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====Banner Runes==== *'''Master Rune of Groth One-Eye:''' 75pts. Dwarfs have great leadership and Resolute across the board, and giving everyone within 12" stubborn means you'll almost never fail a break test, especially if the general is nearby. A great choice to put on a unit of Hammerers. *'''Master Rune of Stromni Redbeard:''' 60pts. An extra +1 combat res to all dwarf units within 12", can be great in larger games but is usually outshone by Runes of Battle if you want to take it any way it stacks fairly well if you have another unit with the Runes of Battle. *'''Master Rune of Valaya:''' 25 point drop for a total of +3 to dispel (+2 for being Dwarfs, +1 for the banner), and at the start of each magic phase, each Remains in Play spell is dispelled on a 3+. A fantastic rune and for general lists and the one rune you never want to go without. With how powerful magic is, this is the best protection you have against Init test or die spells (like the Purple Sun), as well as making the opponent's army much weaker because you can almost always dispel spells like Throne of Vines every turn without wasting power dice. *'''Master Rune of Grungni:''' 60pts. It is another fantastic rune and perfect for gunline lists since it gives your cannons within 12" the 5+ Ward Save. *'''Master Rune of Fear:''' 25pts. Grants an entire unit fear, rather than Rune of Dismay only giving it to one, and only for 10 extra points. *'''Rune of Battle:''' 20/40/60pts. The first two runes are good, but the third can only be put on the BSB and costs a bit much to be worth it since you'll already be getting +3 combat res from just the banner alone, attacking in one more rank is usually overkill at that point. *'''Rune of Slowness:''' 20/30/50pts. The first two runes are good for ensuring your enemies fail their charge and then get countercharged by you (or shot at again, which can do more damage), and it has good synergy with the Silver Horn to get you those extra attacks when you charge. The last rune-giving opponent's ASL is still really helpful with your Initiative 2. *'''Rune of Sanctuary:''' 10/20/30pts. Magic Resistance isn't as great as it used to be, and it won't stop that Purple Sun from wiping out a unit, but you can still make use out of the first level, as adding/not adding it allows multiple units to take the Rune of Battle on their banners too. *'''Rune of Stoicism:''' 50pts. Another easy way Dwarfs can get stubborn. A good banner if you didn't want to put the Master Rune of Groth One-Eye on that unit of Hammerers. Put it on and have fun, never running away. *'''Rune of Guarding:''' 30pts. BSB only. Since this only grants the bearer a 5++ Ward Save, one might as "why?". That is a very good question because the Master Rune of Grungni exchanges the Ward in combat for giving it to multiple units. *'''Rune of Courage:''' 20pts. All of the Dwarf units that can carry this will not get much use out of it anyway, it doesn't work well with other banner runes, and Dwarfs already have great leadership. It might be somewhat handy if you're up against many Undead or Daemons, but there are generally better banner runes. *'''Strollaz' Rune:''' Vanguard for 10pts. Nice on dwarfs, you can build an army around this rune (since you can put it on more than half an army), consider it an extra turn without getting shot at. But don't bother taking this on Rangers since they still have to remain 12" away from the foe and still can't charge the first turn, if you go first. Works well with Irondrakes. *'''Ancestor Rune:''' 10pts. This is another rune you can build an army around, With the Master Rune of Groth One-Eye giving you Stubborn, you can essentially make a unit Unbreakable in combat for one round (or even without Stubborn if you didn't lose by much). If this rune had a downside, it doesn't stack well with the other runes for normal units. *'''Rune of Kadrin:''' 20pts. Anything that lets you reroll hits is a welcome blessing, even if you need to roll a 1 for it to work. *'''Rune of Determination:''' 15pts. Why did they copy the Ancestor Rune? *'''Ancestor Rune (Copy):''' 10pts. Despite also being Ancestor Rune, this one works differently. Rather than breaking at a very small chance, this gives a chance actually to become Stubborn. *'''Master Rune of Grimnir:''' 50pts. It gives Slayers within 12" of this a 5++ Ward against missiles, which is their lone protection against anything shooty.
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