unit he's with Magic Resistance 1.
As far
as I'm concerned, that's a great buy if you need to help out a unit who's constantly under magic attack. This is one
that plays a crucial role in my 'No Runesmith Antimagic' list.
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