[Archive] Rules idea for Dwarfs

Grimstonefire:

Admittedly this probably could go in rules development, but I have only really been thinking of it for Dwarfs at the moment.

2 ideas to help Dwarfs out a bit in the movement phase:

IDEA 1

Army special rule

Strong as Mountains

Dwarfs may choose to use this as part of their Hold reaction.

As long as the unit is 5 models wide on the side they are engaged in close combat they will not lose their rank bonus for being charged in the rear/ flank, and the enemy will not gain a combat bonus for doing so. The side they are charged on is treated as being the ‘front’ for the purposes of removing casualties.

If they are charged from the front and rear the combat is resolved as normal from the rulebook.

IDEA 2

Banner Rune

(Name)

One use only.

Use at the start of either player’s Movement phase, before charges are declared. The unit may immediately make a reform without penalties.  They may still act as normal that Movement phase.

Idea 1 allows units to act more independantly, thus freeing them up to attack other units without needing to be so concerned with protecting flank attacks.  It would also apply to the whole army, and is not one use only. It would also make them a lot less likely to break from a rear attack by cavalry etc.

Idea 2 fits in with the current rules a bit better, but it would be restricted to units that can take a runic banner (and so would only affect the unit taking it).  It wouldn’t help the army as a whole, but would significantly help one unit.

Thoughts?

Fallen246:

Dwarves seem to move at the same rate as it is… which to me (and the way I play) says I need to protect my outermost side units with something.

With Hammerers and Ironbreakers though for normal dwarves, is it necessary? I mean, they all have high Toughness and access to better armour than alot of other armies?

cornixt:

I like idea 1, it counteracts some of their problems with being the slowest army in a mostly movement-tactics game.

Kera foehunter:

I think rule 49

when a hero falls in the ranks all the rest of the unit will fight to the death

well if a dwarf runs he easy run down. so i think this would be better if he

just stould and fought

if elves get first strike we should get stand and fight rule 49

The Brain:

I don’t really see the point of Idea1 that is basically what an Oath stone is for. It doesn’t really make sense to make a special rule when it already exists. Idea2 sounds like it would be better suited for units like thunderers or crossbowmen, rather than infantry block units like Hammerers and Iron Breakers don�?Tt really need it. Dwarfs are not really going to be making many charges so positioning your units in anticipation of the charge is just part of the game there is no need for any special rule here either.

I have played dwarfs through 4 editions now and I don�?Tt see what all the complaints are about. I see all the time people complaining about them being too slow, or you can only play a gun line. After having played through several books I think most of the complaining is unwarranted. The current book is the best set of rules that dwarf players have ever had. The war machines are top notch the infantry is as good as ever and the runes still allow them to make the best magic items in the game. The list is a lot more flexible that people think you just have to read it. The only possible complaint I could think of is that considering the time the book was written the Goblin Hewer should have been included. But considering the fact that the official GW Dwarf FAQ states that the Slayer List is still legal makes it a moot point anyway. The dwarf book came out just before 7th edition so it is technically a 6th edition book, however it was written with 7th in mind, the writers even stated as much in a US Games Day Q&A a few years back. The book is solid, the way it is. I have won my share of tournaments with it and I have seen others do the same thing. I just don�?Tt see what all the fuss is about.

Grimstonefire:

The oathstone is quite different.

You cannot move, so you have to judge carefully when to put it down.

You can still move characters around in units using my idea.

What I’m suggesting is that dwarfs as a race are hard enough not to be as easily routed as everything else, this is a natural way for them to move in units.

Idea 1 is not game breaking imo, it just makes them more tactically flexible and changes the nature of how you move other units nearby. But more than this it is a fundamental shift in how dwarfs would play. They wouldn’t need to be so concerned about flank/rear charges.

Idea 2 again allows a surprise element for Dwarfs, your opponent wouldn’t know if they had the rune or not.

The problem often aimed at Dwarfs is that the whole nature of their list encourages gunlines as the only truly competitive build, as so much of the game is decided in the movement phase.  They don’t have many options at all for aggressive manoeuvring.

I’ve got several other ideas for updating dwarfs, but depending on what people think of these ones I may need to change it a bit.

The Brain:

Idea 2 again allows a surprise element for Dwarfs, your opponent wouldn't know if they had the rune or not.

Grimstonefire
In a friendly game yes this is true, but in a tournament you have to make you list available to your opponent. Tournaments is where you see the hardcore cheese armies not in a friendly game. It wouldn't do any good in a tournament, the opponent would ask to see your list and go "oh I'll avoid that" then you have paid points for nothing.

Besides the whole tournament problem I don't see how Idea 2 helps at all. You say it is a rune that can only be taken by units that can have runic standards. All of those units are block units for infantry. Why would you have them streched in a line anyway. I could see it for missle troops have them in a line then snap into a block when the enemy charges, but the only missle unit that can take a standard is Longbeard rangers an 0-1 choice. At 15 points min to make them Longbeard rangers they are not worth it. Any other unit that could take the standard would already be in a block formation. There is really no reason to have Hammerers or Iron Breakers in a long line.

Hashut’s Blessing:

Brain, you could always have a long line that reforms into a block allowing two lesser units to double-flank charge that were hidden behind. It’s a plausible use. Alternatively, have a BSB with the banner in a unit of Quarrellers/Handgunners (which I’d be happy for people to not get into combat with. That way, I can shoot them!) or the rule could even be changed so that it is an upgrade option to a SINGLE missile unit, rather than a magic banner…

The Brain:

Brain, you could always have a long line that reforms into a block allowing two lesser units to double-flank charge that were hidden behind. It's a plausible use. Alternatively, have a BSB with the banner in a unit of Quarrellers/Handgunners (which I'd be happy for people to not get into combat with. That way, I can shoot them!) or the rule could even be changed so that it is an upgrade option to a SINGLE missile unit, rather than a magic banner...

