So I have learned a lil

First off I still have a lot to pick up so do not let me sound like the authority I was many many years ago back in WFB. I knew those rules, old world still is throwing me a surpise curve ball (like induival lords and heros doing evade that one really blew my mind).

1 steam hauler makes no sense and needs to be removed totally and some one sat down to make it make 100% sense.

2 bull renders are great due to the remove ranks rule, but pay for that in a very weak profile compared to other like units. Making me question if all these battle reports where some one takes two 3 man units is worth it or not. Thinking not.

3 the iron demon and the nature of its gun is sooo much better than it had been. Being able to reroll a misfire with hell bound upgrade makes me quesiton the build I was working on with a baby sister hell smith near by.

4 make the hell cannon able to use our arty rerolls again. It only makes sense we made the dang thing.

5 iron sworn dont seem to be worth the squeeze. They come built in with a TON of cool rules. And 1 extra attack and 1 extra ws. But given our lads are gonna be playing catcher not pitcher. Does all that matter? More guns I think is better than paying 20 points a dude. Ok they have 1 huge benefit. They can take that sweet sweet 65pt magic banner with out a bsb. But thats more points in. MSU I think is gonna be the order of the day.

6 why take the mantle of stone if your on a great bull? No really why? T7 vs T6. Skaven bell can affect you if your T7. Most things your gonna fight are wounding you on 3’s or 6’s to start with their ain’t really a middle ground. Things that swing that hard you should be shooting to death instead.

I am more than postive theres more out there. But given I have only been back for what 2 maybe 3 weeks now. That’s a lot.

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Good to have you back in the game :slight_smile: I know all to well when rules from different editions get mixed up and it’s tricky to focus on the nuances of any given edition. On some of your points I may offer some counter

  1. It’s worded needlessly complicated. It would be useful - if the war machines were better. And there was a way to transport units.
  2. The final verdict on Renders is still out. On first glance they seem weak compared to the other MC units, but they aren’t really that far off - and that’s because of the Impact Hits, that’s where they really shine. They need that charge (getting them the Rampaging Banner helps). And they’re T5, that’s rare. Have we already talked about the Renegades Project? Very popular fan project for all the seven legacy factions. Gives them their third attack, drops points (a little) and enables GW and shield. Helps! Also the Taur’rukh is quite capable, put one in the unit and they might surprise you
  3. The Hellbound-reroll only works once. Still, that unit is our most capable piece. Also observe how a Daemonsmith cannot use his Engineer ability on the Iron Daemon since it’s not a war machine (although that changes with the Renegades rules too, see 4)
  4. Renegades project changes the Engineer rule from war machine to model, including Hellcannon and Iron Daemon now
  5. Ironsworn are really really good. They can go toe to toe with just about every unit in the game. On the other hand, our shooting isn’t as capable as it used to be, simply for how war machines, especially template ones, work in TOW. Infantry got a big boost with the Erratas though.
  6. T7 is a huge game changer! Dwarf cannons wound on 3 instead of 2, all units with S5 wound on 6 instead of 5, and that is a very common strength, followed by S6 where the metric also changes. You’re also immune to S1, which used to be a major threat with the Beastmen Viletide spell until it was nerfed a few weeks ago. (Skaven on the other hand are very inconsequential). Mantle of Stone on a Bale Taurus is practically an auto-include.
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