Hashut's Blessing
The first suggestion is not really all that plausible because any opponent worth his salt would see it coming. The second sounds good on paper but in a game I would not be risking my BSB in a unit of crossbows/thunderers. There are better ways to go on the offensive with dwarfs. Miners and gyrocpoters, not to mention that the anvil of doom can provide a lot of movement.

Perturabo:

Reading idea 2 I immediately thought: awesome, turn the unit to face a flank charge, no more losing rank bonus. Then of course I realised in most cases this would still leave the unit vulnerable to a flank charge from any units that were in front of it.

Grimstonefire:

@Brain

The idea was a reform like what Peturabo suggested, I guess a ‘free on the spot turn’ would be a better way to phrase it?

The rulebook lumps actual reforming with simple turning, but that was what I meant with that.

In my experience having to reform a dwarf unit to change it’s actual shape leads to that unit getting killed most of the time.  Better to plan ahead so it’s not needed.

Seeing option 1 coming is not always the same as being able to do anything about it. ;)  Bear in mind that the Dwarf player has the choice of reacting in that way, so it’s not an auto redirect.  It would also leave the enemy thinking ‘do I attack the flank/ rear hoping to turn the unit, or do I need to now attack them front and rear instead of front and flank’?

@Peturabo

That is true, but at the moment you would be flank charged anyway?  At least with this it gives you the option, you can turn the unit if you know you won’t be flank charged later.  It would be particularly useful for a unit that you think will be rear charged.

Hashut’s Blessing:

The first suggestion is not really all that plausible because any opponent worth his salt would see it coming. The second sounds good on paper but in a game I would not be risking my BSB in a unit of crossbows/thunderers. There are better ways to go on the offensive with dwarfs. Miners and gyrocpoters, not to mention that the anvil of doom can provide a lot of movement.

The Brain
I wasn't saying whether it was good or not, I was simply stating a plausible tactic. There are many uses for the free reform and, whether the opponent sees them coming or not is irrelevant. You can even use that to your advantage as you could keep them away from a section of the board, trick them into a trap, make them see an obvious trap instead of a more subtle one that you have set up etc.

Again, I'm not suggesting the best manner of avoiding that problem, just coming up with vague ideas for how to use it. Besides, having the BSB in there would make it a stronger combat unit as well anyway, if you really wanted to.

I think GSF is trying to avoid the necessity of taking Gyrocopters (for those that wish to remain "traditional" according to fluff), miners (if they just happen to not wish to use them) and the anvil (which some people dislike) or maybe just want to reduce the troubles of the lack of movement without necessarily speeding up their own army. Another method of doing so, if GSF wished to consider it, is to have something that slows the enemy (mayhaps being allowed to place a marker that counts as a friendly unit for the point of marchblocking etc etc)...

Baggronor:

As already said, option 1 is what the Oathstone is for. All Dwarf units having access to this kind of ability without any penalty would be far too easymode. Learning to guard your flanks, whether by deployment, movement, artillery or use of Slayers/Hammerers is part of playing Dwarfs, and these units would all be undermined if this rule was implemented.

Idea 2 undermines the Anvil’s best ability and would be outrageously good. There’s just no justification for it. I use an anvil list and can assure you Dwarf units with extra move abilities are incredibly powerful. Imagine such a rune used with an anvil, or (shudder) several units who all have one reforming and charging about using ancient power. At the very least it would need to be a master rune, probably BSB only.

Dwarfs are already mega-tough in melee, they really don’t need more survival abilities. My Dwarf lord ground a Bloodthirster down only last week (Master Rune of Steel ftw :)). The only things they need for 7th ed are a few points tweaks, maybe a new war machine or other novelty and a review of the way the Anvil works: why should the ultimate war machine of the army that prizes reliability above all else depend on dice, while the cauldron of Blood/Engine of the Gods can’t misfire at all?

The problem often aimed at Dwarfs is that the whole nature of their list encourages gunlines as the only truly competitive build, as so much of the game is decided in the movement phase. They don’t have many options at all for aggressive manoeuvring.
Most players think that because Dwarfs are slow, it isn’t worth moving. Aggressive movement doesn’t have to be fast movement, you just need to control areas of the field. Miners, Rangers, Gyrocopters, Master Rune of Challenge and the Anvil all aid this. In my experience gunline builds are much easier to beat than balanced Dwarfs, Thorek notwithstanding.

The Brain:

As already said, option 1 is what the Oathstone is for. All Dwarf units having access to this kind of ability without any penalty would be far too easymode. Learning to guard your flanks, whether by deployment, movement, artillery or use of Slayers/Hammerers is part of playing Dwarfs, and these units would all be undermined if this rule was implemented.

Idea 2 undermines the Anvil's best ability and would be outrageously good. There's just no justification for it. I use an anvil list and can assure you Dwarf units with extra move abilities are incredibly powerful. Imagine such a rune used with an anvil, or (shudder) several units who all have one reforming and charging about using ancient power. At the very least it would need to be a master rune, probably BSB only.

Baggronor
Thank you. You have hit the nail on the head. If it isn�?Tt broke then don�?Tt fix it.